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SilverClawShift
2009-12-02, 04:22 PM
So I could use some casual advice from the unwashed masses (that's you guys, tho hopefully most of you wash).

I'm in the middle of a stint as a replacement DM for our group (three players). We're in a slightly modified Shadowrun world, one where The SCP Foundation (http://scp-wiki.wikidot.com/scp-series) exists as a behind-the-scenes protector of humanity with questionable moral integrity.
The Players are all D-Class personnel (which means they're expendable. So expendable that if they survive for a month they get executed anyway). So far, they've experience four deaths all together (three for one, one for another, and one has survived the entire game so far). The surviving player is nearing the end of his 'lifespan' and is slated for termination at the end of the week (in game). All three of them have a chance at earning an indefinite stay of execution though, if they're successful at the task they've been assigned to.

The Posessive Mask (http://scp-wiki.wikidot.com/scp-035) has managed to breach its containment and escape out into a sparsely populated russian area. Worse, during its escape, it managed to acquire a sample of The Zombie Virus (http://scp-wiki.wikidot.com/scp-008) and has caused an outbreak at the SCP site houseing it and the surrounding area, presumably to cover its tracks and aid its escape.
The outbreak of the zombie plague is large enough, and near enough to areas with larger populations, that the chance of an XK-class end-of-the-world scenario has become a real possibility. All available SCP foundation teams who are deemed combat-capable were dispatched to the surrounding area to create a perimeter and begin pushing inwards in an effort to contain the spread of the plague, with heavier deployments being put between the SCP site of origin and any nearby populated areas.
The chance of a total breach of containment is still a very real possibility, one made worse by the sightings of the Mask showing up and sabotaging strike teams at critical moments.
The area the infection could have spread to is a solid 100 miles out in every direction, and the mask is beleived to still be in or around that area. The area is cold, but not enough to cause freezing of infected individuals. There are several populated areas within the range of infection.

This is where the players come in.

Dr. Bright (http://scp-wiki.wikidot.com/scp-963), due to his unusual nature is at once considered "completely disposable" and a high-ranking staff member for the SCP foundation.
Dr. Bright has stated that he "has a plan" for the capture and containment of the posessive mask, and has requisitioned three D-Class personnel (the players) to help him. The three of them were loaded up with a custom selection of high end gear, and the four-man team will be unceremoniously dropped into the infected area.

The players goals are, in order of priority:
- Protect and assist Dr. Bright in any way necessary for the completion of the mission at hand.
- Locate the Posessive Mask, alert the foundation to its whereabouts, and attempt to contain or destroy it at all costs. Any amount of collateral damage is considered acceptable to the recovery of the mask.
- Aid in the containment of the zombie plague outbreak wherever possible, including the resecuring of the classified SCP foundation site.
- Once the foundation site is resecured, establish that all other on-site SCPs are still secured and accounted for, including the lab containing the samples of the zombie virus.

They're also getting a really neat boon before they get dropped in. Dr. Bright is going to sneak all three of them in to see the clockworks (http://scp-wiki.wikidot.com/scp-914), to let them augment their gear by putting it in the machine. Since weapons and body armor tend to come out VASTLY improved when inserted in the machine on the "Fine" setting, (with occasional dangerous mishaps being an unfortunate side effect), I've got a list of every peice of equipment they have on hand, and made lists of what will happen if they risk stuffing their gear into the machine. Mostly positive results await them if they're ballsy enough to chance it.

Which brings me to the reason for the thread proper.

****************************************

There are a lot of ways this section of the game could possibly go down. The "Best" ending of this part of the story will be if they manage to pin down and isolate the mask, and get Dr. Bright a clear shot at grappling the thing. Dr. Bright is going to slap his amulet onto the body the mask is controlling and 'see what happens'. Depending on what the players have done up till that point, and if they set it up right, Dr. Bright will either imprint over the mask, destroying the evil personality inside of it and gaining control over its abilities, OR the mask will be utterly neutralized and the personality sucked into the amulet, releasing Dr. Bright from it. Both outcomes are considered positive in their own ways.
There are, of course, numerous 'bad endings' waiting for them. If they bumble through this ineptly, the mask WILL escape, and will wreak utter havoc in doing so. And there's always the chance of slow cannibalizing death at the hand of zombie hoardes. Or the various torturous deaths the mask might have in store for people who get in his way.

And the SCP site that has to be resecured? Think "Tomb of Horrors" in a sci-fi setting...

What I really want tho, is to be as many steps ahead of my players as I possibly can be. So I pose the question to everyone: If you were being dropped into this situation, what would you do? Anything you can think of that might catch a non-expert DM way off guard?

And of course, anything you can think of to suggest to make the game itself better/scarier/more dangerous is all gravy too... :smallsmile:

Thanks for readin my wall of text :smallsmile:

Mr.Bookworm
2009-12-02, 04:39 PM
Figure out what other SCPs are at the breached site, for one. If there are other Keter-class SCPs at the site (or pretty much any SCP, really) figure out what will happen if they manage to get lose.

Other than that, sounds cool. Are you going to try to keep your usual log?

EDIT: Oh, yeah, I had an idea. If the Mask knows they're coming, consider having it set a trap for them (preferably in a theatre, but any large building works), where it sets up dozens of mannequins, statues, and dead bodies, all with comedy masks on (this of course is assuming that the mask could actually get it's hands on other masks). Perhaps have it pose some of the bodies and mannequins.

