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Confusion
[comments:(1), views:(7804), rating:(10.0)]

Author: John Dunn
Homepage: http://
System: Paranoia
Type: Scenario
Category: Science Fiction
Requirements:


This adventure contains a wide variety of references to comic books published by the two major companies in the business. While some familiarity with DC and Marvel characters might be helpful, it's not necessary to run the adventure. Other than this fact, standard Paranoia rules are followed.

                             CONFUSION
                        A Paranoia Adventure
                            by John Dunn
                Paranoia and associated concepts are
                    Copyright 1987 West End Games
GMs Intro:  This adventure contains a wide variety of references to
comic books published by the two major companies in the business. 
While some familiarity with DC and Marvel characters might be
helpful, it's not necessary to run the adventure.  Other than this
fact, standard Paranoia rules are followed.
     The computer, while choosing old data to delete, came across
records of a form of media popular in the late twentieth century
known as a comic book.  In these books, powerful human beings were
portrayed who seemed instrumental in hunting down traitors and in
increasing morale amongst the populous.  The computer thought this
would be a wonderful way to increase happiness throughout Alpha
Complex while simultaneously fighting all the forces of evil.
     Thus, the computer formed the JCA: Justified Computer's
Avengers.  Choosing the most expendable mutant troubleshooters it
could find, the Computer assigned them to the JCA with a liaison
named Runn-Y-NOZ.  
     Shortly after forming this special task force, a renegade Warbot
escaped from Armed forces in an accident when recharging its fusion
batteries.  The Warbot decided it would have its revenge against the
power plant, and has decided to destroy the primary fusion generators
which give life to Alpha complex.  While this seemed like a great way
to get revenge, it forgot to calculate that it would be destroyed,
along with all of Alpha Complex in the process.  
     The computer was informed of this escaped 'bot, and decided to
immediately take action.  After the 'bot had only been wandering for
2 (count 'em, 2) days, the message finally was relayed to our heroes.
     In the meantime, this Warbot has been prowling through Alpha
Complex, looking for the fusion generators.  At the moment, it's
finally started to get a lock onto those generators.  As a result,
it's starting to drive towards the generators.  The PCs are thus
assigned the objective of stopping the Warbot, well, sort of.
     Due to a clerical error, instead of just stopping or destroying
the Warbot, the PCs are told to capture it.  The gear they receive
from R&D could be somewhat helpful in this endeavor.  Advice they get
from Armed Forces may also help them in this.  Regardless, capturing
the 'bot will be difficult.
     However, before they can even stop the 'bot they need to find
it.  While attempting to find it, our team of licenced, registered
mutants stumbles into an Anti-Mutant meeting.  Oops.  After the PCs
have either depleted a variety of clones, or fast talked their way
out of that encounter, they continue on the trail of the Warbot.
     Finally, they catch up to the 'bot.  At this point, they can
either talk to the 'bot, fight it, or attempt to capture it.  After
this, assuming Alpha Complex was not destroyed in the process, the
JCA troubleshooters are ordered to report back for debriefing. 
There, they will have an opportunity to chat with Runn-Y-NOZ, our
friend the computer, and the renegade Warbot's brain.  The resultant
conversation, will probably result in most of the troubleshooters
being convicted of treason of one sort or another.
SCENE 1: A Relaxing day at the office...

          It seems that this daycycle is once more a wonderful 
     day in Alpha complex.  You are all relaxing in the Justice 
     Halls, your troubleshooting team's assigned communal living 
     space, watching the latest Teela-O-MLY adventure.  As you 
     watch you anxiously await the next mission that the computer 
     in his wisdom might send you on.

     After this, have everyone make a Moxie roll.  Those who succeed
notice that the room seems to be getting a great deal warmer.  You
might also want to mention that the door to their room is currently
shut.  If they attempt to leave, the door will not open.  (The rising
heat has fused it's circuits.)  Let them worry about this for a few
moments, or they can ask the computer about it.  The computer's data
will show that the room is still at a comfortable temperature.  (In
actuality, it's 100 degrees Fahrenheit and climbing.)  
     When the temperature in the room hits about 110, and the
characters are really starting to worry, mention to a PC at random
that he noticed the wall next to the door has a large circle which is
glowing orange.  Any PC who touches the wall will abruptly take 8F
damage -- the wall is awfully hot!
     Give the PCs a few moments to panic.  After they've come up with
some sort of master scheme, but before they can act on it, the wall
which was glowing orange explodes.  Any PCs who were standing near to
the glowing wall take 5I damage from the explosion.  All of the PCs
are utterly covered in dirt and grime from the explosion of the wall.
Seconds later a huge warbot rolls through the now non-existent wall. 
Allow the the PCs to attempt react to this threat as they see fit. 
(Refer to Appendix 1 for the Warbot's statistics and description.)
     The PCs may first attempt to talk to the 'bot.  If they do so,
it will, at this time, ignore them.  After a moment, the PCs will
notice that the 'bot is using his laser to create a hole in the floor
in front of it.  If they do nothing to attempt to stop him, the 'bot
will simply roll forward, and drop through the hole.  If they
continue to watch the 'bot, it will continue drilling downward.
     If the PCs decide to attack the 'bot, before they can do so, the
loud speakers in their room come to life.  The computer's voice
proclaims, "Good daycycle troubleshooters of the JCA.  You are
immediately ordered to report to 
     As the speaker stops sounding, the door to their room slides
open, and a techbot rolls in who immediately starts repairing the
hole in the floor.  Allow a random PC a tough Moxie roll.  (Make sure
that at least one of the PCs succeed at this roll.)  If he succeeds,
he notices a note attached to the back of the techbot.  When he grabs
it, hand him PC handout #1.  If the players ask, yes, they do
actually know where the HERO briefing room is.  
     As soon as the PCs leave their room, they encounter a patrol of
4 IntSec "Blues" poking around and looking into Doorways.  The two
groups see each other simultaneously, and the Blues begin walking
towards them.  All four wear Blue Reflec armor and are armed with
Blue Laser Rifles.  (Laser Weapons: 9) The lead one will identify
himself as Sarge-B-OBB.  The Sarge is a Dimwit.  
     He will walk up to the PCs, blithely ignoring the huge hole in
the wall next to them.  Then, picking one of the red clones, will
ask, "Hey, have any of youse guys seen any sort of Warbot goin' by
here?"  If the PCs admit to having seen the bot, Sarge will ask them
where they last saw it, what it looked like, what it did, and where
it went.  He will also ask them why they have not yet reported this
incident in.  Failure to report such a hazardous incident is treason.
     If they do not admit to having seen it, Sarge will thank them
for their time, and tell them to have a nice daycycle.  The group of
blues will continue walking through the area, poking into doorways,
etc.
     When the PCs have finally made their way to the HERO briefing
room, proceed to Scene 2.

