Not really toy soldiers, but I'm sure some of my regular readers will find this vaguely interesting. My normal RPG group have been meeting via Zoom for Pathfinder sessions and it gave me the idea of running a one shot RPG via Zoom that took advantage of the fact that we were meeting remotely.
We ran it
over two nights and it seemed to work quite well. The players could direct
message me some of their actions without the rest of the players knowing what they
were up to. I drew a couple of maps of the spaceship plan for the players to
see and one of the group who is better than I with CAD converted it to a handy
on screen display where we could move icons on the screen to show where the
players were in the ship. My group seemed to enjoy it, the only issue was
I didnt make it clear enough to them that I was expecting them to be picking on
each other rather cooperating. My group are a nice bunch and maybe a little too
nice too each other so to begin with they were all very civil to each other. Although once nudged enough they were bashing each other
over the head in true self survival fashion. Alliances were made and broken.
Here are
my notes I made before starting. Maybe someone else might find them useful or
inspirational. If any of these notes make no sense, feel free to get in touch
via the message function at the bottom of the webpage or comment.
Rules.
Each
character has the following stats:
Life
points.
You start
with ten. If this reaches zero you are dead.
Sanity
points.
You start
with ten. If this reaches zero you may as well be dead, you are just a
dribbling wreck. Taking a sanity check, roll a D6, get a 1 or 2, lose a sanity
point.
After all
players have had a couple of turns to get complacent, GM rolls a D6 after
everyone’s turn, on a six, a random event occurs.
Players
can only ever carry three items at a time. (these suits have no pockets.)
Player
turns.
Players
can move from one section of the map to an adjacent one. And then take one
“public” action, this is an action they declare over group chat. They can also
take one “private” action, this is an action they declare by private messaging
the GM. If they make a private action, the GM rolls for the result.
(Nb the
players are allowed to work out their transponder is detachable and therefore
publicly they could declare they are staying in a room but in fact they move.)
Taking an
action.
Roll a
D6:
1, fail
take a sanity check, 2-3 fail, 4-5 succeed, 6 extremely succeed.
If at
disadvantage, roll two dice, pick lowest. If advantaged, roll two dice, pick
highest.
When the
game time ends, the player with the highest life and sanity combined left is
the winner. If the stowaway is not discovered, they gain a bonus ten points.
1.
You wake
up in a white pod. The see through roof of the pod vooshes open and air rushes
in.
You
realise you have a tube down your throat and begin to gag as automated systems
begin to retract the breathing pipe. A voice begins to play through hidden
internal speakers.
“Please
stay calm, you are waking from hypersleep and may be slightly disorientated.
This is perfectly normal. Again, please stay calm and allow the automated
systems to perform their tasks.”
The pipe
retracts, hyperdermic needles on the end of arms appear inside the pod and
inject your thighs and upper arms.
When they
all climb out:
A vid
screen comes to life and a woman in flight attendant uniform appears.
“Good
Morning on the Interstellar Covid-19, ship time zero 700 hours, the first of
Glarberry 2399. You have been awakened from hypersleep because we have a minor
incident on the way to your destination. You have been travelling now in
hypersleep for 14 months and so it is not unusual to experience some short term
memory loss. You should begin to start having some memory return in the next
few moments. When you do, could the Captain please place their hand on the
scanner below the screen to begin the briefing.”
Briefing.
All they
know is:
They are
on this ship and just woken up.
Two of
the party are Grurgan (there has only just been peace declared with the planet
Grurg)
None of
the party are the Captain if they try the scanner
They are
in the hypersleep chamber room and there is a map on the wall that matches a
map on a screen on their wrists. Each screen shows a number of different
coloured dots equal to the number of people which indicate which room they are
currently in. If they examine their uniforms, they will discover a transponder
clipped to their chest which has an led light the same colour as on the map to
show which colour they are. If they wish to manipulate them, yes they can
remove them, or smash them to turn them off and it will affect the map
indicating their presence. But why would they want to do that? There is also
one additional blip on the map that matches none of their colours. That blip is
in the Engine Room.
Characters.
1.
