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- by Steffan O'Sullivan
- Original Editing and Map by Ann Dupuis
- Character Creation by Ann Dupuis, Paul Dupuis, and Steffan O'Sullivan
Copyright ©2000 by Grey Ghost Press, Inc.
This article is also available in PDF form, ready to print, with a rules summary appendix for newcomers to Fudge.
"Bad Day at the Lab" is a "Weird Science" adventure for the Fudge roleplaying game. It's set in the modern day, with some implausible twists....
The characters in "Bad Day at the Lab" are working on a thought-transference gadget. They don't realize they've been successful until they wake up in the body of lab animals (spider monkeys and lab rats). Someone has used their thought-transference gadget on them!
The adventure takes about two hours to run. If the players have never played Fudge before, a five-minute explanation of how action resolution works should be sufficient.
As Game Master, you should read this entire adventure before running it. It may be best to start with the character sheets and the introductory text included with each character, found further below.
Hand out the character sheets, with the stats on one side and the introductory text on the other. Ask the players not to look at the back of the character sheet or show their characters to each other or discuss their roles. Have the players write down names for their characters, but not say them out loud. Go around and take their names silently, writing them down. Any of the characters can be male or female, except the Colonel should really be male due to his experience in Viet Nam.
Once the players have named their characters and familiarized themselves with the character sheet, let them read the introductory information on the back of the sheet. (If you plan to provide these pages separately, hand them out now. The Director and the Colonel get specific monkey handouts, and the other characters get random rats.) Ask the players to read these sheets in silence.
The scenario starts with the characters waking up in the bodies of lab animals. They are two to a cage: a pair of rats, another pair of rats, and a pair of small spider monkeys. The first part of the adventure, half an hour to an hour or longer, should be a challenge to role-play correctly. The players shouldn't talk to one another. They may talk to you as the GM, of course, but not to each other.
There are an additional pair of monkeys and pair of rats in the room in separate cages which have not been involved in this morning's experiment - they're still normal animals. In the beginning, the players won't know if the other animal in the cage with them is a normal animal or contains a human consciousness.
The human consciousness animals are caged together, in pairs, though - the normal animals are separate. (If there are an odd number of players, put three PCs in one cage.) Until the players figure out who is where, they shouldn't interact directly with one another. You should act as a filter for player actions until it's clear that this player is in that lab animal's body....
After a while, the players will figure out that they're sharing a cage with another human, and begin to plot to escape. At this point, you can have them gesturing directly to each other - but no talking except to the GM. Players can gesture, squeak, and hoot at one another in an attempt to communicate, but shouldn't use spoken words. Some will say things like, "I gesture to pull the lever..." at which point you can gently interrupt them and say "Don't tell me, just do it, and show the other person in your cage!"
There are six player characters provided for "Bad Day at the Lab". See the PC summary and the character sheets below for more information.
Sean O'Reilly, aka John Smith, is one of the IRA's top strategists. He met the late John Smith at a bar, and heard about the project through Mr. Smith's bragging that he was about to be transferred to work on the gadget. Sean decided it would be perfect: transfer the consciousness of an IRA fanatic into a monkey's body, and have him carry bombs into British government agencies! So he assumed John Smith's identity, infiltrated the Institute, and finally felt ready to test the mechanism - on the staff of the PSI. The Colonel showed up for an annual inspection in the middle of the first transfers, so had to be included in the experiment.
Most of the thugs are ignorant of what's going on, and probably wouldn't believe that human minds are in animal bodies, anyway. The head thug knows about the experiment, but is dubious, and hasn't told the others because he's embarrassed to discuss such foolishness. But he'll do what Sean O'Reilly says. All the IRA thugs have thick Irish accents and talk lovingly about the IRA (note the Colonel's Intolerance Fault and encourage the player to roleplay it). "John Smith" has no accent - Sean has been in the USA for many years.
As the game opens, Sean O'Reilly doesn't really know if the experiment has worked or not - though the PCs don't know that. Yesterday, the PSI staff tried transferring a monkey's consciousness into a rat's body, and think it worked - hard to tell, though, as the poor animals were still fairly woozy from drugs by the end of the day. Sean O'Reilly thought it worked well enough to try it today with humans.
