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Paranoia: My Name is Troubleshooter

Started by BlueBard, June 12, 2007, 11:55:13 AM

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BlueBard

Quote from: Viking on September 28, 2008, 03:07:48 PM
Giving directions to Elec-O and the Indigo, ArrMatee explains quickly and quietly:

"We'll have a better chance of finding the panel in question if we split up.  Elec-O and/or valued Toolbot, if you could quickly describe what the panel looks like that we're searching for, great.  The two of you should stick together, using the hottorch as your light source.  Obviously, if you find the panel, get started on fixing it."

"Ze panel iz inside vun of de booths, under de seat," replies the Toolbot.  "It iz a small metal box with a big svitch inside."

Quote from: Viking on September 28, 2008, 03:07:48 PM
To the Indigo, presuming that the panel can be described in such a fashion that splitting up to look for it actually makes sense:

"Friend Citizen, it would help us greatly if you could help in the search for the power panel.  If you need a flashlight, the Troubleshooter that confessed first had one.  I'm sure he'd want you to make good use of it while he rests.  The panel that we're looking for should be somewhere in... (*gestures appropriately*) that direction.  Elec-O and the toolbot can begin searching the leftmost row of booths in that sector, and I'd advise you to start with the rightmost row.  I need to coordinate with my other Troubleshooters before starting up the middle."

"Finally - a tactic to confuse traitors.  If you find the power panel and want the rest of us to meet up with you at that spot, call out, 'It's not here!  I'll try the next row!' and then shut off your light and wait for help to arrive.  With any luck, that'll make the traitors think you're moving somewhere else, while signaling to the rest of us where to go."

Elec-O, the Toolbot, and the Indigo wander off on their assignments.

Suddenly you hear a loud shout of "Death to the Computer!" coming from the doorway.  A rag-tag bunch dressed in black and carrying an assortment of knives, tools, pipes, and other improvised weapons bursts into the CITC.  Some of them are carrying hottorches for light.

"Weapons are not permitted..." one of the SecBots begins, but the fanatical band of sabateurs swarm into the room anyway and attempt to overpower the SecBots.

Zap! Zapzapzap!  The SecBots make use of their weapons.  The SecBots are holding their own at the moment, but there are a lot of traitors.

Viking

Now that ArrMatee no longer needs to worry about teammates panicking if he turns off the flashlight, he makes sure that his flashlight is turned off for the next part.

He aborts the plan to call out - that would certainly draw attention that he doesn't want.  He will, however, try to make some further use of his Empathy before the traitors utterly overwhelm the SecBots.

From the previous descriptions, I understood there to have been someone who had snuck back around to the general vicinity of the SecBots before the traitors burst in, plus someone else who had snuck deeper into the darkness, from which the mist seems to have come.  For reasons previously explained, and for ease of parsing, I am dubbing these two sources as "Suspected Blo" and "Suspected Spyd," respectively.

Operating on the suspicion that Blo has successfully retrieved some form of weaponry from the SecBot area, ArrMatee will try to use Empathy to help guide him as he tries to stealthily reach "Suspected Blo."

BlueBard

"Suspected Blo" has moved away from the SecBots a short distance, according to your Empathy, and is not using a personal light source.  The only illumination is from weapons fire filtered through the thickening fog.  You are easily able to home in on this person, though you still have to feel your way around to avoid bumping into booths.

Suddenly, you sense gleefully malicious intent from "Suspected Blo" directed at the SecBots.

Viking

My split-second action depends on what I estimate the path to be between ArrMatee and "Suspected Blo."

If ArrMatee estimates that he should have a clear path to rush at "Suspected Blo" from behind, he will do so and try to bash in his head with the aluminum rolling pin.  A simple, straightforward, brutal rush from behind

If, however, he estimates that it would take several seconds of darting around booths and zig-zagging, he will instead detach one of the canisters of Nano-Tech and throw it like a grenade at "Suspected Blo's" position.  (Hoping that the sound of a grenade-like object thunking in his proximity will distract him from doing something to the SecBots.)

BlueBard

It's entirely too dark and foggy in here to determine line-of-sight.

Thus, you suspect your fake grenade ploy to be the best course of action.  Even if it bounces off a booth it should make enough noise to serve as a distraction.

