Teleporter Madness
Teleporter Madness
Synopsis
Party works as a crew aboard a larger than life science ship that pushes the boundaries of what is possible.
Through a series of adventures they can come to learn they're duplicates from the Star Trek teleporter
Background
The crew works for super-science marvel, Wonderous Inc. When others created non-stick pans, they showed a flying car. They're gonzo. While most known for their inventions, they also dabble in pharmaceuticals. Instead of curing cancer, they made appetite suppressing inhalers, pills to dye your hair, and other odd and mostly pointless things. Their biggest success was when they offered a pill that was designed to eliminate a specific person's specific memory. They quickly followed up with a pill that can give you another person's memory.
The crew signed a six-month contract to live and work aboard Wonders of the Seas the floating corporate HQ. They live and work in an area of the ship performing routine maintenance and janitorial duties.
Access is gained by keycards. Many areas are separated by keycard color, including mess halls and bathrooms.
Plot
Hook
At a co-crew's retirement one of the crew slips someone a note that says, "We're them"
Wandering Monsters
Every day there is a chance "Something" gets loose and roams the section. Protocol is to seal bulkhead doors unless otherwise instructed and wait for the all clear.
- 2d6 snow white ducks
- 1d3 gators (pg 182)
- 1 Tiger (as lion, pg187)
- 1 bear (pg 187)
- 1d4 mutants (as zombie pg 193)
- 1d6 wolves (pg 183)
Rumors
- The keycards aren't special, they just check the color of them, so if you could paint them they'd work (False)
- This isn't real, and is actually part of a VR experiment and we just can't remember (False)
- The alerts that happen every day aren't for our safety, but to keep us from seeing what they don't want us to see (True-ish)
- The food and water has limited doses of mood altering experimental drugs to keep us from thinking this place is too weird (False)
- Nobody really retires from here, they kill you because they can't risk anyone knowing what happens here (False)
- One of the previous crews swears they saw themselves walking around one day. (True)
Retirement Party
Crew Names:
- Robert
- Neil
- Sarah
Robert looks like shit has been weird the past month or so. Slips a character the note saying, "We're them." and gives a look for a second before sulking in the party.
Sarah is nice enough but has always been standoffish. She works with a smuggler named Elliot. Elliot can get them whatever they want for a certain number of "Clear Minds". To get them they will need to befriend someone at a higher security clearance who can access their department's stash. One person familiar with the racket is Agnes. Agnes needs a favor: She can't stand seeing her Ex on the ship and wants Joshua to have an accident that would make him leave.
Neil loves gossip and rumors. He has a conspiratorial mind, so nothing is ever simple.
Locker Room
Key item: Keycard to Bernie's Room
Locker room is familiar as it is where they put on their coveralls and gather their tools.
Robert's locker is mostly cleaned out aside from a half-eaten pack of gum complete with some filled gum wrappers, and one empty wrapper.
Searching the locker will reveal another keycard to an unknown (Bernie). The color indicates they work with a higher privilege. They can insert the card into a information terminal to find out who it is.
Apartment
Key item: Journal
Robert's bunk is surprisingly cozy and decorated. He hung patterned cloths, had plants with UV lights, and even a fountain that burbles.
On his bedside table is a Journal that outlines his time and his increasing slip into conspiracies regarding his work on the ship. He has been here for 3 years. The conspiracies range in lunacy (Rumor table). Also inside the journal is a keycard with a color indicating it belongs to security with a note that says "As a last resort..."
A Search will find a baseball bat that has been modified with bolts and wire (Str + d6 + 2)
A Research roll will reveal that he heard about Gail as someone who might know more about his latest conspiracy regarding illegal cloning. It also has a note that he should hack an info terminal and look up "retirement" records.
Upon leaving, the drill alarm will go off and Robert's Apartment door will automatically close and lock. From the end of the hallway a mutant (pg 193) will arrive
Information Terminal
Key Item: Retirement Records
Information terminals are in most common rooms and apartments. They contain personalized records for the individual with a keycard and limited internet access.
