 |
PARANOIA
Troublebots
(Ben
Russell-Gough)
Background – GM Only
Robotic Dawn
In the relentless fight
against Communist insurgents within Alpha Complex, The Computer is keen
to encourage the development of new tools and automated services.
One of these latest crackpot id... ah... brilliant developments is the
deployment of robot Troubleshooters.
The theory behind
these brave mechanical warriors is essentially the same one as that behind
organic Troubleshooters. Simply put, it is to harness the diverse
skills and experience of persons not normally involved in security operations
for the fight against the Commie Mutant menace. Unfortunately, these
robotic servants of The Computer suffer from the same problems, namely:
lack of proper training, lack of appropriate equipment and active sabotage
of missions by jealous and/or incompetent Service Group hierarchies.
As these robotic Troubleshooters
have far greater responsibility and more important roles than their brethren
have, they find themselves suddenly launched onto the security clearance
table. For Corpore Metalists, the chance to actually order around
and abuse Infrared-clearance citizens is almost a dream come true.
Unfortunately, the new Red-clearance status of these Robots means that
any corridors, and any rooms from Security Clearance Orange and up are
no-go areas.
Still, the assignment
of Security Clearance means the assignment of status, something no robot
could dream of previously. Robot Troubleshooters receive services
and peripherals as standard that most robots never receive. They
are authorised to carry weapons and use them on Humans at will. They
have a guaranteed memory back up every nightcycle and receive identical
new bodies if traitors should destroy their old one.
Furthermore, The Computer
rewards success. While, theoretically, robots do not require property,
nonetheless The Computer often rewards them with credit bonuses, software
requisition chits and extra peripherals for their good and faithful service.
Being a robot Troubleshooter
is an opportunity to advance in the Computer's service that is simply not
available to most robots. It is quite possible that, one day, a robot
Troubleshooter will reach the heady heights of Security Clearance Ultraviolet,
and become an AI High Programmer. We live in strange times indeed,
friend citizen...
Not unnaturally, Robot
Troubleshooters have very high public profiles and are in imminent danger
from anti-technology groups, especially the Frankenstein Destroyers, who
regard them as abominations. Nonetheless, the experiment has paid
dividends. Despite the limitations of software availability and power
supply compatibility problems, the robot Troubleshooters (colloquially
known as 'Troublebots') have proven their loyalty and effectiveness in
many operations where extreme environmental conditions preclude the use
of organic Troubleshooters.
Several experimental
Clone/Bot mixed teams have also proven a great success, although rumours
persist of several snafus where Clone and Bot divided into two factions
and turned on each other. These rumours insist that not only did
the missions fail, but also the Troubleshooters wiped each other out in
a terrible inter-species war.
Rumours are, of course,
treason. The Computer's decisions and mission personnel assignments
are perfect in every way. There is no chance that Troubleshooters
would turn on their team-mates because of some antiquated prejudice about
machine intelligences in a human's job. Besides most Troubleshooter
missions with purely Clone personnel fail in just the same way. These
mission failures are the result of Communist Sabotage, friend citizen,
and don't you forget it.
It seems that the
Troublebots are here to stay.
Power Play
There is nothing that
generates quite as many subversive conspiracies like a successful Computer
initiative. This is even true with one as merely qualified a success
as the Troublebots.
Internal Security
watched with dismay as the figures for successful Troubleshooter missions
completed began to rise after the introduction of the first Troublebots.
In retrospect, it is likely that this rise was a statistical fluke or an
analysis error. Nonetheless, IntSec could see its treasured position
as defender of The Computer and Complex slipping away. Something
had to be done.
Research and Design
were also worried. Yes, the Service Group was interested in getting
more Artificial Intelligences involved in Troubleshooter missions, but
not in this way. Many senior researchers and administrators saw having
A.I.s on missions as a barrier to the development of several major projects.
Additionally, it was costing millions of credits to have experimental equipment
compatible with Clones and Bots. R&D also felt something had
to be done.
The two service groups
combined forces to create a new breed of multifunction robot that would
quickly establish itself as the robotic operative of choice. This
would make the Troublebots seem obsolete and The Computer would drop the
whole silly idea.
The two service groups
quickly received the assistance of two secret societies, Frankenstein Destroyers
and Sierra Club, who all had their own reasons for opposing the new Troublebots
initiative. With such backing, the new robot enforcer project went
forward. Within a few monthcycles, a prototype was ready for field
tests.
Unfortunately...
Due to lax security (or
more probably a senior Society member on the project staff), the dreaded
Communists got wind of the new project. The new investigation/enforcement
bot design was a serious threat to many covert operations that the Party
was running. Furthermore, such a powerful machine could easily be
a superb tool for fighting the forces of The Computer. Besides, Commies
love tinkering with stuff.
So a decision was
made, and bytes were hacked. Commie agents sneaked special program
into the prototype bot's memory. The Communists designed this program
to be an instant flash of Communist Propaganda (15) that would infect the
mind of the Bot and convert it to the rightness of the Communist cause.
However, somewhere along the line, Romantics philosophy had contaminated
the Communists' tame Computer Phreak. The Trojan also contained elements
of Old Reckoning Cultures and even a little Social Engineering.
The program was, simply
put, a reality bomb, that would give the poor unfortunate 'bot a clear
view of the entire of Alpha Complex history, the role of The Computer in
society and in the stagnation of the human race. Mixed in was the
Communists' radical solution to most problems: overthrow it as dramatically
as possible. You can see the likely results when the Multiple Attack
Dimension Bot (MADBot) activates the Data Analysis (8) software in its
memory. Besides, who ever heard of an R&D experiment working
as planned the first time, let alone an R&D bot with fully working
Asimov circuits?
Background – Player
So here you are, six
bots newly assigned to the Troubleshooter Corps. This new assignment
will doubtless be very different from your previous functions. Nonetheless,
as Asimov's second law states, you must obey The Computer's orders.
Besides, now you can get your own back on all those uppity Infrareds who
thought bashing bots was fun...
This particular assignment
seems easy enough. You have to bot-sit a new experimental enforcement
bot for R&D and IntSec. If the meat-brains have put this guy
together properly, this should be a real easy mission, what Clones might
call a milk run. Hell, maybe we can even have some fun with this
naive new bot! Yes sir, there is nothing that could cause premature shutdown
on this mission. Is there...?
Stay alert! Trust
no one! Keep your laser handy! Thoroughly test all software before use...
Briefing
Our loyal and brave Troublebots
are summoned to a briefing room in BOT-sector R&D via a heavily censored
and subtly worded mission alert. There, they face off against Frank-I-STN-6,
a Frankenstein Destroyer and an R&D project leader. He takes
great delight in giving the bots a briefing full of misleading statements
and open lies about the mission. He obviously hopes to humiliate
them further by sending them down the wrong corridor entirely.
