fuga da prisão submarina fusion

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Passo a passo da trajetória mais curta de fuga e algumas possibilidades de caminhos. Contem ainda alguns inimigos esperados e algumas armadilhas prováveis. Nem todas as saidas e possibilidades estão contempladas, trata-se mais de uma guia para o mestre do que uma predisposição dos fatos e locais. Existe espaço para muita coisa ainda.

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Se um clone cometer algum crime grave ele ser desativado, ou pode, ao invs disso, ser capturado, e vendido (geralmente, resetado e implantado novas memrias)

O grupo foi criado e treinado (na poca no tinha como clonar seres adultos) para operaes especiais.

Aps desobedecerem a um comando superior, a unidade foi desativada, foram convidados para uma cerimonia de premiao na qual foram sedados e enviados para a priso para servirem de matriz.

Certo dia, durante o processo de hibernao outro inmate acorda um dos jogadores e conta mais ou menos o que est acontecendo, fala pra ele que possui um plano para fugir, mas que precisa de ajuda.

Aps o brainwash eles vao para a rea comum, enquanto so reeducados, tem memorias implantadas etc

Ele diz que sabe a senha para entrar no sistema da fortaleza, num determinado dia, no prximo ano.

In Jail:

1. Craft A Prison Purpose

AdministrationFrom the prison administration's point of view, the purpose of the place is to keep prisoners confined within their facility to serve out the conditions of their sentence. Society Society has a complex range of potential views, including: Safety and protection Segregation Revenge and retribution Punishment Rehabilitation or salvation Justice Fairness Cheap labour Out of sight, out of mind Serve a local economy with jobs and contracts

Staff Prison staff also have a range of possible desires: Regular paycheck Power, control Corrupt - breaks rules for personal gain Catch escapees quickly, perhaps without incident, or perhaps through any means necessary Inmates Those doing time can have several possible views or goals: Unfair - I'm innocent Escape

From a game function point of view, what purpose does the prison serve?

Long-term holding for an adventure

Craft a larger design that can hold numerous planned and unplanned possibilities. Focus on NPCs for plot development. Think about more than just escape as a reward. Include other items, information, and goals that characters and players would strive for to keep them from breaking out at the first opportunity.

Just like any other dungeon, a map of the facilities is important for consistency and to help inspire, prepare, and improvise.

Look for ways to represent the multiple viewpoints that surround any prison. Those are sources of natural conflicts, plus they'll give you NPC ideas and add a new layer of interest to the adventure. Create a strong prison concept to give you a solid base to be creative with. Link what you create back to the concept or theme as much as possible to build a consistent framework and player experience.

Perhaps start with a map, and consider drawing the outside of the facilities first, to give you a basic parameter to work with. Sometimes a blank piece of paper creates writer's block, and having a few lines and boundaries is enough to give you the confidence to keep storytelling.

Take cues from the players. Think in terms of NPCs and conflicts, and let those drive PC ideas and options. Avoid letting the players get too caught up in the construction, security, and furnishings of the place as they try to puzzle out an escape. Without much preparation, it's easy to get caught up in the details during prison scenarios.

For example, if the players want to get into minute details of patrol patterns and cell construction, introduce an NPC who has an escape plan already hatched and asks the PCs to join in - perhaps after a test of ability first.