So, you reach into your handy pouch and lob a canister of NanoTool into the swirling darkness.

You hear a *Thunk! roll-roll-roll* sound and a satisfying gasp of startlement coming from "Suspected Blo".  From the sound you guess that he's hiding between booths in the front row of booths.  Then there is another *Thunk* and then a *Thud*.  You sense that "Suspected Blo" is now dazed, confused, frightened, and in pain.

Viking

Having bought himself a few precious seconds, ArrMatee will proceed towards "Suspected Blo," in the hopes of putting him out of his misery.  Since it's dark and foggy, ArrMatee will be moving consistent with his previous movements - whatever it takes to avoid bumbling into confession booths.

BlueBard

You catch up with "Suspected Blo" as he tries to scuttle away from the "grenade"; a good solid whack with the rolling pin and he is out.

How far out do you want him?  Temporarily out, or...?

Viking

ArrMatee plans to put him down as permanently as possible.  Pirates know no mercy in battle - ARR!!!

(He doesn't actually articulate any of that in a battlecry, as it would likely be counter to surviving against the traitors.)

Then he'll spare a few seconds to see if "Suspected Blo" was actually carrying anything of interest close at hand.

BlueBard

Forgive me for being morbid, but... how do you intend to do the deed?  This being Paranoia, that's a very important question.  It has a pretty direct bearing on whether or not you survive debriefing.

You could continue to employ the rolling pin, but making sure of it could get messy...

Viking

Well, since you've pressed for details...

The rolling pin had previously been duct taped to ArrMatee's back.  From our mutual description of how ArrMatee pulled it from his backside, I would imagine that there should still be a strip or two of duct tape dangling from the rolling pin.  Pull off a strip from the rolling pin - it should still have ample stickiness to put it over "Suspected Blo's" mouth, to cut down on the groaning and such.

Then ArrMatee can drag the limp, but presumably still living, body back to its hiding spot.

We'll start with that.  Let me know if ArrMatee discovers any interesting details in the course of doing this.  (Like whether "Suspected Blo" is "Actual Blo," for example, or whether he had any weapon-like equipment to hand.)

BlueBard

Oh, you've got plenty of duct tape left...

Still dark, and since you've never groped Blo in the dark before you can't be sure it's him.  It's kind of difficult to tell some clones apart even in normal lighting, as most Citizens tend to resemble each other to one degree or another.

On the other hand, light to see by could be dangerous.

Still, "Suspected Blo" was apparently able to snatch a rifle, a pistol, and five grenades.  That's about as far as you're going to be able to identify them in the dark.

Speaking of grenades...

From over near the SecBots you hear a traitor exclaim over the commotion of battle, "Hey! I found grenades and stuff!"  This exclamation is promptly cut off by weapons fire from one of the SecBots.  The secret is out, however.

Viking

(OOG: I realize that, as GM, you're making sure to sow as much doubt and confusion in this scenario - just as I'm trying to seize on anything I can use for clarity.)

ArrMatee's next action will depend on his knowledge of the following:

1) Of the rifle, pistol, and grenades, were any of those materials apparently closest to hand, as it were?  Was he dazedly clutching a rifle up until ArrMatee conked him, for example?  Or did a grenade go rolling from his grasp after he fell, or any hint whatsoever?

2) When ArrMatee sensed that feeling of "gleefully malicious intent from 'Suspected Blo' directed at the SecBots," was that truly meant to convey that ArrMatee felt that the gleefully malicious intent was specifically directed at the SecBots, as opposed to their general direction?  That was how I interpreted that post, and I'm just trying to make sure that I didn't mis-parse like before.

3) Is it possible to tell grenades apart if there is a light source?  (Since the team requisitioned Stun, Tear Gas, and Tangler Grenades, after all.)

4) Based on ArrMatee's knowledge of Engineering-related stuff, how likely would any of the aforementioned grenades be to actually have any effect on a SecBot?  I'd normally expect that SecBots would ignore tear gas, and possibly be hindered by a Tangler Grenade, but I don't know how a Stun Grenade would work, and I don't know if ArrMatee would know, either.)

5) How good of a throwing arc does ArrMatee have towards the traitors fighting the SecBots, from "Suspected Blo's" hiding position?