John Smith - at least that's what his driver's license says. Actually Sean O'Reilly, on the most-wanted list in three countries, an IRA terrorist who killed the real John Smith and took over his position. He's attached to the PSI as a "Psychology and biology research associate," but hasn't done much research. He has watched the work and asked a lot of questions, though. The Biomedical Engineer, Technician, and Grad Student all hold him in contempt, wondering how he got his credentials in psychology and biology, since he seems very ignorant of both sciences. The Corporal holds him in contempt, too, but no more so than the rest of the staff. The Director thinks John Smith is brilliant because John Smith is brilliant - at buttering up the Director, that is. Thus he's been able to retain his job.
| Attributes |
| Reason | Fair |
| Willpower | Good |
| Perception | Great |
| Agility | Great |
| Strength | Good |
| Fitness | Great |
| Skills |
| Con Artist | Superb |
| Electronics | Fair |
| Demolition | Good |
| Combat | Superb |
| Others as needed |
IRA Thugs - as many as needed (at least four). More can come into the building if those inside get mopped up too easily. If not, then there aren't any more outside. Simple, eh?
| Attributes |
| Reason | Terrible to Poor |
| Strength | Good to Superb |
| Fitness | Great |
| Skills |
| Combat | Good to Superb |
The PCs wake up when there are no humans in the room (see map at the bottom of this article). If the players move too fast, remind them that their characters are still groggy, and have an IRA thug poke his head in to check their status. He's been told to see if the animals are awake yet. (They probably assume he knows they're really human.) On the other paw, if they're taking a lot of time getting out of the cages, don't interrupt them!
The cages are standard lab cages, which they should be able to figure out how to get out of. Require some teamwork and Strength rolls, however. Reward clever ways of opening cages with success, but have them roll the dice first.
Once the characters are out, what they do is up to the players. The room has various bottles on shelves around the walls. The players will probably ask what's there; you can make it up on the spot. The characters may let the other animals out of the cages as a diversion - fine. The ceiling is not a hung ceiling - no easy escape that way. There are tables and chairs, and things to get behind. The rats can go through a hole in the wall, but the monkeys won't fit.
In the Transfer Room across the hall are their human bodies - anesthetized. This room is guarded by at least one Thug, who doesn't know the bodies contain the consciousnesses of rats and monkeys. The thought-transference gadget is next door.
The offices have computers with modems, should the players think of that. You may place the Thugs in the offices or elsewhere. Sean O'Reilley is in the Biomedical Engineer's office, going through the files on the computer, trying to learn as much as he can about the gadget.
The Director has a pistol in his desk drawer that only the he/she knows about - tell the player secretly. Of course, he/she has never fired it and has no pistol skill (default: Poor), and the recoil would knock him/her back seriously while a monkey... but no need to mention that last fact.
The goal is for the PCs to get back into their bodies, of course, and alert the authorities. It should be a bit of a romp. Let them make monkeys out of the thugs, figuratively speaking, but keep the PCs on the go so much (being chased, mostly) that it's not easy just to use the modems to call for help.
Let them try various bottles of acid and ether and janitorial lye and whatever else they want. The Technician can operate the gadget no problem - the Grad Student is the next best at it, though the Biomedical Engineer would disagree with that statement. Figuring out who the Technician is may be difficult, though, if they're role-playing properly. The others have no clue how to work it.
If they ask who works in the office, pull them aside separately. Only the Director knows the Colonel was due for a visit that day (the director is secretive, the better to keep power over the others), so the other four won't be able to figure out why there are six of them when you tell them about the five staff members plus John Smith. (don't use the name Sean O'Reilly with the players, although the thugs call him Sean).
