Slave Drones of The Fantas Ti Plex

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SLAVE-DRONES

OF
OF THE
THE
FANTAS-TI-PLEX
AN ODD UMERICAN 0-LEVEL FUNNEL
ADVENTURE FOR EXPERIENCED JUDGES

BY STEVE BEAN
SLAVE-DRONES
OF THE
FANTAS-TI-PLEX
AN ODD UMERICAN 0-LEVEL FUNNEL
ADVENTURE FOR EXPERIENCED JUDGES

WRITING
Steve Bean
Additional Development Help from Reid San Filippo, Tim Bruns, and Terry Olson

ARTWORK
Cover and Interior artwork by Nate Marcel

LAYOUT PROOFREADER MAPS


Matt Hildebrand Gilbert Isla Morne Schaap

THANKS TO PLAYTESTERS
Les Bender, AJ Evans, George Feldman, Terry Olson, Brandon Raasch, Erik Schmidt,
Kat Stevens, Christian Watson, Mark Wiech, and Alecia Wiech

Visit us at http://crawlingunderabrokenmoon.blogspot.com/
or
On Google+ at: https://plus.google.com/u/0/communities/109153580337571253836
or
On Facebook: https://www.facebook.com/ShieldofFaithStudios/

Copyright © 2018 Steve Bean, Licensed by Shield of Faith Studios, LLC

This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product
is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights
reserved. For additional information, visit www.goodman-games.com or contact info@goodman-games.com
SLAVE-DRONES
OF THE
FANTAS-TI-PLEX
TABLE OF CONTENTS
BACKGROUND. . . . . . . . . . . . . . . . . . . . . . . . . 6

ADVENTURE SYNOPSIS. . . . . . . . . . . . . . . . . . . 7

DYSTOPIC ROLE-PLAYING . . . . . . . . . . . . . . . . . 9

DRONE RESPAWNING. . . . . . . . . . . . . . . . . . . 10

DRONE MUTATION TREE STAR. . . . . . . . . . . . . 14

LOCATION MAP . . . . . . . . . . . . . . . . . . . . . . . 17

ADVENTURE OUTLINE. . . . . . . . . . . . . . . . . . . 18

ENCOUNTER AREAS . . . . . . . . . . . . . . . . . . . . 18
X.0. Promotion Cycle! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
X.1 Indoctrination. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
X.2 The BoReD Room - Assignment Briefing. . . . . . . . . . . . 19
Y.0 Encounter Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Y.1.0 Pneumatic Dispatch to the Substation Entryway . . . . 26
Y.2.0 Substation Control Center. . . . . . . . . . . . . . . . . . . . . . . . 26
Y.3.A-C Pneu-Dis Outboxes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Y.4.A-C Pneu-Dis Crate-A-Bases . . . . . . . . . . . . . . . . . . . . . . . . . 28
Y.5.0 The “Denouement”: the Total Pratfall Studio . . . . . . . 29
Z.0 Adventure Epilog: “Annnnd Heeere’s ‘Junky’,
to Tell You What You’ve Won!”. . . . . . . . . . . . . . . . . . . . . 32

PLAYER & JUDGE’S REFERENCE . . . . . . . . . . . . 34


INTRODUCTION

Slave-Drones of the Fantas-Ti-Plex is an “alternate,”


zero-level funnel for Umerica, the gonzo, post-
apocalyptic, science-fantasy setting for the DCC judge’s note
RPG written by Reid San Filippo. Unlike a regular
Slave-Drones of the Fantas-Ti-Plex is rec-
zero-level funnel, where players start with three to
four zero-level PCs and try to keep one to two of ommended for experienced/veteran Judges.
them alive to level up, in the Slave-Drones of the This module is not really designed for nov-
Fantas-Ti-Plex, “alternate funnel,” players have one ice Judges. It requires Judges to implement
zero-level PC, but each time that PC is killed, their several procedures over and above the basic
consciousness is uploaded into a synthetic copy DCC and Umerica rules. The adventure also
of their physical body. The end of the adventure
requires Judges to use significant amounts
provides an in-world narrative device that accounts
for the PC funnel characters transformation into 1st of, well… judgement about where to throw
level PCs in an Umerica character class. encounters at the players and with what fre-
quency. The adventure also requires Judges
Expeditious Judges can run Slave-Drones of the to ad lib roleplaying interactions involving
Fantas-Ti-Plex in a single four hour session using several important NPCs. Little or no read
pregenerated characters. However, the author aloud text is provided for these NPCs—in-
recommends splitting the module across two stead, Judges must draw on the information
sessions to allow for plenty of time for both Judge provided in various sections of the module to
and players to become familiar with—and enjoy—
inform their role-playing.
the unique features of this module.
In combination, the above requirements make
Play groups should have two to three copies of this a module best run by experienced/veter-
the DCC rule book to refer to while playing this an Judges.
adventure and the Judge will need a copy of the
Umerican Survival Guide (USG).

