Episode 1: Hit The Road

Episode Summary

The players are dragged into a web of deceit and lies. Being longtime residents of Alpha Complex, they won't notice a thing.

Encounter One: All That You Can Be

Read the following out loud:

Welcome to another wonderful daycycle in Alpha Complex! You are all sitting in Troubleshooter Headquarters, waiting for an opportunity to serve Your Friend The Computer. It's been slow; aside from the rescue team that had to extract Home-R-DOH from the Bouncy Bubble Beverage machine 45 minutes ago, nothing else has happened.

Ask the players if they want to do anything. Nothing really matters here, but feel free to hand out some of the random rumors (see sidebar) if the chance occurs.

Game Stuff: Random Rumors

Give them out, or don't. Mix and match. Make up your own. The straight dope for each rumor is given at the end.

  • The commies are testing out a secret gas that turns ordinary clones into slobbering, fanged, three-eyed mutant freaks! Don't go crawling in air vents. (False)
  • The Computer's going to pick a Red clone who's shown the most loyal service and make him an Ultraviolet! Be on your best behavior! (Close enough to the truth. Find who started this rumor and shoot him)
  • They say the Computer is planting hidden cameras in scrubots so it can better watch for treason. (True? False? Who knows?)
  • A whole bunch of weapons were stolen from an Armed Forces cache, and The Computer's now looking for unlicensed gear. (Close, but not quite)
  • The new Model XL Warbots have a bug -- if you say "Can't touch this!", they'll obey your orders! (False, but watch someone try it)
  • Some nut in PURGE is sending explosives to captured traitors, killing them before The Computer does. (False, but could be true...)

When you're ready to continue, read on:

A gray jackobot enters TSHQ and rolls over to the front desk. You can't hear what's being said, but after a quick chat, the jackobot leaves and the dispatcher calls for you (point to the players). You stop what you're doing and head forward, joining a bunch of shabby-looking clones.

The dispatcher holds out a sealed envelope that reads "Mission JBYP". With a snarl, the dispatcher says, "You clowns are goin' out. Take this and head fer the briefing."

If the Troubleshooters want to fight for the envelope, don't discourage them. Inside is a piece of paper that reads "27L/15.3V/67.7H", which are coordinates in the Standard Alpha Positioning System (SAPS). The characters can easily understand the numbers and find the location listed.

Changes for Alpha Base: The players are unemployed clones who are recruited by the jackobot, which claims to be speaking for the Council. Offer them lots of credits for completing the assignment; when they agree, give them the coordinates.

Encounter Two: It's Off to Work We Go

The players should find the rendezvous point easily. If they want to sneak off for Secret Society contacts or bathroom breaks, let them -- give them some random rumors or Secret Society missions as appropriate. If you want to complicate their trip with random encounters, go ahead.

Game Stuff: Secret Society Missions

The following are secret society missions and tips for the pregenerated characters. If you're using other characters, you'll need to work your own agendas:

Al-R-GEE (Frankenstein Destroyers): There's a plan to program all the bots to self-destruct. If you come across any computer programming code, steal it! Don't let anyone else get it, either!

Cyke-O-PTH (Psion): Continue to practice your powers in actual conditions. Try using your telekinesis to "borrow" equipment from your teammates.

Kawas-O-CKI (Romantics): Your mission will put you in contact with a pre-Oops combat manual. Steal it or make a copy.

Mark-R-PEN (none): Too straight-laced to join any subversive secret societies. Let him wander in the corridors or something.

Vide-O-GME (Computer Phreaks): Our programming references were lost in a food-vat snafu last weekcycle. If you come across any computer programming code, steal it! Don't let anyone else get it, either!

Watt-R-FAL (Anti-Mutant): KILL CYKE-O! Do it fast before he fries your brain! Try to find out if your other teammates are secretly mutants too, and kill them if they are.

Eventually, though, the party will arrive by the side of an unmarked red building in SUX sector. Once everyone has arrived, a hidden door opens up into inky darkness.