So there will be an unknown element as far as they're concerned. The Corporal doesn't even know the Colonel was coming. (If the Colonel gestures orders that the others don't obey, the Colonel should be very angry - especially if he figures out who the Corporal is!) The Colonel has no idea how many people are in the office and what they do. All he knows is that there is a Director, an MP guard, and assumes there must be at least one secretary and one scientist. He knows of no other roles, and doesn't know John Smith.
| Character Name | |
| Player Name | |
Character Description and Notes
You are the Director of the Psychic Studies Institute (PSI). You're not very knowledgeable about what it is the scientists do there, but you know how to keep them toeing the line. You tend to be suspicious of anything you don't understand, and unfortunately, that's a lot....
| Fudge Trait Values | EP |
| Superb | +3 | 8 |
| Great | +2 | 4 |
| Good | +1 | 2 |
| Fair | 0 | 1 |
| Mediocre | -1 | 1 |
| Poor | -2 | 1 |
| EP = Raising skills with EPs. |
| Most skills begin at Poor. |
| Attributes default to Fair. |
|
| Wounds |
| 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
| [ ] [ ] [ ] | [ ] [ ] | [ ] | [ ] | [ ] |
| Scratch | Hurt (-1) | Very Hurt (-2) | Incapacitated | Near Death |
|
| Attributes |
| Reason | Fair |
| Willpower | Mediocre |
| Perception | Superb |
| Agility | Fair |
| Strength | Fair |
| Fitness | Good |
|
| Gifts |
| Good sense of peoples' weak points. |
| Excellent memory |
| Faults |
| Paranoid |
| Petty |
| Jealous of anyone who gets more praise or credit than you |
|
| Skills |
| Paper-pushing | Great | | Penny-pinching | Great |
| Boot-licking | Great | | Intimidating | Great |
| Interviewing | Good | | Etiquette | Great |
| Oratory | Fair | | Leadership | Mediocre |
| Fast Talk | Good | | Law | Fair |
| Computer use | Mediocre | | All combat skills | Poor |
| Most physical skills | Mediocre | | Sciences | Poor |
Director: You wake up feeling very ill and very disoriented. You must be hung over, is your first thought, and your second is that you must have been drugged. You can't place where you are - your head hurts too much to open your eyes. The last thing you remember is coming to work this morning, at the thought-transfer project laboratory. You suddenly notice that unknown smells are assaulting your nose with great intensity.
You hear two voices talking as if through a great wad of cotton. You begin to pick out words, then sentences. One of the voices sounds familiar - it's saying, "Yes, that's them all right. I think the experiment worked, though we won't know for sure until they wake up."
The other voice has a thick Irish accent, and replies, "How long do you think that'll be, Sean? We can't risk staying here all day, you know. Somebody else might show up, or that there officer might be missed."
The first voice - you place it now, it's one of your underlings named John Smith, a nice man who treats you with the respect you deserve - says, "I don't know how long before the anesthesia wears off. Let's check on them every fifteen minutes." With that, you hear the voices fade away and a door close.
You finally get the courage to open your eyes and you immediately become even more disoriented. First, the world is in black and white - but it somehow seems almost normal. Second, you seem to be staring out at a laboratory through a cage door. Third, there seems to be a hairy - to the point of furry - arm, or foreleg, or whatever, lying under your head, sticking out!
You start up suddenly, and realize the furry foreleg is your own. Your consciousness is in the body of a spider monkey! There is another monkey in the cage, you notice, and it's eyeing you with curiosity, fear, and suspicion.
Your attributes while a monkey are:
| Attributes |
| Reason | Fair |
| Willpower | Mediocre |
| Perception | Superb |
| Agility | Good |
| Strength | Superb (Scale -7) |
| Fitness | Fair |
| Character Name | |
| Player Name | |
Character Description and Notes
You are the Technician at Psychic Studies Institute (PSI). Your job is to construct the gadget which the biomedical engineer invents. Since you obviously know more about electronics, it's mostly your design - or so you tell yourself when that pompous so-and-so isn't around. In fact, you've snuck a few suprises into the gadget that only you know of....