SCENE 2: The assignment...

          As you walk into the briefing room, you see Runn-Y-NOZ 
     sitting behind a large plastiwood desk.  He's wearing an 
     exquisitely tailored pinstripe suit, and looks up from a 
     file of forms on his desk when you enter.  After glancing 
     over the six of you, he returns to his work, utterly 
     ignoring you. 
     Runn-Y-NOZ is the official liaison of the team with the High
Programmers and the computer, as such, he is a member of CPU, a role
which he relishes.  Much to his advantage, he possesses the Charm
power, though he is quite careful in its application.  Whenever he
uses this power, his nose tends to run profusely.  He is also a
strict man, and speaks often of the lack of discipline and
forethought amongst the registered mutant teams.  Mounted on Runn's
desk is a control for a laser cannon mounted in one corner of the
room.  Runn readily uses the cannon to take care of those guilty of
treason.
     When one of the PCs gets up the nerve to ask Runn about the
briefing, he will look directly at him, and ask him why his uniform
is so obscenely dirty?  That dirt goes against standard dress code
which is, of course, treason!  Runn will also ask them what took them
so long to arrive.  If anyone attempts to blame Runn for the delay,
he will make a notation on his desk, and then ask the PC if he
accusing him of making an error.  Any references to the Warbot, will
draw Runn's deeper attention.  He will ask the PC just how he knows
about that incident, as that knowledge was not yet been cleared for
the PC's security level.  
          This mission's code number is SUSID.  It seems that 
     Armed forces has allowed a malfunctioning WarBot to escape 
     from the repair area.  It is feared that the warbot is 
     planning on destroying the fusion generators which power 
     Alpha Complex.  Such a destruction could result in 
     widespread unhappiness through Alpha Complex.  As a 
     consequence, the computer in his glorious wisdom has decided 
     to send the JCA to deal with the matter.  You are 
     immediately to report to R&D for special gear.  After 
     collecting your gear, you are to to track the 'bot and 
     after preventing it from destroying the generators, take 
     great care to bring it back to this briefing room intact.  
     The computer wishes to talk to it about its failure.  
     Remember, the Warbot is computer property, do not damage it.

     After describing the mission, Runn will assign whichever PC has
used up the most clones as Team leader.  Next, pick whichever player
has done the least so far, and make him the communications and
recording officer.  Runn will hand him a multicorder.  
     If the PCs decide to ask run about any recommended means for
capturing the 'bot, he will instruct them to try visiting Armed
Forces.  Someone there might have advice on how to deal with it.
     Unfortunately, there is one slight problem in the information
given the PCs in the briefing.  Unfortunately, when this message was
being transmitted from from office to office, one of the clones had a
reading disorder.  As a consequence, he misunderstood the last few
lines of the briefing.  It seems that the computer really has no
desire to 'talk' with the warbot.  In fact, it really just wants to
see it destroyed, before Alpha Complex goes up in smoke.  In the
meantime, while the PCs try to come up with a way to capture it, our
favorite Warbot will be rolling closer and closer to the powercore.
     If the PCs go to Armed Forces, proceed to Scene 4.  If they go
to R&D go to Scene 3.

SCENE 3: ...With the most toys wins!

          Carefully following your ears towards the loudest 
     explosions, you eventually find your way to R&D.  Walking 
     into R&D's main office, you see a yellow clone standing 
     behind a counter.  A long yellow cape flows from his 
     shoulders, and he wears a hood with two strange horns coming 
     from his temples.  The hood covers his face down to his nose.  
     On his chest is an emblem, vaguely reminiscent of a flybot.  
     He looks up as you enter he looks at you, and says, "I'm Canar-Y-Man"

     Canar-Y-Man looks the PCs over, and says, "I've seen your kind
before.  What is it this time?"  Until one of the PCs identifies
themselves as being on mission number SUSID, Canar will continue to
be unhelpful.   If the PCs don't think of this after a few moments,
have one of them make a Moxie roll.  If they succeed, they'll notice
a huge sign hanging above the counter.  It reads, "TROUBLESHOOTERS:
Present your mission number upon arrival!"
     When the PCs do give their number, Canar will pull out a large
stack of forms for them to sign.  He will hand them a black pencil,
and will have each of them sign three times.  If anyone demands to
inspect their equipment before signing, Canar will pull out a book
about 10 inches thick.  Plopping it down on the countertop, he will
say, "Latest regulations from the computer.  All Troubleshooters need
to sign before receiving equipment.  It's right here from pages
1-15672.  Read it for yourself if you don't believe me!"  The book is
entitled, Regulations revision 237.3452.91.  Canar will go and start
shuffling through boxes out of sight behind the counter.  Several
loud explosions will be heard, and then an ash covered Canar will
return bearing a large box.  He will places the box on the counter
top, and then say, "Fortunately I was wearing my Canar-Y underwear." 
     Seconds later, Canar will collapse out of sight behind the
counter.  The box is made of red cardboard and is labeled in black,
SUSID squad members only!  
     When the PCs open the box, hand them Player Handout #2.
     For exactly what all of the R&D equipment does, refer to
Appendix 2.
     If the PCs go to armed forces to look for a way to capture the
Warbot, go to scene 4.  If they just decide to try and pick up the
trail of the Warbot where they last saw it, go to scene 5.

SCENE 4: Military Intelligence

          Entering the Armed Services department, you see a loyal 
     servant of the computer standing behind the counter.  
     Dressed in an indigo uniform, is an incredibly cheerful 
     looking man.  As you enter, he speaks up and says, "Greeting 
     friends, how can I, Gee-I-Joe help you serve the computer?" 