2. Prison Design IdeasHow is your prison designed? Below is a list of some possible design factors. Unless you have the time and desire to design a complete facility, use the list just for inspiration and idea generation.Avoid answering every - even most - questions. You want to build a strong hook on which to base an interesting jail location, theme, or concept. Players won't see most of the details the list can generate. Your best approach might be to pick a line at random and create a cool prison concept from that and then move on.As you read the list, keep paper or digital notepad handy and write down any ideas that come to you. Store these ideas when you're done in a place you can easily get to during a game (such as a GM binder) so you have pre-generated notes to bail you out whenever needed.Location Where is the prison located? Location on map What is the surrounding area like? Hostile, neutral, friendly to life Geography, terrain Are there any special regional features? Flora Fauna GeographyDesign How many prisoners was it designed for? 25 How many prisoners currently reside there? 25 How many inmates per average cell did the design specification allow for? What is the average cell size? 6m x 4 m (camas de hospital). com What facilities were designed? Kitchen, food preparation Food and water distribution Medical Administration Staff work, relaxation, and living areas Waste collection and disposal Heating General inmate populace lockup Special security areas or zones Weapons and armour lockup and maintenance Special equipment lockup and maintenanceConstruction What authority funded the project? Fabber Castell What were their objectives? Reciclar os clones Who built it? Imon Thep Were there any special design features?sim Were there any design flaws? sim Did the builder make any mistakes? Did they report mistakes or cover them up? What building materials were used? Were plans and blueprints for special areas given special security? Where are those plans today?Maintenance Is the prison a private prison or a state-run facility? Private What funds the prison today? A grana dos recicladosTraffic Are guest visits allowed? No Do maintenance and operations require frequent traffic with the outside world? Sim Does staff live on-site or do they commute for each shift? Shift + robos + live on site What land, air, and water access is there? uma ilha Where do vehicles or mounts go?Defenses What keeps the prisoners in? Varios layers de defesa, mais a agua da ilha What keeps the world out? (i.e. So allies can't break inmates free.) ilha Are there multiple layers of defenses or just one highly trusted defense? Multiple layers How do staff protect themselves from inmates? Eles esto apagados (em coma induzido) How do staff deal with riots and uprisings? Nunca teve

Divises na prisoRecepo catalogao e planejamento.Fase 1: em processo de brainwashFase: 2: em processo de reestruturao psicomentalFase 3: implantao de memria, e aprendizadoFase 4 : Liberao

Parte II Theme and Atmosphere 1. Create GM Reference Tools - Environment And AtmosphereDrawing a full map and detailing the facilities is one method for fleshing out the environment. However, you can save time by brainstorming a couple of reference lists in advance.Keep the lists handy while you GM, and roll or choose items as needed. This minimizes preparation time and gives you a lot of flexibility at the game table where PCs are likely to make unexpected moves.Key lists to create would be:1. Room listing

Use the facilities list from the first part of this series 2. Cell Furnishings

vacant and occupied. Occupied (typical occupied plus inmate possessions and customs).

3. Additional Furnishings

Keep a list handy of things you might find in a prison, taking into account: Genre, World, region,4. Events

For random encounters, background details, and encounter seeds, craft a list of potential events: Typical inmate activities,Typical staff activities,Unusual inmate and staff activities Internal event, situation, and encounter ideas, External event, situation, and encounter ideas

2. Cell FurnishingsHere's a short list of possible cell furnishings:Vacant cells Straw, dirt, dry grass Books Newspaper Human waste, either as a protest, proof of insanity, or because of failed/lack of plumbing Graffiti, art, escape map or plans, calendar carved into wall Pillow Blanket Pallet, mattress, cot Sink, bucket, basin, chamber pot Manacles Light source Replicators Educational touch screens Wall art from previous occupants Remains of previous occupants Chair Table Vermin, rats, bugs Other creatures from your favourite monster bookOccupied cells Spoiled food Empty food trays Soap Clothes Writing materials Remains of a game (i.e. dice, cards) Drugs/alcohol Improvised weapon Illicit books Money Tobacco Secret notes from other inmates Mirror The current occupantsThanks to Garry Stahl, Telas, and Scot Newbury for ideas.

4. Craft A ThemeWith theme in mind, here are a couple of design questions to consider: Exterior appearance. How does the prison appear to the outside world? i.e. Foreboding, intimidating, clean and professional, secure, run-down. Use this to carve out a presence for the prison in your game region, preferably before the PCs are sent there. The outer face of the prison will determine: How NPCs regard it What society thinks about it Rumours, legends, gossip Events might skew this perception, such as frequent escapes or news of violence. How does the prison seem to staff? Use working conditions, uniforms, equipment, architecture and interior layout, and prisoner reaction to theme to determine base disposition for staff members. For example, picture how the staff might roleplay if they worked in The Pit of Despair versus St. Gwen's Home of Rehabilitation & Enlightenment. Daily life. How does theme affect daily life, so that inmates from one prison would roleplay differently than another? Water Food - quality, menu Clothes - type, condition, labels/identification Exercise Hygiene Entertainment - bored prisoners are dangerous Labour, work Training and advancement opportunities Treatment by guards Treatment by administration Treatment of each other Access to creative tools, such as writing materials, art supplies, crafting supplies