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Entry Comp Time

The official Game Chef discussion archive for the 2005 and 2006 seasons
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Entry Comp Time

Postby chiefprimate » Sun Mar 12, 2006 12:14 am

Comp Time By Michael Selvaggio chiefprimate@comcast.net

Graham alerted me to the first rule in the contest beginning with; Design a table top RPG etc. I will for the good of the contest retract my entry of Comp Time. (What a great guy an idiot but a great guy.) I will instead complete this work in two or three months and have it available at the future game sight totallynewgames.com.

So he has failed you say? Another blithering victim? NOOOOO!!!!!! I will submit a new entry a more powerful entry. Ha!Ha!Ha!Ha!Ha!Ha!Ha!Ha!

The game will be Called Narco-Prisoner

You are asleep in a cryogenic chamber aboard the interplanetary ship Narcissus. Wile asleep an event has arisen and you must wake. But you cannot. You are informed by an AI injected into your dream you have two hours of real time before the calamity reaches threshold. Time restraint is two hours. There are two players one referee and one sleepy head. Possible scenario player must carry glass object in the dream world (representing self, it breaks you break). In your dream you must go to various locals on the board to gather information. Secretly in your dream you want to commit suicide and must prove to the "committee", which is your self, that you should live. Find emotions to open critical memories to get this evidence. You will also be confronted by ancient personalities that will expect you to know a great truth they have taught or are there to teach. When you awake you will find you are instead a murderer on death row and this was a trick the Warden used to awaken you. You had used an ancient Tibetan technique to avoid the death sentence. So sad. You die just in time

See when life gives you lemons you put them in a bag and hit someone with them. Thus allowing you to steal their wallet. Good lemons.



Setting: (read to players)
The year is 2116 AD. The world is divided by two super powers; the corporation known as IBS (Itty Bitty Software), and the country of New Hampshire. The head of IBS is the Mega Trillionaire William Doors inventor and sole owner of Pre Comp-nition, the most powerful Computer System in the Solar System. Using time travel William Doors placed his super silicon neutron computers in the 20th and 21st centuries.
The way Pre Comp-nition works is if a customer has a question of any kind the question is sent into the past where the super silicon neutron computers have more than one hundred years of “COMP TIME” to work on the problem. The answer is given to the client immediately after the question is made. The company also has a “Dèjà vu Contract”. For an extra fee the answer is supplied before the question is asked.
The Pre Comp-nition facilities embedded in the past where huge due to the time portal equipment and cyber bowling alleys required by union regulations. This is why they had to be disguised as shopping malls.
All Pre Comp-nition facilities known as “Malls” were issued “Temporal Beacons” with a panic button. If the panic button is pushed a message is sent to IBS HQ signaling the need for emergency help. Before the recovery team (ingredient one) is sent a first in team is injected to gather a pre-recovery report and to make sure a “Time Tare” hasn’t developed. If atomic cleansing is not required a hardened Para military team known as The Mall Rats are sent to track down the Temporal Beacon, reestablish communications with the personnel and restore the Computers to full operation. That’s your job.

The Object of the Game: (read to players)

You are a Mall Rat. Genetically designed, to emulate the early 21st century natives. Your memory has been altered to minimize polluting the past with future knowledge. You will only remember your 21st century cover identity and the briefing given at the entrance to the time portal called “The Mall Entrance”. The portal can only be synchronized for three native hours. At the end of that time if you do not make it back to “The Mall Entrance” you will be forever lost in time. Or at least till you find a temporal taxi.
The game will require a commitment of three visits to the mall for three hours per visit. Each player needs access to a cell phone. Also players are to be reminded they are on private property and must not perform any acts which are illegal or unethical. So do not break the Law and be respectful of others. (mentioning of the law is not one of my ingredients).
Each player will be given one of three characters. Characters get wounded die get healed have problems. The main problem is they cannot communicate with each other. They can talk to any native but not each other. This is due to Hanson’s Syndrome. Because a time traveler’s memory is altered they can only communicate with 21st century speak and have forgotten to speak properly with their telepathic means. Go figure.
Each character will have a unique gift that may be triggered by the referee, a prop in the game or native interaction. A native is any one who dose not know about the game. Obviously were ok.
Players primarily will avoid interaction with natives unless they are affected by Time Sickness. Time Sickness is when players start acting like customers. The exception is buying food and drinks which cures time sickness. At the end of each session all shopping receipts have to be scanned for time ticks. The player rolls a 10 sided die. If the roll is equal to the first digit on the price total the character is infected and dies a terrible death. So native shopping is a ticky operation.

The Real Object of the Game: (for referees only)

Comp Time is a Live Action RPG game based on scavenger hunts and problem solving. The game is played in three sessions of three hours representing three parts of an adventure which must be solved before the time is up. The referee will need a cell phone a camera and a mall. If a mall is not available use a town area (ID this).
On the first session the team is given the first in team report. This will be in the form of photographs hints on paper and three props. The props represent equipment carried by the characters. This equipment contains partial information that only the characters players may see. When the missing half of the prop is found the player now has a complete instruction, command or hint leading to the team’s victory. Again the player must keep this info secret because their memory was altered to minimize polluting. The characters intuitively know what they must do they just don’t know why unless the referee calls them from the future and opens a memory. If a native interferes or something doesn’t work; you have to deal with it after all you are a Mall Rat.

The Story Behind The Game And The Adventures Structure

The False Trail & The Lost Beacon

At the Mall # A56 (pick a mall) professor Tempus stumbled upon a terrible secret. IBS is secretly infecting the past with upgraded technology to infect the city (pick a local city) which will become New Hampshire's capital. Doing so will destroys the worlds last hope for freedom or at least lower taxes. The report the team is given is false. They are told to go a location and meet with the professor at a certain time. He isn’t there instead the team receives a call (refs check all locations for signal strength). Go to protocol #2 their told and open protocol #2 envelope which is sealed. In the envelope are more props which contain a map of the mall and the main instructions which are: They are to find the Time Beacon and return it to the time portal. Sorry I meant to say “The Malls Entrance”. They must now find, using the clues, four stores. By running a line from one store to the other a cross is made. At the intersection of the x is a fifth store where there must be some steel possibly a door or fixture (second ingredient) where a hide a key will be secretly placed. The hide a key box is the time beacon. Inside the box is the professor’s letter with a strange symbol. It is a sad tale of the professor and the first set of instructions for the next session. Dead players must go to the mall entrance and wait with referee.

Where is the Professor?

According to regulations personnel may not go native unless their memory class is gamma six or lower. The professor is Zeta 7. That’s big. Really. The Rats are sent in to do a simple snatch and run. The professor’s letter from the previous session and personality profile will be given to the players of the professor and a map of the mall. They will use the personality profile to find stores that relate to the professors habits. The first letters of the stores will spell out the last store the professor is sitting at. The professor will be an actor playing the part (third Ingredient). The professor can speak with the players until they are sure he is the professor. On the professor there will be in plane sight a symbol matching the symbol found on the professor’s letter. When a team member speaks the secret time travelers welcome shazbot (or your choice) the professor hands them a packet.
Did I forget to mention the professor is not him self. In the packet the team will be informed the professor is in shock and suffering from time dementia. He/she cannot move on their own and must be moved by holding their elbow like a blind man. Wile the team is inspecting the packet or whenever possible the professor will try to wander off to one of the stores on the personality profile list.
The professor will have two props a freeze bomb which when pulled out forces the team to stay in place for three minutes. The Actor will go to one of the personality trait locations. The second prop is the tempus board (trash bomb) this must be thrown in a trash can or “turbo tube” in front of a store. The store is really a front for the time generator equipment which allows the portal to work. That’s necessary.

Healing the Professor and the Big Finale.