BlueBard

Quote from: Viking on October 01, 2008, 09:23:54 PM
(OOG: I realize that, as GM, you're making sure to sow as much doubt and confusion in this scenario - just as I'm trying to seize on anything I can use for clarity.)

ArrMatee's next action will depend on his knowledge of the following:

1) Of the rifle, pistol, and grenades, were any of those materials apparently closest to hand, as it were?  Was he dazedly clutching a rifle up until ArrMatee conked him, for example?  Or did a grenade go rolling from his grasp after he fell, or any hint whatsoever?

He was holding a rifle.

2) When ArrMatee sensed that feeling of "gleefully malicious intent from 'Suspected Blo' directed at the SecBots," was that truly meant to convey that ArrMatee felt that the gleefully malicious intent was specifically directed at the SecBots, as opposed to their general direction?  That was how I interpreted that post, and I'm just trying to make sure that I didn't mis-parse like before.

The malicious intent was definitely directed at the SecBots.

3) Is it possible to tell grenades apart if there is a light source?  (Since the team requisitioned Stun, Tear Gas, and Tangler Grenades, after all.)

Yes.  But as you'll recall you had to look closely even with the lights on.  They aren't labeled, but there are differences in markings and such.  You are also aware that occasionally mistakes are made and individual grenades might not have the expected payload.  That's rare, though.

4) Based on ArrMatee's knowledge of Engineering-related stuff, how likely would any of the aforementioned grenades be to actually have any effect on a SecBot?  I'd normally expect that SecBots would ignore tear gas, and possibly be hindered by a Tangler Grenade, but I don't know how a Stun Grenade would work, and I don't know if ArrMatee would know, either.)

Tear gas - no
Tangler - yes
Stun - yes, it's an electric-based attack; but shielded bots would be resistant


5) How good of a throwing arc does ArrMatee have towards the traitors fighting the SecBots, from "Suspected Blo's" hiding position?

Excellent.  With a capital 'E'.

Viking

Okay.

Step One: Was I also able to find "Suspected Blo's" flashlight?  Regardless, make sure that I've got his cache of weaponry more or less bundled up - stuffed in pockets or duct-taped to my jumpsuit if need be, using spare strips of duct tape.  The laser rifle and rolling pin are placed to the side, ready for ArrMatee to grab them and slip away once he completes his plan.

Step Two:  Take another canister of Nano-Tool, but empty it around "Suspected Blo's" feet and the walking space just outside his hiding space.  The goal is to make it a slippery surface, which would hopefully trip up "Suspected Blo" if he comes to, or a traitor if he comes running by.  But not to trip up ArrMatee as he makes his getaway after Step Five, later.

Step Three: Remove the strip of duct tape from "Suspected Blo's" mouth and stick it onto ArrMatee's jumpsuit.  One less piece of evidence tying ArrMatee to this scene.

Step Four: Take a grenade and throw it at the traitors fighting the SecBots.  Hopefully not catching the SecBots in the expected detonation radius.  Clearly, he is not going to take time to figure out which grenade type he is throwing.

Step Five: If he found "Suspected Blo's" flashlight, turn it on and drop it next to "Suspected Blo."  A helpful little signal flare for traitors to find the Troubleshooter, as it were.

Step Six:  Grab the rolling pin in one hand, and the rifle in the other, and slip away.  (Not literally slipping, mind you.)


Just in case the ultimate goal of this plan is not blindingly obvious - ArrMatee is hoping that this will help thin out and delay the traitors, while also leaving a helpful path for them to find "Suspected Blo," and take out their frustrations on him.

BlueBard

Quote from: Viking on October 02, 2008, 02:51:34 PM
Okay.

Step One: Was I also able to find "Suspected Blo's" flashlight?  Regardless, make sure that I've got his cache of weaponry more or less bundled up - stuffed in pockets or duct-taped to my jumpsuit if need be, using spare strips of duct tape.  The laser rifle and rolling pin are placed to the side, ready for ArrMatee to grab them and slip away once he completes his plan.

Check.  You have his flashlight.

Step Two:  Take another canister of Nano-Tool, but empty it around "Suspected Blo's" feet and the walking space just outside his hiding space.  The goal is to make it a slippery surface, which would hopefully trip up "Suspected Blo" if he comes to, or a traitor if he comes running by.  But not to trip up ArrMatee as he makes his getaway after Step Five, later.