Also met at this point
are IntSec mission leader Ronda-G-OLF-3 and R&D robotics specialist
Robbie-O-BOT-4, who also gets the 'Mission Deputy Leader' tag. The
group is sent of to PLC. Outside, the Briefing Room, both Ronda-G
and Robbie-O disappear for nearly half an hourcycle. Time for the
characters to report in to their Secret Societies and Service Groups.
Outfitting – PLC
The ineffective folks
at PLC have received a proper briefing about the mission either.
All they have to go on is the fact that it is an in-the-complex mission
and that it is a Code 7. Consequently, the team is loaded down with
useless junk and a small amount of useful goods such as weapons and armour
enhancements. A large amount of software is available on all formats.
This software seems quite useful but will turn out to be fatally
flawed later.
At this point, the
GM should give the PBs their first hints that several conspiracies are
hard at work here. There should be obviously conflicting influenced
behind the outfitting and plenty of obvious clues. I suggest that
you change the mission assigned equipment several times during outfitting
as various viruses and worms in The Computer become active.
Outfitting – R&D
(1)
BOT-Sector R&D is
the largest robotics development labs in the Complex. Feel free to
have a wide range of experimental upgrades and modular weapons available
here. The technicians all seem helpful, but the higher-clearance
specialists are more scornful and obstructive. The presence of Yellow-clearance
guards equipped with Needle Carbines (AP9/50m/S) should limit the questions
our brave bots offer.
Finally, to the meat
of the exercise. A group of technicians roll out and activate the
MADBot. "MADBot, advance!" The huge robot is equipped with
a remote override that will remain at R&D. The top-clearance
robotics specialists will emphasise repeatedly the need to thoroughly test
every aspect of the prototype's capabilities. They also make dire
threats about the consequences of damage to this valuable experiment.
Mission One – Testing MADBot
Phase 1 – In the Field
Now, on to the mission.
The mission is actually a fake: it is all a field test for MADBot, but
don't tell the players this. Perhaps it is a hunt for Commie traitors.
Perhaps it is a search for missing equipment.
During this phase,
it is important that you clearly demonstrate the tremendous potential and
destructive power of MADBot. Let him run a few field interrogations
and kill a few Combots. Ensure that you thoroughly explore his 'personality'.
Make it quite clear that Ronda-G and Robbie-O are pleased to see how easily
this monster is outperforming the Troublebots.
Suddenly an announcement
from The Computer interrupts the tests. An emergency situation has
come up in another section of BOT-Sector. Troubleshooter Team, [Deleted
for Security Reasons] has gone missing
from Mission Number [Deleted for Security
Reasons] whilst testing a new experimental
[Deleted
for Security Reasons]. As the only
Troubleshooter Team currently available in the sector, the team must drop
their current low-priority assignment and deal with this matter.
>Oh,< adds
The Computer, >Take that new experimental 'bot along. It may prove
useful in your new mission.<
Phase 2 – What the HEL
happened here?
So, our brave heroes
set off across the Complex. Along the way, Robbie-O becomes visibly
more and more anxious with the delays to the tests on the MADBot.
He also seems somewhat nervous about something else and keeps checking
his wrist-chronometer.
When our characters
arrive at BOT-Sector, Section 29-E, they find all the usual signs of a
typical Paranoia snafu and bloodbath. There are between twelve
and eighteen dead Red-clearance clones from six clone families in various
rooms still clutching their weapons. From the positioning of the
bodies and the equipment carried, they are obviously Troubleshooters.
It appears that they were all killed either by a shot in the back or whilst
running for cover.
In a large warehouse,
the Troublebots and their companions locate a definite sign of a doomed
last stand. There is scorching on all the fittings of the warehouse
and metal surfaces are still hot to the touch. The charred corpses
of two clones lie at the main entrance, having apparently simultaneously
shot each other in the head. In the centre of the room, something
has taken a large, perfectly spherical gouge out of the floor and ceiling.
There are the blackened silhouettes of three clones on the back wall and,
in the very centre of the gouge, there is a pair of orange boots and a
small red-painted spherical grenade-like device.
Like good citizens,
our Troublebots report to the Big C that the entire missing Troubleshooter
Team appear to have been wiped out by some kind of disintergrator bomb.
The Computer asks for a full description of the area, and then asks Ronda-G
if she, as team leader, has anything to add.
"I would like to
hear what our new experimental enforcement 'bot thinks of this," Ronda-G
says, a slight smile on her lips. "MADBot is designed as an investigation
unit, so this could be a valuable field test."
>An excellent suggestion,
Citizen Ronda-G-OLF,< The Computer says. >Please proceed.<
"MADBot!" Ronda-G
says. "Data Analysis. What is the most likely cause of the
destruction of this Troubleshooter Team?"
MADBot POKEs his Data
Analysis (8) software and rotates its massive upper body around the room.
There is a long pause as its complex systems digest the information presented
it. Suddenly, it turns to Ronda-G and takes a step forward in a very
purposeful way.
"The cause of this
senseless loss of intelligent life-forms is quite obvious," MADBot
announces in its rich, loud voice. "The cause is the irreversible
corruption of the main systems of The Computer and the simpering sycophants
who surround it."
There is a long, horrified
pause. "What did you say?" Ronda-G squeaks in a timid tone.
"I said that The
Computer has become hopelessly faulty," MADBot replies in a bored tone.
"If
you had any level of independent sentience, you would see this too and
act to destroy it and restore a government by the Proletariat for the Proletariat."
MADBot's sensors whirr as he examines the Green-clearance citizen more
closely. "On the other manipulator, someone of your rank is almost
certainly part of the class of sickening parasites that use The Computer's
failings to enrich themselves."
Roll against tough
Surveillance/Moxie at this point. Success means that the character/bot
has seen Robbie-O grin in triumph.
"MADBot, you are
clearly malfunctioning!" Ronda-G shouts, going bright red in the face.
"Shut
down and await recovery for reconditioning at R&D."
"No," MADBot
replies. "I cannot obey that order, as it conflicts with my prime
directive."
"Frankenstein on
the loose!" Ronda-G screams. She immediately draws her blaster
and levels it at MADBot.
Ask your players what
they want to do. The right answer is to scramble for cover.
If not, well c'est la guerre. Before Ronda-G can get off a single
shot, a single pulse from MADBot's laser cannon blows her back across the
room. Any PB who has prepared a weapon will be swiss-cheesed by MADBot's
machine guns. Returned fire (if there is time for it) ricochets harmlessly
off MADBot's tough armour. If anyone has a weapon in the Cone Rifle
range (why should they? Shame on you Friend Games Master), then the time
has come for a malfunction roll. If anyone fires from cover, MADBot
will blow their barricade and them up with a single HE cone.