The doctors say if the professor doesn’t get cured in the next three hours the time dementia will be permanent. Your team will go back and try to help him/her regain his memory. This time you must follow the professor to some of his old haunts. What you are trying to do is watch the professors travels and see is you can learn from him what is the cause of his condition.
The format of this game is twenty questions. You are trying to find out what one object he is at that store for and the overall subject of the objects. Again: why he is at that store and what is in common with all of the items in all of the stores. The object in each store has to do with the subject “time”. The objects could be a calendar, a date book, a magazine Time, an audio or video recording with the word time in it. You may ask the professor if the subject is something only after at least three objects are found. If the subject is wrong a prop is given to the group. The prop says the professor has retreated into himself and they must wait 5 minutes before they may play again. Also they are told if they ask and fail again the professor will be incurable. This is false, every time the teams fail they lose 5 minutes for the same reason.
Once the professor is healed they can return to the portal. Telling the a story about the truth all along the way. Upon arrival the referee as the character of the portal keeper will hold a bean bag the size of a fist in plain sight with the word gun written clearly on both sides and count one, two, three. The referee will then try to hit the professor in the torso. If successful the professor dies and William Doors wins. No trial or loss of sales. If the referee misses the full truth is reviled to the world and the players have save the world, time, New Hampshire and everything.


This game will be added to. This is the first draft only and detail will be added such as haw a referee should prepare for each session. What hapens to dead team memberst. Who is the team.
Photon Punch Unseen
Radiation Rampage Fails
Sonic Smash Foe Falls

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Postby Rossum » Sun Mar 12, 2006 3:01 am

This year's first LARP!

I could also see this readily adapted for convention play.

MDK
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Postby spaceanddeath » Sun Mar 12, 2006 3:11 am

This is funky cool. :)
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Postby Graham Walmsley » Sun Mar 12, 2006 6:02 am

I like this a lot. You may want a rules call as to whether a LARP is permissible: on the Game Chef home page, it specifies a "tabletop" roleplaying game.

Don't get me wrong. I like LARPs and I'd like to see one in the competition.

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Postby Andy K » Sun Mar 12, 2006 11:54 am

Hmmm. I'm willing to bend on it to allow it entry. It may be later judged harshly on the fact that "it's a larp!" or "it's not a tabletop game!", but for the purposes of the contest, it can be submitted as an RPG.

The tabletop distinction was to focus away from pure board games and card games, and admittedly to make sure we didn't have dozens of LARP submissions. But I'll open it up and say, "If you don't mind the prospect of possibly scoring lower for not being playable on a tabletop, then that's fine by me".

Otherwise, the entry looks pretty cool!

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Postby Graham Walmsley » Sun Mar 12, 2006 12:34 pm

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Postby Kevin Allen » Sun Mar 12, 2006 12:36 pm

Mike, get in there and do it as a larp. It totally hot.

And a big V for Victory to anyone who judges it poorly for being a larp. Every vampire player ever has wanted to larp in the mall, this game does that without all the bullshit eyeliner and capes.

live free or die, New Hampshire forever!
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Reentry from the ashes comes Comp Time

Postby chiefprimate » Mon Mar 13, 2006 5:21 am

Comp Time Expanded Rules by Michael

Setting: (read to players)

The year is 2116 AD. The world is divided by two super powers; the corporation known as IBS (Itty Bitty Software), and the country of New Hampshire. The head of IBS is the Mega Trillionaire William Doors inventor and sole owner of Pre Comp-nition, the most powerful Computer System in the Solar System. Using time travel William Doors placed his super silicon neutron computers in the 20th and 21st centuries.
The way Pre Comp-nition works is if a customer has a question of any kind the question is sent into the past where the super silicon neutron computers have more than one hundred years to “COMP TIME” to work on the problem. The answer is given to the client immediately after the question is made. The company also has a “Dèjà vu Contract”. For an extra fee the answer is supplied before the question is asked.
The Pre Comp-nition facilities embedded in the past where huge due to the time portal equipment and cyber bowling alleys required by union regulations. This is why they had to be disguised as shopping malls.
All Pre Comp-nition facilities known as “Malls” were issued “Temporal Beacons” with a panic button. If the panic button is pushed a message is sent to IBS HQ signaling the need for emergency help. Before the recovery team (ingredient one) is sent a first in team is injected to gather a pre-recovery report and to make sure a “Time Tare” hasn’t developed. If atomic cleansing is not required a hardened Para military team known as The Mall Rats are sent to track down the Temporal Beacon, reestablish communications with the personnel and restore the Computers to full operation. That’s your job.

The Object of the Game: (read to players)

You are a Mall Rat. Genetically designed, to emulate the early 21st century natives. Your memory has been altered to minimize polluting the past with future knowledge. You will only remember your 21st century cover identity and the briefing given at the entrance to the time portal called “The Mall Entrance”. The portal can only be synchronized for three native hours. At the end of that time if you do not make it back to “The Mall Entrance” you will be forever lost in time. Or at least till you find a temporal taxi.
The game will require a commitment of three visits to the mall for three hours per visit. Each player needs access to a cell phone. Also players are to be reminded they are on private property and must not perform any acts which are illegal or unethical. So do not break the Law and be respectful of others. (mentioning of the law is not one of my ingredients).
Each player will be given one of three characters. Characters get wounded die get healed have problems. The main problem is they cannot communicate with each other. They can talk to any native but not each other. This is due to Hanson’s Syndrome. Because a time traveler’s memory is altered they can only communicate with 21st century speak and have forgotten to speak properly with their telepathic means. Go figure.
Each character will have a unique gift that may be triggered by the referee, a prop in the game or native interaction. A native is any one who dose not knows about the game. Obviously were ok.
Players primarily will avoid interaction with natives unless they are affected by Time Sickness. Time Sickness is when players start acting like customers. The exception is buying food and drinks which cures time sickness. At the end of each session all shopping receipts have to be scanned for time ticks. The player rolls a 10 sided die. If the roll is equal to the first digit on the price total the character is infected and dies a terrible death. So native shopping is a ticky operation.

The Real Object of the Game: (for referees only)

Comp Time is a Live Action RPG game based on scavenger hunts and problem solving. The game is played in three sessions of three hours representing three parts of an adventure which must be solved before the time is up. The referee will need a cell phone a camera and a mall. If a mall is not available use a town area (ID this).
On the first session the team is given the first in team report. This will be in the form of photographs hints on paper and three props. The props represent equipment carried by the characters. This equipment contains partial information that only the characters players may see. When the missing half of the prop is found the player now has a complete instruction, command or hint leading to the team’s victory. Again the player must keep this info secret because their memory was altered to minimize polluting. The characters intuitively know what they must do they just don’t know why unless the referee calls them from the future and opens a memory. If a native interferes or the something doesn’t work; you have to deal with it after all you are a Mall Rat.

The Story Behind The Game And The Adventures Structure

The False Trail & The Lost Beacon

At the Mall # A56 (pick a mall) professor Tempus stumbled upon a terrible secret. IBS is secretly infecting the past with upgraded technology to infect the city (pick a local city) which will become New Hampshire capital. Doing so will destroys the worlds last hope for freedom or at least lower taxes. The report the team is given is false. They are told to go a location and meet with the professor at a certain time. He isn’t there instead the team receives a call (refs check all locations for signal strength). Go to protocol #2 their told and open protocol #2 envelope which is sealed. In the envelope are more props which contain a map of the mall and the main instructions which are: They are to find the Time Beacon and return it to the time portal. Sorry I meant to say “The Malls Entrance”. They must now find, using the clues, four stores. By running a line from one store to the other a cross is made. At the intersection of the x is a fifth store where there must be some steel possibly a door or fixture (second ingredient) where a hide a key will be secretly placed. The hide a key box is the time beacon. Inside the box is the professor’s letter with a strange symbol. It is a sad tale of the professor and the first set of instructions for the next session. Dead players must go to the mall entrance and wait with referee.

Where is the Professor?

