Of Course, there are many other projects and subproject underneath it, if you want to plagerize like I did, but the first 5 Deathlands books (In no particular order: Neutron Solstice, Crater Lake, Pilgrimage to Hell, Red Holocaust, and I think: Homeward Bound) for more information on the infamous Cerebus Project.
Now, underneath
the Cerebus Project, was one I codenamed Project Hela, a cryogenic storage
project. Here, is where the PC's come in. Here's the crunch.
PC's
are chosen from Ninja's and Superspies, military or espionage O.C.C.'s
from the other games, and translated to Rifts by the DM. Allow NO
magical, or psionic abilities aside from sensitive, and allow them to pick
NO equipment.
Background:
They were a military black ops team who made the ultimate mistake.
They got caught introducing Tabun VII Nerve Gas into a Soviet research
facility, got a very public trial, and were sentenced to lethal injection.
Fortunately
for the PC's, the military hates to throw anything they haven't wrung every
last drop from. Stripped of any cybernetics, they were put under
and put in cryogenic storage, the PC's assured that it would only be for
"fifty or sixty years, just until the heat dies down."
The
last thing the PC's will remember is the lid closing on the cryogenic capsule.
Have
everyone give you coma/death rolls, five of them. If anyone fails
all five, sorry dude, your dead in stasis. Pick someone to knock
off if you want (A nice way to elimate cheaters...) and let them wake up
all together.
The
first thing they will notice is the extensive damage to the facility.
It suffered a direct nuclear hit, but survived it. Massive earthquakes
destroyed 90% of the facility, but luckily for the PC's, they can still
get out.
Problem
# 2; the entryway has been discovered by a tribe of DB's that look like
spindly little goblins. There are little to no weapons available
in the area that the PC's awaken in, most of them are in the hands of the
goblins on the forward parts of the facility, or locked behind doors..
Problem
#3: Upon exit, they will find themselves in Louisana, or perhaps
Red Stone Arsenal in Alabama, just south of the Huntsville NASA facility.
The
PC's will awaken in a heavily damaged room, the majority of the 75 cryotubes
heavily damaged. The medical bots that had resusetated them and reinstalled
their cybernetics while they were un cryo-stasis sputtering and sparking
as they die from age and damage. Their only gear will be anything
they scavenge off the bots or out of the cryo-room, and their leotards
(Ala Aliens). One intrepid group broke free some pipes, tore the
midsections out of their jumpsuits, got some of the shattered duraglass,
and made spears, spiked clubs and hatchets.
The
air will be thin, stale, and smelling of ozone. 3/4 of the lights
will be out, and 1/2 of the working ones will be flickering. The
glowstrips will have all dimmed down to next to nothing. Any player
who asks should be told that glowstrips have a 1/2 life of at least 150
years, and these are far beyond that.
The
computer equipment will fail constantly whenever meddled with, and tell
the players is decades of disuse, damage, and just plain age causing it,
not them. Tell them about the cracks in the walls and cielings, exposing
sparking or dead power conduits, empty pipes. The paint on the walls
is faded, and in one spot, let them find a large piece of Lexan, covering
a blank spot on the wall, with a label that states: "FACILITY MAP", and
a strip of letter tape stating "<---YOU ARE HERE!" on the floor.
No map, and no idea where.on the Lexan the tape was. Big fucking
help.
There
will be rag dressed skeletons scattered here and there, with dog tags,
and wallets. Most of the paper and rags will be heavily stained by
bodily fluids that were reduced as they decayed. The odd thing will
be the fact that the bodies are more mummified than rotted, thanks to the
enviromental controls of the facility.
By
now, the Players should be coming up will all kinds of exotic theories
of where they are. One player went so far as to figure that they
were on some kind of space station that had slammed onto a planet surface,
or on an asteriod base that had been badly damaged in the Outsider War.
Hallways
that end in collapses, or sheer rock faces where earth slips had dropped
that side of the facility down will confound the PC's, heavy, MDC doors
gaurding security area, an odd camera here and there still active, and
sometimes tracking the party. Sometimes is a robot manned security
station, other times, just a semi-active camera.
The
bodies will all be badly busted up, with multiple broken bones and evidence
of internal injuries sustained from impact. Even weaponry will be
damaged. It will look as if the people slammed into the walls or
cieling, then the floor, while secured equipment will be twisted and warped,
but possibly functional. The impact of the mass driver (or a nuke
if you want) close by literally lifted the ground the facility was in almost
25 feet in the air, then dropping it back down, devastating the complex.
OK,
what happened. The FEMA site was heavily damaged and presumed destroyed
during the First Colony War, when a mass driver shot hit nearby, knocking
the shit out of the facility. The facility, hardened against nuclear
attack, survived, although heavily damaged and the entrances covered by
dirty and rubble. The facility was written off, in the recovery from
the various wars that occured after the first Colony War, and nobody ever
got around to looking for it again or trying to recover it.
The
site still had computer control and power, being supplied via multiple
reactors, and blithely went on keeping the cryogenic prisoners safe and
secure until orders were given to release them. Years went by, the
facility gradually succumbing to age and damage, until the tribe of goblins
found the entrance to the motor pool, uncovered by a land slide.
The
PC's were thawed out due to two reasons: The cryogenic storage systems
were failing, and the PC's were the computers only charge after the mass-driver
hit. Two: It needed someone to fend off the goblins before they reached
critical systems.
I was
very stingy in giving out equipment in the beginning, restricting most
people to light firearms, mostly SDC, except for the M-20 assault rifle
out of Rifts Underseas. An attack by some 15 goblins, armed with
Moltov cocktails, rude spears, and one apprentice shaman, was handled with
some diffiuculty. The M-20's, switched to burst and using AP's, managed
to cut apart the goblin quasi-shaman, who was 5th level and enveloped in
an Armor of Ithan, after 17 good hits (concentrated firepower by 5 PC's),
and while some people got badly burnt, the good players, (6 of the 9 playing)
flipped over a table, and while 5 concentrated fire, the other picked off
stragglers. It took awhile for them to get out of the facility, but
only 4 of the 9 died, and since the Players got irritated at the goblins
and deliberately went after them when they could have escaped, they kind
of shouldered some of that resonsibility.
In
the secondary motor pool, where the goblins are entrenched, is where