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Snowshoe2

Prefab 12 part 1 pitch

May 25th, 2013
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  1. Poolboys on the site get a call to head to prefab [however prefabs are designated here]. Outside there's a guy from containment [going to need info on their standard uniforms],
  2.  
  3. "Well there's, uh, something wrong with the... Just take a look."
  4.  
  5. Directs them to look through the windows of the prefab, they see a normal prefab. Opening the door reveals a dark grey hallway that stretches on for about fifty feet, with steel doors lining the sides. One larger door sits sunk into the wall at the end of the hallway. Red emergency lights flash over the door, main door won't open.
  6.  
  7. Other rooms on the hallway:
  8.  
  9. 1A:
  10.  
  11. Electrical room. Contains breakers and a powered down engine, which is broken. Contains various engine parts which can be identified as mostly useless, though a few can be used to repair the engine. Repairing the engine (engineering to straight up fix it, academics or science to find parts that can be used to do so) restores the lighting in the room, revealing a box of wiring components.
  12.  
  13. The DC for all of these is 4.
  14.  
  15. After fixing the engine, 1B opens up.
  16.  
  17. 1B contains a row of vats. Examining the vats reveals people floating inside (People are attached to the top of the vats by rubber tubing) , as well as a broken stretch of sparking wiring extending from the wall behind a vat into the vat itself. Another sparking wire can be seen on a different section of the wall, outside a vat. Fixing the exposed wire outside the vat opens 1C. Smashing the glass vat with the wire in it leads to one of two fights. Fixing the wire in that vat opens 1D.
  18.  
  19. Vat fight: The man from inside the vat fights by detaching tubes from the top of the vat and hurling them at characters. Tubes that connect with players deal one damage, and the man can drag one hooked player around the room per round, generally smashing them up. The first time a player is thrown they'll be smashed into another vat, spiderwebbing the glass but not breaking it.
  20.  
  21. PDef - 4
  22. HP - 5
  23. Attack roll - 4 to throw a tube, 6 to fling someone around the room. Strength to resist being thrown, agility to evade the tube. PDef will prevent damage, but the person will still be hooked.
  24.  
  25.  
  26. 1C
  27. Machine bay
  28.  
  29. Large room, the roof is crisscrossed with tracks, various mechanical figures hang suspended from the tracks. The room is generally in disarray, with crates and steel containers thrown all over the place. In a back corner is a fairly clearly labelled power switch. Throwing it activates the racks above and turns on the lights in the room, and the machines hanging suspended from the racks activate. They move around the room reorganizing crates into neat stacks. If anybody chooses to stay inside until they're done, all the mechs except one retract into the roof when they're finished. The one remaining mech moves outside and walks against the main door, which is still stuck shut if the group hasn't been through 1D.
  30.  
  31. 1D
  32. Meat Locker.
  33. about thirty human corpses hang suspended from the roof of this room, held up by meathooks. The one closest to the door swivels to look at whoever enters first. Eyes are pupil-less. A high perception roll will note that they all are working their mouths and gasping quietly, like a fish out of water. A steel lockbox in a corner of the room holdsa hastily scribbled note and a paper pad, entirely blank except for the front page which reads "04985"
  34.  
  35. Note:
  36. "They keep waking up theyre looking at us they tell us we shouldnt fell bad about them they feel nothng but they look they breath they watch they kno we cn help them but we dont we watch and we let them hurt and it hurts them so bad but we let it go be..." fades off into unintelligible scrawl.
  37.  
  38. Punching in the code on the keypad by the main door unlocks it, revealing a very large cylindrical column with catwalks ringing the edges. The mech that was pushing against the door forces it open and walks out onto the catwalk, which holds for its first few steps but gradually gives as it walks further from the door, eventually collapsing and dumping it into the abyss below. Thick motes of black ash hang in the air throughout the room.
  39.  
  40. Around the catwalk are a series of doors, most of which can't be opened. The nearest openable door contains another room full of vats. These vats have people in them as well, but they're coated in a black mixture that a high perc roll will reveal resembles the black dust floating in the main cylindrical room. In the back of the room is a man suspended from the roof by a meathook and held in the vat. He thumps against the glass when he sees people, working with that same fish-out-of-water motion as the people before. The front of the vat can be smashed, and the hook he hangs from can be cut. He's mostly incoherent. Speech contains references to cold, water, and a few references to puppets. After a few minutes, a hook will shoot down from the roof and grab his neck, then yank him up and away from everyone.
  41.  
  42. At this point there's a knock on the door to the room. Opening reveals something similar to the figures in the vats, a man covered in black ash except for over his mouth. Perception reveals his mouth doesn't sync up with what he's saying, and you can hear that same quiet gasping coming from him that came from the people in the meat locker. A thick black cord extends from the back of his neck up into the roof.
  43.  
  44. He walks with the group around the catwalk, and will answer basic questions about the facility. I've not got time or room to write out every response or question that might get asked. He'll avoid questions regarding the exact nature of himself or anything they've seen. He's looking for a fight, and will take offense easily.
  45.  
  46. Puppet stats:
  47.  
  48. PDef: 6
  49. HP: 8
  50. Attack: 6
  51. Taking damage from the puppet embeds a hook into the skin of whoever's hit, and leaves a black cord stretching from the hook to the puppet. The cord can be cut, but this prevents whoever's hooked from taking a different action that round. The puppet can, in addition to a normal attack, sweep a hooked player off their feet and into other players or towards the edge of the catwalk. If a player is thrown towards the edge of the catwalk:
  52. Strength or PDef to resist being thrown.
  53. Agility or strength to catch the edge.
  54. Another player can catch either them or the cord they're hooked to with strength or agility.
  55.  
  56. If all three of those roll below a 6, the puppet will detach from that player. They'll be left dangling from the catwalk for the remainder of the fight, after which they can be pulled back up.
  57.  
  58. After killing the puppet, it'll disconnect from the roof and tip into the hole below. After everyone's reeled back up from the bottom of the catwalk, the room begins rumbling and the catwalk shakes. Everyone can make an exit before the catwalk falls.
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