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8/17/2019 Corporation - The Cult of Christmas
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THE CULT OF CHRISTMAS
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8/17/2019 Corporation - The Cult of Christmas
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THE CULT OF CHRISTMAS
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THE CULT OF CHRISTMASJAMES NORBURY
Playtesters
Matthew Keevil, James Norbury, Ruth Norbury, Hugo Marchant
Copyright James Norbury 2010
8/17/2019 Corporation - The Cult of Christmas
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Twas the night before Christmas and all through the house,children were screaming at the self-aware cultistcybermouse.
For several years we at Brutal Games have enjoyed a
Christmas Special. In essence it is simply a game with a
strong Christmas theme which is totally non-serious andmaybe even a little silly. This tradition was handed to us by
Jon and we!d like to pass it on to you. The Christmas Special
is a wonderful occasion and can be enjoyed by all regardless
of your religious beliefs, however, there are a few
observances which we would ask you to make before
embarking on this journey.
It should be near Christmas. If you can!t wait, fine, go ahead
anyway but ideally this mission should be used for your
nearest game session to the great day itself.
You should have ample munchies, everyone should make an
effort to bring something to the game, even if its only a
festive carrot carved to resemble a rude object.
You should, if possible, put on some Christmas music. Bing
Crosby would be most appropriate or perhaps some Nat
King Cole. Yes, its very incongruous with the game but can
be most amusing.
OPTIONAL RULESThe Christmas Special runs the same as any other game of
Corporation with one exception. You may decide to let the
players mysteriously resurrect in the event of their deaths.
Those players who survive the session gain XP as normal,
those who don!t receive no rewards but can restore their
character to life. This rule is only introduced because we
don!t want people wasting valuable time creating new
characters so you can let them use an existing one on the
understanding that if it dies, it won!t be permanent. Again,
this IS optional so play hard if you wish.
PLAYERSThis game can be cross-corporation or Western Federation.
If its Western Federation then simply change the Mission
Officer to be Captain Mark Summers and have the briefing
take place in a Federation building, not a a UIG one.
Players should be low level and ideally there should be
around 4 of them. The mission is primarily combat orientated
so it would be worth using characters that can fight.
NPCSThe NPCs for this mission are in the back of this section.
ONTO THE PLOTThis mission is very simple and fairly linear, it needs to be so
that you can focus on being daft and drinking whisky or
whatever it is you do on such occasions.
It!s Christmas time in Los Angeles Open City (L.A.O.C), its
snowing and everyone is excited. Aside the exchanging of
high-calibre weapons and triple-core armoured jackets, the
Federation!s Agents are thrilled with the news that Tex
Callaghan will be turning on the lights.
For those of you who!ve been living in the Freestate, Tex isTHE celebrity Agent that women want and men want to be.
His long running career has been one of the most decorated
and spectacular in WF history.
Despite his fame, Tex remains a down-to-earth, modest and
likeable guy who!d buy you a beer and sign your shotgun
whilst simultaneously ending a communist uprising near the
pool table.
And so you can see why this is a rather special event for the
residents and Agents of L.A.O.C.
To safeguard this most wondrous of occasions the
Federation have assigned several teams of Agents to dealwith potential problems. Some will be keeping the streets
safe, some (sadly not yours) will be taking Tex out for a good
night and others will be dealing with other more bizarre
threats (yep, that!s you).
THE THREAT FROM ABOVEOver the past few weeks an old and ancient evil has arisen
and taken to the skies around LA. This rusting machine of
destruction was once a simple Cult of Machina cell leader,
obsessed with coming closer to the Machine, now he is far
more terrifying!
CLAWSClaws is named after his first step towards the Machine;
razor sharp, superheated claws instead of hands but they
are by no means his most notable asset.
Claws over many decades managed to replace almost all of
his body with cybernetic parts and has come as close to the
Machine as any Cultist is likely to.
As a final act of dedication Claws attempted to download his
psyche matrix (mind state) onto a computer and then replace
his brain with advanced processors, thus becoming totally
free of the constraints of the flesh.
It was at this point that Claws ! use of an old Bright and
Sunny Media computer and lack of high-level neurostatic
skills led to a singular disaster.
The exact details are unknown but somehow a ghost image
of Martha Stewart!s Christmas Crafting Interactive A.I. Suite
was left on the target drive and a horrible blending occurred.
(If you don!t know who Martha Stewart is look it up on the
net. She is basically a domestic wonder-woman who has
created a number of notable Christmas Specials)
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When the new psyche matrix was activated Claws was not
quite the Cultist he used to be. He had the same ravenous
hunger for murder and obsession with being one with the
Machine, he just seemed to have an unstoppable longing to
spray pinecones gold and make them into table centres for
his fellow deranged maniacs.
