TRPG:DarkKnight

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Contents

Setting

Until quite recently, you were game developers working on an expansion for the MMO Medina. Your group, the quickly-formed Starlight Entertainment under the umbrella corporation Conglomo, were just entering the last stages for the new Western Developments portion of the game. Were, that is, until the whole project was scrapped and everyone was told to go home.

But the elevator went dead, and there's some sort of monster in the stairwell. And you're a thousand feet below the streets of New York, too far down to even hear the trains.

The Game

Medina is a dystopian cyberpunk MMO. It's organized into a series of rival corporations, and each team within a corporation gets their own floor. (Teams are something like guilds, and corporations are like built-in coalitions.) Most players join corporations, but there are also some that choose to be unaffiliated independent contractors.

These corporations exist to serve their clients. They deal in security, corporate espionage, and assassination. Having so many competitors in a single city, the members of each are often at each others' necks.

Rules

There's no strict set of rules. No dice rolls or rulebooks. You can make reasonable actions subject to GM approval, but the world is geared toward consistency.

Players can join and leave at will. To join, you must simply decide on a character. When gone, the GM will take over the character according to the personality you've displayed, but will generally be left on the sidelines.

Sessions

A review of what happened in each session.

Session 1: Introduction

Lenička, later joined by Grahft, was in the VR Suite, testing out the Bifrost bridge. She ran into some bugs, as well as some trouble, and Grahft got there just in time to fail to save her, then die himself.

Exiting the Simulation, the two found out that they had been canned. All the office loot was gone, so they grabbed their stuff from the dorms and went to leave, but the power went out and the elevator was down. Even though they were 77 floors down, they decided to try the stairs, but ran into some sort of monster.

They, led by the accountant Dave, fled back to floor 77 and barred the door.

Session 2: Trapped

Lenička and Lukas, not satisfied with waiting for help, decided to look for ways out of their predicament. Attempting to scare the monster with music only seemed to rile it up, so they left it to its own devices. Next, they tried the ventaliation ducts, only to discover that both ends are capped with giant dangerous-looking shafts, and the western stairwell is in ruins.

On the western end, they discovered a room filled with cages on one end, and on the other, labeled and preserved specimens in jars.

Meanwhile Grahft heard a noise and also started to explore the western annex of the floor. Inside a random room, he accidentally smashed a jar of bees, which chased him to the end of the hall. At the end he found a door marked "Emergency Exit" and opened it only to find a dead end. Well not only; he also set off an alarm and the sprinkler system.

The other two ended by resolving to put a stop to the water.

Here's a possible mental map of the floor:

mentalmap.png

Side Characters

A listing of the NPCs.

Dave Hodgins

A somewhat pathetic accountant who has a crush on Len. He managed to run away from the monster and saved Lenička and Grahft. He accompanied Len and Lukas for a while, but managed to slip away when he stopped feeling safe.

Gavin Esterberger

Gavin is one of the management team, possibly one of the characters' bosses; there are so many. He managed to calm down most of the office and brought them to the break room.

Minor Characters

Those who have been seen or mentioned little.

  • Larry Winters: He pulls pranks.
  • Charlie Federino: Lenička's creepy boss.
  • Brian Parker Smith: He was intimidated by Grahft.
  • Marcy Katz: Kinda chubby, always gave you starburst. Eaten by monster.

Character Creation

First, choose a class:

  • Middle-Managers exist only by making themselves needed. Years of group retreats and business seminars have made them naturals at organizing and persuasion. They start with two loyal toadies, each of which gets two special skills and one trait each.
  • Programmers are masters of information manipulation. Their workings in the depths of technology have given them a taste of power beyond that of the tangible world, mastery over thinking machines.
  • Artists answer only to the absolute ideal. They choose three mediums of aesthetic mastery and have an automatic excuse for any eccentricity.
  • Designers could be called the opposite of the middle-manager. Rather than using people, they anticipate them, seek to understand and construct worlds for them to interact with. Thus, they have a natural insight.

Pick three personality traits, and three special skills. The traits and skills can't exceed a certain level of power. You can restrict yourself by making the traits faults or conducts in order to trade for more powerful skills. Keep them simple to start with; they will be developed by further play.

Players

Lenička "Len" Kaspar - Programmer

Doctus

len.png

  • Traits - Paranoid, Scheming, Careful
  • Skills - Accounting, Jury-Rigging, Chemistry

Lukas Depper - Designer

Oipo

shillconceptartmekv6res.jpg

  • Traits - Connections, Competitive, Stubborn
  • Skills - Charisma, Sleight of Hand, Ninja Throwing

Grahft Ultimus - Artist

Shalek

  • Traits - Temperamental, Careless, Resourceful
  • Skills - Stimulants, Mind Reading, Weapon Expertise
  • Mediums - ? ? ?
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