Episode Summary
The players are fugitives in Alpha Complex. Surrounded by loyal clones gunning for their heads, they must use their wits to find the true identity of "Tee-V-GDE".
A Note to the GameMaster
Congratulations, Mr. GameMaster. You've now reached the most difficult episode in this adventure for you. It's also the most difficult episode in this adventure for me to write, but that's beside the point.
This episode is difficult because the players are no longer being led by the nose through prepared situations by high-ranking clones or the Computer. Instead, they finally have free will, and can go anywhere and do anything they want. This means you'll have to react to their wants and improvise the behavior and descriptions of characters they meet and the places and situations they wander into.
Don't worry too much. While the PCs have some liberty, they don't have nearly as much as they may think. No matter what a crafty player may think otherwise, there are ideas that just won't work. After reading through this episode, you'll see how to gently nudge your players down the path they should take, into Episode 6 and a showdown with Ko-V-ERT.
You'll still have to improvise some, but if you weren't up to it, you wouldn't be the GameMaster, right? Still, you should read through this episode before running your group through it; a little preparation will go a long way.
Encounter One: Clones On The Run
By now, your players should have ditched their pursuers, and are probably stopping in a hideaway/empty building/sewer somewhere. As they catch their collective breaths, let them know just how much trouble they're in with something like the following:
As you all stop to gather your collective breaths, a loud screech fills the air, making you clutch your ears in pain. It stops a moment later, and the Alpha-wide P.A. system is suddenly booming with the voice of The Computer.
"Greetings, citizens. Be on the lookout for the following citizens: Al-R-GEE, Cyke-O-PTH, Kawas-O-CKY, Mark-R-PEN, Vide-O-GME, and Watt-R-FAL. These are armed and dangerous criminals who assaulted a squadron of Vulture Warriors and disrupted a really neat episode of Bake the Traitor. If you see them, terminate with extreme prejudice. We'll hand out big prizes for whoever makes the messiest kill, so have fun. Thank you for your cooperation."
(If you're playing in Alpha Base, the idea's the same. The Powers That Be are gunning for the Troubleshooters, and won't be content until they're deader than disco)
That's it; they are now official fugitives. Make sure everyone knows what this entails -- they won't get clone replacements, and everyone in Alpha Complex is turned against them. If anyone's dumb enough to wander out in public after this pronouncement, shoot at him to prove your point. Try not to kill them too quickly, though -- replacements won't come until Episode 7.
What are the Troubleshooters' options? What you want them to do is to get on the trail of "Tee-V-GDE", in hopes that finding him will somehow help save their necks. On the other hand, your players may miss such an obvious cliché solution. Here's how to deal with some of the other bright ideas they may get:
Peaceful surrender. Yeah, right. It should be clear by now that mercy is out of the question, but some folks may be dumb enough to try this. Greet them with rioting crowds and large-bore weapons. Maybe the players can survive the reception to get other ideas.
The great outdoors. Leaving Alpha Complex and taking the chances Outdoors is not a bad idea. The problem is that getting out is difficult under the best of situations; with six dangerous clones running loose, all exits are heavily guarded and sealed. Attempts to flee into places like the Wilderness or the Dungeon should also be impossible.
What are friends for? Someone may try to use their secret society standings to find a hideout or an escape route. While some societies will help a little (see below), everyone recognizes them as a dangerous hot potato and won't want prolonged contact.
Divide and conquer. Splitting up the Troubleshooters will only make it easier for their pursuers to hunt them down. If the players leave each other, let them see the error of their ways -- when you're outgunned ten-to-one, anyone shooting on your side is welcome, no matter how obnoxious he is.
Assuming they're not fatalistic, the PCs should eventually realize that their only hope is to work together (gasp!) and find out who got them into this mess.
Game Stuff: Fugitive Follies
When your party is getting complacent in their survival, or you just want something to spice up their day, remind them that the combined forces of Alpha Complex are after them with one of these search-for-the-traitors patrols:
Loyal Troubleshooters (4): Cannon fodder after the players.
Mutations: Various
Secret society: Various
Weapons: Red Lasers (8L): 11
Armor: Red Reflec (L4)
Tactics: Capture the traitors. Run when things get tough.
More Loyal Troubleshooters (8): When in doubt, outnumber them.
Mutations: Various
Secret society: Various
Weapons: Orange Lasers (8L): 9
Armor: Orange Reflec (L4)
Tactics: Capture the traitors. Call for backup when things get tough.
Still More Loyal Troubleshooters (4): Peace through superior firepower.
Mutations: Various
Secret society: Various
Weapons: Green Lasers (8L): 13
Slugthrower w/AP shells (8AP): 9
Armor: Green Battle Armor (All6)
Tactics: Capture the traitors. Call for more backup when things get tough.
Grounded Vultures (3): Kombat Quik at work.
Mutations: Various
Secret society: Various
Weapons: Blue Lasers (8L): 10
Cone rifle w/vomit gas (8AP): 9
Armor: Blue reflec (L4)
Tactics: Capture the traitors. Who needs backup?
All-Mutant Squad (6): Muties are people too.