Claws was a monstrous, imposing Cultist and commanded
great respect from his cell but over the next few months
many left the area, tired of his bizarre craft-related demands.
And so we come to the present day. Claws is still a terrifying
Cultist who has an enduring and diehard reverence for the
Machine, he also maintains a small cell of Cultists who
indulge his strange whims as it allows them to continue being
near one of the most devoted Cultists in the USA.
With the arrival of Christmas Claws has upped his game.
Over the past month he has been raiding underprivileged
schools and orphanages, abducting children which he andhis cell members have been turning into "little helpers!.
He has built himself a war vehicle equipped with hover drives
which he rides across the night sky screaming insane
gibberish at the people of the city.
Despite his brazenness, the UIG still have not tracked him
down, perhaps they are scared, perhaps they don!t have the
resources, perhaps poor people don!t warrant the effort. The
arrival of an A-List celebrity in the city has certainly kicked
people into action though and the idea of Claws crashing the
party is just a step too far.
THE BRIEFINGThe Agents will be briefed by either Luke Mitchell of the UIG
or Mark Summers of the Federation depending who they are
working for. It does not matter which, you can use the same
character and office description. The players need never
know!
The briefing room is in a non-descript office in a local LA
administration building. Its clear that this has been arranged
in a hurry.
If the players are non-Federation they will have been flown in
at the UIG!s expense.
The MO stands around 5ft 8inches, is blonde, tanned and
has an easy smile. He!s been assigned to oversee this
mission by his superiors who are insistent that nothing goes
wrong during this most important celebrity-tastic occasion.
The MO explains that Claws has recently increased his
attacks on the city, abducting kids and throwing exploding
presents from his hover sleigh.
He is also thought to be responsible for a recent robbery at
the zoo where two of the last breeding red deer in the world
were taken.
Certain pieces of information have been leaked to the UIG,
possibly by other Cultists who do not approve of Claws! new
mindstate. This means the UIG are basically aware of whatwent wrong with Claws and the MO will explain to the players
about the Martha Stewart Mind Meld issue.
THE PLANBecause the UIG don!t know Claws! whereabouts they will
need to lure him or some of his followers out.
This evening in the LA Excelenta Mall there is due to be a
Christmas Fair where there will be ample opportunity to
acquire a wealth of Christmas related goodies. Many of the
stalls are specialising in Christmas crafting which happens to
be Claws! favourite. The UIG are sure that he will either
crash the fair in person or at least send some of his cellalong to grab a few choice items.
The UIG have rented you a prime spot in the centre of the
fair where your division will be running a "Santa!s Grotto!.
This should afford you an excellent vantage spot to see any
incoming hostiles and a fake log cabin to stash any
munitions you might need.
There is little time to waste. The time now is 2pm, the fair
opens at 6pm and you need to be ready and in place. Speak
to the fair administrator, Carol Willis, who will provide you
with costumes etc.
Allocated Resources:
1000 credits shared expense money
Costumes
THE MALL The Mall is a massive structure, over a kilometre in length
with hundreds of stores, cafes and entertainment facilities. It
forms a basic cross roads with the two main shopping areas
being based around two huge under-cover boulevards.
At the centre of the cross special events are held, the area is
around 100 metres in diameter and rises around 40 metres.
All three levels of the mall can be seen from here and at the
moment Christmas decorations are strung overhead.
Already most of the stalls have been erected and the
stallholders are in the process of setting up their wares.
There is a snow machine being tested which will shower the
area in fake snow during the fair.
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Santa!s Grotto
The players won!t find it hard to locate Carol Willis who is a
pleasant woman but a little concerned about using the mall
as a place to trap Cultists.
She supplies the Agents with three elf costumes, two
reindeer costumes and a Santa costume. She shows theminside the fake log cabin which has a large bundle of toys
and a whopping great sack for santa.
The grotto is in the centre of the fair and is on a raised area
covered in fake snow. There are a few gnomes on the
ground, some plastic fir trees and a couple of hollow, plastic
reindeer. A small picket fence runs around the grotto and
there are lights strung about the place. It all looks very
festive.
The players will need to change into their disguises and wait.
OPENING TIMEAt 6pm the fair opens but there is no suspicious activity for at
least an hour. During this time the players will be expected to
entertain a line of children by being nice to them and
selecting appropriate presents.
Here are some example visitors you can have some fun with.
• Child is a little sod, he pours his milkshake over Santa and
headbutts him in the nose. The mother blames the player
saying he/she is bullying him.