| Fudge Trait Values | EP |
| Superb | +3 | 8 |
| Great | +2 | 4 |
| Good | +1 | 2 |
| Fair | 0 | 1 |
| Mediocre | -1 | 1 |
| Poor | -2 | 1 |
| EP = Raising skills with EPs. |
| Most skills begin at Poor. |
| Attributes default to Fair. |
|
| Wounds |
| 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
| [ ] [ ] [ ] | [ ] [ ] | [ ] | [ ] | [ ] |
| Scratch | Hurt (-1) | Very Hurt (-2) | Incapacitated | Near Death |
|
| Attributes |
| Reason | Good |
| Willpower | Poor |
| Perception | Good |
| Agility | Good |
| Strength | Good |
| Fitness | Good |
|
| Gifts |
| Tolerance to electric shocks |
| Faults |
| Anal retentive - Things must be neat, tidy, and in their correct place at all times. |
| Unluckiness |
|
| Skills |
| Electrical Engineering | Superb | | Electronics | Superb |
| Computer Programming | Good | | Computer Use | Superb |
| Biological Sciences | Good | | Hard Sciences | Great |
| Bicycling | Great | | Hiking | Great |
| Gadgeteering | Good | | | |
Technician: You wake up feeling very ill and very disoriented. You must be hung over, is your first thought, and your second is that you must have been drugged. You can't place where you are - your head hurts too much to open your eyes. The last thing you remember is coming to work this morning, at the thought-transfer project laboratory. You suddenly notice that unknown smells are assaulting your nose with great intensity.
You hear two voices talking as though through a great wad of cotton. You begin to pick out words, then sentences. One of the voices sounds familiar - it's saying, "Yes, that's them all right. I think the experiment worked, though we won't know for sure until they wake up."
The other voice has a thick Irish accent, and replies, "How long do you think that'll be, Sean? We can't risk staying here all day, you know. Somebody else might show up, or that there officer might be missed."
The first voice - you place it now, it's a coworker named John Smith - says, "I don't know how long before the anesthesia wears off. Let's check on them every fifteen minutes." With that, you hear the voices fade away and a door close. Your lip curls at the thought of Smith. Such a brown-noser, and almost as incompetent as the Director.
You finally get the courage to open your eyes and you immediately become even more disoriented. First, the world is in black and white - but it somehow seems almost normal. Second, you seem to be staring out at a laboratory through a cage door. Third, there seems to be a hairy - to the point of furry - arm, or foreleg, or whatever, lying under your head, sticking out!
You start up suddenly, and realize the furry foreleg is your own. Your consciousness is in the body of a laboratory rat. There is another rat in the cage, you now notice, and it's eyeing you with curiosity, fear, and suspicion.
Your attributes while a rat are:
| Attributes |
| Reason | (Same as before) |
| Willpower | (Same as before) |
| Perception | (Same as before) |
| Agility | Superb |
| Strength | Good (Scale -8) |
| Fitness | Good |
| Character Name | |
| Player Name | |
Character Description and Notes
You are a Corporal in the army - you're in the Military Police, actually. Your job is to guard this high security lab, PSI, whatever that stands for. You're rather bored with the whole thing, and most of the people here are jerks, so you're hoping to be transferred to Germany where the beer is good, at least. You've gotten a bit lax in your duties....
| Fudge Trait Values | EP |
| Superb | +3 | 8 |
| Great | +2 | 4 |
| Good | +1 | 2 |
| Fair | 0 | 1 |
| Mediocre | -1 | 1 |
| Poor | -2 | 1 |
| EP = Raising skills with EPs. |
| Most skills begin at Poor. |
| Attributes default to Fair. |
|
| Wounds |
| 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
| [ ] [ ] [ ] | [ ] [ ] | [ ] | [ ] | [ ] |
| Scratch | Hurt (-1) | Very Hurt (-2) | Incapacitated | Near Death |
|
| Attributes |
| Reason | Mediocre |
| Willpower | Fair |
| Perception | Good |
| Agility | Superb |
| Strength | Great |
| Fitness | Superb |
|
| Gifts |
| Combat Reflexes |
| High Pain Threshold (wound penalties reduced by 1 level) |
| Faults |
| Duty to the US Government |
| Intolerance: Fanatic hatred of the IRA (your fiancee was killed by an IRA bomb in London) |
| On the road to alcoholism, though still a few years away from needing a liver transplant. |
|
| Skills |
| Guns | Great | | Unarmed Combat | Great |
| Drinking | Superb | | Look and Act Mean | Superb |
| Shirk Duty | Great | | Make Excuses | Good |
| Shift Blame | Great | | Sports Trivia | Great |
| Athletic Skills | Good | | Science | Poor |
| Academic Stuff | Poor | | Security Systems Operation | Good |
| Military Procedures | Fair | | | |
Corporal: You wake up feeling very ill and very disoriented. You must be hung over, is your first thought, and your second is that you must have been drugged. You can't place where you are - your head hurts too much to open your eyes. The last thing you remember is coming to work this morning, at the thought-transfer project laboratory. You suddenly notice that unknown smells are assaulting your nose with great intensity.