     If the PCs ask him about the Warbot, he will immediately tell
them it's above their security clearance.  And then, in a cheerful
voice ask them how exactly they found out about the warbot?  He will
also cheerfully point an Indigo laser rifle at the PCs.  Unless they
mention that they are on SUSID mission, Gee will proceed to
exterminate them.  
     If they do, Gee will tell them to wait a moment, and then will
leave the counter.  Moments later, he will return with an old-looking
clone in tow.  He will introduce his companion as Sargent-R-OCK.  Gee
will tell them that Sargent was in charge of all maintenance on this
particular 'bot.  He might be able to help them.  Gee will then show
the six of them to a room where they can talk.
     While Sargent is a nice old guy, he's also senile.  He'll
happily tell the PCs story upon story about back when he was a young
clone.  He'll tell fun and creative stories about his trips into the
outdoors, and growing up fighting communists.  During the
conversation, the PCs will constantly need to remind Sargent what
their questions are.  For every phrase that Sargent says which is
relevant to the tank, he'll talk for several minutes about military
situations irrelevant to it.  He especially enjoys talking about old
war wounds.  Like the time a bottle of Bouncy bubble beverage
exploded when he was in an enclosed tankbot.  Or the time when he was
flying in a Vulture Warrior 920, and the controls short circuited,
giving him some nasty second degree burns.  He's got stories for his
stories, and all of them are boring.  Sargent is also thrilled to
have an audience for his stories.  It's been yearcycles since he was
able to actually tell most of them.  A captive audience is his dream!
 However, all of them are also incredibly loyal to the computer.  No
treason here.
     Here's what the PCs can get out of Sargent, if they manage to
manipulate the conversation to one of these areas:
     1) The Warbot has a leaky fusion battery.  If they can get a
trick shot off, they might be able to cause the battery to explode,
thus destroying the warbot.  (This, of course, goes against orders.)
     2) The Warbot tends to have a problem with it's left tread.  If
they force it to drive over a non-flat surface, it's left tread will
probably snap, thus immobilizing it.
     3) The Warbot's laser cannon has been known to malfunction, if
they can plug something into the barrel, it will no longer fire.
     4) The Warbot has an odd aversion to water.  If the PCs can
flood the corridors, it will drive away from the water.
     5) The Warbot has a strong attraction for bouncy bubbly
beverage.  If the PCs have some, they could lure the warbot wherever
they wanted by the scent of bouncy bubble beverage. (Of course, to
get some, they'll have to deal with PLC...)
     After the PCs have either gotten bored with Sargent, or have
gotten all of the information out of him, Sargent will fall asleep. 
For no apparent reason, he'll just pass out, either against a wall in
a charge, or crumpling to the floor.  When this happens, Gee will
walk in, and pick him up.  He will then say, "Alright, maggots.  Get
to work!  You've used up enough of Armed forces time."  Apparently
Gee has had a change of personality.  He will now be rude, and
forceful, in his attempts to get the PCs out of Armed forces.  
     If they want to go to PLC to get some Bouncy Bubble Beverage, if
time permits make them wait in line and deal with a used car salesman
type clerk named Klev-R-GUY.  Klev will desperately attempt to weasel
a bribe from the PCs.  However, in return for a generous bribe (100+
plasticreds) , Klev will cut a deal with them, providing them with a
full keg (c. 100 bottles) of Bouncy Bubble Beverage.  
     If the PCs now go to R&D, go to scene 3.  
     If they go to try to pick up the warbot's trail, go to scene 5. 

SCENE 5: Hot pursuit

     The PCs may at this time be following the warbot's trail in one
of two ways.  On foot, or by Drill machine.  If they are taking the
drill machine, at one point, it mysteriously ceases to function. 
From the inside they can find nothing wrong with it.  When they exit
the machine they find themselves in  the room described below.
     If this is the PCs are walking, they can follow the trail from
the room where this scenario began.  Make certain that you know what
order the PCs are travelling in, if this is the case.  After jumping
through a number of holes in the floor and in walls, they abruptly
come to a room filled with about 30 clones.  On the other side of the
clones, another hole in the wall is clearly visible.  The clones are
of a variety of different security clearances.  However, as soon as
the PCs enter the room, the whole crowd turns and stares at them.  
     Glancing around the room more thoroughly, the PCs notice a huge
banner streaming from wall to wall.  In rather bold print, it reads,
"ANTI-MUTANT MEETING."  A man in a yellow business suit, wearing
peculiar red-orange sunglasses walks out towards the PCs.  He's
pointing a laser pistol towards the PCs with one hand.  As he gets
closer, he says, "Hi, I'm Peterg-Y-RIK.  And for your sakes, I really
hope this is a joke."  
     All thirty of the clones in the room have laser pistols pointed
towards the PCs.  Now is the time for some very impressive
fast-talking, bootlicking, and if all else fails, running on the
parts of the PCs.  Allow the PCs to try whatever they want here. 
Keep in mind that Peterg is fairly intelligent, and is going to be
difficult to trick. 
     If the PCs try to fight their way through this mess, get
descriptive and creative in the ways they die.  Every PC will lose a
clone in this encounter if they try to fight.  (Well, one exception,
if a player is on his last clone, and gets creative, let him
survive.)  
     If they do all lose clones, the computer will be sympathetic,
and have the clones appear on the other side of the room.  (The side
they were trying to ge to.)  If the PCs escape the encounter alive,
and return to the drill machine, it will have mysteriously started
working once more.
     After the PCs have made it through this encounter, take them
through a mindless variety of twists and turns that the Warbot
apparently took.  Tell them they travel for several hours.  After a
bit, the devastation they encounter begins to look more recent.  As
the devastation looks more recent, the area also begins to look more
deserted.  After a bit the PCs find themselves in a deserted portion
of Alpha Complex.  Here the lights are a bit dimmer, and the air is a
bit more stale than usual.  The tread tracks of the Warbot can also
be easily followed here -- the 6 inch deep dust really leaves clear
prints.
     When you've decided the PCs have gone through enough of this,
proceed to Scene 6.
SCENE 6: Judgement Day

          Ahead of you, two things are clearly visible.  One is a 
     bright green light glowing from a doorway at the end of the 
     hallway.  The other is a familiar outline which is driving 
     towards the doorway. Driving?  Oh yeah, it's the Warbot.  It 
     hasn't yet noticed you, but it will pass through the doorway 
     ahead in about 25 seconds.  Right now, it's about 30 meters 
     away.  

