Insidious GURPS Planning

Showing posts with label One-Shot. Show all posts
Showing posts with label One-Shot. Show all posts

Tuesday, March 18, 2014

Action Report: Zombie One-Shot and Agency 17, Just Business

I'll start with the Zombie oneshot:
  • Everyone died or got zombified
  • One person crit-failed their first zombification check and immediately turned about fifteen minutes into play
  • Molotovs ended the lives of multiple PCs. The player in question only plays one-shots as she lacks the attention span to play in long running games, which is why her forays into roleplaying become slaughterfests.
  • My radiation system would be more interesting in a long-term campaign than a one-shot where record keeping became tedious.
  • Besides the Armchair Republican and the Columbine copy-cat loner PCs, everyone was completely unprepared for the zombie apocalypse. Everyone played their roles well.
  • The clown got a very limited form of Snatcher and abused it to good effect.
 Now onto Agency 17:

The Agents

Tobias Stöhner: Gray hat hacker and electronics whiz, Tobias makes computer security experts at the Pentagon break out into a cold sweat when he infiltrates their systems.
Virgil Cooke: A former CIA agent, Virgil is a master of acting a part and working the social aspects of covert ops. You probably should avoid windows if he wants you dead.
Jack Herman: Former SAS, Jack is the group's heavy muscle and military man. If the group needs his talents, it's inevitably because something went FUBAR and they need saving.
Nima Caspi: A former IDF combat medic, Nima is perfectly at home driving like a complete maniac and patching up complete maniacs who have taken a bullet or two.
Johnny Trang: Johnny Trang was too cool for LAPD officer school, so they put him into undercover work. Johnny Trang is perfectly at home infiltrating illegal racing rings or snooping on bad guys.

This session we had Matt (Virgil), Max (Johnny), Thomas (Tobias) and Ryan (Jack).

The agents spent two months in Switzerland recovering and relaxing. Johnny's doctors assure him that the colorblindness will fade- eventually. Virgil picks up some news that some guy in France wanted by Interpol was found hanging from a flagpole outside his hotel. Virgil's player doesn't piece it together- but Agency 17 has followed up on the safe deposit box in London and Natalia is following that lead.

Meanwhile, Logan updates the Agents on Project Olympus (Long story short: Natalia is an outlier and the program was highly inefficient and unreliable), as well as their next mission.

Rand and Charles Petroleum, a US Company, has attempted to start an oil drilling operation in the Amazon rainforest within Brazil. Working with a Private Military Contractor (Blue Leaf Company) to provide security and 'willing' labor, RCP's activities have pissed Agency 17 off.

Largely because RCP has been identified as a potential target for blackmail and extortion, especially if their most recent business proposition (The oil drilling in Brazil) fails. Agency 17 plans to apply leverage for their starting capital.

The Agents are only told about the forced working conditions. They're provided a guide, Gregori, to help them survive in the jungle conditions.

Tobias and Johnny are flown in early, and approach the town of Varzedos. Providing early reconnaissance, they determine that a man known as Sherman is in charge of the Blue Leaf Company, a woman named Connie is in charge of the drilling operation for RCP, and the local padre, Father Kline, is overheard talking with Sherman about the availability of laborers.

Tobias begins tracking down two men involved with trying to stop RCP's business in the area, meeting with Ernesto. Ernesto is an old grizzled man who gruffly tries to disillusion Tobias about the situation, but is generally helpful. Turns out Murchad, a particularly vocal critic of the drilling operation, threatened to involve outside interests in the situation.

'Outside interests' being eco-terrorists, criminal organizations, government oversight committees, and the like. The kind of organizations that RCP doesn't want to deal with, and the king the Blue Leaf Company really wishes would shut up.

Meanwhile, Virgil, Nima, Jack and Gregori skydive into the Amazon late at night. Barely surviving the trip through the canopy, they land and begin making camp.

Next morning, Virgil and Jack prepare their ghillie suits and recon the road being cut into the jungle to the site where drilling will commence. They find first BLC's barracks, followed by a large clearing where workers who have been forced into joining the project are forced to sleep. Connie and a few BLC members execute two workers who tried to escape, in full view of the hidden agents.

Meanwhile, Tobias still digs into finding locals who are against RCP, and Johnny tries to dig into any clues present at the local town hall...
Posted by Mr. Insidious at 9:48 PM No comments:
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest
Labels: Action Report, Agency 17, GURPS, One-Shot, ZOMBIES

Sunday, March 2, 2014

Zombie One-Shot Planning

The Mistborn Campaign I play in Tuesday nights will likely be on hiatus for a single week so the GM can plot, plan and machinate as he pleases, This frees me up to make use of GURPS Zombies, which I picked up for my birthday.