According to regulations personnel may not go native unless their memory class is gamma six or lower. The professor is Zeta 7. That’s big. Really. The Rats are sent in to do a simple snatch and run. The professor’s letter from the previous session and personality profile will be given to the players of the professor and a map of the mall. They will use the personality profile to find stores that relate to the professors habits. The first letters of the stores will spell out the last store the professor is sitting at. The professor will be an actor playing the part (third Ingredient). The professor can speak with the players until they are sure he is the professor. On the professor there will be in plane sight a symbol matching the symbol found on the professor’s letter. When a team member speaks the secret time travelers welcome shazbot (or your choice) the professor hands them a packet.
Did I forget to mention the professor is not him self. In the packet the team will be informed the professor is in shock and suffering from time dementia. He/she cannot move on their own and must be moved by holding their elbow like a blind man. Wile the team is inspecting the packet or whenever possible the professor will try to wander off to one of the stores on the personality profile list.
The professor will have two props a freeze bomb which when pulled out forces the team to stay in place for three minutes. The Actor will go to one of the personality trait locations. The second prop is the tempus board (trash bomb) this must be thrown in a trash can or “turbo tube” in front of a store. The store is really a front for the time generator equipment which allows the portal to work. That’s necessary.

Healing the Professor and the Big Finale.

The doctors say if the professor doesn’t get cured in the next three hours the time dementia will be permanent. Your team will go back and try to help him/her regain his memory. This time you must follow the professor to some of his old haunts. What you are trying to do is watch the professors travels and see is you can learn from him what is the cause of his condition.
The format of this game is twenty questions. You are trying to find out what one object he is at that store for and the overall subject of the objects. Again: why he is a that store and what is in common with all of the items in all of the store. The object in each store has to do with the subject “time”. The objects could be a calendar, a date book, a magazine Time, an audio or video recording with the word time in it. You may ask the professor if the subject is something only after at least three objects are found. If the subject is wrong a prop is given to the group. The prop says the professor has retreated into himself and they must wait 5 minutes before they may play again. Also they are told if they ask and fail again the professor will be incurable. This is false, every time the teams fail they lose 5 minutes for the same reason.
Once the professor is healed they can return to the portal. Telling the a story about the truth all along the way. Upon arrival the referee as the character of the portal keeper will hold a bean bag the size of a fist in plain sight with the word gun written clearly on both sides and count one, two, three. The referee will then try to hit the professor in the torso. If successful the professor dies and William Doors wins. No trial or loss of sales. If the referee misses the full truth is reviled to the world and the players have save the world, time, New Hampshire and everything.
The set up
Comp Time is a five player game. Three players are the Role Playing Characters, one is the NPC or actor, and last as usual is the referee that’s you. Really it’s you. Because each mall is different you must customize the adventure to suit the adventure. Through out the game I will make design guidelines but I cannot foresee any problems particular to your arena. So overall keep this in mind solve the plot and location problems one of three ways make a game decision and dress it with rationalization. Turn all obstacles into a game component, and lastly quarantine an aria or condition that is a huge problem with some trumped up label like Time Radiation or Temporal Distortion. Players are used to lies what they won’t stand for is sloppy ones.
Also brief the players of Hanson’s Syndrome, Com Links, and any other common problem other mall rats have had. Give them a map of the Mall and the location of the com links make one critical mistake on the map and don’t admit to it unless your caught and then fain stupidity as the referee (“Oh man I don’t know what I was thinking. I’m sooooo sorry, really.)Let the players talk with each other on how they want to solve the problems of being a Mall Rat and what they think standard Mall Rat Procedures should be. This includes hand signs different procedures like spliting up who’s in charge. Have them issue a paper for each other and the referee on these procedures limited to two pages 12 point type.

The referee picks a mall. The mall must have a stationary store, a book store, a kiosk, an information map, an electronics store, a toy store, a department store, sporting goods store, and benches or chairs. Access to these stores should be via public accesses only. The referee will chose seven stores in the mall and label them one to seven. They will be used as the coordinate locks. Coordinates locks are reference points to establish the X in the first session.
Com links are used to set up communication with the referee. The referee must visit the mall and check for cell phone strength at all com links. Com links and coordinates locks can be key features in the mall like the “south entrance” or the 6 foot red mouse (the only one) painted a wall. These are the only places players can send messages via their cell phone. Com. Links should be about 5 minuets from each other. Ill help you later on with Com. Links setup.
Players can receive messages at any location from the referee only. To send a message from one player to another bolth players must be at a com link and log in with the referee. The referee gets the message which must be no more than ten words or numbers long. Link#4, 9 pm and 12:54 pm, ph # (987)-654-3210 counts as one number.

The cast in our production are “Major Player”: played by the referee, “Professor Tempus” an NPC played by an actor, “Sarge” (short for sergeant): played by role player, “Doc” played by role player and “Tiny” played by role player. Comp Time’s characters are not gender specific but there are times like being sent to a bathroom or learning of a early little boy or little girl memory when gender is an important game element. When this happens the text will read (GENDER??) followed by a set of choices. Example you are the (GENDER??) Mother/Father of a little girl or Sarge’s civilian name is (GENDER??) Dug/Dale.

Picking a Character

Players are asked to pick a color. Their choices are Green, Blue, and Red. The Red player is Tiny, the Blue player is Doc, and the Green Player is Sarge. Give each player a common knowledge sheet and their characters secret file to be read later with their mutant power.

What dose it take to be a Mall Rat?

Common Mall Rat character traits: All Rats are genetically perfect and considered the finest human specimens in the solar system. They know no fear. They are all masters of the multinational martial art called Sonic Photon Radiation Combat. (Rock, Paper, Scissors). They are all family (GENDER??) Women /Men. The have common knowledge and secrets. They all have a Dream life awaiting for them. “After this adventure I am going to……” They all have one personality disorder they must over come in the game. They all have one piece of equipment they know how to use best. And they have one time mutation no one knows about not even the referee. Ha!

I need to talk about mutations now. At the start of each session the referee prepares 7, duplicate in appearance, mutant packets. These are taken to the Rats Meeting (more on that later). At the end of the meeting (done at the mall) each player takes one mutant power packet. The remainders are discarded without opening them.
The players separate and then read the letter in the packet and then reseals it in a second envelope which is pre labeled on the front “Sarge’s/Doc’s/Tiny’s Mutant Power” and on the other back “To use call the referee FIRST.” The letter inside will instruct them to circle their name on the envelope. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) their mutant power is lost for that session even for the Clone Mutant to use. In short; “Keep it secret. Keep it safe.”

The referee must be called when five powers are used. These mutant poweres are activated by calling from any location using any phone. Two of the powers are used when the referee is about to act.A mutant power may be used once per session. If a player forgets their power or miss uses it that power is gone. Once used the power is lost. If a player did not use a mutant power they may pick a new power for the next session or keep the one they have.

The seven mutant powers are:
1: Temporal Control: Heal a player two wounds who is not dead (wounded three times).
2: Protection: Stops one Attack (of the Time Ninjas).
3: Clairvoyance: Prop Immunity. Neutralizes the negative result of most props.
4: Psychic: Freedom from Hanson’s Syndrome for five minutes
5: Mental Shield: The Invisible Time Ninjas cannot attack for a half hour. All attacks that would have taken place are lost.
6: Clone: Get any one mutant power used that session.
7: Tick Immunity. This can be transferred to another player if you are not affected. Only one player gets immunity.


List of Characters:

Major Player: One of the leaders of the Time Patrol. The main function of this character is to brief the Rats at the portals entrance on each upcoming mission. Also they are the spoiler only at the end when all refereeing is really over.

Professor Tempus: The real inventor of the Pre Comp-nition system. The professor is a highly educated work oriented Don Quixote. We see little personality from the Prof. But he/she dose tend to spent a lot of time mumbling to himself and sometimes wanders off looking at ordinary things with great interest. Such as: the actor might come out of a mumble while looking at a door and say “AH! A fine example of 21st century post neo press board.”

The Rats

Name Sarge: Sarge’s civilian name is (GENDER??) Samuel/Samantha Silva.
Common Knowledge: Sarge is a career solder and the leader of the group. Sarge’s troop record is full of heroism and bad carrier calls. Major Player was Sarge’s old commander three years ago and almost got him drummed out of the troop. Sarge doesn’t let people get to close to him and has sworn never to lose another trooper under his command again.
What others don’t know: Sarge knows (GENDER?? he/she is suffering from a rare disease that could compromise Sarge’s last mission. Sarge is going to retire after this. Also Sarge is worried about Tiny and wants to make Tiny a better solder so Tiny can survive when Sarge is gone.
Family: Sarge lost (GENDER??) his Wife/ her Husband when Mall number “A13” had to be atomically cleansed. Sarge has a daughter name Bonnie dieing of a rare disease.
Sarge’s Dream: To go back in time before Bonnie got sick and Sarge lost (GENDER??) his Wife/ her Husband and live happily as a gas station owner.
Sarge’s personality disorder: Sarge’s best friend “Buckeye” died during a mission Sarge was in charge. Buckeye was run over by a truck full of toys. So whenever Sarge sees a toy store he will have problems.
Equipment Hkey Modulator: Sarge’s equipment is helps you find the “Hide a Key” locations.