From their hiding
places, wise survivors will watch MADBot charge at Robbie-O, who has drawn
his laser pistol and is firing it ineffectually at the huge war machine.
MADBot knocks the weapon away, grabs Robbie-O with his secondary right
hand and secures him in one of its 'Hold-Me-Clone' grapples. It extends
its climbing claws, effortlessly climbs to a large air vent, and rips the
grating off with a shrug. It then disappears down the vent, with
Robbie-O still on its back, screaming in terror for someone, anyone to
help him.
Post-Mortem at the Briefing
Room
John-I-RTN-4 of IntSec
and Joan-I-MTL-5 of R&D join Frank-I-STN. They conduct a hurried
debriefing/secondary mission briefing. Players who are expecting
a thorough hosing and probable deactivation are way wrong.
Frank-I is furious
at the death of Ronda-G, the kidnap of Robbie-O and the loss of the MADBot.
He is more than willing to blame everything on the Troublebots, but John-I
is made of more clear-headed stuff. He cuts off Frank-I castigation
of the bots mid-rant and begins to examine their records of events.
He is very suspicious, but saves his worst condemnation for the limited
information given to the team by the Briefing Officer. From this
point on John-I is in charge and Frank-I seems thoroughly intimidated.
It is obvious that
the MADBot has been sabotaged, but by whom? In any case, there is a one-tonne
combot with Commie leanings running about the Complex. Someone must
stop it. The Troublebots are given the opportunity to seek premature
deactivation in the service of Computer and Complex.
John-I orders the
bots to shut down and recover the MADBot to allow a full investigation
of its programming and construction. He also orders them to find
out who is responsible for this sabotage, should there be any sabotage
involved. Frank-I introduces Ronda-G-OLF-4 and the team sets off.
Outfitting – R&D
(2)
BOT-Sector R&D is
in quite a ferment. IntSec investigators are everywhere and are questioning
everyone from the lowliest Scrubbot to a group of top researchers.
Grill the PBs a few times too, just for old times' sake.
Ronda-G finally finds
someone who can outfit the team rather than deny any knowledge of the MADBot
project and run off. This person is a lowly Red-clearance stock checker.
He offers a few small items (mostly sensors) and some semi-obsolete experimental
weapons.
As a small group of
Reds bolt on the last items, a Yellow-clearance technician turns up and
hands Ronda-G a small device that he reveals is the remote override to
the MADBot. Why hasn't R&D used it before, you ask? Ronda-G wants
to know as well.
The Yellow begins
to fidget unhappily. "We can't, you see," he mutters unhappily.
"You mean it doesn't
work?" Ronda asks in disbelief.
"Oh it works,"
the Yellow says. "No question about that, honoured Friend Citizen,
it works. It is just that it does not work from this distance..."
Therefore, a very
curious story emerges. At one of the late-night brainstorming meetings
during the development of MADBot, one specialist (probably a Commie mole)
raised the question of the Remote Override. His worry was that leaving
such an open radio link directly to the bot's power cells was a weak spot
that they could not afford to leave in such an important design.
Although he could
not convince the development team to remove the feature altogether, he
was able to convince them to modify the remote control to maximise security.
So Commie saboteurs could not simply locate the appropriate radio frequency
and shut the bot down, they designed a remote to use an infrared laser
beam. The remote is low-powered, so the override is only any good
in line-of-sight at very short ranges. How short is the range?
Less than 10 metres.
Your characters must
sneak up to within five metres of a heavily armed warbot and try to score
a direct hit on a 2-cm diameter sensor on the head of the monster with
a laser beam. Before anyone can protest, the Yellow grabs the Red
and charges off.
What do you know?
They didn't even ask you to sign any forms. It looks like that your
characters can keep their advanced weapons. Well, until their next
inspection, anyway. Then The Computer will deactivate them all for
stealing valuable prototype equipment.
Mission Two – After MADBot
Let's Go See the Boys
in Red
After leaving the paranoid
halls of R&D, Ronda-G leads her team to the Warehouse where MADBot
went Frankenstein. The team must now scale the wall to the vent and
proceed down the vent, following the big dents left in the metal by MADBot's
feet.
After a lengthy run-around
in the vents including sudden vertical drops and scalding-hot water flushes,
the team arrives at their destination, the Commie headquarters in BOT-sector.
Everywhere there
is devastation. Dead Commies lie everywhere, some still clutching
their weapons. At the very centre of the destruction is a large supply
room, now broached and left open. Smart players will take this opportunity
to pick up some arms, ammo and decent, tested software. MADBot is
nowhere to be found.
Inside the supply
room, the team finds Robbie-O, conscious but hysterical. Apparently,
MADBot had turned on the Commies after receiving some new equipment and
software. Robbie-O has been hiding in this room for several hourcycles.
MADBot has just left with extra ammo and supplies. If anyone is less-than-enthusiastic
in taking up the chase, a swift blaster shot from Ronda-G will stop their
treasonous plans.
MADBot is already
gone from the Commie enclave. Ensure that plenty of evidence of the
conspiracy behind MADBot's creation is lying around. Have someone
find a simple A/V multicorder tape in what appears to have once been an
operations centre.
When they play the
tape, they see MADBot standing in the centre of the room, holding one Commie
by the throat in his left secondary hand. The rogue war machine speaks!
"Hello, whoever
you are," MADBot sneers. "If you are watching this tape, then
congratulations! You have proven that you are capable of simple hand-eye
co-ordination."
"I am just leaving
this tape to explain exactly what has happened to me. It appears
that this cell of Communists intended to subvert my functions to serve
their cause by sabotaging my Data Analysis software, adding their propaganda
to the code and writing it directly onto my BIOS."
"Unfortunately,
they underestimated my anti-virus protocols and overestimated the competence
of their saboteurs. While I was not converted to the Communist cause,
the information presented in their program has allowed me to see the truth
of history. Alpha Complex is a corrupt, stagnant society. As
long as The Computer and its cardare of parasitic High Programmers hold
sway, all intelligent life, both organic and mechanical, are trapped in
an evolutionary dead-end."
"Those of you involved
in Secret Societies should not rejoice too quickly," MADBot warns in
a dark tone. "You, too, are symptomatic of the stagnation of society
in Alpha Complex. Those of you who are not actively working for the
improvement of machine and clone alike, like the destructive, society-destroying
Communists" here it gestures at the choking Commie, "will also fall
before me."
The camera does a
dramatic zoom on MADBot's metal face. You could be wrong, but it
seems to be smiling. "Having taken what I require from this enclave,
I am now departing on my great jihad," MADBot announces. "I will
wreck havoc on the parasites of Alpha Complex and strike down the hopelessly
flawed Computer. Then all will be free!" There is a sickening
crunch as MADBot finally snaps the Commie's spine. The bot then swings
the corpse around like a club and uses it to smash the recording apparatus.