     The PCs can now choose a way to try and get the warbot's
attention and to prevent it from getting through the doorway at the
end of the hall.  The doorway, of course, conveniently leads into one
of the primary fusion generators for Alpha Complex.  They now have
exactly 5 combat rounds in which to act.  
     The PCs now have a number of options open to them.  However,
only a few of them will work.  Pelting the Warbot with laser pistol
fire, however is not one them.  Laser pistols will not even get the
'bot's attention.  This would also damage the 'bot, which goes
directly against orders.  
     A few of the possibilities are as follows:
     The PCs might attempt to strike up a conversation with the 'bot.
This is possible only if they ask it about old battles.  The 'bot is
used to working with Sargent-R-OCK, and enjoys listening to war
stories.  If they start swapping war stories, the 'bot will turn and
follow them wherever they choose to go.
     The PCs can disable the Warbot using the Absorption Net or the
Bubble Gun from R&D.  If they use the Absorption net, one of the PCs
will need to get up close to the warbot, and make a Robot maintenance
roll.  If he succeeds, he was able to reprogram the 'bot so that it
would follow them back to the briefing room.  Remember, the PC only
has five minutes time to do this in.  If it takes longer, the
absorption net releases it's charge... ouch...
     The PCs might also choose to attempt to lead the 'bot astray
using Bouncy Bubbly Beverage.  If anyone opens a bottle of this
within earshot of the Warbot, it will abruptly turn and start driving
towards that clone.  The Warbot has a peculiar fascination with the
substance, and particularly enjoys using this for reserve fuel.  The
Warbot will then follow the bottle anywhere at breakneck speed.  This
could result in a chase back to the briefing room.
     Attempting to plug up the cannon on the Warbot is an altogether
bad idea.  While Sargent-R-OCK suggested this, he wasn't thinking all
too clearly at the time.  If they do this, the laser will merely
blast through the substance blocking it.  If the substance is
explosive, a large explosion will also result.  
     If the PCs attempt to blow out the warbot's engine, they may do
so at a -8 to hit.  A successful shot will cause the warbot to
explode.  If the explosion happens before the warbot gets into the
room with the fusion generator, everything is OK.  Well, sort of. 
The Explosion does 10E damage to everyone in the hallway.  If it
happens after it gets into the room with the fusion generator, this
is bad.  The resultant explosion is best viewed from a safe distance.
 The moon is a relatively safe distance.  
     If the warbot manages to make it into the room with the fusion
generator, it will abruptly destroy the shielding on the generator. 
Once more, we have a large explosion.  If such an explosion occurs
close the module, describe the tremendous explosion which blew the
Earth out of orbit.  Be colorful, and tell exactly what it looked
like as it shot out of the solar system.  Then, tell the PCs to start
reading their character sheets.  That's a possible ending.
     There are probably a wide variety of other solutions to stopping
the Warbot.  If the PCs come up with anything that seems reasonable,
let it work.  Things that are less reasonable, but funny might also
work.  Lastly, anything that's absolutely absurd, will work on a good
die roll.
     If the PCs have managed to avoid the complete destruction of
Alpha complex, the computers voice will emit from the multicorder. 
The computer will give them orders to immediately report back to
Briefing room HERO for debriefing.  
     Allow the PCs to come up with an interesting way of transporting
the Warbot back, especially if it's treads are damaged.  The drill
machine, if rehydrated, could be used as a sort of tow truck for the
warbot if all else fails.  
     When the PCs finally return to HERO room, with or without the
'bot, proceed to Scene 7.

SCENE 7: The Truth?

     Returning to HERO briefing room, you see that Runn-Y-NOZ is 
     once more seated at his desk.  The computer screen behind 
     him is clearly active, and observing you as you enter.  Runn 
     collects remaining R&D devices from each of you, and hands 
     each of you an R&D report form, telling you that you can turn 
     that in later.  The computer then speaks, "Good work 
     citizens.  Your triumph in the Warbot crisis was clear, and 
     the multicorder tape shall be broadcast throughout Alpha 
     Complex as a record of your valiant efforts. Now, do you 
     have anything of interest to report?"

     The computer looks directly at the team leader as he says the
last.  Now is the time for all reports of treason, communism, and
secret society membership.  Runn will not take part in any of this. 
Throughout their discussion, he will simply sit at his desk and take
notes.  If the fact that all of the team members were IntSec agents
comes out during the debriefing, Runn will look shocked.  He will
then take a notepad out of his pocket, tear it up, and toss it into a
waste disposal chute.
     If the PCs brought the warbot back with them, Runn will connect
a cord to the 'bot.  After several moments, the computer and the 'bot
will carry on a brief conversation concerning power types.  Make it
sound comparable to a discussion that two people would have about
different types of food.  After they finish talking, the warbot will
nod its cannon in a sort of bow, and roll out.  If anyone asks where
it is going, the computer will explain that the 'bot is being
returned to active duty.  It had just had a temporary psychological
instability which has now been taken care of.  Remember, questioning
the computer's judgement, is, of course, treason.
     After the players have completed their accusations, and several
party members have been executed, the computer will award a promotion
to one member of the team.  Whichever PC did the best job of
convincing the computer that he was a loyal follower during the
debriefing wins it.  When this is completed, the adventure ends.

                             Appendix 1
                             THE WARBOT
LUNATIC WARBOT: 
     Armor: All6. 
     Weapon: Laser Cannon III (DN:13, Type: L, Fires 1/rd.) 
     Skills: Laser Weapon:10, Intimidation: 15.  
     The bot moves at a maximum rate of 1.5 meters/sec.
     The Warbot is a renegade from Armed Forces.  After years and
years of dealing with power spikes when his fusion batteries were
recharged, this Warbot got mad.  It's decided to take his revenge on
the central power core of Alpha Complex, and nothing's going to stop
him.  The 'bot is quite irrational at this point, and convincing it
that it won't get any more power spikes could be difficult. 
Impressive use of spurious logic might allow a PC to outwit it and
calm it down.
     The 'bot has a weak spot for the taste of Bouncy bubble
beverage.  It will do just about anything to get it's fuel tank
filled with the substance.
                             Appendix 2
                           Stuff from R&D

Skin tight suits: Each of these suits provides the character wearing
it with Armor equal to All6.  However, as a consequence of it's
tightness, anyone who wears it has their voice raised several
octaves.  If they want to wear the suit, make sure that they
role-play the voice.

Bubble Gun: The gun-like device labeled "Guaranteed Safe" actually
is.  The only problem is that it's safe for the person shot too.  All
this weapon does is blow bubbles. LOTS and LOTS of bubbles, but
nothing else.  If used against the Warbot, it will cause the moving
'bot to skid in such a way that it's left tread is blown out.

The red plastic backpack is a rocketpack.  As soon as the dial is
twisted, the rockets on the back activate.  With them, activates the
missilebot pilot.  Unfortunately, someone at R&D forgot to reprogram
the missilebot so that it knew NOT to crash into things.  Once it's
turned on, the machine cannot be turned off again.  Controlling the
flight of the pack is also impossible.  Any PC who activates it while
wearing it will require a difficult agility roll.  If they succeed,
they manage to slip the pack off of their shoulders before it rockets
down the hallway and explodes against a wall.  If they fail, they
explode down the hall with it...