You hear two voices talking as though through a great wad of cotton. You begin to pick out words, then sentences. One of the voices sounds familiar - it's saying, "Yes, that's them all right. I think the experiment worked, though we won't know for sure until they wake up."
The other voice has a thick Irish accent, and replies, "How long do you think that'll be, Sean? We can't risk staying here all day, you know. Somebody else might show up, or that there officer might be missed."
The first voice - you place it now, it's a coworker named John Smith - says, "I don't know how long before the anesthesia wears off. Let's check on them every fifteen minutes." With that, you hear the voices fade away and a door close. Your lip curls at the thought of Smith. Such a brown-noser, and almost as incompetent as the Director.
You finally get the courage to open your eyes and you immediately become even more disoriented. First, the world is in black and white - but it somehow seems almost normal. Second, you seem to be staring out at a laboratory through a cage door. Third, there seems to be a hairy - to the point of furry - arm, or foreleg, or whatever, lying under your head, sticking out!
You start up suddenly, and realize the furry foreleg is your own. Your consciousness is in the body of a laboratory rat. There is another rat in the cage, you now notice, and it's eyeing you with curiosity, fear, and suspicion.
Your attributes while a rat are:
| Attributes |
| Reason | (Same as before) |
| Willpower | (Same as before) |
| Perception | (Same as before) |
| Agility | Good |
| Strength | Superb (Scale -8) |
| Fitness | Superb |
| Character Name | |
| Player Name | |
Character Description and Notes
You are the brilliant Biomedical Engineer designing the thought-transference gadget at Psychic Studies Institute (PSI). The whole project revolves around your ideas, of course. That snotty little Technician and intolerable Director and smarmy Grad Student are trying to ruin your career, but you'll show them. Genius will not be denied!
| Fudge Trait Values | EP |
| Superb | +3 | 8 |
| Great | +2 | 4 |
| Good | +1 | 2 |
| Fair | 0 | 1 |
| Mediocre | -1 | 1 |
| Poor | -2 | 1 |
| EP = Raising skills with EPs. |
| Most skills begin at Poor. |
| Attributes default to Fair. |
|
| Wounds |
| 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
| [ ] [ ] [ ] | [ ] [ ] | [ ] | [ ] | [ ] |
| Scratch | Hurt (-1) | Very Hurt (-2) | Incapacitated | Near Death |
|
| Attributes |
| Reason | Superb |
| Willpower | Good |
| Perception | Mediocre |
| Agility | Mediocre |
| Strength | Mediocre |
| Fitness | Fair |
|
| Gifts |
| Nearly Total Recall |
| Creative ideas come spontaneously! |
| Faults |
| Absent-minded (that is, you get totally focused on interesting projects) |
| Very near-sighted |
| Creative ideas come spontaneously! |
| Vain |
|
| Skills |
| Biomedial Engineering | Superb | | Biology | Superb |
| Medicine | Great | | Psychology | Mediocre |
| Neurology | Superb | | Research | Great |
| Active Mnemonic Transfocation Theory | Superb |
| Physical Skills | Mediocre | | | |
Biomedical Engineer: You wake up feeling very ill and very disoriented. You must be hung over, is your first thought, and your second is that you must have been drugged. You can't place where you are - your head hurts too much to open your eyes. The last thing you remember is coming to work this morning, at the thought-transfer project laboratory. You suddenly notice that unknown smells are assaulting your nose with great intensity.