Mutations: Adrenaline Control, Electroshock, Levitation, Mental Blast, Pyrokinesis, Telekinesis
Secret society: Psion
Weapons: Orange Lasers (8L): 11
Armor: Orange reflec (L4)
Tactics: Squash the inferior non-mutant traitors.
High-Tech Hitters (2): Right out of a Japanese cartoon.
Mutations: Various
Secret society: Various
Weapons: Armored Battlesuit, containing--
Power Gauntlets (7I): 7
Green Lasers (12L): 10
Slugthrower w/slugs (5I): 14
Flame thrower (7F): 12
Armor: Titanium construction (6L8I6E)
Tactics: Roll over underarmed and underarmored traitors.
Revenge of the Slime Monster: It's not really after them...
Mutations: Matter eater
Secret society: Lonely Slime Monsters of Alpha, Chapter 467
Weapons: Muck-encrusted arm (8I): 8
Armor: Slimy body (I9E10)
Tactics: Shamble along. Attack any hairless bipeds that give it a hard time.
Encounter Two: Get a Clue
This is the part of the adventure where the Troubleshooters get to play Agatha Christie. While the situation may seem hopeless at first, the players actually have quite a number of options to find the true identity of "Tee-V-GDE". Since we're trying to maintain an illusion of free will here, they'll have to solve this on their own, which means you can't run things in a fixed order. Instead, here are some notes on what the Troubleshooters may uncover.
Candid Camera
Did anyone make a recording of the mission briefings? If so, they can try to match "Tee-V-GDE's" face to those of real citizens. A clear shot of his tongue tattoo, if available, will make things even easier. Vide-O-GME's LNX has the capacity to magnify or enhance pictures, but he's supposed to keep that a secret.
The players also need access to a database of some kind, preferably without revealing their own identities or location. Matching any captured footage with computer records will require a Data Analysis, Data Retrieval, or similar skill roll; modify the difficulty by what information is available.
Little Lost Robot
The Troubleshooters can also trace Ko-V-ERT's identity through his Warbots. Since they are a new model and recently delivered, a search of R&D or Armed Forces records might turn up something, probably buried among other records. A skill roll can help. Friends in Armed Forces, R&D, or PL&C would be useful.
Clones with the appropriate background may try to remember the names of known Warbot developers; this is a Hard Moxie roll for anyone in Armed Forces or R&D, and a Very Hard roll for anyone else. Robot- and technology-oriented groups like the Frankenstein Destroyers, Pro-Tech, or Corpore Metal may also have information about Warbot contractors.
Secrets Between Friends
While the secret societies are not willing to give the Troubleshooters refuge because of the Complex-wide manhunt, some groups may agree to give limited support -- brief access to a computer terminal, information, or supplies. This depends largely on the specific society, the characters' standing with the group, how risky the contact is, and how much "compensation" they can afford.
Scene of the Crime
The most obvious idea is to return to the warehouse where the Troubleshooters got their mission briefings. Ko-V-ERT had to deliver his Warbots to the Armed Forces, so it's empty now and the players can enter without any problems. They won't find anything in the storeroom itself, but attached to it is a hidden Violet-level office, which requires a Stealth or Security roll to find.
The only item in the office is an empty desk and a computer terminal. The terminal has direct, anonymous access to the Armed Forces weapons database, including information like weapon stockpiles, shipping invoices, and research projects. They can use this information to infer Ko-V-ERT's identity through his work. The terminal can be reprogrammed to access other databases with a Very Hard Computer Programming roll.
Balancing Act
It can be very easy for the Troubleshooters to quickly run through this encounter; they check a few sources, make a few skill rolls, get some tidbits of information, and figure out who and where Ko-V-ERT is. It'd also be very dull.
Make the players work for the answers. Computer searches could trigger security alarms. Secret society members can be uncooperative or hostile to the Troubleshooters. Third-hand information can be cryptic or incomplete. Make sure everybody's acting in character; revelation of personal secrets and sheer obnoxiousness should keep them at each others' throats. Throw in more random encounters for the heck of it. If they're tense and edgy around each other, you're succeeding.
As always, adjust the situation to fit the mood of your crowd. If they seem to enjoy slinking around on the run, stretch it out, make it harder, throw out some red herrings. If they're impatient, dim-witted, or just unlucky, give them a few breaks -- the computer terminal in the hidden office beeps loudly (making it easy to find), or a generous clone gives them a big piece of the puzzle (for a price).
After a lot of running about, hiding in shadows, begging for help, and brain power, the Troubleshooters should eventually learn the following:
"Tee-V-GDE" is actually Ko-V-ERT.
Ko-V-ERT works in RUR sector R&D, where he's in charge of Warbot development for the Armed Forces. RUR sector is totally deserted.
Ko-V-ERT hasn't been to his ERT sector residence for several daycycles now. The reasons on his absence is classified. ERT sector is heavily protected.
When your players are ready to meet their maker, head for Episode 6.
Recent comments
1 week 1 day ago
1 week 2 days ago
1 week 3 days ago
6 weeks 2 days ago
6 weeks 3 days ago