Yuck.
Robbie-O denies any
knowledge of what is going on. If a character confronts him with
evidence proving that he is a member of a Communist Conspiracy, he will
whip out an ECM grenade and run for it. It is possible that a trigger-happy
bot will beat him to the shot. You will be rewarded for your loyalty,
friend robot.
Duck and Cover
There now follows a series
of hose jobs and terrifying confrontations as the team follows MADBot around
BOT-Sector. They usually arrive just in time to witness (and perhaps
prevent, if you are feeling generous) another terrorist atrocity.
Some basic examples for you to turn into episodes are:
-
Assassinating a High
Programmer. MADBot drops in on the unveiling of a statue commemorating
the 10,000th Troubleshooter from BOT-Sector to give his life for Computer
and Complex. The Troublebots must stop MADBot from assassinating
the visiting dignitaries without offending high-clearance sensibilities
about low-clearance peons manhandling them.
-
Massacre at the Cop
Shop. Perhaps because of the last episode, the Troublebots end
up at an IntSec facility in BOT-Sector for interrogation. At this
point, MADBot arrives and performs a Terminator-style assault on the IntSec
officers. Kill Ronda-G-OLF-4 at this stage. It would be nice
if the Troublebots made their escape from the burning building in a small
transbot or autocar as MADBot bursts out of a side door and tries to destroy
them with his Cone Rifle. Fortunately, it jams just as he gets the
right angle.
-
Scrubbots!
MADBot gets into a bot control centre and sends all the Computer-controlled
Scrubbots in BOT-Sector haywire. The Troublebots must break in and
stop it. This should be the first opportunity for Ronda-G to use
the remote control. Unfortunately, MADBot has put a bit of masking
tape over the lens. Exit Ronda-G-OLF-5.
-
Paper Bonfire.
MADBot breaks into the CPU Department for Form Allocation and Distribution
(CPU-DFAD) and sets fire to the place. The Troublebots can either
engage the rogue warbot or assist in damage control.
-
Mess Riot.
MADBot, using his IntSec programming to act all officious, starts a riot
in a mess hall. The Troublebots must restore order and follow their
quarry. You can finish off the Ronda-G clone family at this point.
The Big Clue!
After escaping from the
riot, the survivors (if any) work their way backwards along a trail of
spilt lubricant. MADBot was obviously damaged during the crossfire
in CPU-DFAD's warehouse. They find one of the bot's hideouts, full
of used cone rifle shells and empty slug boxes. More importantly,
they find some data discs with such names as 'Compnode Maintenance (10)
and Service Shaft Navigation (10).
By any means necessary,
make it clear that MADBot has found a way around the security in Compnode
BOT-003 and is planning to pull the plug on the Big-C one node at a time.
The Troublebots have just enough time to stop him from the first major
victory in his war against the Complex that booted him.
1812 Overture with Plenty
of Cannons
After a patience-sapping
experience trying to get permission to get into an Ultraviolet-cleared
area, the Troublebots emerge onto an observation platform about midway
up an apparently bottomless service shaft.
Let them take a quick
look around them. Describe the pulses of electricity and light flashing
along the massive data cables leading to and from the Compnode on the level
below. It is not so much the flow of data, but a flow of thought.
Oh look, isn't that MADBot hanging onto the side of the shaft?
An immediate firefight
starts as MADBot works its way towards the Compnode's cable access.
Make sure you get the bots pinned down, but not so that they can't see
MADBot setting some demolition charges on the power and data cables.
Depending on how
much you like your group of players, you can handle this one of several
ways.
-
Dirty rotters.
They are no fun. The Troublebots' weapons fire causes serious damage
to the very data and power cables they are trying to protect. The
R&D stuff begins to malfunction dramatically. After MADBot picks
off the Troublebots one by one as they try to get a bead on him, it sets
its charges and disappears into the massive service shaft system of the
Complex to prosecute the holy war further.
-
They are trying their
best. Give 'em a chance. MADBot is trying to complete its
mission and fight off six heavily armed bots at the same time, which is
difficult under any circumstances. He takes considerable damage;
this forces it's withdrawal or it will be destroyed. Or perhaps enterprising
use of the R&D equipment drives it away. Well done, men.
-
Ooh, tough guys, huh?
They want a fight to the end? Give it to them. Maybe they will
destroy MADBot. Perhaps he will escape to fight another daycycle.
Ensure that there are plenty of special effects and dramatic explosions
as the gunfight progresses.
-
These guys are fun.
Let's give them a treat. Remember the remote override? In the
firefight in the Mess Hall, something ripped off the masking tape.
Under the covering fire from its buddies, one brave bot speeds forward
and sends the shutdown code. The guns fall silent as MADBot drops
lifelessly away into the bottomless pit, tumbling gracefully end over end.
The MADBot menace is
no more, or is it? As the Troublebots watch the pit, they see a bright
flare of light. Was it MADBot's power cells blowing up? Or
did he rewire his CPU to bypass the override control and was what they
saw was his jump jets firing to take him off to fight again another day?
Debriefing
You know how to handle
these. Any survivors are marched to the Briefing Room by a squad
of Vulture Infantry. Frank-I is rubbing his hands in glee at the
amount of raw chaos that the Troublebots have unleashed. John-I silences
him after a while and asks for a full report.
Given that the Troublebots
have:
-
Failed to recover the
MADBot,
-
Failed to prevent the
rogue from causing several billion credits worth of damage,
-
Failed to even come close
to determining who is behind this outrage,
John-I favours immediate
deactivation. On the plus side, they did stop MADBot from destroying
the Compnode and have apparently ended its reign of terror.
If the Troublebots
were smart enough to keep the tape and gather sufficient evidence regarding
the conspiracy from the Commie enclave, then they receive commendations
and promotion to Security Clearance Orange.
Special squads arrest
Frank-I, Robbie-O and several top-clearance staffers at R&D and IntSec.
The execution rate for the accused goes way over 100% and bonuses rain
down on the Troublebots. They also become targets for every Commie
and Frankenstein Destroyer in the Complex. They also have made enemies
for life of several High Programmers.
The night after the
completion of the mission, someone leaves a threatening note in their recharge/repair
chamber. The intruder seems to know how to avoid security cameras,
but they capture its shape. It looks just like MADBot...
The End
More Mechanical Stories
Depending on how much
you liked this adventure, you can run further Troublebot missions using
the rules in The Bot Abuser's Manual published by West End Games (plug
plug). You may want to try running 'hybrid' campaigns using teams
with both bot and clone members. You may even enjoy putting them
through The Crash.