Name Doc: Doc’s civilian name is (GENDER??) Derrick/Dee Douglas
Common Knowledge: The egg head of the group. Math, Medicine and Macro Engineering are “child’s play” for Doc. Doc comes form old money. His family used to lend Howard Hues money in the 50’s. Doc is a snob and thinks being a Rat proves Doc otherwise. Doc looks up to Sarge and protects Tiny.
What others don’t know: Doc was offered a promotion but will not take it until Sarge gets one, which will not happen as long as Major Player is in charge. Doc is asexual and thinks sex is passé.
Family: Mother Douglas, Father Douglas and Uncle Dash
Doc’s Dream: To Work for William Doors as the head of Pre Comp-nition.
Doc’s personality disorder: Doc will never disagree with Sarge in the first hour of the game.
Equipment Temporal Healing Patches: Each working patch used removes one wound from a player.

Name Tiny: Tiny’s civilian name is (GENDER??) Thaddeus/Tabitha Thompson.
Common Knowledge: Tiny is a little slow. Tiny’s adopted family is the kindest most wonderful people in the world. Really the entire world. I mean it. They’re that nice.
What others don’t know Including Tiny: Others think Tiny has no secrets because Tiny is so special but he has the biggest secrets. Like Tiny is the long lost (GENDER??) brother/sister of Doc. Also there is a thought inhibiter in Tiny’s brain preventing him from being a super genius. This was placed there by William Doors. Tiny was in another time steam the super genius president of the country of New Hampshire. Tiny would be able to answer the same questions in minutes that took Pre Comp-nition years to answer. So to protect the business William Doors went back in time. Kidnapped Tiny when Tiny was 3 years old then place the inhibitor in Tiny’s little yet powerful brain. Door’s left him at the steps of the kindest most wonderful people in the world. Really, really, really.
Family: Pop, Mama Thompson, Grammy, Skipper and doodles the dog.
Tiny’s Dream: To be the president of the whole world and be as smart as Doc.
Tiny’s personality disorder: Tiny can’t write the second hour of the game. His inhibitor chip is malfunctioning. Tiny thinks there is a shiny red Atomic Bomb in his pocket (packet “A”) and if he isn’t careful it will go off. I lied to the player. So sue me.

Equipment Hanson Field Stabilizer: This device allows players to talk for five minutes to each other normally. Tiny was given this equipment assignment by Major Player who wants to Sarge fail. Tiny won’t use it unless you take Tiny to a someplace nice (pet store, toy store, any store a seven year old kid would like to go.

Using Equipment:
At the start of the first and second session the referee is to prepare 12 envelopes; 4 Labeled Sarge, 4 labeled Tiny and 4 Labeled Doc. Take 12 sheets of paper and write on 6 the word OK on 3 the words NOT OK and on 3 the word MAYBE. In the Four envelopes labeled Sarge place 2 OK, 1 NOT OK, and 1 MAYBE. Follow this pattern for Doc and Tiny. On the third session there aren’t any NOT OK sheets instead players will get 3 OK sheet, now that they expect a failure.
Players always use their own equipment (a set of envelopes) when they are alive. When they die each set of packets are given to one player (dead players decides who gets what). Sets cannot be broken up. If a player is using their own equipment an OK sheet means the equipment worked and they get some reward. A NOT OK means the equipment did not yield a win result. If the player gets a NOT OK result and the equipment is not their original equipment they get injured one wound. If the result is a MAYBE the equipment works for the original owner and dose not work for a user who is not the original owner (no wound). Let the players discover some of this for themselves.

The multinational martial art called Sonic Photon Radiation Combat.

Sonic Photon Radiation Combat uses the form “rock, paper, scissors” as a platform to create interactive combat. When a team member alone or by themselves receives a call on the cell and hears the referee say “Invisible Time Ninja Attack” all action stops and the player on the phone tells all others in the immediate aria of the attack. All players then without speaking set their hands in one of three ways. Fist (Radioactive Rampage), Palm Down (Photon Punch) or Two fingers making a V sign (Sonic Shock). The player on the phone will ask the other players if they are set. If so the player in communication with the referee says “Ninja scums do your worst.” The referee will then informs the players the which type of attack is launched; Radioactive Rampage, Photon Punch, or Sonic Shock.

Radioactive Rampage beats Sonic Shock
Photon Punch beats Radioactive Rampage
Sonic Shock beats Photon Punch
Wounds
Players that beat the referee stop one wound delivered by the Ninjas during this attack. The player picks who to defend and they avoid taking one wound. A player tying with the referee gets one wound, Sonic Shock vs. Sonic Shock for example. If a player is defeated by the referee that player gets two wounds.

Invisible Time Ninjas

Ninjas attack three times each session. Each attack is already chosen so the referee won’t go crazy. On the first session the first attack (Sonic Sock) is before the team enters the portal the referee can then fully train the Rats how to do it. The second attack (Sonic Sock) will be one hour into the session and the third attack (Sonic Sock) will be two hours into the session.
The second session’s first attack (Proton Punch) will be 30 minutes into the session. The second attack (Proton Punch) will be one hour into the session. The third attack (Radioactive Rampage) takes place when the tempus board is thrown in a trash can in front of a store.
The third session’s first attack (Radioactive Rampage) will be 5 minuets after the team activates Tiny’s Equipment. The second attack (Proton Punch) will be 5 minuets after the team activates Tiny’s Equipment for the second time. The last attack will be two hours into the session or 5 minuets after the team activates Tiny’s Equipment for the third time whichever comes first.







COMP TIME GAME CONPONENTS

The seven mutant powers are: Cut and past onto separate sheets


1: Temporal Control: Heals one player up to two wounds. Healing is not shared between two players. Players that have three wound are dead and are beyond your skill.
To use Temporal Control call the referee FIRST from any location using any phone. A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.


2: Protection: Stops one Attack of the Invisible Time Ninjas from happening or someone getting shot by a gun. Must be used before the referee makes their attack.
To use the referee must call a team member FIRST or before a gun attack (keep that a secret). A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Put a line through “To use call the referee FIRST.” This is not true for you. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.


3: Clairvoyance: Prop Immunity. Neutralizes the negative result of most props.
To use Clairvoyance call the referee FIRST from any location using any phone. A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Put a line through “To use call the referee FIRST.” This is not true for you. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.


4: Psychic: Freedom from Hanson’s Syndrome for five minutes. The psychic can talk to the other team members.
To use Psychic call the referee FIRST from any location using any phone. A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.


5: Mental Shield: The Invisible Time Ninjas cannot attack for a half hour.
To use Mental Shield call the referee FIRST from any location using any phone. A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.


6: Clone: Copy any one mutant power used by a team this session. That power is now yours as if you started the session with it. Secrecy is no longer an issue.
To use Clone call the referee FIRST from any location using any phone. A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) before you use “Clone” your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.


7: Tick Immunity. This can be transferred to another player if you are not inffected. Only one player gets immunity.

To use Tick Immunity you must be at the time portal “mall entrance”. A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.

Common Knowledge: Make a copy for each player of the 3 Common Knowledge’s

Common Knowledge Common Knowledge Common Knowledge

Sarge: Sarge’s civilian name is (GENDER??) Samuel/Samantha Silva.
Common Knowledge: Sarge is a career solder and the leader of the group. Sarge’s troop record is full of heroism and bad carrier calls. Major Player was Sarge’s old commander three years ago and almost got him drummed out of the troop. Sarge doesn’t let people get to close to him and has sworn never to lose another trooper under his command again.

