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Bad Day at the Lab

A Weird Science Adventure for the Fudge Roleplaying Game

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.

Introduction

"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.

Beginning the Game

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!"

Player Characters

There are six player characters provided for "Bad Day at the Lab". See the PC summary and the character sheets below for more information.

The Plot

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.

Non-Player Characters

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

Running the Adventure

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.


Director's Character Sheet

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.
Fudge Points 1 EPs 0

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

Opening Scene

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


Technician's Character Sheet

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.
Fudge Points 1 EPs 0

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      

Opening Scene

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


Corporal's Character Sheet

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.
Fudge Points 1 EPs 0

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      

Opening Scene

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


Biomedical Engineer's Character Sheet

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.
Fudge Points 1 EPs 0

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      

Opening Scene

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


Grad Student's Character Sheet

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.
Fudge Points 1 EPs 0

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      

Opening Scene

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


Colonel's Character Sheet

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.
Fudge Points 1 EPs 0

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

Opening Scene

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


The Psychic Studies Institute Floor Plan

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.

PC Summary

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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