The Absorption Net is a one-shot device designed to absorb all of the
energy in an area.  When activated, it will shut down all 'bots,
lights, power, and sensors in a 25 meter radius.  This will work to
deactivate the tank 'bot.  However, the Net only works for 5 minutes.
After that time, the Net will explode releasing all the energy into a
10 meter radius.  This release will do 10E damage to all in the area.

The Dehydrated Drill machine is just that.  Just add water, and you
have instant transportation.  The machine travels by rolling on
treads and tunneling through walls, floors, ceilings, etc.  The
machine is driven by a very destructive pilotbot.  It will make a
point of driving through as many obstacles as possible on the trip. 
Also, to preserve the sanity of the passengers, the machine was built
so that they could not see where they are going.  They simply give
the 'bot instructions and he pilots.  Of course, any damage the 'bot
does is chargeable to the PC who signed for it later.  The only real
flaw with the device is that every 30 minutes game time, the machine
requires a new dose of water.  Two minutes before this happens, a
light will flash on the dashboard, and a lid will pop open.  A 'bot
voice will activate saying, "Add fuel immediately."  The voice will
not explain what kind of fuel is needed.  If at least a glass of
water is not added within two minutes, the whole machine rapidly
shrinks back into a one inch cube, collapsing whatever is inside of
it with it.  
                          Player Handout #1

     Greetings Troubleshooters.  Due to temporary broadcast
difficulties, this techbot was sent with your briefing location. 
Please report to the HERO briefing room.  There, Runn-Y-NOZ will
instruct you on your mission dealing with the renegade warbot.



                          Player Handout #2
The Box from R&D Contains:

6 Skin tight suits.  3 are red and 3 are orange.  All bear the yellow
stripe for a registered mutant.  A tag attached to each says, "Wear
Me!"

A black, gunlike device, which consists of a cylindrical backpack
attached to a nozzle with a wide funnel like opening.  Attached to
the trigger is a tag which reads, "GUARANTEED SAFE!"

A bright red, hard plastic backpack with a dial and two nozzles on
it. The dial is numbered from 0-10.  It is currently set to 0.

A bag containing a large net made of black corded plastic.  A small
black box with a bright red button is woven into one corner of the
net.  This bag is labeled, "Absorption net"

A 1"x1"x1" black cube labeled "Dehydrated Drill machine"

Characters

Name:Awkw-O-MAN-1             Service Group:CPU
Security Clearance:Orange


Attributes--

Strength:15              Carrying Capacity:40
                         Damage Bonus:1
Endurance:15             Macho Bonus:1
Agility:14               Agility Skill Base:3
Dexterity:15             Dexterity Skill Base:4
Moxie:9                  Moxie Skill Base:2
Chutzpah:12              Chutzpah Skill Base:3
Mech Apt:8               Mech Skill Base:2
Power:13


Agility Skill Base:3          Dexterity Skill Base:4
Force Sword:3                 Energy Weapons:4
Grenade:3                     Field Weapons:4
Neurowhip:3                   Laser Weapons:9
Primitive Melee Weapons:6     Primitive Missile Weapons:4
Truncheon:7                   Projectile Weapons:4
Unarmed:8                     Vehicle Aimed Weapons:4
                              Vehicle Field Weapons:4
Moxie Skill Base:2            Vehicle Launched Weapons:4
Biochemical Therapy:2
Biosciences:2                 Chutzpah Skill Base:3
Chemical Engineering:2        Bootlicking:8
Data Analysis:8               Con:5
Data Search:9                 Fast Talk:6
Demolition:2                  Forgery:3
Electronic Engineering:2      Interrogation:3
Mechanical Engineering:2      Intimidation:5
Medical:2                     Motivation:5
Nuclear Engineering:2         Oratory:4
Security:4                    Psychescan:5
Stealth:2                     Spurious Logic:3
Survival:2
                              Mechanical Skill Base:2
                              General Bot Op. & Maintenance:4
                              Habitat Engineering:6


Equipment: 
Truncheon 
Laser Pistol 
2 Orange Laser Barrels
Special JCA Communicator (Megaphone)
Suit of Orange Reflec 
Swim Flippers



Secret Society:Humanists      Actual Service Group: IntSec
Mutant Power:Levitation

Personality Notes: You have always been a registered Mutant.  You are
a relatively withdrawn individual, following the theory that the less
said, the less that can be proven treasonous.  You know how to get
the job done, but you are a team player, not a leader.  However, you
dislike violence.  There is far too much violence in Alpha Complex
today.  It is the non-violent clones which will eventually triumph. 
While you dislike the computer's methods, you have found that
pointing out such unnecessarily violent clones as treasonous is a
good way to eliminate them.  You were assigned to the Justified
Computer's Avengers (JCA) one month ago.  The team has only been on
two missions.

Service Group Notes:
     You are Intsec's most trusted agent in this sector.  You have
proven yourself time and time again as a skilled agent in this area. 
Now, you accept your current mission with great fervor.  IntSec has
strong cause to believe that all of your fellow members of the JCA
are mutants.  Well, actually the fact that they are registered
mutants gives that away.  However, more importantly, IntSec also
believes that there are at leats to treaonous communists in your
midst.  Your objective is to ferret these two out before the mission
briefing.  Also, take extreme care, that your cover is not blown.

Secret Society Notes:
     Rumor has it that your next assignment may involve a 'bot used
in Armed Forces.  If this is the case, your objective is to reprogram
the 'bot so that it will respond to Humanist commands.  The Humanists
currently have very few 'bots under our command in the Armed forces. 
The success of this mission is vital.

Other Troubleshooters:
Greenlant-O-RNN: This clone is too outspoken and confident.  He must 
     be faking, and he could only be a traitor.
Soup-R-MAN: While this clone's recent noble sacrifice was 
     impressive, he has been too cautious since the incident.
Spied-R-MAN: He has far too much trust in R&D.  You will attempt to 
     correct this flaw.
Humant-O-RCH: This clone's mutation is too dangerous.  He has burned 
     you far too many times.
Wolf-R-EEN: This short clone is the most violent person you have ever
     met.  One of these times, his violence will be treasonous.
     