• The father / mother is trying to chat up one of the elves
saying how attractive the outfit is. She / he tries to get a
comm. number and completely neglects the child who is
crying because she hates the present.
• The child spots a piece of the players hardware such as a
gun, sword, armour etc. He starts telling his parents that
Santa!s packing heat. This will need to be shut down
ASAP to avoid ruining the mission.
THE GUESTS HAVE ARRIVEDAfter around an hour of present giving two conspicuous
figures shuffle into the mall. One figure is standing and
wearing a huge brown duffle coat and hat, the other looks
like a large dog but has been dressed in a reindeer outfit to
make it look less conspicuous.
The pair are getting a few odd looks and normally security
would have stopped them but everyone has been allowed in
to facilitate with the operation.
See Rudolf and Snowballs in the NPC section at the back.
It is now up to the players to use the situation to their
advantage and extract the location of Claws! lair from the two
Cultists.
Both Cultists will bitterly resist but eventually you should
allow them to acquire the information.
THE WINTER WONDERLANDIt transpires that Claws’ lair is in an old abandoned junkyard
several miles outside the city. As the players approach theycan make out some shapes of Christmas trees cut from oldvehicle parts and mounted upon piles of cars. It seemsClaws has created a giant scrap winterscape to decorate hishome, he’s even used salvaged headlights to add somefestive ambience.
The snow is deep here, you can see this is probably becauseseveral tiny people are bringing trays of snow from thesurrounding area and spreading them carefully across theexisting snow.
MAP DESCRIPTIONMap is on the next page
EntryThis is where the doors (huge sheets of rusting steel) to thescrapyard are. They are currently ajar so the little elf helperscan gather snow.
Piles of ScrapThese are heaps of cars and other miscellaneous junk asyou might expect to find in any scrapyard. There are narrowpaths between them which are covered in snow. Heavyweapons or explosives are likely to bring the precarious pilesdown. Anyone crushed will take 4D10 damage and a randombody part will be crushed (rendered useless).
Old OfficeThis is a large portacabin which used to act as the managersoffice. Now its home to ‘Claws’ Little Helpers’ (abducted,Cultified children). Inside its like a twisted fairytale Christmas,instead of stockings hanging by the fire there are hollowedout human legs attached to the wall with rusting rivets.
The presents on the floor, although beautifully crafted aremade from scavenged bits such as washers, rats, deadbirds, human scalps, fleas, spider-webs and fingernails.
There are around 10 Little Helpers in here. They have goneinsane from the invasive attentions of Claws and will attackthe players on sight.
Claws’ NestInside this large mess of scrap is Claws’ sanctum where hemutilates bodies (including his own) and builds craft projects.
The only items worth looting are a Condition 5 CyberneticsToolkit and a dose of Sun (hydrogen sunatol).
RUNNING THE ENCOUNTERThe players should end up creeping around the junk yardlooking for Claws unless they have done something totallyweird.
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At first they will be attacked by the Little Helpers who willtend to swarm them in groups of 6-10. When a few groups ofthese have attacked Claws will fly into view on his sleigh. Hewill circle round screaming ‘ho ho ho’ in his evil, mechanicalvoice and lob grenades (wrapped as presents) at the Agents.
See Claws’ NPC for his combat tactics.
Hopefully the players will win against Claws or at leastensure he is in no state to crash the party. There is nothingworth looting here other than the items already mentioned.
AFTERMATHThe Agents return to LAOC and prepare for the big party.They are debriefed by their Mission Officer who awards themthe following.
Killed Claws 4RPBrought body back for study 1RPKilled / injured no civilians 1RP
XP 4-6 (Based on roleplaying, not success)Pay 1000 Credits. Double pay if mission was successful
as a Christmas Bonus!!
If everything went as planned the Agents can then attend theparty in the role of security guards. Tex Callaghan willpersonally seek them out and thank them for stopping Claws
ruining the event. He is a modest likeable guy and giveseach of them a Tex Special (WF Issue Magnum* with Tex’ssignature and the motto ‘Suck this Bitch’ on the barrel.)
*Deals 2D6 instead of D12.
FAILUREIf the mission was a failure then Claws will raid the party atrandom intervals dropping grenades into the crowd etc. TheFederation Agents present will be able to take him down butnot before he has killed dozens of innocents and ruined theevent. Players will not meet Tex if the mission was failed.
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RANK 0 / LEVEL 3
COMBATHP 45Shield 0
AV 4Defence 7
WEAPONSShotgun** AT 12, Dam 2/3D10, Rate 1, MashingClaws AT 14, Dam D6+10+XS, Rate 2Charge* AT 14, Dam D8+20, Rate 1Bite*** AT 14, Dam 3D6+10, Rate 1
*Happens on first round of combat if Rudolf is able to charge.** Shotgun can be fired as a free action.*** Severs a random body part if one or more of the dice rollsa 6 and enough damage is dealt.
