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The Zombies of Mars
Adapted from John CarpenterÓs, The Ghosts of Mars
Writing & Layout: Daniel R Davis
All Flesh Must Be Eaten, icons, personalities, and images are copyright 2000Eden Studios. All Flesh Must
Be Eaten is a trademark of Eden Studios. Eden Studios exercises no editorial review or responsibility for the
content of this document.
The Ghosts of Mars is owned by Screen Gems and any material pertaining to The Ghosts of Mars is used
here without permission from Screen Gems. The writer intends no copyright infringement and will comply
with any requests from Screen Gems to take the document down from the internet if so asked. The writer
merely pays homage to this great film with the RPG adaptation herein.
Intro
Thanks for checking out The Zombies of Mars, adapted from John CarpenterÓs, Ghosts of Mars. I had fun
watching this movie a million and one times and creating a scenario from it that I hope will be an enjoyable
romp through the town of Shining Canyon battling the undead hordes of Big Daddy Mars.
Anyone familiar with the movie will no doubt know already that this is a deadly scenario and may be prone
to a little bit of inner-party strife. Then again, thatÓs part and parcel to any interesting survival horror story.
Still, for anyone to survive to live another day on Mars the group does need to work together when itÓs all
said and done or die alone against Big Daddy Mars and his minions.
Because of a distinct lack of time (and admittedly a little laziness) this document has no pictures. Anyone
not familiar with the people and places mentioned herein should really give the movie a watch.
Thank you again for giving the document a download and if you enjoy the write-up and end up using it shoot
me an email to let me know how it went at: kalibos13@hotmail.com. If by chance you happen to be Screen
Gems or John Carpenter and wish to ask me to take down the document you may use the email as well and I
will happily comply. If, however, you are the aforementioned people and might be interested in seeing the
Ghosts of Mars expanded as a Role-Playing Game after seeing this document, by all means, keep me in
mind. IÓd be happy to work on it.
Thanks and enjoy.
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A History Lesson
The year is 2176. The moon houses two large colonies and hydroponically produces more food for the earth
and the moon colonies. Much farther out from the moon lies the red planet, Mars. Ever since mankind first
set foot on the moon they have looked toward the red planet for everything from curiosity of what might
have lived there to what possible resources it may hold. However, for a long period of time mankind
ignored those impulses and thought only for the present. Even so, there were still those that dreamed of one
day seeing the surface of the red planet in person and a new campaign was eventually started that would be
the rise of the new Space Program.
By 2008, mankind was once again looking toward the stars. By 2009, reports returned from several probes
that hinted at many useful resources that could possibly be mined from Mars. Once again, after a long break
that many people thought would never end, the space race began anew. This time, however, many of the
principle spacefarers were working together to reach the stars. By the beginning of 2011, the first manned
flight to Mars had begun its journey. New technology had allowed mankind to reach the far off planets
much quicker and by 2012 they were beginning their return journey. What they brought back gave everyone
hope for the future.
There were many new resources on Mars that the people of Earth could use; new fuels for power that would
last far longer than anything before it. The immediate colonization of Mars was ordered and by 2015, the
first colony was in place. Since that time, many more colonies have sprung up on the surface of Mars due to
the massive over-population problem on Earth. Approximately 640,000 colonists live and work in far-flung
colonies all over the planet.
There have been many more amazing discoveries on the surface of Mars and a thin, breathable atmosphere
actually exists due to new and hardy plantlife that has been created to thrive on the surface of the planet.
The plantlife is much like moss and only grows in certain areas, but does much to make the atmosphere
breathable by humans. So far the terraforming of Mars is about 84% complete.
The most notable and recent discoveries are regarding the possibility of alien life that once lived on Mars.
Artifacts have been found to suggest that an, as of yet unknown, race of alien beings once inhabited Mars.
Researchers and archaeologists have come from all over to live in the colonies to study these phenomenons
when they are found. To date, there are over one hundred colonies spread over the surface of Mars and they
are connected by railways or ore haulers that allow each colony to interact with each other from time to
time. In fact, it has become much like the old west of EarthÓs history.
The government of Mars is matriarchal in nature. There is a central government that has the interests of
Earth in mind. This group is called The Cartel. The government has created the Mars Police Force to patrol
the colonies and respond to problems that may arise in the colonies and along the relay stations of the rail
systems.
Recently, the MPF has been called in to pick up a prisoner that is wanted for the death of several people in
one of the many relay stations set up along the rail systems. Each of the workers was brutally murdered.
They had been strung up by their feet and their heads cut off. The heads were never found. The suspect is
being held at one of the colonies after being caught trying to use stolen money from the relay station. This is
where the adventure begins...