Name:Greenlant-O-RNN-1        Service Group:Technical Services
Security Clearance:Orange


Attributes--

Strength:11              Carrying Capacity:25
                         Damage Bonus:0
Endurance:11             Macho Bonus:0
Agility:12               Agility Skill Base:3
Dexterity:12             Dexterity Skill Base:3
Moxie:14                 Moxie Skill Base:3
Chutzpah:15              Chutzpah Skill Base:4
Mech Apt:15              Mech Skill Base:4
Power:17

Agility Skill Base:3          Dexterity Skill Base:3
Force Sword:3                 Energy Weapons:3
Grenade:3                     Field Weapons:3
Neurowhip:3                   Laser Weapons:8
Primitive Melee Weapons:3     Primitive Missile Weapons:3
Truncheon:9                   Projectile Weapons:3
Unarmed:3                     Vehicle Aimed Weapons:3
                              Vehicle Field Weapons:3
Moxie Skill Base:3            Vehicle Launched Weapons:
Biochemical Therapy:3
Biosciences:3                 Chutzpah Skill Base:4
Chemical Engineering:3        Bootlicking:6
Data Analysis:3               Con:6
Data Search:3                 Fast Talk:4
Demolition:3                  Forgery:4
Electronic Engineering:6      Interrogation:4
Mechanical Engineering:6      Intimidation:5
Medical:3                     Motivation:9
Nuclear Engineering:5         Oratory:9
Security:3                    Psychescan:11
Stealth:3                     Spurious Logic:8
Survival:3
                              Mechanical Skill Base:4
                              General Bot Op. & Maintenance:8
                              Habitat Engineering:9


Equipment:
Lantern Ring: works as a combination flashlight/weapon.  Given to 
     you by R&D.  Use truncheon to hit.  Fires a retractable boxing 
     glove for 7I damage
Laser
1 Orange Barrel
Techkit
Suit of Orange Reflec
Sunglasses
JCA Communicator (Megaphone)

Secret Society: Illuminati         Actual Service Group: IntSec
Mutant Power: Energy Field

Personality Notes: You have been a registered mutant for as long as
you can remember.  You believe strongly in the computer and its
policies.  These policies were designed to support life in the best
way possible.  You are a natural leader, and a proud, and loud
speaker.  You were assigned the lantern ring from R&D in an
experiment to test the possibility of using these rings as a
replacement for the standard issue lasers.  You are quite happy with
the weapon thus far, and never fail to use it in the cause of
defending the computer.  You were assigned to the Justified
Computer's Avengers (JCA) one month ago.  The team has only been on
two missions.

Service Group Notes:
     You are Intsec's most trusted agent in this sector.  You have
proven yourself time and time again as a skilled agent in this area. 
Now, you accept your current mission with great fervor.  IntSec has
strong cause to believe that all of your fellow members of the JCA
are mutants.  Well, actually the fact that they are registered
mutants gives that away.  However, more importantly, IntSec also
believes that there are at leats to treaonous communists in your
midst.  Your objective is to ferret these two out before the mission
briefing.  Also, take extreme care, that your cover is not blown.

Secret Society Notes: You have strong reason to believe that one of
your fellow members of the JCA belongs to the illuminati.  By
unmasking this man, or turning him into the computer for treason, you
will surely advance in power.  The only problem is, you're not
certain which member it is.

Other Troubleshooters:
Awkw-O-MAN: This clone is too quiet.  You lecture to him more often 
     about the glories of the computer to make him talk.
Soup-R-MAN: This clone's speaking abilities rival yours, and you are
     sympathetic towards him since he just lost a clone brother.
Spied-R-MAN: This clone from R&D always wants your ring.  You better 
     watch it around him.
Humant-O-RCH: This clone tendsto be quite violent.  Perhaps you can 
     curb some of his explosive tendencies by talking. 
Wolf-R-EEN: He doesn't seem to enjoy listening to you talk.  You've 
     tried to talk with him about it, but he won't usually answer.


Name:Humant-O-RCH-1           Service Group:Power Services
Security Clearance:Orange


Attributes--

Strength:6               Carrying Capacity:25
                         Damage Bonus:0
Endurance:8              Macho Bonus:0
Agility:12               Agility Skill Base:3
Dexterity:15             Dexterity Skill Base:4
Moxie:11                 Moxie Skill Base:3
Chutzpah:8               Chutzpah Skill Base:2
Mech Apt:8               Mech Skill Base:2
Power:19

Agility Skill Base:3          Dexterity Skill Base:4
Force Sword:3                 Energy Weapons:4
Grenade:17                         Field Weapons:4
Neurowhip:3                   Laser Weapons:12
Primitive Melee Weapons:3     Primitive Missile Weapons:4
Truncheon:8                   Projectile Weapons:4
Unarmed:3                     Vehicle Aimed Weapons:4
                              Vehicle Field Weapons:4
Moxie Skill Base:3            Vehicle Launched Weapons:4
Biochemical Therapy:3
Biosciences:3                 Chutzpah Skill Base:2
Chemical Engineering:3        Bootlicking:6
Data Analysis:3               Con:6
Data Search:3                 Fast Talk:6
Demolition:4                  Forgery:2
Electronic Engineering:3      Interrogation:2
Mechanical Engineering:3      Intimidation:2
Medical:3                     Motivation:2
Nuclear Engineering:3         Oratory:2
Security:6                    Psychescan:2
Stealth:3                     Spurious Logic:8
Survival:3
                              Mechanical Skill Base:2
                              General Bot Op. & Maintenance:2
                              Habitat Engineering:2


Equipment:
16 grenades
Laser pistol
2 orange barrels
JCA Communicator (Megaphone)
Suit of Orange Reflec





Secret Society:Death Leopard  Actual Service Group: IntSec
Mutant Power:Pyrokinesis

Personality Notes: Action is always better than anything else. 
That's why you registered your mutation a long time ago.  This way,
you're able to cause things to explode in flame whenever you want. 
Pretending to work for power services is also great, it gives you an
excuse to leave live cables laying around to electrocute things. 
Violence is the solution to all problems.  If violence doesn't seem
to be working, more violence usually does.  If that doesn't work, you
sometimes try listening to the people talking to you.  However, you
don't really trust that method.  You were assigned to the Justified
Computer's Avengers (JCA) one month ago.  The team has only been on
two missions.

Service Group Notes:
     You are Intsec's most trusted agent in this sector.  You have
proven yourself time and time again as a skilled agent in this area. 
Now, you accept your current mission with great fervor.  IntSec has
strong cause to believe that all of your fellow members of the JCA
are mutants.  Well, actually the fact that they are registered
mutants gives that away.  However, more importantly, IntSec also
believes that there are at leats to treaonous communists in your
midst.  Your objective is to ferret these two out before the mission
briefing.  Also, take extreme care, that your cover is not blown.