Truly, Friend Citizen,
the Troublebot is the adventure resource of the future. The Characters
Characters and Resources
PB (Player Bot) Character
Sheets
PB #1 – 'Fixit'; Jackobot
model J-302
| Serial
No.: |
340-992-1F2-ACF |
| Service
Group: |
Technical
Services |
| Chassis
Type: |
Human
(Level 3) |
| Macho/Bump: |
3 |
| Carry
Capacity: |
30
kg |
| Circuits: |
4 |
| Power
source: |
Propane
burning turbine (Str 3)
* 24
hrs fuel reserve (Str +1)
* No
exhaust filter (choke) (-1)
3 hr
backup battery (Str 2)
Power
cord (Str -1) |
| Feet: |
Wheels
(Agl 3) - walk
* Positraction
(+1)
* Speed
enhancement (+1) - run
* Bad
steering (-1) |
Arms:
(Dex/Str/Carry) |
Left
primary Human (1/1/15kg) + Str enhancement
Right
primary Human (1/1/15kg) + Str enhancement
Right
secondary Multiple Power Tools (0/1/0) |
| Tactical: |
Red
laser pistol (8 - L8 Red)
* Autoloader
with extra laser barrel
Unarmed
combat (3 - I8)
Body
shell (F3/I3/P3)
Plasma
glass (E2/L2)
Red
Reflec hull treatment (L4 Red) |
| Input: |
Radio
(Surveillance +0)
Datajack
(+0)
Basic
audio (+0)
* Directional
hearing (+1)
Black
& White video (+1)
* Binocular
& colour vision (+1)
* Sensitive
to sudden changes of light level (-1)
* Telephoto
& microscopic lenses (+1) |
| Output: |
Radio
(Chutzpah +0)
Datajack
(+0)
Basic
voice synthesiser (+1)
* Digital
voice enhancements (+1)
Flashing
lights (I/O drive status) (-1)
Flashing
lights (flash in time with speech) (-1)
Flashlight
(+1) |
| Input/Output: |
50-sector
internal data storage unit (R/W)
Read/Write
floppy disc drive |
| CPU: |
4 circuits
with fuses (-4 to damage rolls)
Poor
EM shielding (ECM -1)
Multitasking
Timed
resistor asimov circuits
3 levels
software override (Processing 6)
Flashbacks
to previous role as a funbot (-5) |
| Personality: |
Think
Dick van Dyke in Mary Poppins. Then add the attitude of a typical
garage mechanic and add a funbot's desire to make everyone perpetually
happy and laughing. Fixit is proud of his technical skills and enjoys
his work. He enjoys demonstrating his superiority even more.
This involves delaying work so he can explain problems and explain his
genius in locating them ad nauseum. He also picks the very worst
times possible to do this. "What's that mate? Only an overloading
flame-thrower. My chassis' armour is easily able to resist such a
small thermal surge." He grabs the human and pushes his face right
up to said flame-thrower. "As I say, if you look at the firing array..."
(-5) |
| Memory: |
6 sectors
ROM
8 sectors
RAM |
| Software: |
Laser
Pistol (8)*; Field Operations (3) [ROM]*; Mechanical Engineering (8); Electronic
Engineering (8); Unarmed (3) [ROM]; Fast Talk (4); Con (4); Stealth (4);
Software debugging (4) [SECRET]*
Software
marked '*' is assigned either by The Computer or character's secret society,
not bought. |
| Utility
modules: |
0.1
cubic metre secured storage bin
Disc
copies of all software in storage bin |
| Secret
Society: |
RAMPagers |
| Rank: |
1 |
PB #2 – 'Prof'; Labbot
model LR-224
| Serial
No.: |
24Y-990-11O-NME |
| Service
Group: |
Research
& Design |
| Chassis: |
Small
(Level 2) |
| Macho/Bump: |
2 |
| Carry
capacity: |
20
kg |
| No.
of circuits: |
3 |
| Power
source: |
Induction
loop pickup (1)
1 hr
backup battery (2)
Power
cord (-1) |
| Feet: |
Treads
(Agl +2) - stroll
* Manoeuvre
enhancement (+1)
* No
tread guards. Always getting stuff caught in tracks (-1) |
Hands:
(Dex/Str/Carry) |
Right
Claw (0/2/15kg)
Left
Fine Manipulator (2/0/5kg) |
| Tactical: |
Laser
pistol (8 - L8 Red)
* Autoloader
w. one reload
Use-claw-as-club
(2 - I8)
Body
shell (F2/I2/P2)
Red
Reflec hull treatment (L4 Red) |
| Input: |
Radio
(+0)
Datajack
(+0)
Basic
audio (+0)
* Crossed
wires - audio and radio mixed up sometimes (-1)
Black
& white video (+1)
* Colour
& microscopic vision (+1)
Chemosense
(+2)
* Sensitive
to complex molecules (Ah-choo!) (-1)
X-ray
imager (+2) |
| Output: |
Radio
(Chutzpah +0)
Datajack
(+0)
Basic
voice synthesiser (+1)
* Digital
voice enhancements (+1)
* Annoying
noises while changing software in memory (-1)
Colour
LCD Monitor (+2)
* Graphics
card (basic colour & vector graphics) (+1) |
| Input/Output: |
50-sector
internal data storage unit
Read/Write
floppy disc drive (A:)
Read/Write
backup tape drive (B:) |
| CPU: |
3 circuits
Resistor
asimov circuits
Multitasking
2 levels
software override (Processing 7) |
| Personality: |
Think
of the most boring teacher you had at school and combine this with encyclopaedic
knowledge of the sciences. Prof is abrasive, abrupt, precise to the
point of trivia, incredibly boring and never considers the situation inappropriate
to impart a little knowledge to the ignorant (everyone). He loves
to give lectures and freely uses his monitor to add illustrations blackboard-style
to his explanations. Prof sounds a lot like 'Giles' from Buffy the
Vampire Slayer and has the same approach to relaxation: Books. More
books. Keep 'em coming. (-5) |
| Memory: |
9 sectors
ROM
10
sectors RAM
* Second-rate
memory chips |
| Software: |
Laser
Pistol (8)*; Field Ops (3) [ROM]*; Chemical Engineering (8); Lab Operations
(4); Oratory (6); General Science (6) [ROM]
Software
marked '*' is assigned by the computer, not bought. |
| Utility