Encounter Three: A Clone in the Dark

When everyone has entered, the door closes behind them. A dim light turns on, and the players find themselves facing a Violet citizen and surrounded by twenty heavily-armed Warbots. The citizen is unfamiliar to them, and the Warbots are a new model that no one has ever seen before. When the time is right, read:

The Violet walks forward. "Welcome, friends. My name is Tee-V-GDE. You have been called to participate in a very sensitive, very secret mission. Only you can save us from the grave danger in our midst.

"Recently, clues have indicated that several high-ranking loyal citizens are actually traitors, working for the heathens of Alpha Base! The evidence is inconclusive, however, and The Computer, in its infinite generosity, cannot persecute them without further reason.

"Your job is to give us that reason."

Changes for Alpha Base: The "high-ranking traitors" are supposedly working for The Computer, helping to overthrow the glory of Alpha Base and the Council.

Yes, this is Ko-V-ERT, using the alias Tee-V-GDE. The Warbots are his latest shipment for the Armed Forces, and the building is a warehouse for their storage. In the dim light, though, it easily passes for a mission briefing center.

Ko-V-ERT assures everybody that this is a very secret mission, so they must be very careful and avoid unnecessary communications with The Computer. Since the entire mission is a hoax, what he really wants is for the players to remain unseen and to avoid talking to anyone about their activities. Make them think they're an elite hit squad, like Delta Force or Mission Impossible. Don't overemphasize, however, or people will get suspicious.

He won't give out any more details due to the "sensitive nature" of the situation, but promises that everything will be explained in the end. He'll use Warbots to threaten clones if they get nosy, but will be reluctant to kill anyone. If they get too abusive, snuff 'em.

Game Stuff: Yes, We Have Clones Here

Wait a minute. If the players are working under a fake mission, how do they get clone replacements without being caught?

As it turns out, when the Troubleshooters were first summoned by Ko-V-ERT's jackobot at Headquarters, the dispatcher entered their mission code into The Computer's databases. Now when a request for clone replacements are needed for mission JBYP, The Computer notes that such a mission actually exists, and dutifully sends out clones.

The situation in Alpha Base is almost exactly identical. Amazing coincidence, isn't it?

The bottom line is that the party can radio for clone replacements and get them, but if they ask for more information, they get nothing (an entry exists, but there's no data). The Troubleshooters will think they're being stonewalled, just like a typical mission.

Of course, this free ride ends after Episode 3...

Ko-V-ERT will ask that the Troubleshooters pick a team leader. Encourage the players to act out their characters' roles and quirks -- everyone should hate and distrust someone already.

Encounter Four: Factory-Direct

Once a team leader is chosen, Ko-V-ERT arms the Troubleshooters. They can't go to PL&C or R&D for equipment because the "crisis" requires fast, covert action. Instead, he hands out the following equipment:

  • A sealed envelope. The SAPS coordinates "18L/31.2V/6.0H" are written on the front. The players are told to go there, then follow the instructions inside.

  • "Soldier of Fort-U-INE" magazine. While the clones know what magazines are, they have never seen this one before. The title implies that it is a combat dossier of some kind, and it's old and tattered, hinting at how valuable it is. This is actually a mildly-treasonous Old Reckoning artifact that Ko-V-ERT wants planted in Episode 2.

  • Soup-R-SNP Alarm Detector. This is a small plastic box with an on/off switch and a red light. It can detect if an alarm of any kind is nearby; if there is, the red light strobes quickly and a loud siren sounds -- think air horn here. Great for covert operations, you bet...

  • Smoke bombs. When thrown, these grenades emit a thick black smoke that covers a five-meter cube. Treat as a Slugthrower Gas/Smoke shell for effects (see the Second Edition rules). A player must make a difficult Endurance roll each turn that he's in the smoke; he falls unconscious if he fails.

  • Plasma torch. This is a four-inch long metal tube with a single button. When activated, a two-inch long, high-plasma "blade" comes forth. The torch can cut through any known material; treat as 13B damage. It runs out of fuel and/or malfunctions whenever it's convenient.

All of this gear was stolen by Ko-V-ERT, so no instructions are available or given ("You are not cleared for that"). Ko-V-ERT will not let the players open the envelope or test the equipment here; use the Warbots to enforce this order.

Once everything is distributed, herd everyone out and slam the door behind them. If the players want to test their gear or check with assorted contacts, let them. Once they decide to move on, go to the next episode.