PARANOIA
Outside In
(A mission
outline for Red Clearance clones)
(Steve Criddle)
GM Stuff
What follows is a
mission outline. Unlike the missions you will find in books by West
End Games, this is purely an outline. Add whatever ingredients
you like to turn it into a fully-rounded mission.
The core of the mission
involves a handful of secret societies. For maximum potential, it
is suggested that you have a member of Romantics and/or Sierra
Club and a member of Pro Tech in the team.
This mission is best
suited to players who like drawing maps and like solving the occasional
puzzle. There are still plenty of opportunities for them to shoot
at each other.
Background
Pro Tech have got
hold of some really hot information. One of their spies has
managed to find where and when the local Romantics are going to hold one
of their meetings. Rather ambitiously, Pro Tech have decided to try
to assassinate the leader of that local group (Inn-U-NDO-6). Of course,
they can't do this themselves. So they have decided to set up a Troubleshooting
team...
The meeting is being
held in a hall within a Sierra
Club "farm" - a secret place where they store living things they have
found Outside (hence the title of this mission outline). They are
kindly letting the Romantics use this area. Pro Tech don't realise
that the area has anything to do with Sierra Club.
The cameras in this
area were disconnected some time ago, but Sierra Club managed to get some
help doing this. The upshot is that the Computer didn't actually
realise that the cameras weren't working (until it was pointed out).
Pro Tech have pulled
a few strings and managed to get FCCCP to agree to set up a troubleshooting
mission into the area (although FCCCP don't know why the mission is being
arranged). Pro Tech (not wanting to take any chances) have also arranged
for one of their members in R&D to make some "modifications" to the
bot that will be assigned to the team.
The bot in question
is a fairly basic model, equipped for cleaning duties. It has an
internal laser pistol and a couple of other vaguely useful gadgets.
The bot knows all about these items. What it doesn't know is that
it also has an automatic slugthrower and a grenade launcher installed inside
it. Not only that, it has a second brain...
The bot with two brains
The first (and main)
brain has a rather childlike personality. It will treat the robotics
officer (who will be chosen at the mission briefing) as its "daddy".
It has absolute faith in daddy, and won't cooperate with anyone else unless
daddy says it's OK.
The second brain will
be dormant most of the time. However, if it sees Inn-U-NDO-6 it will
take over control of the bot and use the secret weapons to wipe him out
(and any other society members who get in its way). The first brain
won't be aware of what's going on, except that lots of people are firing
at it for some reason. (Even if it sees Inn-U-NDO get killed with
a slugthrower or grenade, it won't realise the shot came from itself).
Secret Society stuff
Only a handful of
secret societies are directly involved with this mission. Give clones
from other societies whatever information/disinformation you feel is appropriate...
FCCCP
Rumours: This
mission has been organised by FCCCP. It's got something to do with
retrieving a broken bot.
Pro Tech
Rumours: This
mission will take you into an area where a rival secret society sometimes
meets. Wipe out the leader. Kill anyone who tries to stop you,
but try not to arouse suspision beforehand. You are not the only
assassin in this team!
Objects: A
photograph of Inn-U-NDO-6 to aid visual identification of the target.
Romantics
Rumours: Your
team is going to be sent into a hide-out of a secret society who sometimes
help us out - called Sierra Club. Try to help minimise what the team
finds out and reports back to The Computer. Your team contains
a member of Sierra Club.
Objects: A
photograph of Inn-U-NDO-6 - what a hero!
Sierra Club
Rumours: The
Computer is sending your team to wipe out some members of a secret
society called Romantics. This society is friendly with ours, so
try to stop this from happening.
Mission Briefing
Troubleshooters.
You are to ride the transtube to area 704-YGTD-MT. We have received
reports that a large number of video cameras in that area have stopped
functioning. If one or two cameras were inoperative we wouldn't be
too worried, but we have lost virtually all of the cameras.
We suspect that
the sector has been taken over by Commies. Your team is to go into
the area and investigate what has happened there. Once the area has
been declared safe, we can then send in a group from Technical Services
to repair the cameras. Since you're going into an area which hasn't
been serviced for a long time, you will be assigned a scrubot which can
clean areas once you have secured them.
Since you are going
to be assigned a scrubot, you will need a Robotics Officer. Who volunteers?
Give the team a few
moments to choose a Robotics Officer. If they take too long, nominate
someone. Perhaps the person least suited for the job.
After choosing a Robotics
Officer, get the team to choose a Team Leader. As before, if they
take too long, nominate someone. The Team Leader is promoted to Orange
clearance.
