Full Throttle
Nightmare
Wardens! Are your Prospero's Dream train journeys too boring? Fear not! Inject this mini-module!
Adapted from “A_BEAUTIFUL_DAY_FOR_A_METRO_HEIST” by JKW for CY_BORG--https://www.patreon.com/JKWRPG/posts/beautiful-day-cy-78951049
Brief scenario
for Mothership 1E; on Prospero’s Dream station
Edited to add
more Prospero’s Dream linkage, and strengthen humorous similarity to a certain
1980s action film (and sequel) about a velocitous vehicle.
I made this more about Caliban, introducing my campaign to his influences more. But anyone could remove that and make it about Hunglungs or renegade teamsters or mad Novos or whatever!
Caliban
openly exerts its influence on The Dream at an inconvenient time, ideally when
PCs are blissfully travelling across the Dream for a mundane reason. It’s only
fair though if they are armed, as this is a dangerous event.
For players:
The Dreamscape
Metro blows past your stop. There is an unpleasant alarm buzz, and then loud
clicks as the door locks engage. And next, the train starts accelerating. A
radio message is broadcast, all-channels locally and accessible on the tram (not
the train intercoms, which are blocked out; but audible to PCs with comms or
else heard through a passenger’s radio):
“To residents of The Dream and all aboard, a Dreamscape Metro train has
been hijacked and its network connections fried so it is out of control. Stop
the train safely, save its passengers, capture or kill the hijackers, and get the
reward of a 200kcr bounty. The Dream is on your side. You have about 20 minutes
before that train is going so fast it derails.” (Fear
save or +1 Stress)
Every car
a kingdom:
PCs are 6 cars
away from the control car. No one knows what’s happening.
The PCs enter
each car on the bottom right (see MAP Handout)
and leave to the next car at the upper left. When they enter a new car
including where they begin, roll 1d6 (sorry, not 1d5 or 1d10) twice for
what’s happening. The sixth car is the control car.
Inside
the car: 1d6
1: A rave in
full swing. A mutant Sycorax drug mixture is in the air; 60ish people are hallucinating
an unholy and maddening vision of two-headed demons [for humour, I'm showing pics of Demogorgon from D&D]. Body
Save or join in, and Sanity Save or +1 Stress from visions; failures continue
to reroll both Saves when entering each car (succeed = visions fade).
2: A
corporate office party! 40ish people are celebrating Cheryl's special day
with cake and ice cream and cake and ice cream schnapps. They insist the PCs
sign Cheryl's card to fulfill Superlative Universal Networks corporate camaraderie
metrics. Cheryl is wasted. They’re all oblivious to the threat.
3: An
anarchist's art gallery. 40ish people are frantically trying to sell their
work before the train derails and they're condemned to obscurity forever
(because they'll be dead). 1d100x10 credits to easily cross the car.
4: A (nameless)
cyberprophet of Caliban (C55 I70 Myriad mechatentacles
x1d5 (Blunt) W3 H20) proselytizing to 40ish people. He is offering to
upload everyone's consciousness into his personal dataslab, as only Caliban can
save them now. Some have already agreed; they're dead on the floor, eyes white
and empty. He knows that the train has been hijacked by mad Caliban cultists
but his mind is focused on what’s happening in this car. Volunteering to him
means death (but mental projection to Caliban); he may be ignored or
challenged.
5: A
shipment of 80ish sentient animatronic toys have been set free in the train’s
cargo car by their weeping, incoherent handler Alex Henson (they/them;
Union teamster);
it is their first taste of life. They cling and claw to the PCs, begging for
help. Sanity save or +1 Stress, keep rolling until
succeed and then can make it through the car.
6: A
prominent political and corporate figure, Mr. Samuel Rodrigueson from Nakatomi
Solutions Inc.,
with their entourage of 1d5+1 Novo thugs (C30 I25 Unarmed
2 DMG or Combat knife 1d5+1 (Blunt) W2) who have had enough of his shit.
The entourage is beating their boss up, but their heart isn’t in it and they
could be talked down. The 3d10 other passengers are staying clear. The thugs
ignore anyone else unless interrupted; soon is beaten unconscious and the
droogs have a good laugh.
Random
events: 1d6
1: The
surfaces of the car sprout many semi-organic tendrils that ineffectually grope
at occupants—Sanity save or +1 Stress from the
sight, and Body Save or +1 Stress from being
groped.
2:
Something malfunctions horribly, blowing a hole in the car compartment. Occupants
test Body Save or get sucked toward the hole out
of the train car. They have 1 round to be saved before they are flung
out to their demise. Someone else could roll a Strength
or Speed [-] check to save them, and/or they could roll at normal
chance.
3:
Sparks fly as the lights go out on the entire train (continues into control
car). Immediately, 1-in-5 chance a PC is shocked for 2d10
damage (ignoring metal armour); only once.
4: 1d5+1
Street punks (C25 I20 Unarmed 2 DMG or Improvised
Club 1d5+1 (Blunt) W2) are currently ripping and robbing everybody in
the train car (or fighting the cultists, if present), but resistance will cow
them.
5: A
swarm of 1d5+2 Oracle news drones enters the car and starts broadcasting
the chaos on the news.
6: The
train's speed causes its magnetic field to expand, creating an anti-gravity
field; everything in this car floats in Zero-G [-].
Ajax and 1d5
cultists are in the control car, having killed the teamster driver. If
challenged, Ajax tries to break the speed panel entirely. At first it is just
stuck on accelerate.
Once it's fixed (Mechanical Repair; Jury-rigging; etc.), the train can
be stopped.
Stopping the train: heroes of the day! Personally presented reward by Brunhildh. Get bounty and lifetime Dreamscape Metro card with
unlimited rides (limit of 10 per day). (Possible additional rewards/penalties;
or enmity; from train occupants)
Otherwise, the
train CRASHES!
Derailing: Body Save: 1d5 Wounds on fail (5 Wounds on Critical Fail);
3d10 DMG on success (no armour); 1d10 DMG (no armour) if Critical Success.
Ajax, Preacher of Caliban’s Nightmare
Ex-stockbroker. Current Caliban cult leader.
C 65 I 45
2x Flailing cybernetic appendages (Blunt) 3d10 or
all Adjacent: Caustic cyberfluid vomit
(Fire/Explosives/chemical) AA 2d10
AP 4 W4 H 20
Mutated cyberware: all 5 from below!
Caliban cultist
C 35 I 25 Swords (Bleed) 2d10 W2 H 20
Mutated cyberware (1d5):
1. Flowing flesh, regenerates 1d5 Health/round
2. Its attacks sing eerie static; Sanity save or +1
Stress/round
3. Can marshal energy from surrounding machines and direct it
(through weaponry) as electrical burst 2d10 DMG once/minute; in addition to
other attack(s)
4. Constantly emits energy field that harmlessly absorbs threats from lasers, electricity and fire
5. Can activate and control obvious cyberware within sight for 1 round every minute
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