Check.

Step Three: Remove the strip of duct tape from "Suspected Blo's" mouth and stick it onto ArrMatee's jumpsuit.  One less piece of evidence tying ArrMatee to this scene.

Check.


Step Four: Take a grenade and throw it at the traitors fighting the SecBots.  Hopefully not catching the SecBots in the expected detonation radius.  Clearly, he is not going to take time to figure out which grenade type he is throwing.

You activate the grenade and then pitch it as close to the traitors as you can.  3...

Step Five: If he found "Suspected Blo's" flashlight, turn it on and drop it next to "Suspected Blo."  A helpful little signal flare for traitors to find the Troubleshooter, as it were.

You drop the flashlight.  2...

Step Six:  Grab the rolling pin in one hand, and the rifle in the other, and slip away.  (Not literally slipping, mind you.)

You turn to slip away into the darkness.  1...

There is a popping noise accompanied by a flare of light... which is followed by a lot more popping noises and lots of lights flashing.  Shouts.  Coughing.  Cries for help.  Cries of rage.



Viking

ArrMatee adheres to the rule of survival where one doesn't looks behind when slipping away.  But he'll dare to hope that things worked out pretty well.

At any rate, he'll concentrate on searching for "Suspected Spyd" next.  Does an Empathy scan provide any interesting information?

BlueBard

You sense that a number of the traitors have been rendered unconscious, a few are dazed, and there's a mix of fear, anger, and frustration on the part of those who are still emoting clearly.

Elec-O is nervous and fearful.  The Indigo is calm and intent.

"Suspected Spyd" is excited and cheerful.  You home in on that source of emotion.  What is your intent when you find him?

Viking

My intent with "Suspected Spyd" is non-hostile.  ArrMatee is hoping that he can score some points with the one remaining conscious member of the Troubleshooting team, to help shore up his position when it comes to debriefing.

Now, ArrMatee also doesn't want to raise suspicions of having a Mutant power, so he's going to start whispering, "Team Leader?  Are you here?" as he gets closer to "Suspected Spyd's" position.

Out of curiosity - do I still hear any zaps of weapons fire from the SecBots?  That's an important tactical detail, after all.

BlueBard

Quote from: Viking on October 07, 2008, 01:58:19 PM
Now, ArrMatee also doesn't want to raise suspicions of having a Mutant power, so he's going to start whispering, "Team Leader?  Are you here?" as he gets closer to "Suspected Spyd's" position.

"Is that you, ArrMatee?" Spyd-R replies in a low murmur.

Quote
Out of curiosity - do I still hear any zaps of weapons fire from the SecBots?  That's an important tactical detail, after all.

No.  There's still a lot of commotion over that way, but no further weapons fire.

Viking

ArrMatee turns towards the direction of Spyd-R's voice.  (I presume that the voices of my fellow Troubleshooters are sufficiently distinct from one another, then?)

"Yeah," he murmurs back.  "And maybe it's just me, but I don't trust Blo.  He snuck some weapons in, and I caught him aiming his laser rifle at one of the SecBots.  I threw a can of Nano-Tool to distract him, and he panicked, slipped, tripped, and knocked himself out.  I left him there otherwise unharmed, but I brought his weapons - figured you'd want a chance to arm yourself.  I've got your back if you've got mine.  We agree on this?"

ArrMatee is also relying on his Empathy to see if Spyd is reacting with any emotion that comes anywhere approaching 'trust.'  Hopefully, a Troubleshooter offering him weapons in a dark room will help seal the deal.

BlueBard

"Certainly," Spyd-R replies.  "I've been doing what I can with the PBM.  Too bad about Blo-R.  Well, he's in the right place, I guess."

Empathy says Spyd-R is sincere and friendly, though you can tell he doesn't entirely trust you.  However, he does trust that you mean him no harm at the moment.

Spyd-R steps out of a booth with the PBM.  "Too bad I had to fog up the place," he sighs, "Can't take any decent pictures in this stuff.  Got any grenades?"

Viking

"Sure thing," answers ArrMatee.  He'll hand over two of the grenades, for starters.  "You want the laser rifle as well?  Or, I managed to snag what I think is the Demoralizer Ray - hard to tell in the dark, and I didn't want to fire it randomly."