You hear two voices talking as though through a great wad of cotton. You begin to pick out words, then sentences. One of the voices sounds familiar - it's saying, "Yes, that's them all right. I think the experiment worked, though we won't know for sure until they wake up."
The other voice has a thick Irish accent, and replies, "How long do you think that'll be, Sean? We can't risk staying here all day, you know. Somebody else might show up, or that there officer might be missed."
The first voice - you place it now, it's a coworker named John Smith - says, "I don't know how long before the anesthesia wears off. Let's check on them every fifteen minutes." With that, you hear the voices fade away and a door close. Your lip curls at the thought of Smith. Such a brown-noser, and almost as incompetent as the Director.
You finally get the courage to open your eyes and you immediately become even more disoriented. First, the world is in black and white - but it somehow seems almost normal. Second, you seem to be staring out at a laboratory through a cage door. Third, there seems to be a hairy - to the point of furry - arm, or foreleg, or whatever, lying under your head, sticking out!
You start up suddenly, and realize the furry foreleg is your own. Your consciousness is in the body of a laboratory rat. There is another rat in the cage, you now now notice, and it's eyeing you with curiosity, fear, and suspicion.
Your attributes while a rat are:
| Attributes |
| Reason | (Same as before) |
| Willpower | (Same as before) |
| Perception | (Same as before) |
| Agility | Great |
| Strength | Great (Scale -8) |
| Fitness | Good |
| Character Name | |
| Player Name | |
Character Description and Notes
You are the Grad Student in charge of animal care and secretarial duties at Psychic Studies Institute (PSI). You're treated with contempt, but that's normal for grad positions. At least the animals are lots of fun, and they love you. You are lucky to work under this professor, a Biomedical Engineer, who has an international reputation for genius... and being a jerk, alas.
| Fudge Trait Values | EP |
| Superb | +3 | 8 |
| Great | +2 | 4 |
| Good | +1 | 2 |
| Fair | 0 | 1 |
| Mediocre | -1 | 1 |
| Poor | -2 | 1 |
| EP = Raising skills with EPs. |
| Most skills begin at Poor. |
| Attributes default to Fair. |
|
| Wounds |
| 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
| [ ] [ ] [ ] | [ ] [ ] | [ ] | [ ] | [ ] |
| Scratch | Hurt (-1) | Very Hurt (-2) | Incapacitated | Near Death |
|
| Attributes |
| Reason | Great |
| Willpower | Poor |
| Perception | Good |
| Agility | Good |
| Strength | Good |
| Fitness | Great |
|
| Gifts |
| Animal Empathy |
| Works well under pressure |
| Attractive |
| Faults |
| Complains a lot |
| Procrastinator |
|
| Skills |
| Cleaning Cages | Superb | | Veterinarian Assistant | Good |
| Animal Care | Great | | Animal Training | Good |
| Biology | Great | | Computer Use | Great |
| Electronics | Mediocre | | General College Stuff | Good |
| Raquetball | Great | | Tennis | Great |
| Swimming | Good | | Running | Good |
| Secretarial Skills | Good | | | |
Grad Student: You wake up feeling very ill and very disoriented. You must be hung over, is your first thought, and your second is that you must have been drugged. You can't place where you are - your head hurts too much to open your eyes. The last thing you remember is coming to work this morning, at the thought-transfer project laboratory. You suddenly notice that unknown smells are assaulting your nose with great intensity.
You finally get the courage to open your eyes and you immediately become even more disoriented. First, the world is in black and white - but it somehow seems almost normal. Second, you seem to be staring out at a laboratory through a cage door. Third, there seems to be a hairy - to the point of furry - arm, or foreleg, or whatever, lying under your head, sticking out!
You start up suddenly, and realize the furry foreleg is your own. Your consciousness is in the body of a laboratory rat. There is another rat in the cage, you now notice, and it's eyeing you with curiosity, fear, and suspicion.
You hear two voices talking as though through a great wad of cotton. You begin to pick out words, then sentences. One of the voices sounds familiar - it's saying, "Yes, that's them all right. I think the experiment worked, though we won't know for sure until they wake up."