Doc: Doc’s civilian name is (GENDER??) Derrick/Dee Douglas
Common Knowledge: Doc is the egg head of the group. Math, Medicine and Macro Engineering are “child’s play” for Doc. Doc comes form old money. His family used to lend Howard Hues money in the 50’s. Doc is a snob and thinks being a Rat proves otherwise. Doc looks up to Sarge and protects Tiny.

Tiny: Tiny’s civilian name is (GENDER??) Thaddeus/Tabitha Thompson.
Common Knowledge: Tiny is a little slow. Tiny’s adopted family is the kindest most wonderful people in the world. Really the entire world. I mean it. They’re that nice.

Common Mall Rat character traits: All Rats are genetically perfect and considered the finest human specimens in the solar system. They know no fear. They are all masters of the multinational martial art called Sonic Photon Radiation Combat. (Rock, Paper, Scissors). They are all family (GENDER??) Women /Men. The have common knowledge and secrets. They all have a Dream life awaiting for them. “After this adventure I am going to……” They all have one personality disorder they must over come in the game. They all have one piece of equipment they know how to use best. And they have one time mutation no one knows about not even the referee. Ha!

Common Knowledge Common Knowledge Common Knowledge


The Rats: Make one copy and only let the characters player see this.


SECRET SECRET SECRET SECRET SECRET

Sarge: Sarge’s civilian name is (GENDER??) Samuel/Samantha Silva.
Common Knowledge: Sarge is a career solder and the leader of the group. Sarge’s troop record is full of heroism and bad carrier calls. Major Player was Sarge’s old commander three years ago and almost got him drummed out of the troop. Sarge doesn’t let people get to close to him and has sworn never to lose another trooper under his command again.
What others don’t know: Sarge knows (GENDER??) he/she is suffering from a rare disease that could compromise Sarge’s last mission. Sarge is going to retire after this. Also Sarge is worried about Tiny and wants to make Tiny a better solder so Tiny can survive when Sarge is gone.
Family: Sarge lost (GENDER??) his Wife/ her Husband when Mall number “A13” had to be atomically cleansed. Sarge has a daughter name Bonnie dieing of a rare disease.
Sarge’s Dream: To go back in time before Bonnie got sick and Sarge lost (GENDER??) his Wife/ her Husband and live happily as a gas station owner.
Sarge’s personality disorder: Sarge’s best friend “Buckeye” died during a mission Sarge was in charge. Buckeye was run over by a truck full of toys. So whenever Sarge sees a toy store he will have to sit down for a minute.
Equipment Hkey Modulator: Sarge’s equipment help you find the “Hide a Key” locations.


SECRET SECRET SECRET SECRET SECRET

SECRET SECRET SECRET SECRET SECRET

Doc: Doc’s civilian name is (GENDER??) Derrick/Dee Douglas
Common Knowledge: The egg head of the group. Math, Medicine and Macro Engineering are “child’s play” for Doc. Doc comes form old money. His family used to lend Howard Hues money in the 50’s. Doc is a snob and thinks being a Rat proves Doc otherwise. Doc looks up to Sarge and protects Tiny.
What others don’t know: Doc was offered a promotion but will not take it until Sarge gets one, which will not happen as long as Major Player is in charge. Doc is asexual and thinks sex is passé.
Family: Mother Douglas, Father Douglas and Uncle Dash
Doc’s Dream: To Work for William Doors as the head of Pre Comp-nition.
Doc’s personality disorder: Doc will never disagree with Sarge in the first hour of the game.
Equipment Temporal Healing Patches: Each working patch used removes one wound from a player.

SECRET SECRET SECRET SECRET SECRET

SECRET SECRET SECRET SECRET SECRET

Tiny: Tiny’s civilian name is (GENDER??) Thaddeus / Tabitha Thompson.
Common Knowledge: Tiny is a little slow. Tiny’s adopted family is the kindest most wonderful people in the world. Really the entire world. I mean it. They’re that nice.
What others don’t know: Others think Tiny has no secrets because Tiny is so special but he has the biggest secret. Tiny has a shiny red Atomic Bomb in his pocket (packet “A”) and if he isn’t careful it will go off.
Family: Pop, Mama Thompson, Grammy, Skipper, and doodles the dog.
Tiny’s Dream: To be the president of the whole world and be as smart as Doc.
Tiny’s personality disorder: Tiny can’t write on any surface the second hour of the game.
Equipment Hanson Field Stabilizer: This device allows players to talk for five minutes to each other normally. Tiny won’t use it unless you take Tiny to a someplace nice (pet store, toy store, any store a seven year old kid would like to go.

SECRET SECRET SECRET SECRET SECRET
Photon Punch Unseen
Radiation Rampage Fails
Sonic Smash Foe Falls

Iggy Chang,
Sonic Photon Raidiation Combat Grand Master
chiefprimate
Tamarin
 
Posts: 33
Joined: Sat Mar 11, 2006 11:39 pm
Location: NJ but I prefer New Hampshire
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Re: Reentry from the ashes comes Comp Ti

Postby chiefprimate » Mon Mar 13, 2006 7:30 pm

[quote="chiefprimate"]Comp Time Expanded Rules by Michael

Setting: (read to players)

The year is 2116 AD. The world is divided by two super powers]
Photon Punch Unseen
Radiation Rampage Fails
Sonic Smash Foe Falls

Iggy Chang,
Sonic Photon Raidiation Combat Grand Master
chiefprimate
Tamarin
 
Posts: 33
Joined: Sat Mar 11, 2006 11:39 pm
Location: NJ but I prefer New Hampshire
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Re: Reentry from the ashes comes Comp Ti

Postby chiefprimate » Mon Mar 13, 2006 8:50 pm

Comp Time Expanded Rules by Michael

Time: Option # Three / Game is played in 3 sessions of 3 hours each.
Ingredients: Package Two / Actor, Steel, and Team

Setting: (read to players)

The year is 2116 AD. The world is divided by two super powers; the corporation known as IBS (Itty Bitty Software), and the country of New Hampshire. The head of IBS is the Mega Trillionaire William Doors inventor and sole owner of Pre Comp-nition, the most powerful Computer System in the Solar System. Using time travel William Doors placed his super silicon neutron computers in the 20th and 21st centuries.
The way Pre Comp-nition works is if a customer has a question of any kind the question is sent into the past where the super silicon neutron computers have more than one hundred years to “COMP TIME” to work on the problem. The answer is given to the client immediately after the question is made. The company also has a “Dèjà vu Contract”. For an extra fee the answer is supplied before the question is asked.
The Pre Comp-nition facilities embedded in the past where huge due to the time portal equipment and cyber bowling alleys required by union regulations. This is why they had to be disguised as shopping malls.
All Pre Comp-nition facilities known as “Malls” were issued “Temporal Beacons” with a panic button. If the panic button is pushed a message is sent to IBS HQ signaling the need for emergency help. Before the recovery team (ingredient one) is sent a first in team is injected to gather a pre-recovery report and to make sure a “Time Tare” hasn’t developed. If atomic cleansing is not required a hardened Para military team known as The Mall Rats are sent to track down the Temporal Beacon, reestablish communications with the personnel and restore the Computers to full operation. That’s your job.

The Object of the Game: (read to players)

You are a Mall Rat. Genetically designed, to emulate the early 21st century natives. Your memory has been altered to minimize polluting the past with future knowledge. You will only remember your 21st century cover identity and the briefing given at the entrance to the time portal called “The Mall Entrance”. The portal can only be synchronized for three native hours. At the end of that time if you do not make it back to “The Mall Entrance” you will be forever lost in time. Or at least till you find a temporal taxi.
The game will require a commitment of three visits to the mall for three hours per visit. Each player needs access to a cell phone. Also players are to be reminded they are on private property and must not perform any acts which are illegal or unethical. So do not break the Law and be respectful of others. (mentioning of the law is not one of my ingredients).
Each player will be given one of three characters. Characters get wounded die get healed have problems. The main problem is they cannot communicate with each other. They can talk to any native but not each other. This is due to Hanson’s Syndrome. Because a time traveler’s memory is altered they can only communicate with 21st century speak and have forgotten to speak properly with their telepathic means. Go figure.
Each character will have a unique gift that may be triggered by the referee, a prop in the game or native interaction. A native is any one who dose not knows about the game. Obviously were ok.
Players primarily will avoid interaction with natives unless they are affected by Time Sickness. Time Sickness is when players start acting like customers. The exception is buying food and drinks which cures time sickness. At the end of each session all shopping receipts have to be scanned for time ticks. The player rolls a 10 sided die. If the roll is equal to the first digit on the price total the character is infected and dies a terrible death. So native shopping is a ticky operation.

