Episode Summary
The players fake a payoff to a high-level clone. They learn that false implications of treason are treasonous.
Encounter One: Home Again
When the players return to the outside of the unmarked Red building, the secret doorway opens again. Once everyone is inside, they meet Ko-V-ERT/Tee-V-GDE once more, though now he only has five of the shiny new Warbots with him. That's still enough to keep folks in line.
He has the Troubleshooters report on their mission, and encourages them to accuse each other of misbehavior. He makes a show of taking notes and watching for treason, but doesn't really care -- he just doesn't want to raise suspicions by not doing so.
Ko-V-ERT compliments the party if they say the first mission was successful (whether or not it actually was). If they admit to failure, he berates them, but offers to give "another chance".
Encounter Two: Back for More
When the players have finished talking, read the following:
Tee-V-GDE says, "Your next assignment will be much easier, my friends. Citizen Darth-V-ADR is believed to be working for the traitors of Alpha Base, selling sensitive secrets for a handful of credits. Our evidence is inconclusive, so your next mission is to record one of these transactions."
He holds out a sealed envelope. "For this assignment, you will be promoted to Indigo clearance. Go to the coordinates listed, then follow the instructions inside."
Changes for Alpha Base: Darth-V is supposedly selling Alpha Base secrets to agents of The Computer.
The envelope has "71.8L/5V/25.3H" written on the front, but Ko-V-ERT won't say anything else about the mission. As before, the players are not allowed to open the envelope during the briefing. Needless to say, the "temporary promotion" is a complete lie. Are you surprised?
Encounter Three: Wardrobe and Supply
A jackobot appears and hands the following to the Troubleshooters:
Six Indigo robes. "Junior High Programmers of Alpha" is written on the back of each. If Al-R-GEE makes a Moxie roll, he notices that the robes "feel like vidshow props". If he mentions this, Ko-V-ERT executes him "for criticizing The Computer's generosity". They are vidshow props, but the players aren't supposed to know that.
Six Indigo laser barrels. No lie, these really are Indigo lasers. Remember that all barrels are good for only six shots. Odds are good your players won't.
An authorization form. This is signed by "Tee-V-GDE" and identifies the clones as temporarily promoted to Indigo clearance. This is a forgery, but since no one has ever seen an Indigo Authorization before, how can they tell?
A Multicorder. It is equipped with an audio/video recording program.
A large bag. Inside are two hundred plasticreds. It rattles. A lot. Good luck trying to be stealthy while carrying this.
As before, all of this equipment has been stolen, but the players won't know that (yet).
Once they received everything, Ko-V-ERT reminds everyone that speed, silence, and secrecy are needed. He then sends them off.
Encounter Four: Let's Put On a Show
The coordinates listed on the envelope takes the Troubleshooters to a small corridor in MMU sector. Just around the corner is the MMU CPU Data Center, which is cleared for citizens of Blue clearance or higher. Inside the envelope are a page of instructions and a picture of Darth-V-ADR. Give handouts JBYPE3N1 and JBYPE3N2 to whoever's opening the envelope.
Game Stuff: Power Play
Clever players may think of putting on the Indigo robes and using their new "promotion" to get neat gear or abuse lower-ranking citizens. Go ahead, let them. As long as they don't get anything really useful (Indigo-level power armor, for example), let them amass all the trinkets and annoy all the citizens they want. It'll just mean more trouble later.
If the players want something that you won't give, stall them with the usual Alpha bureaucracy (even high-level citizens have to deal with PL&C), or drag in a Violet or Ultraviolet authority to send them off.
If the party has a brain between them, this mission should make them nervous. Still, orders are orders. If they chicken out and return to Ko-V-ERT, kill everyone and try it again with the next set of clones.
Encounter Five: Into the Breach
The entrance to the MMU CPU Data Center is a wide open arch, with lots of Blue, Indigo, and Violet citizens walking through it at all times. Two Blue Vultures guard the entrance. If the players are wearing their robes, they can walk right in without any problems.