Then have it burn down the building because I don't think it's going to be stupid enough to take them on in a fight.

arguskos
2009-12-02, 05:01 PM
Out of curosity, where is Able (http://scp-wiki.wikidot.com/scp-076) and his Pandora's Box team during all of this? Able himself could probably nearly contain the whole damn breakout alone, given his insane level of weapons proficiency and killing ability.

Personally, what I might do is if we somehow got snuck in to see SCP-914, I might try and break off and steal another SCP or two. There's enough insanely crazy ones that it could be totally worth it, like the multitool that always produces the right tool for the job... no matter what. Or the bullet that is always right for the gun (http://scp-wiki.wikidot.com/scp-157). Maybe the gun that never kills twice in the same way (http://scp-wiki.wikidot.com/scp-985). Oh! Maybe getting access to the Sword from Hell (http://scp-wiki.wikidot.com/scp-193) would be amusing too.

Also, where's Cain (http://scp-wiki.wikidot.com/scp-073) during all this too? The Foundation has enough high-powered beasties that if they really have mobilized the whole Foundation to prevent an XK-Class event, they surely have mobilized those SCPs who can be counted on to aid them, such as Cain and Able. Just a thought, anyways.

Oh, and DAMN YOU for mentioning the SCP Foundation in one of your last posts. I spent like 2 weeks reading through most of the damn archives. :smallannoyed: I had night terrors for a month.

EDIT: Also, protecting Dr. Bright is easy. If he dies, just pick up the amulet, and move on. :smallcool:

EDIT 2: Oh, yeah, this idea is hardcore awesome. I approve so very very hard, I do. :smallbiggrin: PLEASE, let us know how this one works out.

Fayd
2009-12-02, 05:04 PM
For creepy effect, could the virus have infected other specimens?

What I would do:

Try to get as much information about the situation as possible before dropping in and pick up as much AoE effects as I can with my resources, even non-traditional sources (alcohol+rag+match) to deal with the zombies. What's Dr. Bright's Reflex save?

For non-explosive weapons, I would probably favor short to medium ranged weapons. Melee is too dangerous, but long range is wrong for a hunting mission. Also, I would do what I could to silence the weapon. Again, stealth will be key.

This mask sounds hard to contain, what with the ability to destroy any sort of containment. I'd assume then that it's also probably hard to immobilize via other methods as well...tranquilizers probably won't do much good. Actually, any good at all, if I've read the article on the mask properly (the subject only has to be humanoid, and not even alive to begin with) so I wouldn't bother with that. Good, old fashioned methods like nets and bolas would probably be the most effective.

I would get any sort of item that boost my ability to track...and probably be on the lookout for any melted piles of goo...is that an exothermic or endothermic reaction? If it is exothermic, I would probably try to find some sort of infrared detector to find the residual heat from the reactions. (Exothermic releases heat, endothermic absorbs it)

Also, quiet communication with the rest of the party will also be really helpful. Anything that allows subvocalized or telepathic communication would be helpful.

As for protecting the Dr...I'm not sure. I'm still really new at playing in general and I don't know Shadowrun.

This help any?

jiriku
2009-12-02, 07:19 PM
Rokkit Launchas! I spent too many years playing Doom, Quake, Hexen, and Half-Life. When horrible demonic entities or flesh-eating zombies or anything else like that goes down, you grab a chain saw, a shotgun, and a rocket launcher. These are The Rules.

I would probably be exploring the possibility of carpet-bombing strategic areas with napalm - it clears out zombie infestations beautifully. When you say "any amount of collateral damage is acceptable", my monstrous little player brain interprets that as "I encourage you to be excessively destructive".

Mobility also comes to mind. An area several hundred miles across probably has at least one airstrip. Does anyone in the group know how to fly a plane? Even a little helicopter like radio stations use to check on traffic would be good for quickly and safely traversing long distances within the region, and for making quick escapes if there are too many zombies in an area.

If I'm explosively minded, I might try the reverse of what Bookworm suggested, and booby-trap an area, lure the Mask in, and then blow it all to hell. Tough to make a lure without more information, though, because it's unclear what it wants.

arguskos
2009-12-02, 08:38 PM
Hey, here's an idea! Your players could get some SCP-148 (Telekill) and form a box out of it for SCP-035. I'm not sure 035's secretions can actually eat through 148 with any level of speed.

Then, once it's coated, feed 035 to SCP-101. :smallcool: Course, that's probably not what you're looking for. But, it's a way to get rid of the damn thing.

Leicontis
2009-12-03, 01:09 PM
I recall Shadowrun including some magic - are any of your PCs magic-users? That could potentially give them a shortcut to containing 035. Other than that, I echo the advice to work up a list of the other SCP objects in the site, and make sure you've got an idea of what each would be capable of, particularly in combination.

The Glyphstone
2009-12-03, 01:50 PM
Personally, what I might do is if we somehow got snuck in to see SCP-914, I might try and break off and steal another SCP or two. There's enough insanely crazy ones that it could be totally worth it, like the multitool that always produces the right tool for the job... no matter what. Or the bullet that is always right for the gun (http://scp-wiki.wikidot.com/scp-157). Maybe the gun that never kills twice in the same way (http://scp-wiki.wikidot.com/scp-985). Oh! Maybe getting access to the Sword from Hell (http://scp-wiki.wikidot.com/scp-193) would be amusing too.

.

Wait - you'd steal those, but you wouldn't even make an attempt for the Box of Infinite Pizza? (http://scp-wiki.wikidot.com/scp-458)

ocdscale
2009-12-03, 02:16 PM
Uh thanks guys, I'm not going to be able to do anything at all this week except read through all the SCPs

Fayd
2009-12-05, 02:30 PM
Also: More allies=better. Find more D Class people to take with you as literal meat shields.