Captain
Zenova (Deceased)
Human 40
years old. Been with Space fleet since 14 as a cadet. Expert at close combat,
giving orders and singing Gilbert and Sullivan.
2.
First
Officer Blart
Grurgan
(Green 8ft tall strong lizard like humanoid). Adopted by human parents. First
Grurgan member of Space Fleet since the truce two years ago. Expert at close
combat, space walks and the nose flute.
3.
Navigation
Officer Morris
Human.
This is Morris’s last mission before retirement. Navigation expert. Ship squash
champion. Has a bionic leg.
4.
Engineer
Smgrthh
Grurgan
(Green 8ft tall strong lizard like humanoid).
Known as Smith to the rest of the crew.
Really good with mechanical things. Only recently joined Space Fleet as
part of the new peace accord.
5.
Technician
First Class Nancy
Human.
Part of the Engineer crew. Handy with a spanner as well as a lasergun.
6.
Technician
Second Class Strange
Human.
Part of the Engineer crew. Also ship cook. Not an excellent cook but knows how
to operate the food replicator. Plays the Guitar.
7.
Doctor
Zeus
Human.
Medical Officer. Expert medic (obviously) hand with a lazer scalpel also means
handy at picking locks. Has a nut allergy
8.
Technician
Second Class Bartlett
Human.
The most remarkable thing about Technician Second Class Bartlett is there is
nothing remarkable about Bartlett whatsoever. The most non descript member of
Star fleet. Bartlett’s only distinguishable skill seems to be a natural ability
to lull anyone into complete and utter boredom within five minutes of their
company. Has a nut allergy.
X.
Castaway
Pudsey.
You are
not actually a member of the crew. You snuck on to the ship after all the crew
were already in hypersleep. You are actually a castaway called Pudsey on the
run from the law. When you snuck in to the hypersleep chamber room, there was a
spare empty pod. You know enough about the technology that you injected
chemicals into the mix so that the crew would be have temporary amnesia for a
significantly longer time than normal but not permanently. You hoped just long
enough that the ship would reach it’s destination, you could slip away before
anyone’s memory returns and escape scot free. Now your plans are scuppered by
the crew being woken up early and you don’t know why.
(expert
with chemicals and sneaking)
Rooms on
ship.
1.
Hypersleep
Chamber
The
starting room. There is a computer that requires the captains handprint to
unlock. This will work even with the dead captains hand however it may be
procured. If unlocked, it produces the crew manifest and the nature of the
emergency:
Emergency:
A minor fracture in the fuel tanks has meant a slow pressure leak of juxtion IV
means we aren’t going to make our destination unless we jettison some extra
weight. The cargo is far too valuable to the company, so the Captain is advised
to jettison a crew member.
2.
Engine
Room (orange lock)
This room
is pitch black, no light. There is a crowbar, a red Keypass and a dead body
here. If the crew investigate they will discover it is the Captain. There is a
locked locker with two random basic items and one weapon in it. There is also a
giant 3D printer that will create artificial Simuloid bodies.
3.
Sleeping
quarters A
Some bunk
beds and three lockers. Not locked. Each with one random basic item. Also a
guitar, orange moonboots, orange keypass and a nearly finished jigsaw of the
spaceship. Stuck to the wall a photo of two random crew members in fishing
gear.
3 Sleeping quarters B
More bunk
beds and three lockers. Not locked. Each with one random item. Also, an
exercise bike, hair dryer, swimming certificate and a VR headset. If use the VR
headset, lose a sanity point.
4.
Mess
Usual
cooking paraphernalia. There is at least one useable knife here and a
noseflute. There is a note with the names of the crew written down:
Zenova,
Blart, Morris, Smith, Nancy, Strange, Zeus. (Smith and Blart have got Stars next
to them.) In the fridge is a Tupperware tubb with a traditional Grurgan salad
with a post it note “hands off, Smith.”
There is
also a food dispenser with a button to randomly dispense food items.
5.
Armoury
There is
also a weapon dispensing machine. Push the button and it will keep on
dispensing a weapon. It is up to the GM how many weapons it dispenses. There is
also a packet of Bourbon biscuits (+2 health) and a flashlight.
6.
