From: | "J.D. Falk" <jdfalk@***.GWU.EDU> |
---|---|
Subject: | PLOT: Defrost Before Use |
Date: | Thu, 9 Dec 1993 00:57:47 -0500 |
F-01
Defrost Before Use
In the late 1990's, a group of scientists decided to try their
hand at cryogenics. In a freak accident involving a cup of coffee, some
numbskull's hip, and an uninsulated switch, they -- plus a few technicians
and the delegation from the military who were touring the facility -- were
accidentally frozen.
Now, about sixty years later, another freak accident defrosts
them, and they have no choice but to attempt to adjust themselves to
immense changes in the world around them.
This is not truly a plot, only a good beginning to a campaign. It
is best for a group of players not overly familiar with this genre of
game, but could conceivably be used with any group. Each player should
have one character, and there should be at least one Scientist
(specializing in knowledge skills, also some B/R, corp or government
etiquette, etc.), one Technician (B/R skills, and probably some limited
combat ability wouldn't hurt), and one Military officer (with combat
skills, military and possibly government etiquette, and probably some
knowledge skills). At the GM's discresion, one or more of the characters
could begin to goblinize, or develop some magical ability.
Possibilities after this include meeting an N.P.C. to tell them
what's what in the sprawl, or (even more like a B-movie plot), that NPC
could be an A.I. who uses them to do meat jobs. This NPC will keep them
from being immediately eaten alive in the shadowy underworld we 'runners
call fun, but won't give them EVERYTHING. One possibility for a motive
would be a fixer who is trading them info about this time for info about
their old lives, which is then sold to an unknown historian.
IMHO, the adventure (which could really be anything) should start
pretty much right away.