ArrMatee looks around quickly, more out of reflex than effectiveness, what with the fog and darkness.

"Elec-O and the Indigo are looking for the panel right now - I'm planning to join the search next.  I'd suggest that one of us stay on dedicated watch duty, in case any of those traitors get past the Secbots."

BlueBard

"The Demoralizer Ray would be kind of fun," Spyd replies wistfully.  "But it wasn't assigned to me.  On the other hand, you could probably make better use of the laser rifle.  I'll work with whichever one you give me."

Your empathy tells you Spyd suddenly feels a mild twinge of alarm.

"I have a feeling we'd better get the power back on, fast."

Viking

ArrMatee shrugs quickly, and passes over what he believes to be the Demoralizer Ray.

"I'll join the search for the panel - you keep a watch for traitors and do what you can to keep them distracted.  If any of us finds the electric panel, we're signaling by shouting out, 'It's not here!  I'll try the next row!'  That might further confuse the traitors."

If Spyd agrees, ArrMatee will head off to help search for the panel.

BlueBard

Spyd-R readily agrees.  "I'll keep the traitors confused and off-balance."

You begin searching booths for the panel.

Your Empathy power detects several hostiles leaving the area near the SecBots and heading into the booth area.

What's your plan?  (Either for searching for the panel, or confronting the traitors.)

Viking

ArrMatee continues to help search for the panel.  He's rather hoping that at least some of the traitors will be drawn to where he left Blo unconscious, and take out their frustrations on him.

BlueBard

Search turn #1:

You find nothing in the first booth you search.  You are careful to use your light only inside of a booth, so as not to attract attention.

Judging from a quick scan of your companions' emotions, they haven't found anything either.

Now, Empathy is not radar sense.  You can tell what people around you are feeling, and if you concentrate on one source of emotion you can get a vague impression of personality, distance, and direction.  So if you're hoping to pinpoint where the traitors are and what they are up to, Empathy is not going to work too well.  It's going to be impossible to do it when you're focusing on your search.  Just so you know...

Search turn #2:

You sense PAIN! and DEATH!  Possibly Blo-R's 'heroic sacrifice to the cause', but it's hard to tell.  The burst of emotion momentarily overwhelms you, interrupting your search while you regain your mental composure.

Search turn #3:

You don't find the panel, but you do find something that resembles an odd-looking multicorder hidden under the seat of the booth you are searching.  It bears a strong resemblance to the Mutant Detector that was lost during the team wipe, but you're not sure.


Viking

So as to better focus on his search, ArrMatee will stop use of Empathy for the present.  It's already provided sufficient evidence to suggest that Blo is dead, which is fine by him.

Is the multicorder small enough to fit into a jumpsuit pocket?  If so, ArrMatee will take it with him.  Waste not, want not, after all.

Apart from that, ArrMatee will continue searching, relying only on his normal sensory perception to alert him to traitors getting closer.

BlueBard

The multicorder is not small enough to fit in a pocket.  It is black, about 150 centimeters by 200 centimeters (or 6" x 8") and 50 centimeters thick (2").  It is powered off.  I assume you aren't taking a lot of time to examine it.

Search turn #4:

You find nothing.

You hear a shout of "I'd vaporize you, but the smell would kill me!"  The shout was audible, but not close by.

Search turn #5:

You find nothing.

You hear another shout, same voice: "You're so dense, you make blackholes look bright!"  The shout is coming from another part of the room than before.

Search turn #6:

Your search is interrupted by a deafening blast of martial music that reverberates throughout the CITC.  Brilliantly flashing lights can be seen through the thick mist; they'd be blindingly bright if not for the fog.

Viking

You are correct, ArrMatee would not have taken a lot of time to examine it.  That would have detracted from the search for the power panel.  But it still sounded comparatively small, such that he might have been able to quickly duct-tape it to his jumpsuit.  (If one is going to remove an object from a Confession booth, it still occurs to ArrMatee that the best time is probably when everything is powered down.)  With GM permission, ArrMatee would have done that.

Nevertheless, the current problem seems to be the deafening music that is reverberating through the CITC.  ArrMatee would put down the rolling pin and laser rifle so that he can cover his ears more effectively.

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