Robert's journal suggested the retirement records would have a clue since there would be too many early retirements. There isn't anything here to confirm that.
Hacking check can access records, a raise prevents the alert
Gail
Key Item: Medical Scanner
Gail is a medic who has been here for about a year. She is gruff, has short hair, and her eyes are always darting around looking for something that isn't there.
Notice will let people peek at her scanner's screen for a number called "Integrity"
Persuasion/Intimidation will get her to show the machine, a raise will prevent her from reporting it. Reporting will result in 1d3 security guards coming to get them. Surrender will have memory of Gail wiped and a new day begins.
The scanner reports on basic bodily health numbers like blood pressure, heart beat, oxygen, and it can even detect basic issues like cuts and breaks. It also reports on the person's "Integrity" as a percentage.
Holly: 93
Megan: 85
Jordan: 98
Katie: 82
Henry: 73
Bernie's Apartment
Key Item: Information about Bernie
Bernie's apartment is pretty bare but has a faint smell of propane. On the small desk there is some basic science gear including a burner. Bernie is out at work.
Bernie should not have any of this equipment in his apartment.
On his desk is a photo of Bernie with his family on a tropical beach somewhere
Bernie can be intimidated or persuaded to give his keycard. A raise will prevent him from raising an alarm.
Security Office
Key Item: Cameras and locks for Clone Room
The security office is always manned by 2 guards with stun batons (Str + d4, raise makes vulnerable). A sloppy attack will raise an alarm which can be radio'd out with a Persuasion at -2 or hacking or repair if they have appropriate tools.
Once inside, they can see monitors of the entire area and have access to door controls. They can use this to unlock the doors leading into the Clone Vat room supplies, but not to other areas or armory. Opening doors to other areas requires a call and coordinated actions. Armory requires physical keys. Searching the guards will find a key.
Guard (pg 188):
Toughness: 7(2)
Clone Vats
After going through a decontainment airlock, the room opens up to about two dozen large liquid filled cylinders full of fluid and bodies. Upon inspection, the more fully formed ones look like colleagues. Eventually they can find themselves in various states of growth.
Information terminals can be hacked to learn about the state of experiments regarding matter deconstruction and reconstruction. There are far more failed experiments than successful ones.
There are 3 doors in this room, one that is labelled Supplies, one that has the words Restricted with lights that are currently unlit, and another labelled "Matter Regenesis".
Supply Closet
The supply closet contains mostly janitorial items, and large vats of chemicals that would require Knowledge to get any information on. A successful roll would allow them to create chemical weapons, molotovs, or acids that melt most things.
Restricted Room
The restricted room requires keycard keycard access. Inside looks like a series of observation rooms. The first two are empty, and the last 10 have mutants in them. There is an information terminal here that if hacked details experiments on the mutants. The details of these experiments conclude they have varying degrees of intelligence and physical abilities, but with no predictable amount of memory from the originator.
A mutant in one cage is obviously one of the characters and can barely moan the word "Help". Releasing the mutant will lead to it releasing all of the mutants.
There are 1d6 + 3 regular mutants and one PC mutant (Wild Card) that has enhanced strength and agility.
Matter Regenesis
This room is well lit with cables running from rolling carts of equipment to a circular pad in the middle of the room. Above the pad is a similar pad but with a cylinder of equipment stretching into the ceiling.
At the console there are a number of controls with a note saying "Regenesis station 2 test ready -- Bernie"
If they choose to operate the controls they will "Teleport" they will experience a feeling of fizzling and bubbling into nothing before condensing back onto the pad. When they are able to get their bearings they see themselves operating a control panel in a look of utter shock.
An alarm goes off.
If they choose not to operate the controls, they will be caught in about 30 minutes by a shift of scientists coming in.