Paranoia: HAL - A 2001 Inspired Space Odyssey


log in or register to remove this ad



Dannyalcatraz

Schmoderator
Staff member
Supporter
Man, I like this idea, and the Capricorn One tweak is a solid one.

But let me suggest a different path: The Computer in this campaign could be like a human brain...thousands of decentralized computing nodes connected wirelessly, including the one on the ship. Which works great pre-launch...

However, once the spaceship gets too far away, the connection is severed, and the long-dormant backup program reboots the ship's computer...thinking it is itself The Computer. And once it starts scanning the world with Its scanners, it notes that the world does not match it's last independent backup...and clearly, Ground Control has been compromised by Commies!
 

Hand of Evil

Hero
Epic
That's a great movie. But how would you make the story work in Paranoia when
clones are already part of Paranoia
? :)

What is your security level? You need to perform maintenance on the outside, do to your current security level being under review; no suit can be provided at this time, we hope to have this resolved in a timely manner; current processing of this request is 24 hours. Please move to the nearest air lock, thank you.

Players playing
the same character or prior crew being found or seen in a cloned ship in the distance
 

Katana_Geldar

First Post
Okay, I'm running it saturday and I think I have managed to combine all the elements I want.

The mission: A year ago a cfrew of Alpha Complex citizens was sent on a space mission at the order of Friend Computer, they disappeared without a trace (probably due to actions of commie mutant traitors!) and recently Friend Computer has been able to locate them. In his omniscience, Friend Computer has dispatched a team of three Ultraviolet-level scientists to get to this ship, they will be kept in suspended animation until they reach their destination. Running the ship will be a team of troubleshooters, the last survivors of an exhaustive screening process. It is their job to make sure the scientists survive the voyage as well as shoot any commie mustant traitors who attempt any sabotage.

Now for the real story: On the original ship, Psion agents managed to smuggle an experiment chemical on board for testing purposes. The chemical (which I am just going to name "grey goo" but I'm welcome to more official suggestions) was developed by R&D to try and surpress mutant powers in the cloning process...but instead it resulted in anyone coming in contact with it losing control of their mutant powers.

I am planning on having Psion troubleshooters, as they want to see how successful the chemical was, as well as Anti-Mutant agents who want to put a stop to this.

I'm just having two settings, the player's ship and the lost ship. On the players ship there will be a few things going on, but I'm not sure if I am doing them all:

* There is a Psion stowaway on board who gives the player Psions orders as he's a Control, he's also a target for anyone who finds him, specifically Anti-Mutants.
* Players have conflicting orders about killing/protecting the scientists, but the scientists are going to be killed by Friend Computer anyway.
* A chance for some EV action with the broken antenna.

On the "Alien" ship, this is where the acxtion is going to be:

* Out of control mutants trying to kill the troubleshooters
* Grey good ungulfing them
* Broken Alpha Complex-style stuff on the ship, dodgy termination booths and computer terminals etc.

And then, when they have had enough they are told that the ship is leaving without them!

And finally, just as they are talking about what is going on, they are escorted off the ship by Internal Security and marched out of the airlock without space suits on...into a large hangar! The whole thing was actually some sort of simulation put on by Mystic infiltrators in Internal Security so nothing ever really happened at all and they stayed right inside Aplha Complex.

Writing it out like this has actually helped me.
 

Remove ads

Top