Once the briefing
is over, send the team to PLC and R&D for whatever equipment you want
to give them.
Map
+-----------+ Green I/R \ +----+
| Stage (L)---------+---------------+--------+--------+----/-|Guns|
(L) |-----------| || +---+---+ +--+--+ +-(V)-+ \ | |
| | | |V Up | P O| |Dark +--+ I/R | | +----+
| | | +---+---+ | L | |Room | |Cntrl| Force
| | Theatre | | | | A +--| +--+--+ +-----+ Field
+--(D) (D)----(L) Red | | N | | | +---------+
| | | Up->| | | T +--| +(L) |
| | | +---+---+ | S | | | Animals |
| | | |A Up +-------+ | |-+ |
| +-----------+ || (Stairs) | | | | |
| +---------------| | | | |
+---+-----+ | +-| | |
|---------| N | Up| +-------|
| +-+ |Drawbridge | | ->| Walkway |
| | Room W--+--E +--+---+ +---------+
| | | | | Black
| | S |Orange+----------+
| | | | |
| | +--+---+ +-----+---------+
|---------| Toilet |Blue |---------------|
+-----+---+ +-------+ | | | |
| | | +---+---+ | | |
| | I/R | | | | |<-Planks|
| | + - + Red | | | |
| +-------+ | | | | |
| | +---+---+ | | |
| +---+---+ | | | |
| | +--| |Green |---------------|
| | | | +------+--------+
+------------------------+ I/R +-------+---------------+
| | | Black
| | |
| +-------+ (D) - Door
| Reception (L) - Locked Door
Station (V) - Violet Door
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Station:
This is the transtube
station where the Troubleshooters disembark. It is totally deserted.
The only exit is the corridor to the north.
Drawbridge room:
The Troubleshooters
discover that the drawbridge is retracted, with the controls on the northern
side. The door to the north is locked, and the controls are on the
other side of the door.
Reception:
This room has a counter
in the northeast corner and doors to the North and East. North leads
to the toilet. East leads into an Infrared corridor. Behind
the counter are 30 credits. (Hey, this sounds a bit like D&D).
Toilet:
A search of this
room reveals a loose ventilation grate. Behind is a narrow passageway
that a Troubleshooter may be able to crawl through, which leads to a red
room with no other (legal) way out. The bot won't fit through here.
Southern Corridor:
Two corridors branch
off this one. Troubleshooters can't get along the green corridor
- an automatic laser shoots them if they try. Clever troubleshooters
may figure out that bots can get through here unscathed.
[When I ran this
mission, a clone with a flamethrower reclassified
the entire corridor infrared.]
Room with planks in:
A large hole in the
ground (approximately 10 metres deep), with planks across it. Easy
agility rolls for anyone trying to cross. Normal rolls if they are
carrying heavy R&D equipment (now that would be unfortunate) or if
they try to cross backwards (why shouldn't they trust their buddies?)
Heavy bots don't stand a chance of getting across here.
Red Room:
Put whatever useless
junk you want in here. Or maybe some laser barrels or something.
A small weapon would be good if only one Troubleshooter has come in here.
Just watch him try to conceal this when he gets to the armory...
Orange Room:
Red Troubleshooters
can't get through this room without their Orange teammate. As long
as an Orange (or above) is in the room, they're fine. Like the green
(and blue) corridors, an automatic laser
shoots anyone who shouldn't be here. One shot per round - choose
your victim if there is more than one.
This can get interesting
when your Orange troubleshooter is leading - they all get into the room
OK, but as soon as he walks out of the other door, the shooting starts!
Room with plants:
This is where the
Sierra Club are growing trees and stuff - not that your team are likely
to know what trees are. With luck, they'll be wondering if they are
allowed in there - with all that Green stuff!
Inside this room (which
is BIG) there is a garden shed - unlocked. Our heroes can
find all sorts of gardening equipment, flower pots, etc. They might
even try to use some of them as weapons.
In the North-East
corner of the main room is a metal drum with a lid on it. The drum
is about 1 metre across and 1 metre high and it is fastened to the floor.
Removing the lid reveals a dark vertical tunnel (for want of a better name),
which are heroes may believe to be a well (encourage this!) In fact,
it leads straight to the incinerator, but they probably won't find this
out until one of them tries to go down it. "Hey guys, his rope's
gone slack."
Stairs:
Let them have fun
trying to get the bot up these (and failing, unless they're really clever)...