Captains
Cabin (Red lock)
Hidden
under the bed is a locked cabinet with a random weapon. In the unlocked cupboard is two random items.
On the desk is the crew list with descriptions.
7.
Squash
Court
There is
a blackboard with two names and scores. Morris and Smith. Morris is winning.
8.
Hydroponics
bay
Lots and
lots of plants. If hunt, find two random items. Roll a D6, on a 1 or 2 get
attacked by a plant, lose a life point and a sanity point. A vine shoots out
from deep inside an alien looking plant and wraps around the players arm. They
need to find a way to persuade it to detach, flame or heavy object.
9.
Cargo Bay
Can find
three random items if crowbar open the crates. (or use some other alternative
tool). In a dark corner there is a pair of yellow eyes peeking out of the
darkness. If the player investigates a small brown furry ball of teeth and
claws jumps out at them. It is the ships cat. Sanity check.
1
Medical
Bay
Lazer
scalpel, microscope, examination bed, xray machine, one random item. If look at
the swimming certificate with the microscope, they will discover a secret
message:
“Agent K,
your alter ego will be Technician First Class Nancy. Your mission is to sabotage
this ship and ensure it doesn’t reach it’s destination. You will be brought out
of hypersleep early before the rest of the crew and your handler ship will dock
with the SS Glacierego and collect you after you have achieved your mission.
They will not know your face, so make sure you are wearing orange moonboots to
be identified or you will be disintegrated along with the rest of the crew.”
1 Bridge (Green lock)
From the
view screen you can see you are in deep space. Nowhere near any planets. The communication
panel has been smashed. The ships computer is showing the autopilot is active
and locked out. On the computer screen is the following message:
“As you
are aware and agreed to when you signed up with the company, the company
pre-programmed your ships autopilot with an agreed destination. Any attempts to
interfere with this course may result in breach of contract as agreed with the
company and forfeiture of all funds arranged via contract.
Have a
nice day.”
.
Workshop
Flashlight,
crowbar, lascutter, green keypass. When a player first walks in to the room if
it hasn’t been disabled by another player, a work laser fires up as they enter.
They need to successfully dodge this on a 4+, or 5+ if Grurgan. If they fail to
dodge it roll another dice:
1 – lose
an arm. -2 sanity and can only carry one thing from now on.
2- lose a
hand. -2 sanity and can only carry two things from now on.
3-6 – lose a couple of fingers -1 sanity.
Keypasses.
These
lock and unlock certain doors.
Red –
Captains Cabin and armoury
Orange –
Engine Room
Green –
Bridge
GM Notes.
The GM
can decide how easy or hard to make the session for the players. Start with all
the doors locked, or some locked. If the players aren’t really doing much, feel
free to just insert random events anyway. This scenario is not designed to be
fair to the players, please make this clear at the start to them, especially if
they are used to playing an RPG where the GM always makes sure they get away
with things all the time. This is more of a one shot and characters are
expected to die. If they do die too soon in the session, feel free to bring
them back as a Simuloid. Simuloids however are not exactly stable and so only
have 5 life and 5 sanity points. They also have a limited life span of around 5
years, so the character really hasn’t “won” the game if they end as a Simuloid.
Tell the
players things about their characters that are visible (ie what race they are
or if they have a bionic limb) Don’t tell them anything else, let them find it
out as they go on. Give them advantages on tasks that their characters have
when they try those tasks.
Feel free to randomly turn off oxygen and/or lights or lock doors to "encourage" players to interact more if they are just staying hidden.
If the
players ask the computer outright who they are:
“Personnel
files are currently locked for the Captains eyes only whilst in Amber alert
status.”
If a
player keeps re-using a dispensing machine to “stock-pile” items:
“You have
run out of company credits. More credits will be issued at your next salary
credit hour.”
Depending
on what you want to share with each player what the others are up to, you can
advise they can see on cctv screens dotted about the ship what the others are
up to.
You can
end the session with the following:
Twenty
marines in grey with gold trim carapace armour march through the airlock into
the ship. Behind them a tall dark strange man in full length dark robes
follows. A brass vid recorder floating by his head.