The other voice has a thick Irish accent, and replies, "How long do you think that'll be, Sean? We can't risk staying here all day, you know. Somebody else might show up, or that there officer might be missed."
The first voice - you place it now, it's a coworker named John Smith - says, "I don't know how long before the anesthesia wears off. Let's check on them every fifteen minutes." With that, you hear the voices fade away and a door close. Your lip curls at the thought of Smith. Such a brown-noser, and almost as incompetent as the Director.
You finally get the courage to open your eyes and you immediately become even more disoriented. First, the world is in black and white - but it somehow seems almost normal. Second, you seem to be staring out at a laboratory through a cage door. Third, there seems to be a hairy - to the point of furry - arm, or foreleg, or whatever, lying under your head, sticking out!
You start up suddenly, and realize the furry foreleg is your own. Your consciousness is in the body of a laboratory rat. There is another rat in the cage, you now now notice, and it's eyeing you with curiosity, fear, and suspicion.
Your attributes while a rat are:
| Attributes |
| Reason | (Same as before) |
| Willpower | (Same as before) |
| Perception | (Same as before) |
| Agility | Fair |
| Strength | Fair (Scale -8) |
| Fitness | Good |
| Character Name | |
| Player Name | |
Character Description and Notes
You are a Colonel in the army - Secret Research Branch. Your job is to review projects funded by the army and determine if they should continue to receive Army support. Most of them should be dropped, but if you're treated well at a laboratory, you'll give it a good grade. You used to be a combat officer in Viet Nam, and you still think yourself fit....
| Fudge Trait Values | EP |
| Superb | +3 | 8 |
| Great | +2 | 4 |
| Good | +1 | 2 |
| Fair | 0 | 1 |
| Mediocre | -1 | 1 |
| Poor | -2 | 1 |
| EP = Raising skills with EPs. |
| Most skills begin at Poor. |
| Attributes default to Fair. |
|
| Wounds |
| 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
| [ ] [ ] [ ] | [ ] [ ] | [ ] | [ ] | [ ] |
| Scratch | Hurt (-1) | Very Hurt (-2) | Incapacitated | Near Death |
|
| Attributes |
| Reason | Fair |
| Willpower | Good |
| Perception | Great |
| Agility | Good |
| Strength | Good |
| Fitness | Fair |
|
| Gifts |
| High military rank |
| Never forgets a name or face |
| Contacts in the Pentagon |
| Faults |
| Duty to the US Government |
| Nearing 60 years old and out of shape but doesn't admit it |
| Pretty big paunch |
| Likes to reminisce a lot |
| Weakness for flattery |
| Expects to be treated with great respect |
|
| Skills |
| Acting | Superb | | Combat | Fair |
| Cigar Selection & Smoking | Good | | Conspiracy Planning | Good |
| Area Knowledge (Area 51) | Good | | Area Knowledge (Hangar 18) | Fair |
| Administration of Government Secret Agencies | Good | | Military Procedures | Good |
Colonel: You wake up feeling very ill and very disoriented. You must be hung over, is your first thought, and your second is that you must have been drugged. You can't place where you are - your head hurts too much to open your eyes. The last thing you remember is coming to work this morning, at the thought-transfer project laboratory. You suddenly notice that unknown smells are assaulting your nose with great intensity.
You hear two voices talking as though through a great wad of cotton. You begin to pick out words, then sentences. One of the voices sounds familiar - it's saying, "Yes, that's them all right. I think the experiment worked, though we won't know for sure until they wake up."
The other voice has a thick Irish accent, and replies, "How long do you think that'll be, Sean? We can't risk staying here all day, you know. Somebody else might show up, or that there officer might be missed."
The first says, "I don't know how long before the anesthesia wears off. Let's check on them every fifteen minutes." With that, you hear the voices fade away and a door close.
You finally get the courage to open your eyes and you immediately become even more disoriented. First, the world is in black and white - but it somehow seems almost normal. Second, you seem to be staring out at a laboratory through a cage door. Third, there seems to be a hairy - to the point of furry - arm, or foreleg, or whatever, lying under your head, sticking out!
