Paranoia The EverCandy Story.pdf

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A 4-6 HOUR CONVENTION ADVENTURE FOR
With Jumpsuit, Badge, and Laser IV:
With Jumpsuit, Badge, and Laser IV:
The EverCandy Story
The EverCandy Story
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With Jumpsuit, Badge, and Laser IV:
The EverCandy Story
Michael Miller
Charlie / Design and Layout
Jeff Felson
Mike Teevee / Cover Art
WARNING!
Joel Baker, Jack Brown, Shawn DeLoach, Christian
Nelson, Eric O’Denius, and Paul Rubenis
Oompa-Loompas / Playtesting
This document is classified
Ultraviolet. Reading of this
document by those of Violet
clearance or below is Treason,
punishable by being test
subjects for the latest HPD&MC
snack food commercials!
The Computer
Willy Wonka
Typical Silly Paranoia Introduction™
Greetings, Citizen! Congratulations on
downloading this fine Adventurelyke document.
While I’m not one of the High Programmers from
Honesdale, hopefully you will enjoy this mission as
much as I’ve enjoyed creating it.
If any of you still reading are less than
Ultraviolet clearance, shame on you! Turn yourself
in right now at that confession booth across the way.
Get a move on! Hup, 2, 3, 4, hup, 2, 3, 4. That’s a
good clone.
The “With Jumpsuit, Badge, and Laser” series
of adventures have been run at Con of the North for
the last four years. Here’s to a much longer run than
that.
Paranoia
, the All-Seeing Eye of the Computer,
and other such things are trademarks of West End
Games, and are used without permission. This
product was not made by and is not authorized by
West End Games.
Mentos is a trademark of Van Melle USA.
This document Copyright © 1999 Michael Jay
Miller, all rights reserved.
This document was made with Multi-Ad
Creator2™ 1.5.
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0. Introduction
Sevenday Morning, 20-02-209 AC : Two clones
return from that mission glowing Ultraviolet. They
appear to be immune to weapons, and they have
strange powers over the Citizens of Alpha Complex.
0.0
Welcome!
Welcome back to the wonderful, wacky world of
Paranoia
, Honored Citizen! This adventure is
designed to fit within a four hour time slot at most
conventions, or a six hour slot with some time to
spare for breaks, secret dealings, and other such
typical
0.2
The Adventure
happenings.
This document is not intended for use alone;
you will also need the pack of handouts found at the
same place you found this one. They include the
forms for use in the adventure, plus form data from
Parody-U-MAN-4 and the MAN sector clones, in
case you don’t want to use your own set of briefing
officers, R&D techs, and flunkies.
They also include a list of suggested props for
use during the adventure. Props make every
adventure more fun, right? You may notice the lack
of weapons in the list. The convention I’ve run this
at doesn’t allow weapons or weapon-like objects
(keeps down on the potential liability claims, that
sort of thing). Besides, they’re easy to add.
Paranoia
This leaves us at the adventure, which proceeds
as follows:
Section 1: Breakfastcycle at Tiff-I-ANY’s.
The Troubleshooters are sent home after a long
Sixthday of working. Waking up the next day, they
can eat or go to a Computer Rally, then are called in
for another mission. They then survive getting to
the subsector they are sent to.
Section 2: R&D Surprise
Having arrived at the subsector, they must
figure out how to get in, assign MBDs without
killing too many clones, and escape the Complex
before amassing many multiple millions of
mandatory monetary fines.
Section 3: Another Bad Trip
Outside the Troubleshooters encounter Big
MICs, Infrared roads, two tribes reliving past glories,
and finally the Stop ‘N’ Rob ® . Inside the Stop ‘N’
Rob ® they find some Mentos, dead clones, their
equipment, and other fun items. On their way back,
they can try out new weapons against another Big
MIC or whatever is left of the tribes.
0.1
Backstory
Fifthday Evening, 18-02-209 AC : A High
Programmer (Clean-U-MAN) in HPD&MC found a
cache of information about the Old Reckoning
device known as an “Automatic Car Wash”. The
description of the device lead him to believe that it
could easily be adapted to serve Infrareds,
increasing their Hygiene statistics tenfold.