The cafeteria is to the right of the entrance. It's not too crowded, so everyone can easily find a free table to sit and wait. Food dispensers along one wall serve all sorts of dishes for free (rank has its privileges), while vidscreens on another wall play assorted entertainment programs. While the players may relax a bit, remind them that they need to keep an eye out for Darth-V.
Game Stuff: Where No Clone Has Gone Before
Depending on your players' mood, they may get curious enough to leave the conveniently-placed cafeteria and explore the Data Center instead. You don't want that, at least not if you're planning to run the encounter with Darth-V as scripted. Here are some ways to persuade nosy folks to stay on track:
Nothing to see. This is a Data Center. The personnel collect data. All sorts of data. Data no one will ever care about. Like "Algae Vat #23256 Mean Temperature", "Freon Levels/Pipe AW-2654", or "Scrubot HFRTSKPOMJ Power Consumption per Picosecond". Let the players find storerooms filled with millions of volumes of such useful information, and they'll be begging to return to the Cafeteria.
Security. Just put some nasty-looking Violet guards where you don't want the Troubleshooters to go. Since they're only (impersonating) Indigo-level personnel, they have no choice but to turn away.
Getting underfoot. The diligent clones here have work to do, and no time to mollycoddle nosy players. Clerks bustle to and fro, operators enter data, and the PCs are in the way. Have an angry Violet manager yell at everyone to get out of his department. Maybe send in a few security guards to enforce the law.
You can't go home again. They want to leave already? Ko-V-ERT/Tee-V-GDE won't think highly of that. And there's all his nifty Warbots, just waiting to be tested...
Encounter Six: Showtime!
When you think it's time for Darth-V to appear, read the following:
A surge of people suddenly enter the cafeteria; it must be a meal break or something. There are tall clones and short clones, males and females, Indigos and Violets. Darth-V might be in this crowd, but you can't tell for sure.
Have everyone make an easy Moxie roll. Even if everyone fails (how dumb are these guys?), continue with:
<Name of player character> sees Darth-V step through the door! He's a tall, muscular clone, with an emotionless, menacing scowl. Tucked under his right arm is a folder that reads "Program 22-9345".
He walks over to one of the vending machines and begins to get a plate of Hot Fun a la Mode and a cup of Bouncy Bubble Beverage. What do you do?
The folder should attract Vide-O and Al-R's attention, who are looking for computer programs for their secret societies. It's actually a schedule of vidshows, but indulge any erroneous assumptions. Ask the players who's doing what and standing where, then let them go into action.
Game Stuff: MMU Data Processing People
Darth-V-ADR-5: Nasty clone in charge not to be messed with.
Mutation: Telekinesis
Secret society: Illuminati
Weapons: Force sword (12E): 15
Violet laser (8L): 13
Armor: Battle Armor (All8)
Tactics: Kill impudent clones who get in his way.
Assorted High-level Clones: Background fodder
Mutation: Various
Secret society: Various
Weapons: (One of the following)
Blue/Indigo/Violet Laser (8L): 11
Slugthrower w/AP shells (10AP): 13
Unarmed (5I): 9
Armor: Reflec over Kevlar (L5P4)
Tactics: Stop intrusive Troubleshooters
Ko-V-ERT had hoped that Darth-V would be too confused by the chaos to do anything before they escaped. He's wrong. Darth-V is no dummy; when a clone he's never met shoves a big bag of credits into his hands, he reacts loudly and violently. "What th--? Stop them!" is my favorite line, but go ahead and use your own.
Everyone else in the cafeteria should immediately go after the Troubleshooters (High-level clones don't live to earn high levels by traveling unarmed). With a little luck, the players will find themselves in the middle of a riot.
Let's see what we have here: the Troubleshooters are in a room filled with armed high-level clones. Outside is a large corridor filled with even more armed high-level citizens, not to mention assorted Vulture Warriors nearby. The players are outnumbered, outgunned, and have only low-level Red and Orange armor to protect them (they're wearing robes, not reflec, and the robes are vidshow props anyway). Sure, their lasers are Indigo, but they'll run out of rounds long before they run out of opponents.
Can you say "massacre," boys and girls? I knew you could.
The PCs should be shot like the proverbial fish in a barrel. When everyone and their clone successors finally recover, they find themselves in Episode Four.
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