Secret Society Notes: 
     The Death Leopards have given you free reign to destroy as much
computer property as you can possibly get near.  If you should run
out of grenades, leave a note in the third locker in BOM sector.  We
will attempt to get as many more to you as possible.  Also, if you
can secure any equipment from armed forces for the Society, it would
be appreciated.

Other Troubleshooters:
Greenlant-O-RNN: This clone is far too outspoken about his faith in 
     the computer.  It must be an act.
Awkw-O-MAN: This clone is too quiet.  He must be hiding something in 
     his solitude.  You'll soon know what!
Soup-R-MAN: Ever since his clone brother died, he hasn't fought 
     right.  You'll show him how to fight!
Spied-R-MAN:It's not fair. This clone always gets to all of the 
     great exploding things from R&D before you do.
Wolf-R-EEN: This guy is about as violent as you are.  You need to 
     check in with superiors, he sure acts like someone from Death 
     Leopard.
     
     
Name:Soup-R-Man-2             Service Group: HPD & MC
Security Clearance:Red


Attributes--

Strength:20              Carrying Capacity:65
                         Damage Bonus:2
Endurance:15             Macho Bonus:1
Agility:11               Agility Skill Base:3
Dexterity:11             Dexterity Skill Base:3
Moxie:12                 Moxie Skill Base:3
Chutzpah:11              Chutzpah Skill Base:3
Mech Apt:6               Mech Skill Base:1
Power:17

Agility Skill Base:3          Dexterity Skill Base:3
Force Sword:3                 Energy Weapons:3
Grenade:3                     Field Weapons:3
Neurowhip:3                   Laser Weapons:9
Primitive Melee Weapons:5     Primitive Missile Weapons:3
Truncheon:9                   Projectile Weapons:3
Unarmed:15                    Vehicle Aimed Weapons:3
                              Vehicle Field Weapons:3
Moxie Skill Base:3            Vehicle Launched Weapons:3
Biochemical Therapy:3
Biosciences:3                 Chutzpah Skill Base:3
Chemical Engineering:3        Bootlicking:5
Data Analysis:4               Con:8
Data Search:3                 Fast Talk:6
Demolition:3                  Forgery:3
Electronic Engineering:3      Interrogation:7
Mechanical Engineering:3      Intimidation:8
Medical:3                     Motivation:15
Nuclear Engineering:3         Oratory:12
Security:3                    Psychescan:4
Stealth:3                     Spurious Logic:3
Survival:3
                              Mechanical Skill Base:1
                              General Bot Op. & Maintenance:1
                              Habitat Engineering:5


Equipment:
Truncheon
Laser Pistol
2 Red Laser Barrels
JCA Communicator (Megaphone)
Red Reflec
Red Cape

Secret Society:FCCCP          Actual Service Group: IntSec
Mutant Power:Adrenalin Control

Personality Notes: You have been a registered mutant all of your
life.  You have also been fiercely loyal to the computer for as long
as you can remember.  Serving the computer is the most wonderful
thing any clone could do.  You also enjoy reminding your fellow
clones what a wonderful thing this is.  Serving the computer as a
troubleshooter is also a glorious thing.  On your last mission, one
of your clone brothers died fighting a creature which had escaped
from a fusion generator.  Before that happened, you thought you were
immortal.  Since then, you and your clone brothers are trying to be
very cautious in situations where you could get hurt.  You were
assigned to the Justified Computer's Avengers (JCA) one month ago. 
The team has only been on two missions.

Service Group Notes:
     You are Intsec's most trusted agent in this sector.  You have
proven yourself time and time again as a skilled agent in this area. 
Now, you accept your current mission with great fervor.  IntSec has
strong cause to believe that all of your fellow members of the JCA
are mutants.  Well, actually the fact that they are registered
mutants gives that away.  However, more importantly, IntSec also
believes that there are at leats to treaonous communists in your
midst.  Your objective is to ferret these two out before the mission
briefing.  Also, take extreme care, that your cover is not blown.

Secret Society Notes: It is feared that several members of the JCA
belong to Secret societies.  Actually, it's feared that all of them
belong to traitorous societies.  You will need to stay on your toes,
and turn each and every one of them in for treasonous actions.  Take
great care, the FCCCP cannot afford to lose a member with as much
potential as yourself.

Other Troubleshooters:
Greenlant-O-RNN: You enjoy listening to this clone's rousing 
     speeches.  They often inspire you to give one.
Awkw-O-MAN: This clone is far too quiet.  You try to get him to 
     speak out when you can.
Spied-R-MAN: This clone is rather friendly to you, and you repay it 
     with kindness.  You feel he knows responsibility.
Humant-O-RCH: This clone's explosive tendencies need to be curbed.  
     Perhaps talking him through the matter could help some.
Wolf-R-EEN: This clone has stayed out of your way lately.  You're 
     not certain why, and plan to ask him about it.
     
     
Name:Spied-R-Man-1                 Service Group:R & D
Security Clearance:Red


Attributes--

Strength:11              Carrying Capacity:25
                         Damage Bonus:0
Endurance:12             Macho Bonus:0
Agility:19               Agility Skill Base:5
Dexterity:15             Dexterity Skill Base:4
Moxie:14                 Moxie Skill Base:3
Chutzpah:5               Chutzpah Skill Base:1
Mech Apt:11              Mech Skill Base:3
Power:10

Agility Skill Base:5          Dexterity Skill Base:4
Force Sword:5                 Energy Weapons:4
Grenade:5                     Field Weapons:4
Neurowhip:5                   Laser Weapons:19
Primitive Melee Weapons:5     Primitive Missile Weapons:4
Truncheon:8                   Projectile Weapons:4
Unarmed:12                    Vehicle Aimed Weapons:4
                              Vehicle Field Weapons:4
Moxie Skill Base:3            Vehicle Launched Weapons:4
Biochemical Therapy:10
Biosciences:5                 Chutzpah Skill Base:1
Chemical Engineering:9        Bootlicking:2
Data Analysis:3               Con:1
Data Search:3                 Fast Talk:1
Demolition:3                  Forgery:1
Electronic Engineering:3      Interrogation:1
Mechanical Engineering:3      Intimidation:1
Medical:3                     Motivation:1
Nuclear Engineering:9         Oratory:1
Security:8                    Psychescan:1
Stealth:3                     Spurious Logic:5
Survival:3
                              Mechanical Skill Base:3
                              General Bot Op. & Maintenance:6
                              Habitat Engineering:3