Section 4: Hostile Takeover
Upon returning to Alpha, the Troubleshooters
discover that the two clones they saw before are
leading a mob towards CPU Central. Hopefully
they will have figured out what to do and can stop
the traitors with a minimum of destruction to The
Computer’s valuable property and Citizens. Yeah,
right.
Sixthday Morning, 19-02-209 AC : An Armed
Forces Vulturecraft is sent out to find a building
matching the description given by Clean-U. After a
couple hourcycles of flying around Alpha, they find
one. The Vulture reports back to base.
Sixthday Afternoon, 19-02-209 AC : A mission
was formed to adventure out into the Outdoors to that
site and bring back any knowledge of the “Automatic
Car Wash”. Instead, they find a few rolls of Mentos,
which have absorbed radiation for years and have
become the EverCandy. Eating one bestows extreme
power upon the clone who does (or maybe death, but
that’s not that unusual for pills in Alpha).
Section 5: Debriefing and Exeunt
Finally, the Troubleshooters are brought back to
Troubleshooter Headquarters and are questioned
about their mission. Hopefully they brought back
everything they left with.
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1. Breakfastcycle at Tiff-I-ANY’s
3, 4, and rest! Have a great day, Citizens!”
Before we continue, I need to know if your
Troubleshooter is going to:
1. Go eat first, then hit a Serve the Computer
rally, or
2. Have fun at the rally, then have breakfast.
1.1
Morning
As always, Bold Text is for reading to your
players.
“What a daycycle,” you think to yourself as
you stumble back to your Red dormitory and
collapse into your bunk. Your team spent the
entire daycycle chasing Commies around a
heavily-trafficked PLC shopping area, only to
have them caught by Blue Troopers. They were
gracious enough to allow you to fill out all the
paperwork, though. It’s good to be back in your
nice bunk, and you quickly drop into slumber.
Troubleshooters who go to the rally first won’t
get breakfast. Troubleshooters who go eat will be
penalized at the debriefing for not going to the
mandatory rally. You may also have some wise
Troubleshooters who sneak out on the way to check
Secret Society messages. There’s a sidebar at the end
of this section for them.
After your Troubleshooters decide where they’re
going, break them up into two groups and run them
through their respective encounters:
(Get your group to make sleepy-sleepy noises of
different types. Once they have a nice loud snore
chorus going, continue on with the text.)
Ahh, Sevenday. Every Citizen loves Sevenday
because it is the daycycle clones are given time to
relax, watch some Live-Action Commie Combat,
and go to the mandatory Serve the Computer
rallies. Friend Computer even gives Clones the
option of sleeping in on Sevenday for almost 10
whole minutecycles!
1.1.1
Breakfast
Heading out early to the Red level cafeterias is
always a good idea on Sevenday, as they fill up fast
with clones coming from the Serve the Computer
rallies.
As usual, it’s pretty busy. The food line
stretches out of the Cafeteria a ways. After a wait,
you get your food and sit. Munch munch munch.
(Egg your players on to ooh, ahh, and praise the
wisdom of The Computer. Scribble some on a
notepad while looking sternly at anyone not
participating.)
(Hand out the breakfast cereal packets and
watch them eat like good little clones.)
The only bad thing about this Sevenday is that
you were randomly assigned “on call” status, in
case there’s some kind of emergency. Nothing
much to worry about there, as you’ve never been
called in on your daycycle off.
At ten minutecycles after your normal Wakey-
Wakey time...EHHHNT! EHHHNT! EHHHNT!
The Wakey-Wakey alarm goes off. A tape of Teela-
O-MLY, beloved symbol of all of Alpha, fires up as
it does every daycycle.
“OK Citizens, time for your morningcycle
Troubleshooter Calisthenics! Everyone out of bed
and on your feet! Arms up! Index Finger Out, and
Curl, 2, Two, 2, Three, 2, Four, 2, Five, 2, Six, 2,
Seven, 2, Eight, 2, Nine, 2, Ten, 2! All right! Now
shake those hands out and prepare for Laser Draw
practice! Hands at your sides, ready, and, Draw, 2,
3, 4, Again, 2, 3, 4, That’s right, 2, 3, 4, Last time, 2,
Mmmmmm, good. As you’re cleaning your
hands, you notice something written on your
hygiene packet.