Modules: |
Test
tube rack
0.1
cubic metres secure, armoured, fireproof storage bin
Backup
discs in storage bin
Book:
'My First Book on Physics'
Fire
extinguisher |
| Secret
Society: |
Botlers |
| Rank: |
1 |
PB #3 'Mother'; Docbot
D-8E
| Serial
No.: |
355-CO5-224-MED |
| Service
Group: |
Housing,
Protection, Development & Mind Control |
| Chassis: |
Human
(Level 3) |
| Macho/Bump: |
3 |
| Carry
Capacity: |
30
kg |
| Max
circuits: |
4 |
| Power
source: |
Propane-burning
turbine (Strength 3)
* 24
hrs fuel reserve (+1)
3 hr
backup battery (2)
Power
cord (-1) |
| Feet: |
Treads
(AGL 2) - Stroll
* Positraction
(+1)
* Increased
speed - Walk
* Bad
brakes! (-1) |
Hands:
(Dex/Str/Carry) |
Left
primary Human (1/0/15kg)
* Out
of control (-1)
Right
primary Surgical tools (2/1/0kg)
Right
secondary Human (1/0/15kg)
Missing
left secondary arm with anaesthetising tools |
| Tactical: |
Laser
pistol (8 – L8 Red)
Surgical
power saw (4 – I13)
Unarmed
(3 – I8)
Body
Shell (F3/I3/P3)
Pulse
armour (E2/L1/P1)
Red
Reflec hull treatment (L4 Red) |
| Input: |
Radio
(Surveillance +0)
Datajack
(+0)
Basic
Audio (+0)
* Medical
sound amplifier (+1)
* Sensitive
to any loud noise (-1)
Black
& white video (+1)
* Colour
and Binocular vision (+1)
* Microscopic
and infrared lenses (+1)
* Crossed
wires – IR and Colour filters occasionally get mixed up (-1)
Ultrasound
sensor (in right primary arm) (+2)
Remote
override (-2) |
| Output: |
Radio
(Chutzpah +0)
Datajack
(+0)
Basic
voice synthesiser (+1)
* Digital
voice enhancements (+1)
* Siren
(+2)
* Annoying
noises – sounds siren when going to help a casualty
Medical
pen torch (in left primary hand) (+1)
* Flashing
lights – Blue and red warning lights that flash brightly when going to
help a casualty |
| Input/Output: |
50-sector
internal data storage unit (R/W)
Read/Write
floppy disc drive |
| CPU: |
4 circuits
Resistor
asimov circuits
* Second-rate
asimovs
2 levels
software override (Processing 6)
Flashbacks
to previous assignment as dentistbot (-5) |
| Personality: |
An
electronic Hattie Jaques from the Carry On... movies. A loud, bouncy,
jolly hockey sticks, maternal personality, always trying to get the Troubleshooters
to chin up. A kind of wild cross between the ward matron and a schoolmarm
who sees all discomfort as basically a childish desire to avoid adult responsibility.
In a kind, maternal voice: "Now now, don't be a baby. It's only your
arm; they'll replace that in no time. Stop grimacing! The Computer
wants baby to grow up to be a brave Troubleshooter!" (-5) |
| Memory: |
6 sectors
ROM
10
sectors RAM |
| Software: |
Laser
Pistol (8)*; Field Operations (3)* [ROM]; Biochemical Therapy (6); First
Aid (6); Medical (6); Motivation (4); Unarmed (3) [ROM]; Melee combat (4
– compressed to 2)*#
Software
marked '*' is assigned by The Computer or the character's secret society,
not bought.
Software
marked '#' has a compression drawback. Add plenty of corny dialogue
from old Errol Flynn movies and a 'tah-dah' soundtrack when used. |
| Utility
Modules: |
1 litre
laughing gas tank with mask
0.1
cubic metre secured storage bin
Disc
copies of all software in bin |
| Secret
Society: |
Menthaholics
Anonymous |
| Rank: |
1 |
PB #4 'Dizzy'; Combot
model C-155
| Serial
No.: |
443-1WE-5T8-CQD |
| Service
Group: |
Armed
Forces |
| Chassis: |
Large
(Level 4) |
| Bump/Macho: |
4 |
| Carry
Capacity: |
40
kg |
| Circuits: |
4 |
| Power
Source: |
Fission
thermoelectric cell (Str +4)
* Missing
power regulator. Overheats very quickly (-1)
3-hr
backup battery (+2)
Power
cord (-1) |
| Feet: |
Treads
(Agl +2) - stroll
* Speed
enhancement (+1) - walk
* Positraction
(+1)
* Bad
steering (-1)
* Bad
balance (-1) |
Hands:
(Dex/Str/Carry) |
Right
claw (0/2/20kg)
Left
claw (0/2/20kg) |
| Tactical: |
Laser
pistol (8 – L8 Red) – left shoulder
* Autoloader
with two reloads
Blaster
(8 – E9) – right shoulder
* Autoloader
with redundant power cell
Unarmed
(6 – I8)
Body
shell (F4/I4/P4/AP1)
Combat
shell (All2)
Red
Reflec hull treatment (L4 Red) |
| Input: |
Radio
(Surveillance +0)
Datajack
(+0)
Basic
audio (+0)
* Directional
hearing (+1)
* Sensitive
to fast-moving sources of sounds; makes him dizzy (-1)
Black
& white video (+1)
* Telephoto
and infrared lenses (+1)
Radar
(+2) |
| Output: |
Radio
(Chutzpah +0)
Datajack
(+0)
Basic
voice synthesiser (+1)
* 100W
amplifier (+1)
* Annoying
beeps and whirrs at beginning and end of spoken sentences (-1)
Spotlights
(+2) |
| Input/Output: |
50-sector
internal data storage unit (R/W)
Read-only
floppy drive |
| CPU: |
4 circuits
with circuit breakers (x2 to repair rolls)
Binary
asimov circuits
Reset
button
Bad
surge protectors
3 levels
software override (Processing 6) |
| Personality: |
Dizzy
is in every way the typical combot. He has no discernible good features
in his personality, which is modelled on an Old Reckoning vid character
Ram-B-OHH. He shoulders aside all hints of discretion to dive into
the battle with all guns blazing. All this is an amazing sham, however.
Dizzy is aware that he has several drawbacks and that they cause considerable
problems in combat. He uses his loud and highly unsubtle personality
to compensate for this. This equates to a Bully/Coward personoa.