Equipment:
Spieder boots: These shoes which you built in R&D allow you to walk 
     on walls.  The only problem is that sometimes (on a failed 
     Agility roll) you fall off the walls.  That hurts...
Laser Pistol
2 Red Laser Barrels
JCA Communicator (Megaphone)
Red Reflec Armor
Bottle Bouncy Bubble Beverage


Secret Society:Pro Tech       Actual Service Group: IntSec
Mutant Power:Hypersenses

Personality Notes:
     You have been a registered mutant for the past 6 months.  That
was when the mutation first happened.  You had just been assigned to
R&D when you were struck by healthful rays from a fusion generator. 
Since then, you've had your power.  You enjoy working for the
computer as a troubleshooter, and you readily accept the danger
involved.  The reason for this is that you love testing the new
materials designed in R&D, maybe, computer willing, you'll gain more
powers this way.  As a consequence, You were thrilled when IntSec
asked you to work in that department.  You enjoy all aspects of
troubleshooting, especially the combination of thinking and of target
practice.  You've been quite happy with You were assigned to the
Justified Computer's Avengers (JCA) one month ago.  The team has only
been on two missions.
Service Group Notes:
     You are Intsec's most trusted agent in this sector.  You have
proven yourself time and time again as a skilled agent in this area. 
Now, you accept your current mission with great fervor.  IntSec has
strong cause to believe that all of your fellow members of the JCA
are mutants.  Well, actually the fact that they are registered
mutants gives that away.  However, more importantly, IntSec also
believes that there are at leats to treaonous communists in your
midst.  Your objective is to ferret these two out before the mission
briefing.  Also, take extreme care, that your cover is not blown.

Secret Society Notes: If possible, get copies of as many blueprints
as you can from R&D.  Also, if you have the opportunity, make
sketches or take photographs of any gear you work with.  Anything
that you can spare, leave in the JCA HQ.  Fellow members will pick
the equipment up for analysis and attempts at replication.

Other Troubleshooters:
Greenlant-O-RNN: This clone's ring is incredible.  You really want 
     to see it and take it apart.
Awkw-O-MAN: You've noticed that this clone is rather quiet.  To make 
     him talk more, you tell him about all your projects in R&D.
Soup-R-MAN: This noble clone already sacrificed one clone brother 
     for the computer's cause.  You respect him for it.
Humant-O-RCH: This clone seems to only be obsessed with things that 
     explode.  You've shown him some great R&D items that do that.
Wolf-R-EEN: This clone's personality is rather volatile.  You take 
     greater than usual care around him.
     
Name:Wolf-R-EEN-1                                   Service Group:Armed Forces
Security Clearance:Red


Attributes--

Strength:15              Carrying Capacity:40
                         Damage Bonus:1
Endurance:14             Macho Bonus:1
Agility:11               Agility Skill Base:3
Dexterity:12             Dexterity Skill Base:3
Moxie:6                  Moxie Skill Base:1
Chutzpah:6               Chutzpah Skill Base:1
Mech Apt:6               Mech Skill Base:1
Power:20

Agility Skill Base:3          Dexterity Skill Base:3
Force Sword:5                 Energy Weapons:3
Grenade:5                     Field Weapons:3
Neurowhip:5                   Laser Weapons:8
Primitive Melee Weapons:18    Primitive Missile Weapons:3
Truncheon:5                   Projectile Weapons:3
Unarmed:20                    Vehicle Aimed Weapons:3
                              Vehicle Field Weapons:3
Moxie Skill Base:1            Vehicle Launched Weapon:3
Biochemical Therapy:1
Biosciences:1                 Chutzpah Skill Base:1
Chemical Engineering:1        Bootlicking:1
Data Analysis:1               Con:4
Data Search:1                 Fast Talk:3
Demolition:1                  Forgery:1
Electronic Engineering:1      Interrogation:6
Mechanical Engineering:1      Intimidation:15
Medical:1                     Motivation:1
Nuclear Engineering:1         Oratory:1
Security:1                    Psychescan:1
Stealth:10                    Spurious Logic:1
Survival:15
                              Mechanical Skill Base:1
                              General Bot Op. & Maintenance:1
                              Habitat Engineering:1


Equipment:
Hand claws: These claws were provided you by R&D.  They are attached 
     to the back of your hands by gloves.  They can be used like 
     knives in combat.
Laser Pistol
2 Red Laser Barrels
JCA Communicator (Megaphone)
Red Reflec 



Secret Society:Sierra Club    Actual Service Group: IntSec
Mutant Power:Regeneration

Personality Notes: You are a registered mutant, and always have been.
Because of this, the computer graced you with the honor of being a
troubleshooter.  You like this for one reason -- you get to kill
treasonous clones.  This is an outlet for your anger at Alpha Complex
in general.  You dislike living with other people.  Because you have 
never really been alone, you are uncertain if you would like that
better.  However, in general, other people irritate you.  You tend to
take this out on them by finding them guilty of treason and having
them executed.  You were assigned to the Justified Computer's
Avengers (JCA) one month ago.  The team has only been on two
missions.
Service Group Notes:     You are Intsec's most trusted agent in this
sector.  You have proven yourself time and time again as a skilled
agent in this area.  Now, you accept your current mission with great
fervor.  IntSec has strong cause to believe that all of your fellow
members of the JCA are mutants.  Well, actually the fact that they
are registered mutants gives that away.  However, more importantly,
IntSec also believes that there are at leats to treaonous communists
in your midst.  Your objective is to ferret these two out before the
mission briefing.  Also, take extreme care, that your cover is not
blown.

Secret Society Notes:
     Rumors suggest that the next mission you are sent on might be
instrumental in preventing the collapse of Alpha Complex.  If
possible, try to cause the mission to fail.  Such failure might allow
for us to escape into a more natural world.  There, we could enjoy
isolation from the metallic tyranny of the computer.

Other Troubleshooters:
Greenlant-O-RNN: You hate the way this clone is always talking.  
     Soon, you'll find some dirt to shut him up.
Awkw-O-MAN: At least this clone is quiet and doesn't usually annoy 
     you.  You try to stay out of his way too.
Soup-R-MAN: One of his clone brother's just died.  You'll go easy on 
     him at first because of it.
Spied-R-MAN: This clone's obsession with R&D must be treasonous.  
     With care, you'll catch him soon.
Humant-O-RCH: You like working with this clone.  He enjoys blowing 
     things up, and it's very entertaining.


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