The Real Object of the Game: (for referees only)

Comp Time is a Live Action RPG game based on scavenger hunts and problem solving. The game is played in three sessions of three hours representing three parts of an adventure which must be solved before the time is up. The referee will need a cell phone a camera and a mall. If a mall is not available use a town area (ID this).
On the first session the team is given the first in team report. This will be in the form of photographs hints on paper and three props. The props represent equipment carried by the characters. This equipment contains partial information that only the characters players may see. When the missing half of the prop is found the player now has a complete instruction, command or hint leading to the team’s victory. Again the player must keep this info secret because their memory was altered to minimize polluting. The characters intuitively know what they must do they just don’t know why unless the referee calls them from the future and opens a memory. If a native interferes or the something doesn’t work; you have to deal with it after all you are a Mall Rat.

The Story Behind The Game And The Adventures Structure

The False Trail & The Lost Beacon

At the Mall # A56 (pick a mall) professor Tempus stumbled upon a terrible secret. IBS is secretly infecting the past with upgraded technology to infect the city (pick a local city) which will become New Hampshire capital. Doing so will destroys the worlds last hope for freedom or at least lower taxes. The report the team is given is false. They are told to go a location and meet with the professor at a certain time. He isn’t there instead the team receives a call (refs check all locations for signal strength). Go to protocol #2 their told and open protocol #2 envelope which is sealed. In the envelope are more props which contain a map of the mall and the main instructions which are: They are to find the Time Beacon and return it to the time portal. Sorry I meant to say “The Malls Entrance”. They must now find, using the clues, four stores. By running a line from one store to the other a cross is made. At the intersection of the x is a fifth store where there must be some steel possibly a door or fixture (second ingredient) where a hide a key will be secretly placed. The hide a key box is the time beacon. Inside the box is the professor’s letter with a strange symbol. It is a sad tale of the professor and the first set of instructions for the next session. Dead players must go to the mall entrance and wait with referee.

Where is the Professor?

According to regulations personnel may not go native unless their memory class is gamma six or lower. The professor is Zeta 7. That’s big. Really. The Rats are sent in to do a simple snatch and run. The professor’s letter from the previous session and personality profile will be given to the players of the professor and a map of the mall. They will use the personality profile to find stores that relate to the professors habits. The first letters of the stores will spell out the last store the professor is sitting at. The professor will be an actor playing the part (third Ingredient). The professor can speak with the players until they are sure he is the professor. On the professor there will be in plane sight a symbol matching the symbol found on the professor’s letter. When a team member speaks the secret time travelers welcome shazbot (or your choice) the professor hands them a packet.
Did I forget to mention the professor is not him self. In the packet the team will be informed the professor is in shock and suffering from time dementia. He/she cannot move on their own and must be moved by holding their elbow like a blind man. Wile the team is inspecting the packet or whenever possible the professor will try to wander off to one of the stores on the personality profile list.
The professor will have two props a freeze bomb which when pulled out forces the team to stay in place for three minutes. The Actor will go to one of the personality trait locations. The second prop is the tempus board (trash bomb) this must be thrown in a trash can or “turbo tube” in front of a store. The store is really a front for the time generator equipment which allows the portal to work. That’s necessary.

Healing the Professor and the Big Finale.

The doctors say if the professor doesn’t get cured in the next three hours the time dementia will be permanent. Your team will go back and try to help him/her regain his memory. This time you must follow the professor to some of his old haunts. What you are trying to do is watch the professors travels and see is you can learn from him what is the cause of his condition.
The format of this game is twenty questions. You are trying to find out what one object he is at that store for and the overall subject of the objects. Again: why he is a that store and what is in common with all of the items in all of the store. The object in each store has to do with the subject “time”. The objects could be a calendar, a date book, a magazine Time, an audio or video recording with the word time in it. You may ask the professor if the subject is something only after at least three objects are found. If the subject is wrong a prop is given to the group. The prop says the professor has retreated into himself and they must wait 5 minutes before they may play again. Also they are told if they ask and fail again the professor will be incurable. This is false, every time the teams fail they lose 5 minutes for the same reason.
Once the professor is healed they can return to the portal. Telling the a story about the truth all along the way. Upon arrival the referee as the character of the portal keeper will hold a bean bag the size of a fist in plain sight with the word gun written clearly on both sides and count one, two, three. The referee will then try to hit the professor in the torso. If successful the professor dies and William Doors wins. No trial or loss of sales. If the referee misses the full truth is reviled to the world and the players have save the world, time, New Hampshire and everything.
The set up
Comp Time is a five player game. Three players are the Role Playing Characters, one is the NPC or actor, and last as usual is the referee that’s you. Really it’s you. Because each mall is different you must customize the adventure to suit the adventure. Through out the game I will make design guidelines but I cannot foresee any problems particular to your arena. So overall keep this in mind solve the plot and location problems one of three ways make a game decision and dress it with rationalization. Turn all obstacles into a game component, and lastly quarantine an aria or condition that is a huge problem with some trumped up label like Time Radiation or Temporal Distortion. Players are used to lies what they won’t stand for is sloppy ones.
Also brief the players of Hanson’s Syndrome, Com Links, and any other common problem other mall rats have had. Give them a map of the Mall and the location of the com links make one critical mistake on the map and don’t admit to it unless your caught and then fain stupidity as the referee (“Oh man I don’t know what I was thinking. I’m sooooo sorry, really.)Let the players talk with each other on how they want to solve the problems of being a Mall Rat and what they think standard Mall Rat Procedures should be. This includes hand signs different procedures like spliting up who’s in charge. Have them issue a paper for each other and the referee on these procedures limited to two pages 12 point type.

The referee picks a mall. The mall must have a stationary store, a book store, a kiosk, an information map, an electronics store, a toy store, a department store, sporting goods store, and benches or chairs. Access to these stores should be via public accesses only. The referee will chose seven stores in the mall and label them one to seven. They will be used as the coordinate locks. Coordinates locks are reference points to establish the X in the first session.
Com links are used to set up communication with the referee. The referee must visit the mall and check for cell phone strength at all com links. Com links and coordinates locks can be key features in the mall like the “south entrance” or the 6 foot red mouse (the only one) painted a wall. These are the only places players can send messages via their cell phone. Com. Links should be about 5 minuets from each other. Ill help you later on with Com. Links setup.
Players can receive messages at any location from the referee only. To send a message from one player to another bolth players must be at a com link and log in with the referee. The referee gets the message which must be no more than ten words or numbers long. Link#4, 9 pm and 12:54 pm, ph # (987)-654-3210 counts as one number.

The cast in our production are “Major Player”: played by the referee, “Professor Tempus” an NPC played by an actor, “Sarge” (short for sergeant): played by role player, “Doc” played by role player and “Tiny” played by role player. Comp Time’s characters are not gender specific but there are times like being sent to a bathroom or learning of a early little boy or little girl memory when gender is an important game element. When this happens the text will read (GENDER??) followed by a set of choices. Example you are the (GENDER??) Mother/Father of a little girl or Sarge’s civilian name is (GENDER??) Dug/Dale.

Picking a Character

Players are asked to pick a color. Their choices are Green, Blue, and Red. The Red player is Tiny, the Blue player is Doc, and the Green Player is Sarge. Give each player a common knowledge sheet and their characters secret file to be read later with their mutant power.

What dose it take to be a Mall Rat?

Common Mall Rat character traits: All Rats are genetically perfect and considered the finest human specimens in the solar system. They know no fear. They are all masters of the multinational martial art called Sonic Photon Radiation Combat. (Rock, Paper, Scissors). They are all family (GENDER??) Women /Men. The have common knowledge and secrets. They all have a Dream life awaiting for them. “After this adventure I am going to……” They all have one personality disorder they must over come in the game. They all have one piece of equipment they know how to use best. And they have one time mutation no one knows about not even the referee. Ha!