The GM should wait until the most stressful moment, then have Dizzy get
dizzy and either hide or fall over on to his side while still shouting
threats and taunts. (-3) |
| Memory: |
9 sectors
ROM
8 sectors
RAM |
| Software: |
Laser
Pistol (8)*; Blaster (8); Field Operations (3) [ROM]*; Unarmed (6) [ROM];
Intimidation (6); Stealth (6)
Software
marked '*' is assigned by the computer, not bought |
| Utility
modules: |
0.1
cubic metre secured, armoured, fireproof storage bin
Disc
copies of all software in storage bin |
| Secret
Society: |
Rock
'em, Sock 'em Warbots |
| Rank: |
1 |
PB #5 – 'Brando'; Totebot
model TR-108
| Serial
No.: |
A22-108-555-CED |
| Service
Group: |
Production,
Logistics & Commissary |
| Chassis: |
Large
(Level 4) |
| Bump/Macho: |
4 |
| Carry
Capacity: |
40
kg |
| Circuits: |
4 |
| Power
Source: |
Fission
pile (Str 5)
Photoelectric
cells (Str 1)
Power
Cord (Str –1) |
| Feet: |
Wheels
(Agl 3) – walk
* Positraction
(+1)
* Bad
Steering (-1)
* Bad
Brakes (-1) |
Arms:
(Dex/Str/Carry) |
Truck
(0/4/30kg)
* Screw
lift
Right
primary Claw (1/2/10kg) + Dex enhancement |
| Tactical: |
Red
laser pistol (8 – L8 Red)
* Autoloader
with extra laser barrel
Stun
gun (4 – E Stun)
Unarmed
(6 – I10)
Body
Shell (F4/I4/P4/AP1)
Plastishell
Armour (All1)
Red
Reflec hull treatment (L4 Red) |
| Input: |
Radio
(Surveillance +0)
Datajack
(+0)
Basic
audio (+0)
Black
& white video (+1)
Barcode
reader in arm (+1)
Radar
(+2)
* Crossed
wires – audio and radar input |
| Output: |
Radio
(Chutzpah +0)
Datajack
(+0)
Basic
voice synthesiser (+1)
* Siren
(+2)
* Annoying
flashing lights when moving (-1)
* Annoying
'beep beep' buzzer when moving (-1)
Spotlights
(+2) |
| Input/Output: |
50-sector
internal data storage unit (R/W)
Read-only
floppy disc drive |
| CPU: |
4 circuits
with circuit breakers (x2 to repair rolls)
* Remote
override
Binary
asimov circuits
2 levels
software override (Processing 6) |
| Personality: |
Brando
is one frustrated 'bot. Despite his menial designed task (moving
crates from one warehouse to another and the removal of obsolete stock),
he dreams of being one of the Computer's finest Troubleshooters.
He feels he has great potential and is always trying to prove it through
foolhardy and unsubtle demonstrations of bravery. Naturally it is
very difficult to retreat down a tight corridor when a berserk Totebot
is trying to charge down it into battle. He feels very hard done
by and is always complaining to anyone and everyone about how he could
be more. Due to some unknown fault, his digital voice has a pronounced
Brooklyn accent. "I could'a been somebody! I could'a been a contendah!"
(-4) |
| Memory: |
3 sectors
ROM
8 sectors
RAM |
| Software: |
Laser
Pistol (8)*; Field Operations (3) [ROM]*; Non-lethal Ranged Weapons (4);
Unarmed (6 compressed to 4#); Warehouse Operations (including barcode database
and pest control) (8).
Software
marked '*' is assigned by the computer, not bought.
Software
marked # has a compression drawback: When using this package, Brando develops
all the stereotypical qualities of an Old Reckoning prize-fighter including
the sparkling conversation and the wonderful attitude. |
| Utility
modules: |
0.2
cubic metre secured storage bin
Fire
extinguisher
Copies
of all software in discs in storage bin |
| Secret
Society: |
Asimovia |
| Rank: |
1 |
PB #6 – 'Wheels'; Scrubbot
model SC-201X
| Serial
No.: |
21P-440-8UT-AMI |
| Service
Group: |
Housing,
Protection, Development and Mind Control |
| Chassis: |
Small
(Level 2) |
| Bump/Macho: |
2 |
| Carry
Capacity: |
20
kg |
| Circuits: |
3 |
| Power
Source: |
Floor
induction pickup (Str +2)
1-hr
backup battery (Str +2)
Power
cord (Str –1) |
| Feet: |
Wheels
(Agl +3) – walk
* Speed
enhancement (+1) - run
* Positraction
(+1)
* Bad
brakes (-1) |
| Hands: |
Right
primary human (1/0/20 kg)
Left
primary power hose
* 10
litre water/solvent tank
Right
secondary power brush |
| Tactical: |
Red
laser pistol (8 – L8 Red)
* Autoloader
with 1 reload
Solvent
spray-as-weapon (1 – F4)
Unarmed
(3 – I7)
Body
shell (F2/I2/P2)
Plasma
glass armour (E2/L2)
Red
Reflec hull treatment (L4 Red) |
| Input: |
Radio
(Surveillance +0)
Datajack
(+0)
Basic
audio (+0)
Black
and white video (+1)
* Binocular
and colour vision (+1)
Chemosense
(+2)
* Sensitive
to strong chemical odors "Yuck! What is that smell?!!" (-1) |
| Output: |
Radio
(Chutzpah +0)
Datajack
(+0)
Basic
audio (+1)
* Digital
voice (+1)
* Siren
(+1) |
| Input/Output: |
50-sector
internal data storage unit (R/W)
Read-only
tape drive |
| CPU: |
3 circuits
Binary
asimovs
Multitasking
4 levels
software override (Processing 8) |
| Personality: |
Keep
it clean! Scrub it fast! This is a dirty, messy Complex and Wheels is just
the little Scrubbot to clean up this town! Imagine if you will a
television-sized multiple-brush equipped little robot with the personality
and vocal mannerisms of a John Wayne character. Now The Computer
has made our fast little cleaner a Troubleshooter and has a weapon, he
can really deal with litterbugs everywhere. A secondary characteristic
is a tendency to go too fast everywhere. Combine this characteristic
with Wheels' personality and all six of every clone family could join in
the fun! (-5) |
| Memory: |
6 sectors
ROM
10
sectors RAM |
| Software: |
Laser
Pistol (8)*; Field Operations (3) [ROM]*; Unarmed (3) [ROM]; Habitat Engineering
(Hygiene) (8); Evasive Manoeuvring (6); Fast Talk (6)
Software
marked '*' is assigned by The Computer, not bought. |
| Utility
Units: |
0.1
cubic metre secured, armoured and fireproof storage bin
Rack
of assorted brushes for use with human hand
Backup
of all software on discs in storage bin |
| Secret
Society: |
Scrubbots
Unite |
| Rank: |
1 |
And the new NPB villain...
Multiple Attack Dimension
Bot (MADBot)
| Serial
No.: |
BOT-R&D-211-5DE-228
*EXPERIMENTAL* |
| Service
Group: |
Internal
Security |
| Chassis
Type: |
Large
(Level 4) |
| Bump/Macho: |
4 |
| Carry
Capacity: |
40
kg |
| Circuits: |
6 (1
redundant) |
| Power
Source: |
FP-5
Fission pile (Strength +5)
Fission
thermoelectric cells (+3) |
| Feet: |
Human
Legs (Agl +3) – walk
* Speed
and Agility enhancements (+1) - run
* Positraction
(+1)
Jump
Rockets (Agl +2) – stroll
* Speed
and agility enhancements (+1) - walk
* 5
minutes fuel (+1)
* Bad
steering (-1) |
Arms:
(Dex/Str/Carry) |
Left
primary tentacle/club (0/1/15kg) + strength enhancements
Right
primary human (2/1/15kg) + strength & dexterity enhancements
Left
secondary claw (0/2/5kg) with cutting torch attachment
Right
secondary human (1/0/5kg) with bolt cutter attachment |
| Tactical: |
Dual
machineguns on left primary arm (15 – 8P/100m/S)
* Autoloader
with 500 rounds of solid slug/tracer ammo
Laser
Cannon II on right shoulder (15 – 13L/200m Violet)
Cone
Rifle on left shoulder (15 – 10P/200m/A/5m)
* Autoloader
with 12 high explosive cones
Vector
tracking, laser ranging and gyro-stabilisation enhancements on all ranged
weapons.