Dark Room:
Each way in has two
doors, forming a sort of "airlock" in between. There is no light
in the room itself (hence the name). Any source of light in this
room will be shot at automatically. Troubleshooters can grope around
in the dark looking for other doors, but this will be a slow process.
Clones can try to shoot out the automatic laser, but it'll be a difficult
shot and most weapons emit some form of light when fired...
To the south of this
room lies a corridor with one door midway down on the eastern side.
At the southern end of the corridor is a ladder going upwards, leading
to the:
Walkway:
The walkway overlooks
an area containing animals (described below). To the south is a room
with desks, books and old computer terminals in. There is a cardkey
in this room which the team should find fairly easily. If this mission
goes according to plan, they are in for a heap of trouble later.
Let them think things are going well...
Animals:
The Sierra Club are
breeding animals in this area. Anyone opening the door (or worse,
blowing it up) is likely to be charged by a large bull. If they try
to run back to the dark room, they may let some light in... If they
remember to shut the first door before opening the second one, perhaps
the bull will smash through the first door and get shot by the automatic
laser.
Control Room:
The northern door
is Violet, but our heroes can go through it if they want. By this
time they are probably too scared to go outside their security access.
The room itself is Infrared clearance, and has various control panels in
it. Power, fire sprinklers, air conditioning - use your imaginiation
if they start fiddling with them!
Armory:
Lots of nice weaponry
in here. There's a particularly useful rocket launcher. Shame
they won't be able to get past the:
Force Field:
A sign outside the
Armory says "No weapons beyond this point". Strange how the Troubleshooters
should be warned about this sort of thing. The force field hums menacingly.
Anybody trying to pass through while carrying a weapon gets zapped by it.
If the bot tries to go through it will short out, which will make life
interesting for anyone inside the room at the time - how are they going
to get back out? When the force field is zapping someone, nobody
can pass through or touch the person being zapped. (Well they can,
but they'll get zapped themselves!)
Alert troubleshooters
may work out that they can fire the rocket launcher down the corridor and
blow up the door at the other end (heh heh...). This will kill several
clones on the stage behind the door (Inn-U-NDO being one of them) and provoke
a swift counter-attack by Sierra Club.
Northern Red Room:
The climb to the
north is a steep ramp - your bot will just wheel-spin if he tries to get
up here by himself. He will need a push. This may (possibly)
alert your team to what is going to happen later.
To the west is a locked
door - they will need a cardkey to get through this door. You can
let them use the same key to get through the door onto the stage if you
want, but this way is more fun.
They can blast their
way through this door if they like, but they will lose any element of surprise.
Behind this door (and
the one onto the stage) they can hear someone speaking, though they won't
be able to work out what is being said. (It's Inn-U-NDO giving a
speech to his followers).
Once they've got the
door open, the bot will push its way through. (If they are going
for stealth rolls, so much the better). Once it gets past the door
it will realise that it is on a downward slope with no chance of stopping.
The poor bot will crash through the double doors at the end of the slope,
straight into the theatre...
This is where the
second Bot Brain becomes active. The players will hear lots of gunfire,
a few laser blasts, a couple of explosions, and then... Silence.
This may worry your players.
If your players decide
to see what's happened, let them get into the theatre before the Sierra
Club members attack. If they decide to stay in the Red Room, let
the society members attack them from the west and north. They can
escape out of the south corridor if they want, but how will they get the
bot back?
If the clones don't
have the bot with them, the clones can wander down the slope and into the
hall. Some Sierra Club members will open fire on the team when they
spot them. The rest of the club members will escape through the drawbridge
room and then the defenders will then escape once everyone is out.
(Leaving the drawbridge extended, which makes life easier for the clones
when they want to get out again).
Theatre:
Once they have wiped
out the attackers (and the attackers have wiped out a few of them), they
can make their way to the theatre.
If the bot caused
the devastation in this room, the team find it lying on its front, inactive.
It has a few laser blast marks on it. The main power circuit has
popped and needs to be reset. Up on the stage are three society members.
One of them is Inn-U-NDO-6. They are all dead (of course).
If your team members want to be detectives, let them notice that all of
the dead bodies have laser pistols, but nobody has slugthrowers or grenades.
If the bot wasn't
about at the time, Inn-U-NDO-6 manages to escape to live another daycycle
- unless one of the clones managed to kill him in the firefight.
Paranoia
and The Computer logo are registered trademarks of West
End Games
Authors of submitted items are indicated where appropriate
All other text and graphics by Steve
Criddle
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