I need to talk about mutations now. At the start of each session the referee prepares 7, duplicate in appearance, mutant packets. These are taken to the Rats Meeting (more on that later). At the end of the meeting (done at the mall) each player takes one mutant power packet. The remainders are discarded without opening them.
The players separate and then read the letter in the packet and then reseals it in a second envelope which is pre labeled on the front “Sarge’s/Doc’s/Tiny’s Mutant Power” and on the other back “To use call the referee FIRST.” The letter inside will instruct them to circle their name on the envelope. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) their mutant power is lost for that session even for the Clone Mutant to use. In short; “Keep it secret. Keep it safe.”

The referee must be called when five powers are used. These mutant poweres are activated by calling from any location using any phone. Two of the powers are used when the referee is about to act.A mutant power may be used once per session. If a player forgets their power or miss uses it that power is gone. Once used the power is lost. If a player did not use a mutant power they may pick a new power for the next session or keep the one they have.



The seven mutant powers are:
1: Temporal Control: Heal a player by removing two wounds. Players wounded three time are dead and cannot be healed.
2: Protection: Stops one Attack of the Invisible Time Ninjas.
3: Clairvoyance: Neutralizes the negative result of most props.
4: Psychic: Player can talk to other teammates for five minutes.
5: Mental Shield: The Invisible Time Ninjas cannot attack for a half hour. All attacks that would have taken place are lost.
6: Clone: Take any one mutant power used that session.
7: Tick Immunity. This can be transferred to another player if you are not affected. Only one player gets immunity.

List of Characters:

Major Player: One of the leaders of the Time Patrol. The main function of this character is to brief the Rats at the portals entrance on each upcoming mission. Also Major Player is the spoiler but only at the end when all refereeing is really over.

Professor Tempus: The real inventor of the Pre Comp-nition system. The professor is a highly educated work oriented Don Quixote. We see little personality from the Prof. But he/she dose tend to spent a lot of time mumbling and sometimes wanders off looking at ordinary things with great interest. Such as: the Professor might come out of a mumble while looking at a door and say “AH! A fine example of 21st century post neo press board.”

The Rats

Name Sarge: Sarge’s civilian name is (GENDER??) Samuel/Samantha Silva.
Common Knowledge: Sarge is a career solder and the leader of the group. Sarge’s troop record is full of heroism and bad carrier calls. Major Player was Sarge’s old commander three years ago and almost got Sarge drummed out of the troop. Sarge doesn’t let people get to close and has sworn never to lose another trooper under his command again.
What others don’t know: Sarge knows (GENDER?? he/she is suffering from a rare disease that could compromise Sarge’s last mission. Sarge is going to retire after this. Also Sarge is worried about Tiny and wants to make Tiny a better solder so Tiny can survive when Sarge is gone.
Family: Sarge lost (GENDER??) his Wife/ her Husband when Mall number “A13” had to be atomically cleansed. Sarge has a daughter name Bonnie dieing of a rare disease.
Sarge’s Dream: To go back in time before Bonnie got sick and Sarge lost (GENDER??) his Wife/ her Husband and live happily as a gas station owner.
Sarge’s personality disorder: Sarge’s best friend “Buckeye” died during a mission Sarge was in charge. Buckeye was run over by a truck full of toys. So whenever Sarge sees a toy store he will have problems.
Equipment Hkey Modulator: Sarge’s equipment helps you find the “Hide a Key” locations.

Name Doc: Doc’s civilian name is (GENDER??) Derrick/Dee Douglas
Common Knowledge: The egg head of the group. Math, Medicine and Macro Engineering are “child’s play” for Doc. Doc comes form old money. His family used to lend Howard Hughes money in the 50’s. Doc is a snob and thinks being a Rat proves Doc otherwise. Doc looks up to Sarge and protects Tiny.
What others don’t know: Doc was offered a promotion but will not take it until Sarge gets one, which will not happen as long as Major Player is in charge. Doc is asexual and thinks sex is passé.
Family: Mother Douglas, Father Douglas and Uncle Dash
Doc’s Dream: To Work for William Doors as the head of Pre Comp-nition.
Doc’s personality disorder: Doc will never disagree with Sarge in the first hour of the game.
Equipment Temporal Healing Patches: Each working patch used removes one wound from a player.

Name Tiny: Tiny’s civilian name is (GENDER??) Thaddeus/Tabitha Thompson.
Common Knowledge: Tiny is a little slow. Tiny’s adopted family is the kindest most wonderful people in the world. Really the entire world. I mean it. They’re that nice.
What others don’t know Including Tiny: Others think Tiny has no secrets because Tiny is so special but he has the biggest secrets. Tiny is the long lost (GENDER??) brother/sister of Doc. Also there is a thought inhibiter in Tiny’s brain preventing him from being a super genius. This was placed there by William Doors. Tiny was in another time steam where Tiny is a super genius president of the country of New Hampshire. Tiny was able to answer the same questions in minutes that took Pre Comp-nition years to answer. So to protect the business William Doors went back in time. Kidnapped Tiny when Tiny was 3 years old then place the inhibitor in Tiny’s little yet powerful brain. Door’s left Tiny at the steps of the kindest most wonderful people in the world. Really, really, really.
Family: Pop, Mama Thompson, Grammy, Skipper and Doodles the dog.
Tiny’s Dream: To be the president of the whole world and be as smart as Doc.
Tiny’s personality disorder: Tiny can’t write the second hour of the game. His inhibitor chip is malfunctioning. Tiny thinks there is a shiny red Atomic Bomb in his pocket (packet “A”) and if he isn’t careful it will go off. I lied to the player. So sue me.
Equipment Hanson Field Stabilizer: This device allows players to talk for five minutes to each other normally. Tiny was given this equipment assignment by Major Player who wants Sarge to fail. Tiny won’t use it unless you take Tiny to a someplace nice, pet store, toy store, any store a seven year old kid would like to go.

Using Equipment:
Before the first, second, and third session the referee is to prepare 12 envelopes; 4 Labeled Sarge, 4 labeled Tiny and 4 Labeled Doc. For session one and two take 12 sheets of paper and write on 6 of them the word OK on 3 the words NOT OK and on 3 the word MAYBE. In the Four envelopes labeled Sarge place 2 OK, 1 NOT OK, and 1 MAYBE. Follow this pattern for Doc and Tiny. On the third session there aren’t any NOT OK sheets instead players will get 3 OK sheet, now that they expect a failure.
Players always use their own equipment (a set of envelopes) when they are alive. When they die each set of packets are given to one player (dead players decides who gets what). Sets cannot be broken up. If a player is using their own equipment an OK sheet means the equipment worked and they get some reward. A NOT OK means the equipment did not yield a win result. If the player gets a NOT OK result and the equipment is not their original equipment they get injured one wound. If the result is a MAYBE the equipment works for the original owner and dose not work for a user who is not the original owner. Let the players discover some of this for themselves.

The multinational martial art called Sonic Photon Radiation Combat.

Sonic Photon Radiation Combat uses the form “rock, paper, scissors” as a platform to create interactive combat. When the referee calls and a team member hears the referee say “Invisible Time Ninja Attack” all action stops. The player on the phone now tells the others in the aria of the attack. All players silently set their hands in one of three ways. Fist (Radioactive Rampage), Palm Down (Photon Punch) or Two fingers making a V sign (Sonic Shock). If all players are set the player in communication with the referee says “Ninja scums do your worst.” The referee will then informs the player which type of attack is launched; Radioactive Rampage, Photon Punch, or Sonic Shock.

Radioactive Rampage beats Sonic Shock
Photon Punch beats Radioactive Rampage
Sonic Shock beats Photon Punch

Wounds
If a player is beaten by the referee that player gets two wounds. A player tying with the referee gets one wound, Sonic Shock vs. Sonic Shock for example. Players that beat the referee stop one wound delivered by the Ninjas during this attack. The winning player picks who to defend and they avoid taking one wound.