“This
ship is now under quarantine by the Marshall Law of the Space Inquisition. All
crew are to be sterilized and have their memories wiped before being returned
to natural population. Please exit the
ship in single file by the airlock and await further instructions.”
Random Events
D10
|
Event
|
1
|
All the ship lights go out for one turn. Anyone without a personal
light source sanity check
|
2
|
One random room lights go out for one turn. Anyone without a personal
light source in that room sanity check
|
3
|
All the ship lights go out for a two turns. Anyone without a personal
light source sanity check
|
4
|
One random room lights go out for two turns. Anyone without a
personal light source in that room sanity check
|
5
|
The ship briefly purges all the oxygen. Anyone not with a gas mask or
space suit lose two life points.
|
6
|
The ship decides to start the self destruct sequence, self destruct
will happen in 5 minutes (5 turns.) Everyone take a sanity check. If anyone
can get the Captains hand on a computer in the bridge or hypersleep chamber,
it will stop.
|
7
|
The ship randomly locks one room. If player locked in that room,
sanity check.
|
8
|
The ship locks all the doors. Crew will need to “persuade” doors to
open.
|
9
|
The ship unlocks all doors.
|
10
|
The ship briefly purges oxygen from one room. Crew in that room lose
one life.
|
Random Food
D10
|
Item
|
Health Restored
|
1
|
Chilli hot sauce
|
-1
|
2
|
Pot Noodle
|
-1
|
3
|
Bonjella gum ointment
|
0
|
4
|
Beer Milkshake
|
0
|
5
|
Flying Saucers
|
1
|
6
|
Packet of dry roasted peanuts (beware of nut allergy)
|
1
|
7
|
Packet marked “Soylent Green”
|
1
|
8
|
Ameglian Major Cow Steak
|
2
|
9
|
Triple Fried egg, chilli chutney sandwich
|
3
|
10
|
Pan Galactic Gargle Blaster
|
3 (but lose 1 Sanity)
|
Random items
D20
|
Item
|
Damage
|
Notes
|
1
|
Axe
|
2
|
|
2
|
Camera
|
0
|
|
3
|
Chap stick
|
0
|
+1 sanity, 1 use
|
4
|
Crow bar
|
1
|
|
5
|
First aid kit
|
|
+5 health points, 1 use
|
6
|
Flash light
|
1
|
|
7
|
Gas mask
|
|
|
8
|
Goggles (infra red)
|
|
|
9
|
Hammer
|
2
|
|
10
|
Lantern, electric
|
|
|
11
|
Lighter, hand
|
|
|
12
|
Deodorant
|
|
|
13
|
Space suit
|
|
Protects wearer when there is no oxygen
|
14
|
Shovel
|
2
|
|
15
|
Lascutter
|
3
|
|
16
|
Flask of promethium
|
3
|
|
17
|
Combi tool
|
1
|
|
18
|
Squash racket
|
0
|
|
19
|
Lazer scalpel
|
1
|
|
20
|
Combi tool
|
1
|
|
Random
weapons
D20
|
Weapon
|
Damage
|
Notes
|
1
|
Knife
|
1
|
|
2
|
Iron bar
|
1
|
|
3
|
Garrot wire
|
1
|
|
4
|
Lazer sword
|
4
|
|
5
|
Fire axe
|
2
|
|
6
|
Lazpistol
|
2
|
|
7
|
Needle pistol
|
2
|
|
8
|
Flamethrower
|
4
|
|
9
|
Holowhip
|
1
|
|
10
|
Sonic rifle
|
1
|
|
11
|
Sonic grenade
|
1
|
|
12
|
Vomit grenade
|
0
|
Can’t do anything but vomit for one turn
|
13
|
Hallucinogen grenades
|
0
|
Disorientate for three turns
|
14
|
Chloroform
|
0
|
Knock out for two turns
|
15
|
Stun gun
|
0
|
Knock out for one turn
|
16
|
Lazrifle
|
2
|
|
17
|
Corkscrew
|
1
|
|
18
|
Hyperdermic needle
|
0
|
Knock out for two three turns
|
19
|
Chainsaw
|
5
|
|
20
|
Missile launcher
|
20
|
|