He can either claw or bite in the same round.
STATS
Str 10, End 10, Ref 7, Agi 7, Int 5, Per 7, Pres 5
SKILLS Arts and Culture 0, Assess Tech 3, Athletics 6, Attitude 5,Close Combat 7, Computers and A.I. 4, Corp. Knowledge 1,Crime 5, Cybernetics and Robotics 5, Drive 0, HeavyFirearms 0, Light Firearms 4, Looking Good 1, Mechtronics4, Observation 6, Psychology 0, Science 2, Stealth 4, StreetCulture 5, Support Weapons 4, Tactical Firearms 5
LICENSESNone
TRAININGSUnderground Operations, Survival
CYBERNETICS A mixture of Cult-built cybernetics.
EQUIPMENT100% Shotguns (built in)
DESCRIPTIONRudolf is a strange creature; during a fight his human headwas severed so his packmates attached it to the body of acyberwolf. The cyberwolf has since been modified so that it’sfront legs are a pair of clawed Reaver cyberarms. Rudolf can
stand on his back legs if necessary but normally doesn’t. Heprefers to leap around like a wolf.
On the sides of his head are mounted two large antlerswhich he can use to perform a charge attack. He also has apair of shotguns mounted on his flanks which can each befired once as a free action (but only one per round) before heneeds an ally to reload them.Rudolf’s body is not in great shape and has many rustypatches, his face is still mostly humanoid and is covered inwounds and scars. He does however, possess modifiedtungsten teeth which are capable of severing body parts.
COMBATRudolf will charge his opponents, unloading his shotguns as
he goes. He will then claw his opponent with his augmentedarms or bite them in an attempt to sever a body part.
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RUDOLF (CULTIST)
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RANK 0 / LEVEL 3
COMBAT
HP 47Shield 20
AV 4Defence 7
WEAPONS
Tracer Li Stripper* AT 13, Dam 3D8, Rate 1Clawed Strike AT 15, Dam D4+4+XS, Rate 4Frag Grenades AT 12, Dam 3D6 (3 metre radius)
*A chemical stripper - instead of the normal load this weaponis filled with liquid nitrogen. If one or more of the damagedice rolls an 8 a random body part is shattered. (Heavyweapon which gains +4 to hit within 5 metres).
STATSStr 7, End 8, Ref 8, Agi 8, Int 6, Per 7, Pres 5
SKILLS Arts and Culture 2, Assess Tech 4, Athletics 5, Attitude 6,Close Combat 7, Computers and A.I. 5, Corp. Knowledge 3,
Crime 6, Cybernetics and Robotics 6, Drive 2, HeavyFirearms 6, Light Firearms 2, Looking Good 5, Mechtronics7, Observation 4, Psychology 3, Science 2, Stealth 4, StreetCulture 2, Support Weapons 5, Tactical Weapons 5
LICENSESNone
TRAININGSUnderground Operations, Survival, Mastered Weapon -Claws, Unarmed Combat Specialist
CYBERNETICS A mixture of Cult-built cybernetics, many are twisting hisbody.
EQUIPMENT100% Tracer Li CTOS 8.8L Caustic Thrower (Dragon
Awoken)100% Three frag grenades100% 20HP shield
DESCRIPTIONSnowballs is a freaky creature, his human body can still beseen underneath the layers of riveted metal and rubbertubes. He walks with a pronounced limp and has a severehunch. When Snowballs talks his voice is pained and drawnout incorporating much hissing and spitting. To make himlook even more hunched he is currently carrying the fluidtank of the Tracer Li industrial stripping machine. He has thegun part of the device strapped to his forearms.
Snowballs disfigurements come from him joining the Cult asa child and receiving too many augmentations. As he grewthe machine parts did not and he ended up in a horriblemess.
COMBAT As soon as his cover is compromised he will attack with thestripper, spraying madly at his enemies and throwinggrenades if they are out of range.
Remember that if he rolls an 8 on the damage dice people’sbody parts will start shattering.
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SNOWBALLS (CULTIST)
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RANK 0 / LEVEL 1
COMBATHP 10Shield 0
AV 2Defence 4Special -3 to all attacks against them due to small size
and nippiness.
WEAPONSRusty Knife AT 12, Dam D4+5, Rate 3Bite AT 12, Dam D6+5, Rate 1 (Special)Grenades AT 7, Dam 3D6, Rate 1 (3 Metre Radius)
Can attack with both bite and knife each round.