Hand each of the Troubleshooters one of the
prefab notes from their Secret Society. Then tell this
group to wait while you continue with the other
group.
1.1.2
Serve the Computer Rally
Friend Computer is always appreciative of
clones who go to the mandatory Serve the
Computer Rallies on Sevenday. You sit down in
one of the benches and open the Songbook to
today’s song.
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Section 1
WJBL4: The EverCandy Story
Strange...inside this book is a note.
Parody-U-MAN continues: “These two clones
were Rule-R-ALL and Lame-R-GUY. They were
part of an expedition sent to the Outdoors to obtain
information about a device rumored to [freeecx
garble formbale bleck] which would be a boon in
the Infrared quarters. We are unsure what
happened to them as their mission unfolded, as we
do not have their mission records available. We do
know that the other four members of the mission
team have had replacements activated, so
something did happen out there.”
Now the Blue Troopers open fire. Ordinance of
all types flies at the two, who stand there waiting.
You’re not sure, but before explosions fill the hall
you think you can see a cone rifle shell bounce off
one of them. Your view of them and the troopers is
blocked by smoke as he continues.
“These two returned to Alpha as you see them.
They have been walking through Security
checkpoints with very little trouble. I need your
team to go out and see what it was that this group
found, and find some way to stop it. On this end,
we shall do what we can to slow them down before
they threaten all of Alpha Complex.”
The smoke has cleared enough to see what
remains of the two. You gasp to see that the entire
Blue Trooper squad has been reduced to smoking
boots, while the two glowing clones continue
down the corridor.
“There is a vehicle awaiting you at subsector
TBG-WNO-HGB. You will also find a map and
whatever equipment we can get there in time.
Unfortunately, there’s not enough time for a run to
PLC and R&D. There should be a mission
summary sheet printing from your booth now.
Good luck, Troubleshooters! All of Alpha
Complex is relying on you!”
(Hand out more prefab notes)
The music begins to play from every
loudspeaker in the area, and you all begin to sing:
I recommend the song from the back of the 2nd
Edition GM Screen, which is also in the Red Ready
Reference Sheets. Whatever you give them to sing,
near the end of the song continue to Section 1.2.
1.2
Interruption!
Wherever the Troubleshooters are, they receive a
page. Of course, an Alpha Complex Com Unit page
goes something like:
“ALERT ALERT ALERT ALERT ALERT”
at the top of its electronically-generated voice.
The page tells them to report to a confession booth
for a private message, and gives them the mission
code MAN-WJBL.IV.
All the clones around them are looking at them
funny for disturbing their breakfastcycle or song.
Hopefully the Troubleshooters back out gracefully
and head to the nearest confession booth.
Convincing Friend Computer that you don’t have
anything to confess may be an interesting
experience.
Eventually they’ll report in and give the mission
code from their Com Units. Continue on with:
Upon giving the code shown on your Com
Unit, Friend Computer says “Please wait.”
A minutecycle or so later, a High Programmer’s
image appears on the screen. There is a ton of
interference, and every so often the picture blinks
to static and back, like a transmission from a
damaged ship on Star Trek:The Next Generation.
“Troubleshooters, thank you for responding
quickly to my message. I am Parody-U-MAN-4,
Head of Troubleshooter Operations for MAN
Sector. This is a mission of the utmost importance
and urgency.”
At this point the screen changes to show two
other clones dressed as Troubleshooters. However,
they have Ultraviolet jumpsuits and seem to be
glowing Ultraviolet. Even their lasers are squeaky
clean, and glowing. A team of Blue Troopers is
huddled behind a barricade. They have cone rifles,
laser cannons, and some larger weaponry you’ve
never seen before.
Said mission summary sheet does print out from
all the confession booth’s printers. Make printing
noises and hand each Troubleshooter one. However,
the last one gets caught in the printer. Rip it in half
before handing it to the Troubleshooter.
Troubleshooters now have an opportunity to
leave messages with their Secret Societies on the way
to the mission. Once they’re (un) happy with the
situation, proceed to Section 2.
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