Graveyard of the Cybermen Written by Jay Libby Art by Jay Libby

Graveyard of the Cybermen Written by Jay Libby Art by Jay Libby

Graveyard of the Cybermen Written by Jay Libby Art by Jay Libby Doctor Who is property of BBC Doctor Who Adventurres in Time and Space © Cubicle 7 Entertainment Ltd. 2009 Cartography done using Campaign Cartogropher. Note from the Author: My first memory of Dr. Who was the Cybermen. I had nightmares for weeks afterwards and my fascination with them would lead me on some crazy quests to acquire everything I could on Cybermen. What is presented here is a gift to Cybermen fans. Within these pages you will get the maps and lowdown on the CRIPT, stats for a new Cyber Coordinator , cyberFaction Cybermen and UNIT staff. This is NOT an official suppliment for the Cubicle 7 game, but is meant to be used with their beautiful RPG. I hope you enjoy! ~Jay Libby The CRIPT It has been two years since the Battle of Canary Wharf. The world has been traumatized by the attack of the Cybermen and the Daleks. Even with these lethal enemies defeated, there was a lingering question: what to do with all the dead Cybermen? The top brass of UNIT assigned a team of scientists and UNIT soldiers to round up all the bodies and bring them to the Cybermen Research Internment Processing Tomb or C.R.I.P.T. for short. Once there, the Cybermen were to be processed and studied to see how humanity might benefit from Cyber-Technology. It was a well meaning concept, but something wasn ’ t right. CRIPT security is run by Lt. Faust. The facility itself is under the management of Dr. Lanscolm, a brilliant scientist who is familiar with the Cybermen. The CRIPT in Game There are many different ways to approach this location when it comes to running a game around it. Maybe players are delivering fresh Cybermen to the CRIPT for storage. One of the players might need Dr. Lanscolm ’ s help with a prob- lem. Maybe Torchwood has shown up sticking their nose where it doesn ’ t belong. Or, the players are investigative re- porters looking for a scoop. There are plenty of opportunities to enter the CRIPT and stir up trouble. Games can even take place before the Cyber Coordinator took control. The CRIPT before that was a very busy place. People were always working on something. Maybe your game takes place after the CRIPT is liberated. The poor Cyber Coordinator is now working with UNIT to help located any rogue elements of the Cyber-race. An Adventure Concept: Player’s This campaign is set up for up to five players. There is no limit to who they are. Timelords, Pete ’ s World Agents 2 2 stranded after the Battle of Canary Wharf, Time Agents and companions all fit in. At least one player needs to be science oriented. Intro: It ’ s a sunny day on Canary Wharf. The hustle and bustle of busy bodies and technology are almost mind numb- ing. Echoes of air horns from barges and the sound of heavy machinery bring flashbacks of THAT day. But it isn ’ t that day. Two years have passed and it ’ s almost like it never happened. Torchwood Tower looms over the city. Dead. Still, like you have noticed, life goes on. Today is a special day. It ’ s Doctor Gerald Lanscolm ’ s birthday, which is why you have made a special trip all the way to Canary Wharf. During THAT day, Dr. Lanscolm was seriously injured and left without the use of his hands after a Cyberman crushed them. Since then he has become the leading expert on Cyber- Technology. Before THAT day, the good Doctor was teaching Bio-Engineering at the Massachusetts Institute of Technol- ogy where you met him for the first time. From time to time you have corresponded with him, but lately you haven ’ t been getting any responses. The last letter was postmarked Canary Wharf and the address Pier 8. Antagonists and things to tackle: Cybermen, UNIT security, CRIPT staff, figuring out how to activate the Magnetic Lock- down. Action Scenes: Pulling on over on UNIT security, Fighting anyone who might try and hurt you, running like a coward or a genius. Problems: Getting caught, setting off alarms, getting UPGRADED, losing a battle of will with the Cyber Coordinator. Things to prepare for: Tugging on Dr. Lanscolm ’ s heart strings. Convincing the Cyber Coordinator that the Cybermen need to coexist with humanity. 3 3 The CRIPT Ground Floor Outside: There is a large warehouse with tin-looking siding with a lot of rust. To the left-hand side there is a metal door with two simple pull handles. There is a yellowed sign that reads “ Employees Only. ” To the right and left sides of the building there is a chain-linked fence with razor wire on the top ( 1 damage ) . The left side is empty, with old crates stacked up against the building. The fence on this side goes about 100 yards before it links to the water. On the right side there are old railroad tracks that lead to a large metal sliding door. The metal tracks look somewhat old, but have signs of grease on them. There are several old crates here as well. The fence on the right side goes about 100 yards and boxes around meeting at the water. There is a gate for trains to pass through and a small gate house that appears to be empty. Main Entrance: Upon closer examination, players will notice a small lock located between the two pull handles ( D ifficulty 18 to pick ) . Once the door is opened players may move into the greeting area. This six-foot by six-foot wait- ing area has two large glass walls on both the left and right side. Lasered into the glass is a large UNIT insignia. On the other side of this room is a door with a small black card reader just above the door handle ( D ifficulty 21 to hack ) . Right before this door opens there will be a brief flash of blue light ( scanning for alien technology or weapons ) . If anyone is carrying one of the two a voice will call out “ Please leave your items with the caretaker. ” The interior door will swing open on its own. Inside the Warehouse: The interior is very large. To the center right there are two large metal crates about ten feet tall and eight feet wide. On the upper left wall there is a security camera. Next to that on the right is a large office on stilts. There are two large observation windows that look down upon the warehouse floor and another security camera looking out on the corner. A large set of stairs twists up to the office door. Directly ahead and to the opposite side of the large room is what looks like a vending machine that dispenses coffee. There are two massive iron doors to the right of the machine. They look as if they go out to the docks. On the far right wall of the warehouse is another set of large metal doors. Train tracks lead underneath the doors and right to where the two large crates are. There is fresh grease on the floor. To the left of the track doors there is another security camera. In the far right-hand corner there is a large steel vent shaft. It is anchored down by simple bolts into the concrete ( Difficulty 15 to pry open ) . *The Coffee Machine: This is no ordinary coffee machine. Upon closer inspection ( Difficulty 12 ) players will find that the machine is a fake. There is a card reader ( Difficulty 18 to hack) behind the fake change drop slot. Once activated there is a large screeching sound from the large crates in the middle of the warehouse as they split open revealing a large floor elevator with train tracks on them. Red and yellow lights will flicker, warning people of the moving crates. In order to use the elevator one person needs to operate the controls in the coffee machine, meaning someone gets left behind. The Warehouse Office: At the top of the stairs there is a wooden door. To the left side of the door there is another card reader. It looks worse for wear and appears to be broken. The door itself is unlocked. Once inside the office players are greeted by a woman wearing office attire and a headset attached to a phone. “ May I help you? ” she will ask. Her tone is always uneventful. There is no raised volume in her voice as she speaks. Her desk sits just to the right of the door. 4 4 Her desk is cluttered with sticky notes and her computer looks old. There is a name-tag dangling from her collar which reads “ Susan Pollick. ” Susan ’ s skin is slightly pale and her blond hair is frizzy. To the right of the door there is a large bookshelf with tomes of shipping logs. Straight ahead there is yet another shelf with books on shipping and laws of the ocean. Between the two shelves there is a space which looks large enough for a person to walk through. Upon closer inspection there is an elevator hidden behind the two bookcases. It looks like it is used regularly. Susan will ask for an ID if you try to utilize the elevator ( U se the CRIPT staff stats for Susan. She does get a +4 to resist psychic paper or any form of mind control. Note that Susan is still wearing her headset when she walks away from her desk.

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