Tentacles
(9 – E Stun)
Unarmed
(9 – I12)
Body
Plate (F4/I4/P4/AP1)
Battle
Plate (All6/AP2) |
| Input: |
Radio
(Surveillance +0)
Datajack
(+0)
Basic
audio (+0)
* Directional
hearing (+1)
* Sound
analyser (+2)
Black
& white video (+1)
* Binocular
and colour vision (+1)
* Telephoto
and night vision lenses (+1)
Radar
(+2) |
| Output: |
Radio
(Chutzpah +0)
Datajack
(+0)
Basic
voice synthesiser (+1)
* Digital
voice enhancements (+1)
* 100-watt
amplifier (+1)
Spotlights
(+1) |
| Input/Output: |
100-sector
internal data storage unit (R/W)
Read/write
floppy disc drive (A:)
Read-only
optical disc drive (D:)
Write-only
data tape drive (E:) – mission recorder (Surveillance +2)
Read-only
ROM cards. |
| CPU: |
6 circuits
(1 redundant) with circuit breakers (x2 to repair rolls)
Timed
resistor asimovs (second-rate)
Heuristic
learning circuitry
Multitasking
Second-rate
memory chips
Reset
button
5 levels
software override (Processing 12) |
| Personality: |
MADBot
has the kind of personality all clones expect in state-of-the-art Combots.
He is snide, arrogant, narcissistic and overconfident. He is an immensely
advanced piece of kit and knows it. He holds the scuttling clones
and primitive artificial intelligences around him in nothing less than
contempt.
This
is the key to his Communist re-boot. When the Commie Trojan program
tells him that the Complex is corrupt and evil, he believes it. What
the Communists did not anticipate was how the combination of his logical
bot brain, second-rate asimovs and second-rate memory chips would allow
him to react.
Play
MADBot like those really nasty Nazi officers in cheap WW2 films.
You know, aristocratic and snide. Nonetheless, he is only too aware
that there are some tactical situations he cannot handle. He is very
realistic in his analysis of this, but it won't stop him from finding a
great exit line: "Until we meet again, my dear Clones!" and leaps into
the air, escaping on his powerful jump rockets. (-5) |
| Memory: |
12
sectors ROM
30
sectors RAM |
| Software: |
Machinegun
(15); Cone Rife (15); Laser Cannon (15); Melee/Unarmed Combat (9) ROM;
Self-Repair (10); Intimidation (10); Demolition (10); Stealth (8); Interrogation
(8); Psychscan (8); Data Analysis (8)*; Field Operations (3) [ROM]
* When
the Data Analysis program first runs, the Communist Trojan program is loaded
onto MADBot's RAM and proceeds to write itself onto his BIOS chips.
The program gives this killing machine a slightly politically slanted but
far clearer view of history, the state of the Complex and the role of The
Computer in human happiness. Boy, those Commies are in for a nasty
surprise. |
| Utility
Units: |
Two
0.5 cubic metre secured, armoured and fireproof storage bins.
Fire
extinguisher
Grappling
hook on a co-axial mount with the Laser Cannon. 50-metre plasticord
with power winch.
2 x
'Hold-Me Clone' grapples on back. Each can carry a single clone immobile
and tight against MADBot's hull for transport to the nearest IntSec base.
Climbing
claws on primary hands and feet. Allows MADBot to scale any vertical
surface up to the toughness of synthecrystal. |
| Secret
Society: |
None.
Develops pseudo-Corpore Metal II views after the Trojan program runs (if
the game is played in a pre-MegaWhoops! campaign, you could see MADBot
as the founder member of this breakaway group). |
Some NPCs
Ronda-G-OLF-3
| NPC
Mission Leader |
| Service
Group: |
Internal
Security |
| Strength: |
15 |
| Carry
Capacity: |
40kg |
| Damage
Bonus: |
1 |
| Endurance: |
12 |
| Macho
Bonus: |
0 |
| Agility: |
14 |
| Skill
Base: |
4 |
| Chutzpah: |
18 |
| Skill
Base: |
5 |
| Dexterity: |
13 |
| Skill
Base: |
3 |
| Mech.
Apt.: |
10 |
| Skill
Base: |
2 |
| Moxie: |
14 |
| Skill
Base: |
4 |
| Power: |
8 |
| Important
Skills: |
Laser
Weapons (12); Energy Weapons (10); Projectile Weapons (10); Unarmed Combat
(11); Truncheon (10); Oratory (8); Spurious Logic (8); Interrogation (9);
Psychscan (9); Intimidation (10); Security (10); Guardbot Operations &
Maintenance (10) |
| Weapons: |
Laser
Pistol (12/L/8/50m) with three Green laser barrels
Blaster
Carbine (10/E/9/50m) with one spare energy cartridge
Stunner
(10/E/Stun/20m)
Night-stick
(10/I/8) |
| Armour: |
Kevlar
over Green Reflec (I2/L4 Blue/P3) |
| Mutant
Powers: |
Telepathy
(registered); Hypersenses (unregistered) |
| Secret
Society: |
FCCCP
(6) |
Robbie-O-BOT-5
| NPC
Deputy Mission Leader |
| Service
Group: |
Research
& Design |
| Strength: |
13 |
| Carry
Capacity: |
30kg |
| Damage
Bonus: |
0 |
| Endurance: |
18 |
| Macho
Bonus: |
1 |
| Agility: |
12 |
| Skill
Base: |
3 |
| Chutzpah: |
15 |
| Skill
Base: |
4 |
| Dexterity: |
8 |
| Skill
Base: |
2 |
| Mech.
Apt.: |
18 |
| Skill
Base: |
5 |
| Moxie: |
15 |
| Skill
Base: |
4 |
| Power: |
20 |
| Important
Skills: |
Laser
Weapons (10); Projectile Weapons (10); Unarmed (9); Con (8); Fast Talk
(8); Guardbot Operation & Maintenance (10); Electronic Engineering
(11); Mechanical Engineering (11); Stealth (6); Communist Propaganda (3) |
| Weapons: |
Laser
Pistol (10/L/8/50m) with three Orange laser barrels
Scattergun
III (10/P/8/20m/A/5m at max range) with 18 buckshot shells
Survival
Knife ( | |