[9:40:20 PM] Virgil's Player: Oh god, once a week classes. Half the time those are night classes that are creepy as fuck even without zombies.
[9:40:37 PM] Me: It totally should be college night classes
[9:40:41 PM] Me: just for the vision penalties

 I'm probably going to run things with a heavy modification of the Whisperer template (pg 103, GURPS Zombies):
  •  Secondary Characteristic Modifiers: Basic Move +1 [5]
  • Advantages: Acute Hearing 2 [4]; Doesn't Sleep [20]; Indomitable [15]; Single-Minded [5];
  • Perks: Penetrating Voice
  • Disadvantages: Asocial [-56]; Hidebound [-5]; Zombie Motivation (Spread the Mind Virus) [-15];
  • Quirks: Involuntary Utterance [-1]; Doesn't Raise Voice/Yell [-1]
Whisperers are fun because the zombie virus is spread by zombies infecting you with a mind virus.
 
The behavior of the zombies is simple- they gang up on those who are not affected by the virus and beat them up until they can be held down and whispered to. They are more or less as functional as a human being when it comes to intelligence, although all social capability seems to have been removed.  The zombies are capable of running, manipulating simple objects (door knobs), climbing (ladders too) and avoiding obvious hazards (fire).

The zombies only attack with hands and fists, in an attempt to prevent killing potential hosts for the virus. When among only their own kind, they act much like robotic automatons attempting to act human- albeit constantly chattering in the unique language of the virus.
I'm ditching the Memetic Zombification listed for the template in favor of trying to cobble together a Zombie Radiation scale (zRads) to reflect the mind virus' effect on my victims.
  • Instead of HT checks, all checks will be done using Will.
  • Radiation effect A is replaced with acquiring the disadvantage Chummy, Chummy turning to Gregarious for characters that already have it, and Loners losing the Loner disadvantage. This is representing the initial exposure of the Mind Virus prepping victims to more easily finish spreading to them.
  • Radiation effect B is replaced with gaining Light Sleeper and suffering -1 to IQ for at least a day. They get one Will check per day to see if they ditch the penalty.
  • Radiation effect C is replaced with gain the Chronic Depression disadvantage (Control Rating 12), and also gain the Involuntary Utterance quirk. At this point the person is now actively spreading the mind virus, although if they are isolated from other sources of the mind virus they will eventually recover and stop spreading it. Of course, they're not going to be very proactive about getting clear of the zombies... This stage represents the continuing rewiring done by the virus.
  • Radiation effect D is the first point where I take over PC control and rule that they've become a zombie. Upon reaching this stage, the character gains Neurological Disorder (Cripling) for fifteen minutes, turning Severe for another ten minutes, and then being Mild for five minutes after which it disappears and the Zombie is fully functional.
  • Radiation effect E represents an immediate snap into a Zombie without the delaying effects of D.

Action zRads Inflicted
Listening to someone at Radiation Exposure C for 1 Hour 10 zRads
Listening to a turned Zombie for 1 Second 1 zRads
Zombie grapples a character and whispers directly into their ear 100 zRads/second

There's a lot of various protection factors to take into account:
  • Deafness: You're immune
  • Hard of Hearing: PF 5
  • Headphones, Loud Music, Earplugs, stuffing cotton into ears, pillow over the head, etc: PF 2
  • White noise, falling rain, water trickling and other 'random' noise: PF 3
  • Sleeping: PF 2
  • Chanting/Singing/Shouting Cadences: PF 2
  • Distance: PF 2 at distances of more than 5 yards from small groups (5 or less individuals) of zombies.
  • Complete sound Muffling: Complete negation of zRads. (IE: Locking a zombie in a walk-in freezer)
zRads Effects Table:

a

Dose Effects Will Penalty
40-79 zRads -/-/A/B 0
80-159 zRads -/A/B/C 0
160-320 zRads A/B/C/D 0
321-640 zRadsB/C/D/E -1
641-1281 zRadsB/C/D/E -3
1282-2563 zRadsC/D/E/E -4
Some scenarios:
  • Dave's roommate, Jake, has progressed to Stage C. They share a bunk bed, and thus, Dave can hear Jake mumbling. Assuming Dave sleeps for 8 hours, he would take 80 zRads, modified by the protection afforded by being asleep, reducing it by half to 40. If Dave succeeded his Will check he'd suffer no bad effects- if he failed he would find himself becoming Chummy or operating at reduced IQ.
  • Anita is grabbed by a zombie, who spends two seconds muttering in her ear before she escapes. Anita has taken in 200 zRads and much immediately make a Will check to see if she starts spreading the virus herself!