You start up suddenly, and realize the furry foreleg is your own. Your consciousness is in the body of a spider monkey. There is another monkey in the cage, you now notice, and it's eyeing you with curiosity, fear, and suspicion.
Your attributes while a monkey are:
| Attributes |
| Reason | Fair |
| Willpower | Good |
| Perception | Great |
| Agility | Superb |
| Strength | Good (Scale -7) |
| Fitness | Good |
At the start of the adventure, the characters awaken in the bodies of lab animals in cages in the Animal Quarters. Their human bodies remain in the Transfer Room, strapped to hospital beds, anesthetized, and guarded by an IRA Thug. If the anesthesia wears off before the PCs regain their bodies, they'll have the added confusion of dealing with human bodies inhabited by panicky animal minds....
Place the other IRA Thugs wherever you wish (offices and the Kitchen/Break Room are logical places). Sean will be in the Lead Scientist Office, searching the computer there for information on the Thought Transference Gadget.
The ceiling is solid (no suspended tiles), but there are wire and pipe conduits in the walls small enough for rats to squeeze their way along.
| Notes: At the beginning of the adventure most doors will be shut but not locked. |
| Wash Room: Cement floor with drains, used for washing and sterilizing cages, lab equipment, and glassware. |
| Equipment Room: Completely filled with the Thought Transference Gadget. |
| Machine Room: Housing the supercomputers; the Halogen fire suppression system is deadly to living things. |
| Director of the Psychic Studies Institute: bureaucrat extraordire (Monkey) |
| Name | |
| Player | |
| Current Wound Status | |
| Biomedical Engineer: designing the thought-transfer gadget (Rat) |
| Name | |
| Player | |
| Current Wound Status | |
| Electronics Technician: building the gadget (Rat) |
| Name | |
| Player | |
| Current Wound Status | |
| Grad Student: secretarial skills and cage cleaning a forte (Rat) |
| Name | |
| Player | |
| Current Wound Status | |
| MP Corporal: guarding the government lab. Bored. (Rat) |
| Name | |
| Player | |
| Current Wound Status | |
| Pompous Colonel: on site for an inspection, not normally here. (Monkey) |
| Name | |
| Player | |
| Current Wound Status | |
NPC Summary
| John Smith |
| Attributes |
| Reason | Fair |
| Willpower | Good |
| Perception | Great |
| Agility | Great |
| Strength | Good |
| Fitness | Great |
| Skills |
| Con Artist | Superb |
| Electronics | Fair |
| Demolition | Good |
| Combat | Superb |
| Others as needed |
| Wounds |
| 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
| [ ] [ ] [ ] | [ ] [ ] | [ ] | [ ] | [ ] |
| Scratch | Hurt (-1) | Very Hurt (-2) | Incapacitated | Near Death |
| IRA Thugs (4 or more) |
| Attributes |
| Reason | Terrible to Poor |
| Strength | Good to Superb |
| Fitness | Great |
| Skills |
| Combat | Good to Superb |
| Wounds |
| 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
| [ ] [ ] [ ] | [ ] [ ] | [ ] | [ ] | [ ] |
| Scratch | Hurt (-1) | Very Hurt (-2) | Incapacitated | Near Death |
| Wounds |
| 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
| [ ] [ ] [ ] | [ ] [ ] | [ ] | [ ] | [ ] |
| Scratch | Hurt (-1) | Very Hurt (-2) | Incapacitated | Near Death |
| Wounds |
| 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
| [ ] [ ] [ ] | [ ] [ ] | [ ] | [ ] | [ ] |
| Scratch | Hurt (-1) | Very Hurt (-2) | Incapacitated | Near Death |
| Wounds |
| 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
| [ ] [ ] [ ] | [ ] [ ] | [ ] | [ ] | [ ] |
| Scratch | Hurt (-1) | Very Hurt (-2) | Incapacitated | Near Death |
| Wounds |
| 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
| [ ] [ ] [ ] | [ ] [ ] | [ ] | [ ] | [ ] |
| Scratch | Hurt (-1) | Very Hurt (-2) | Incapacitated | Near Death |
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