STATSStr 5, End 5, Ref 5, Agi 8, Int 4, Per 6, Pres 4
SKILLS Arts and Culture 0, Assess Tech 0, Athletics 3, Attitude 6,Close Combat 4, Computers and A.I. 0, Corp. Knowledge 0,Crime 0, Cybernetics and Robotics 0, Drive 0, HeavyFirearms 0, Light Firearms 0, Looking Good 1, Mechtronics0, Observation 5, Psychology 1, Science 0, Stealth 5, StreetCulture 0, Support Weapons 1, Tactical Firearms 1
LICENSESNone
TRAININGS
None
CYBERNETICS A range of simple upgrades such as metal plates orhydraulics to augment strength.
EQUIPMENT100% Knife70% 2 Grenade Baubles (Incendiary)50% Craft ed gifts from Claws such as Ear Tree
Decorations, Crackers with fingers inside or treatsmade with dried blood.
DESCRIPTIONClaws has been kidnapping children for some time, he bringsthem back to his lair and experiments on them, messing withtheir minds and bodies until he reduces them into obedientservants whose bodies are barely recognisable as human.
The Little Helpers are fiercely protective of Claws and willwillingly sacrifice their lives for him. They are probablybeyond hope of rescue though if the Agents wanted to sparethem and try to get them back for some intensivepsychotherapy then that’s all well and good.
COMBATThe Little Helpers are untrained but extremely enthusiastic.They charge headlong at anyone they do not recognise,stabbing and biting. They cannot be reasoned with.
BiteThe Little Helpers have been infected with a nasty disease.Each time they manage to deal some damage with their bitethe Agent should roll a D10. If he gets above or equal his
Endurance he has become infected with a disease.
The disease (Kidbitu) has an onset time of 10 minutes andwill simply strip him of 1 point of STR, END and AGI eachday until cured. It is potency 7 but cannot be cured with atoxin purge. It must be cured with antibiotics which costaround 200 credits.
You can only be infected by the disease once.
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CLAWS’ LITTLE HELPERS
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RANK 0 / LEVEL 10
COMBATHP 50Shield 50
AV 5Defence 8
WEAPONSClaws* AT 16, Dam 4D4 +12 +XS , Rat e
2Heavy Grenades AT 14, Dam 6D6, Rate 1
*If any two D4 roll a 4, they sever a random body part fromthe target providing enough damage has been dealt.
STATSStr 12, End 9, Ref 7, Agi 8, Int 6, Per 7, Pres 9
SKILLS Arts and Culture 7, Assess Tech 5, Athletics 5, Attitude 6,Close Combat 8, Computers and A.I. 5, Corp. Knowledge 4,Crime 5, Cybernetics and Robotics 8, Drive 2, HeavyFirearms 3, Light Firearms 2, Looking Good 6, Mechtronics8, Observation 5, Pilot 6 (sleigh), Psychology 2, Science 3,Stealth 3, Street Culture 2, Support Weapons 7, TacticalFirearms 4
LICENSESNone
TRAININGSMastered Weapon - Claws, Domestic Trade (Crafting),Multiple Defence, Scything Strike
CYBERNETICS A range of cybernetics. Claws has no flesh left. However, fewof them are combat orientated.
EQUIPMENT100% 6 Heavy Frag Grenades disguised as presents100% 50 HP Shield
DESCRIPTIONClaws’ mind was fused with a Martha Stewart Crafting A.I.and ever since he has been a total lunatic. He dedicateshimself to a bizarre mixture of creating decorative, tastefulcraft projects, mutilating children, rebuilding himself andtraining / improving his cybernetic reindeers (Flotsam andJaundice).
Physically Claws stands around seven and a half feet high
and has an athletic, predatory build. He is built out of ageingcomponents as he does not have the time to steal newerparts. He sometimes wears a large Santa suit complete withboots, a hat and a false beard.
When encountered he will screech ‘ho ho ho’ and attempt tokill anyone who is not already an ally or he thinks can beeasily captured.
COMBATWhen encountered Claws will most likely be flying around inhis hover sleigh, HP 60, AV 6, Shield 100, DM -1
He will fly over the targets throwing presents (heavy fraggrenades wrapped up like presents) at them. When he has
exhausted his supply of grenades (6) or starts taking toomuch damage he will call in his two cybernetic reindeer(Flotsam and Jaundice, treat as cyberwolves but with thesame charge attack as Rudolf.)
When the enemy are engaged with the reindeer he will leapout of his sleigh and attempt to come at them from behindand use the piles of scrap as cover. He only has claws so willattack with them viciously.
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CLAWS (CULTIST)