Talvieno

Airlock System

Sep 7th, 2021 (edited)
524
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.92 KB | None | 0 0
  1. REKT: PERFORMANCE GOALS
  2. In 3152, there are far too many people, and far too few jobs that couldn't be done by robotic drones. If the bosses aren't impressed by a new hire, that employee is out of a job before they can even blink. This rings doubly true for Tartarus Inc: they receive millions of inmates every year, and only a tenth of them are deemed fit enough to serve in the REKT program. Most of the time good calls are made on the inmates inducted into the program, but often someone who just doesn't measure up slips through the cracks. Tartarus Inc. likes to try to rectify that if possible, to keep their squads in top shape. An inefficient or unreliable squad is a liability, and that's not conducive to maximizing profits.
  3.  
  4. REKT: 3152 therefore utilizes a system that determines whether you're deemed so inefficient (or worse, a liability) that Tartarus Inc. kicks you out an airlock. To the players, this is represented as three AIRLOCK PIPS on the character sheet that can be filled or erased with pencil.
  5.  
  6.  
  7. PRIOR TO EACH MISSION:
  8. The Storymaster rolls one or more dice (the quantity of which is determined by half the squad size, rounded up). The Storymaster then matches the rolls to the following table, to determine what SCAMPS is going to judge the inmates on over the course of the following mission:
  9.  
  10. 1 - Focus towards completing objectives
  11. 2 - Effort towards teamwork/group work
  12. 3 - Combat participation - kills and assists
  13. 4 - Staying conscious, calm, and in the action
  14. 5 - Successful tactical planning
  15. 6 - Display of courage/determination/pluck
  16. 7 - Avoiding unnecessary/avoidable injuries
  17. 8 - Healing/saving/protecting allies
  18. 9 - Bringing back loot/information/scientific data
  19. 10 - Ability to work quickly and efficiently
  20. 11 - Diplomatic skills, regarding any of ally/neutral/enemy
  21. 12 - Wildcard: Story-based criterion
  22.  
  23. The Storymaster is permitted to reroll as necessary until the rolls match the mission and the characters, to ensure that they are theoretically achievable by all inmates. The Storymaster may then interpret the selections as deemed fit, and tweak them as necessary to best represent the situation at hand. These interpretations are known as PERFORMANCE GOALS.
  24.  
  25. ((side note: it is possible, but not perhaps recommended, that Performance Goals be allowed to "double up". For instance, if the storymaster rolls 5, 5, and 9 for a squad of five inmates, SCAMPS may decide to place a much higher priority on "5 - Successful Tactical Planning", letting it equal two points instead of just one. this is left to the storymaster's discretion as to what would best fit the story.))
  26.  
  27.  
  28. MISSION BRIEFING:
  29. The Storymaster (as SCAMPS) plainly presents the Performance Goals to the players, answering questions as necessary to avoid ambiguity. The goal is to make sure the characters understand exactly what is expected of them. SCAMPS may choose to present the Performance Goals in any way he chooses. As an example, these goals may be a recommendation of improvement on past performance, or perhaps direct Tartarus-wide orders from the top brass, or perhaps something intended to weed out undesirables early.
  30.  
  31.  
  32. DURING THE MISSION:
  33. The characters try to accomplish the mission as normal. SCAMPS watches the inmates closely, as he always does, and takes notes on the performance of the inmates.
  34.  
  35. Both of the following are extremely rare, happening at most once per normal-length mission:
  36. - If an inmate manages something extraordinarily spectacular, such as succeeding against apparently unbeatable odds, or enacting a particularly clever, successful plan, SCAMPS may choose to submit their performance to Tartarus's Top Brass for evaluation, letting them clear 1d2-1 strikes from their Airlock Pips. This can be rolled by the player.
  37. - If an inmate manages to bungle something in an incredibly embarrassing manner, such as harming allies, destroying the objective, or stumbling into an obvious trap, SCAMPS may choose to submit their performance (or lack thereof) as well, making them receive 1d2-1 strikes on their Airlock Pips. This can also be rolled by the player.
  38.  
  39.  
  40. AFTER THE MISSION:
  41. The surviving inmates return to base. SCAMPS gives the mission debrief and evaluates the inmates based on the mission's Performance Goals. Inmates that died on the mission are also included in the evaluation.
  42.  
  43. 1. First, SCAMPS decides which inmate performed the most satisfactorily for each Performance Goal. Each inmate selected can reclaim one strike from their Airlock Pips, unless all their pips are already empty. Especially in larger groups, it is possible that an inmate may be able to clear more than one strike, if they are rated the best for more than one Performance Goal.
  44. 2. Next, SCAMPS decides which inmate performed the most unsatisfactorily for each Performance Goal. Each inmate selected receives one strike on their Airlock Pips, unless all their pips are already filled. Similarly to above, it's possible for an inmate to receive more than one strike.
  45.  
  46. If any inmate has all their airlock pips filled following the evaluation, that inmate is permitted to say their goodbyes to their surviving squadmates. Barring extreme external circumstances, the inmate is then escorted to the nearest airlock and jettisoned, the same as if they'd never been inducted into the REKT program in the first place. The controlling player can then draft a new character and submit it to the Storymaster for review.
  47.  
  48. The number of filled Airlock Pips are kept for each inmate, and not cleared or reset prior to the start of the next mission. Inmates with one or two filled pips are given a chance to redeem themselves on the following missions.
  49.  
  50.  
  51. RESURRECTION:
  52. If an inmate died while on a mission and their body was recovered, there is a chance they may be Resurrected, a costly and time-consuming process only granted to the best inmates that REKT has to offer.
  53.  
  54. Several requirements have to be met for this to happen:
  55. 1. The campaign hub must be at a sufficient technological level and possess the required medical equipment. (For campaigns based aboard The Tartarus, this is a non-issue.)
  56. 2. The inmate's head must be recovered with their brain fully intact. Minor brain damage such as brain death and slight hemorrhaging can be repaired. If the brain was smeared across a wall, recovery is impossible.
  57. 3. The inmate must have had a performance satisfactory enough over the course of their career to warrant the expensive procedure of Brain Recovery. For inmates with a sufficiently lengthy, distinguished career, the top brass may deem fit to grant a "pardon" of 1d2-1 (or in extreme cases, 1d2) of the inmate's Airlock Pips, but the inmate's airlock pips MUST be clean.
  58. 4. It must make sense with the campaign and story, for obvious reasons. This is left up to the Storymaster's discretion.
  59.  
  60. If the requirements are met, the inmate may have their brain repaired and resurrected, and installed in a minimum-cost humanoid robotic frame, so as to continue their career as a Requisitioned Knowledge Trooper.
Add Comment
Please, Sign In to add comment