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Enter the Cast
The cast are all members of the MPF. They are much like police, but with military weaponry at their
disposal. Though their designation is MPF, or Mars Police Force, many people refer to them as the cops,
cosmic enforcers, pigs, and other not-so-flattering names. Many people see them as nothing more than
meddlers in the affairs of the colonists. However, when problems arise, they are the first ones called in. As
an aside, some of the players may play some of the other characters in the scenario, like Williams or one of
the prisoners.
The MPF have standard issue weaponry and Breathers. The breathers attach to the collar of their jackets and
help augment the thin oxygen levels of Mars. Two years ago they were still using full-face breathers. It will
be another ten years before the air is like EarthÓs atmosphere. Without the breathers, someone who is not
used to the thin atmosphere could suffer headaches for up to one month, while adjusting.
The central base of operations for the MPF is the capital city of Chryse. The cast leaves Chryse via the rail
system and eventually arrives at the station. After reaching the station, things get strange.
If the ZM wishes the game to run something like the movie, then keep the commander as an NPC and have
her killed alone and her head placed out on the hill. Someone can find it later once they realize she is gone.
The Arrival
On the way to Shining Canyon on the ore hauler, Trans Marineris 74Y, it is learned that there is no
communication with the mining colony. This is not surprising, however, since there was a heavy dust storm
in the area that the ore hauler is currently traveling through, which may have knocked out the transmission
tower. The cast will have a short lay over in the colony of approximately four hours due to the schedule of
the ore hauler. When the cast enters the town it is quiet, which is quite strange. It is around 6:30pm (1830
hrs) in the evening and dark. The cast is more than ready for a decent meal, a shower and a little rest before
they have to return with the criminal, James Williams. The ore hauler is scheduled to return at around
10:00pm (2200 hrs).
If the Commander is an NPC, have her split up the team where most of the players go toward the Rec Fac
and the rest go to check up on Williams.
The colony is small (much like the towns of the old west) and there is no one on the streets. Lighting is on
in many of the buildings. Entering a couple of the buildings, it will not take the cast long to realize
something is wrong. It looks like no one is home, like they all just left in a hurry. Also, as the cast searches
the place it will become apparent that there is some form of electromagnetic interference in the area,
probably due to the storm, that is causing problems with the communications equipment and personal comm
systems of the cast members.
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There are clues to be found around the colony. These are in no particular order and the ZM may either dole
them out to specific groups or use any other means to hand out the information to the players:
¤Some of the buildings have been damaged and it looks like some form of fight took place within them.
WhatÓs more, some of the buildings have strange things in them like barbed wire attached to pieces of
scissors and other sharp implements, which are strung about the room like some macabre artwork or
decoration.
¤There are some rovers here and there, but it looks like they were just left parked for the most part. One or
two are parked oddly in the middle of the road.
¤One of the vehicles has a living man inside. He has locked himself inside and is screaming at whoever
comes near not to let ÐitÑ out. The vehicle is locked tight and the man cannot be heard from within it.
Anyone may be able to try to read lips to figure out what he is saying, but it still will not make sense. He
will eventually kill himself with the really big knife he has with him.
¤There is a large central storage garage. In the garage there is what looks to be a voltage overload that can
be seen from the outside that looks to be shorting out the lighting inside. When the door is opened the cast
will see spatters of blood on the wall. Also, hidden behind the various stacked storage bins, barbed wire,
machine parts, and other gear, can be found trails of blood, like something was dragged through here. There
are also more of those strange decorations here and a womanÓs arm. It is a grisly sight and should evoke the
willies, as this is one of the first signs that something may be really wrong. There are also many broken
open storage bins.
¤In the Recreational Facility (Rec Fac) are the bodies of many colonists. They are hanging upside down and
their heads are missing. It is a horrid scene and should evoke a fear check for whoever finds it. The floor is
covered in blood.
¤The surveillance/guard room is operational and the prisoners are still in their cells, including Williams. If
he did all of this, heÓs an even better criminal than anyone thought, as the electronic level 8 lock is still
operational (see the Gear section later in this document for stats on a level 8 electronic lock). There are 5
prisoners, including Williams in the prisons beyond the security door. There is also a day log here that
explains that there was a work stoppage called last night due to the storm. Winds were reported at 60 knots.
There are no further logs after that one. Somewhere within the prison building there are three more infected
hiding out. One was the dispatch officer on duty at the time of the attack and can be found in a storage
closet. She is docile when found, but will eventually become a danger.
¤One shack holds three Ðmine workersÑ (these are really WilliamsÓ friends who were preparing to attempt to
break him out when all Hell broke loose). These people have a little insight into what went on. TheyÓve
been hiding in this locked shack since it started. All they know is that they were watching from the ridge
when some strange glowing red mist blew into the valley on the storm and after the storm subsided a big
fight broke out in the colony and people started killing other people. Those that killed everyone began
making weapons out of the machine parts and went out into the wastes and may return at any moment. They
can describe that the people were acting weird, cutting themselves and piercing themselves with all manner
of things. The trio has been eating packaged rations they found in the shack (They saw some of the insane
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