I'd really appreciate feedback on this one guys- this is my first real foray into attempting to tinker with the GURPS system on a mechanical level.
Posted by Mr. Insidious at 10:58 PM 1 comment:
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest
Labels: GURPS, One-Shot, ZOMBIES
Older Posts Home
Subscribe to: Posts (Atom)

Blog Archive

  • ▼  2021 (2)
    • ▼  September (1)
      • RPM Mistakes- some made, some avoided
    • ►  April (1)
  • ►  2020 (3)
    • ►  October (1)
    • ►  July (1)
    • ►  March (1)
  • ►  2019 (5)
    • ►  December (1)
    • ►  September (2)
    • ►  April (1)
    • ►  January (1)
  • ►  2018 (7)
    • ►  December (1)
    • ►  November (1)
    • ►  October (2)
    • ►  June (1)
    • ►  April (1)
    • ►  March (1)
  • ►  2017 (16)
    • ►  November (1)
    • ►  October (1)
    • ►  September (2)
    • ►  August (3)
    • ►  June (1)
    • ►  April (3)
    • ►  March (1)
    • ►  February (2)
    • ►  January (2)
  • ►  2016 (42)
    • ►  December (1)
    • ►  November (2)
    • ►  October (3)
    • ►  September (1)
    • ►  August (3)
    • ►  July (2)
    • ►  June (3)
    • ►  May (4)
    • ►  April (3)
    • ►  March (7)
    • ►  February (6)
    • ►  January (7)
  • ►  2015 (11)
    • ►  December (1)
    • ►  November (2)
    • ►  October (2)
    • ►  August (1)
    • ►  July (2)
    • ►  March (2)
    • ►  January (1)
  • ►  2014 (35)
    • ►  December (2)
    • ►  November (1)
    • ►  October (1)
    • ►  September (1)
    • ►  August (3)
    • ►  June (1)
    • ►  May (6)
    • ►  April (4)
    • ►  March (6)
    • ►  February (5)
    • ►  January (5)
  • ►  2013 (9)
    • ►  December (9)

GURPS Blogs You Might Like

  • Dungeon Fantastic
    Random Links & Notes for 8/29/2025
    2 weeks ago
  • Dark Paths and Wandered Roads
    GMing at GenCon 2025
    1 month ago
  • Apotheosis of the Invisible City
    So at your local wizarding school ...
    2 years ago
  • Johnny 3d6
    Tinker, Titan, Rebel, Spy - Session 1
    7 years ago
  • Gaming Ballistic
    Violent Resolution - The End of the Revolution
    10 years ago

Labels

  • GURPS (106)
  • Action Report (54)
  • Agency 17 (38)
  • C-Team (26)
  • Aeon (17)
  • Planning (17)
  • Prohibition Mobsters (15)
  • Ceteri (12)
  • Game Mechanics (10)
  • Demons in 1640's Ireland (8)
  • Short Posts (7)
  • Editorial (5)
  • GMing (5)
  • Character Sheet (4)
  • GCS (4)
  • GURPS Fail (4)
  • Game Events (4)
  • Tutorial (4)
  • DF (3)
  • IRL Updates (3)
  • Penumbra (3)
  • Plot Important Posts (3)
  • Rant (3)
  • Review (3)
  • Blog (2)
  • Mapping (2)
  • Monster (2)
  • NPCs (2)
  • One-Shot (2)
  • Pine Box Consulting (2)
  • Play a Gang Extravaganza (2)
  • Swearing (2)
  • ZOMBIES (2)
  • AIS (1)
  • Arisia (1)
  • B-Team (1)
  • Board Games (1)
  • Conventions (1)
  • Dishonored (1)
  • Enemy (1)
  • Glossary (1)
  • Guest Appearance (1)
  • Kickstarter (1)
  • MapForge (1)
  • Monster Hunters (1)
  • Nexus War (1)
  • Prison Architect (1)
  • Ritual Path Magic (1)
  • SJG (1)
  • Tales of Symphonia (1)
  • Tuesday Night Gaming (1)
  • VTT (1)
  • Video Games (1)
  • Work In Progress (1)
Awesome Inc. theme. Theme images by fpm. Powered by Blogger.