Invisible Time Ninjas

Sent by William Doors, the Ninjas attack three times each session. Each attack is already chosen so the referee won’t go crazy. On the first session the first attack (Sonic Sock) is before the team enters the portal the referee can then fully train the Rats how to have combat. The second attack (Sonic Sock) will be one hour into the session and the third attack (Sonic Sock) will be two hours into the session.
The second session’s first attack (Proton Punch) will be 30 minutes into the session. The second attack (Proton Punch) will be one hour into the session. The third attack (Radioactive Rampage) takes place when the tempus board is thrown in a trash can in front of a store.
The third session’s first attack (Radioactive Rampage) will be 5 minuets after the team activates Tiny’s Equipment. The second attack (Proton Punch) will be 5 minuets after the team activates Tiny’s Equipment for the second time. The last attack will be two hours into the session or 5 minuets after the team activates Tiny’s Equipment for the third time whichever comes first.



COMP TIME GAME CONPONENTS

The seven mutant powers are: Cut and past onto separate sheets

1: Temporal Control: Heals one player up to two wounds. Healing is not shared between two players. Players that have three wound are dead and are beyond your skill.
To use Temporal Control call the referee FIRST from any location using any phone. A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.


2: Protection: Stops one Attack of the Invisible Time Ninjas from happening or someone getting shot by a gun. Must be used before the referee declares the type of their attack.
To use the referee must call a team member FIRST or before a gun attack (keep that a secret). A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Put a line through “To use call the referee FIRST.” This is not true for you. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.


3: Clairvoyance: Prop Immunity. Neutralizes the negative result of most props.
To use Clairvoyance call the referee FIRST from any location using any phone. A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Put a line through “To use call the referee FIRST.” This is not true for you. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.


4: Psychic: Freedom from Hanson’s Syndrome for five minutes. The psychic can talk to the other team members.
To use Psychic call the referee FIRST from any location using any phone. A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.


5: Mental Shield: The Invisible Time Ninjas cannot attack for a half hour.
To use Mental Shield call the referee FIRST from any location using any phone. A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.


6: Clone: Copy any one mutant power used by a team this session. That power is now yours as if you started the session with it. Secrecy is no longer an issue.
To use Clone call the referee FIRST from any location using any phone. A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) before you use “Clone” your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.


7: Tick Immunity. This can be transferred to another player if you are not infected. Only one player gets immunity.
To use Tick Immunity you must be at the time portal “mall entrance”. A mutant power may be used once per session. Once used the power is lost. If another player/referee/actor discovers (a lost note, overheard conversation with native etc.) your mutant power is lost for that session. Last: Circle your characters name on the envelope supplied and put this sheet back in it. Seal the envelope. “Keep it secret. Keep it safe.” Retain this sheet.

Common Knowledge: Make a copy for each player of the 3 Common Knowledge’s

Common Knowledge Common Knowledge Common Knowledge

Sarge: Sarge’s civilian name is (GENDER??) Samuel /Samantha Silva.
Common Knowledge: Sarge is a career solder and the leader of the group. Sarge’s troop record is full of heroism and bad carrier calls. Major Player was Sarge’s old commander three years ago and almost got Sarge drummed out of the troop. Sarge doesn’t let people get to close to him and has sworn never to lose another trooper under his command again.

Doc: Doc’s civilian name is (GENDER??) Derrick / Dee Douglas
Common Knowledge: Doc is the egg head of the group. Math, Medicine and Macro Engineering are “child’s play” for Doc. Doc comes form old money. His family used to lend Howard Hughes money in the 50’s. Doc is a snob and thinks being a Rat proves otherwise. Doc looks up to Sarge and protects Tiny.

Tiny: Tiny’s civilian name is (GENDER??) Thaddeus / Tabitha Thompson.
Common Knowledge: Tiny is a little slow. Tiny’s adopted family is the kindest most wonderful people in the world. Really the entire world. I mean it. They’re that nice.

Common Mall Rat character traits: All Rats are genetically perfect and considered the finest human specimens in the solar system. They know no fear. They are all masters of the multinational martial art called Sonic Photon Radiation Combat. (Rock, Paper, Scissors). They are all family (GENDER??) Women /Men. They have common knowledge and secrets. They all have a Dream life waiting for them. “After this adventure I am going to……” They all have one personality disorder they must over come in the game. They all have one piece of equipment they know how to use best. And they have one Time Mutation no one knows about not even the referee. Ha!

Common Knowledge Common Knowledge Common Knowledge


The Rats: Make one copy and only let the characters player see this.


SECRET SECRET SECRET SECRET SECRET

Sarge: Sarge’s civilian name is (GENDER??) Samuel/Samantha Silva.
Common Knowledge: Sarge is a career solder and the leader of the group. Sarge’s troop record is full of heroism and bad carrier calls. Major Player was Sarge’s old commander three years ago and almost got him drummed out of the troop. Sarge doesn’t let people get to close to him and has sworn never to lose another trooper under his command again.
What others don’t know: Sarge knows (GENDER??) he/she is suffering from a rare disease that could compromise Sarge’s last mission. Sarge is going to retire after this. Also Sarge is worried about Tiny and wants to make Tiny a better solder so Tiny can survive when Sarge is gone.
Family: Sarge lost (GENDER??) his Wife/ her Husband when Mall number “A13” had to be atomically cleansed. Sarge has a daughter name Bonnie dieing of a rare disease.
Sarge’s Dream: To go back in time before Bonnie got sick and Sarge lost (GENDER??) his Wife/ her Husband and live happily as a gas station owner.
Sarge’s personality disorder: Sarge’s best friend “Buckeye” died during a mission Sarge was in charge. Buckeye was run over by a truck full of toys. So whenever Sarge sees a toy store he will have to sit down for a minute.
Equipment Hkey Modulator: Sarge’s equipment help you find the “Hide a Key” locations.


SECRET SECRET SECRET SECRET SECRET

SECRET SECRET SECRET SECRET SECRET

Doc: Doc’s civilian name is (GENDER??) Derrick/Dee Douglas
Common Knowledge: The egg head of the group. Math, Medicine and Macro Engineering are “child’s play” for Doc. Doc comes form old money. His family used to lend Howard Hughes money in the 50’s. Doc is a snob and thinks being a Rat proves Doc otherwise. Doc looks up to Sarge and protects Tiny.
What others don’t know: Doc was offered a promotion but will not take it until Sarge gets one, which will not happen as long as Major Player is in charge. Doc is asexual and thinks sex is passé.
Family: Mother Douglas, Father Douglas and Uncle Dash
Doc’s Dream: To Work for William Doors as the head of Pre Comp-nition.
Doc’s personality disorder: Doc will never disagree with Sarge in the first hour of the game.
Equipment Temporal Healing Patches: Each working patch used removes one wound from a player.

SECRET SECRET SECRET SECRET SECRET

SECRET SECRET SECRET SECRET SECRET

Tiny: Tiny’s civilian name is (GENDER??) Thaddeus / Tabitha Thompson.
Common Knowledge: Tiny is a little slow. Tiny’s adopted family is the kindest most wonderful people in the world. Really the entire world. I mean it. They’re that nice.
What others don’t know: Others think Tiny has no secrets because Tiny is so special but he has the biggest secret. Tiny has a shiny red Atomic Bomb in his pocket (packet “A”) and if he isn’t careful it will go off.
Family: Pop, Mama Thompson, Grammy, Skipper, and Doodles the dog.
Tiny’s Dream: To be the President of the whole world and be as smart as Doc.
Tiny’s personality disorder: Tiny can’t write on any surface the second hour of the game.
Equipment Hanson Field Stabilizer: This device allows players to talk for five minutes to each other normally. Tiny won’t use it unless you take Tiny to a someplace nice (pet store, toy store, any store a seven year old kid would like to go.

SECRET SECRET SECRET SECRET SECRET
Photon Punch Unseen
Radiation Rampage Fails
Sonic Smash Foe Falls

Iggy Chang,
Sonic Photon Raidiation Combat Grand Master
chiefprimate
Tamarin
 
Posts: 33
Joined: Sat Mar 11, 2006 11:39 pm
Location: NJ but I prefer New Hampshire
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