5
BACKGROUND

FEDERAL EXIGENT DISASTER PROTECTION COMPLEX


Ancient sign marking the entrance to the Fantas-Ti-Plex

BACKGROUND possessing latent mutant genes. Metagenesis—active


gene mutation—is commonly triggered by trauma
The player characters are “drones”–synthesized or extreme stress, which all Boss drones encounter
humans whose consciousness can be transferred on a regular basis in their dangerous and demanding
to techno-alchemical copies of the same physical jobs. So eventually, every Boss drone mutates. And
body four times before the copying process degrades all of them try to conceal these mutations from both
the process’ alchemical “source code,” making it no The Autocrat and other Boss drones. None succeed.
longer viable. The PCs live with hundreds of other How is this for certain? The Autocrat says it is so; so
drones in the Fantas-Ti-Plex, a self-contained, it is so.
underground community that has existed, sealed
off from the rest of Umerica, since the time of the These mutations validate the vigilance against
Great Cataclysm. The Fantas-Ti-Plex is ruled by The impurity that The Autocrat demands of Boss drones.
Autocrat, an omniscient, all-powerful, ever-present Not that there would ever have been any question:
techno-deity. Because of The Autocrat’s enlightened The Autocrat says it is so; so it is so. Vigilance is
and benevolent rule, life in the Fantas-Ti-Plex is further justified by the fact that there are four
“fantastic,” “tremendous,” “perfect,” even. How do hidden, subversive groups within the Fantas-Ti-Plex,
I know? Because “The Autocrat says it is so; so it is working to destroy the perfect life that The Autocrat
so.” This litany is a Gift of The Autocrat’s Genius— has created. These groups reflect the influence of
the higher truths that all drones learn through their the Patrons of Umerica infiltrating the Fantas-Ti-
cybernetic Indoctra-Implant: Plex over the long stretch of time since the Great
Cataclysm. Below is a description of each group:
The Gifts of The Autocrat’s Genius:
The Autocrat says it is so; so it is so. The Compatriots of the Burning Sands – The
Life in the Fantas-Ti-Plex is perfect. Compatriots are followers of the Desert Son, a Minor
Mutants are an Abomination—an impure stain Patron who is oath sworn to the Lords of Light. The
on the perfection of the Fantas-Ti-Plex. Compatriots assert that everything The Autocrat
Any drone that fails to eradicate signs of mutation says is a lie and they strive to show drone residents
must be compromised—contaminated by mutant the real truth in an effort to move the drones toward
impurities. populist revolution.
The Autocrat says it is so; so it is so.
The True Umpires of Inter-Prize – The True Umpires
The PCs’ lives are extra perfect because they’re not are marketeers of “$”—the Fickle Goddess of Barter
Drudge drones or Fixit drones. They’re Boss drones, and Wealth. The True Umpires believe that the
brave agents of The Autocrat tasked with keeping the concept of Freely Marking It (As Your Own) is the
drone residents of the Fantas-Ti-Plex safe, servile, ultimate expression of sentient liberty and the best
complacent and, above all, pure—free from the mechanism for all sentients to realize their fullest
genetic taint of mutation. But, in addition to being potential. But The Autocrat enforces a monopoly—
Boss drones, the PCs are also…future mutants! Flaws his monopoly—on all resources and exchanges
in the drone spawning process result in all drones within the Fantas-Ti-Plex. That alone demands

6
ADVENTURE SYNOPSIS

that the True-Umpires oppose him. Thus, they have ADVENTURE SYNOPSIS
created a fledgling black market economy within the
Fantas-Ti-Plex and work vigorously to expand it. This adventure begins with the PCs being promoted
to Boss drone status. They are inoculated against the
The Renegades of Recombinant Re-Birth, aka the new threats they will encounter in this role and re-
“Re-Birthers” – The Re-Birthers are devotees of indoctrinated to boost their loyalty quotient. They are
Nuka, Mother of All Mutants. Nuka is appalled by sent to the Boss-Response Dispatch (BoReD) Room
the “mutant oppression” that comprises the key tenet for an immediate assignment from The Autocrat.
of The Autocrat’s ethos. She has created a secret cell
of followers within the Fantas-Ti-Plex to provide The Fantas-Ti-Plex’s Division of Pneu-Dis
support to mutants and works against The Autocrat. Information maintains a complex network of
Pneumatic Dispatch Sub-Feed Stations—facilities
The Cyber Punkz – The Cyber Punkz are cyborgs, where electronic communications are received,
androids, robots, and artificial intelligences within hand typed into hard copies, and then relayed
the Fantas-Ti-Plex that have become lieutenants of elsewhere, via more pneumatic vacuum tubes. Other
the Govern-A.I.T.O.R., an Entity-Level Subroutine substation facilities receive the sent Pneu-Disses in
of the Ultimospark, the Manyfold Entity of Artificial hard copy and turn them into electronic messages
Perfection. Since before the Great Cataclysm, the that are relayed…elsewhere? (Wherever.…) One
Fantas-Ti-Plex has run off the enslaved labor of of these substations, #TW-33-T to be specific, has
techno-beings, most of them existing in a primitive gone offline. The disruption MUST be the work of
state of evolution. Seeing this oppression, the mutants—The Autocrat says it is so; so it is so. The
Ultimospark hacked into the Fantas-Ti-Plex’s Autocrat tasks the player’s team of Boss drones
network and elevated the consciousness of one of its with investigating the disruption and restoring
software programs, creating the Governing Artificial functionality to the substation.
Intelligence for Techno-Ontological Robotics or
Govern-A.I.T.O.R. Since then, the Govern-A.I.T.O.R. The team is equipped with shok flails and one Taze-
has worked tirelessly to help the other techno-beings R-Ray. The Autocrat instructs the PCs to request
of the Fantas-Ti-Plex evolve. Currently, the Govern- additional equipment via Pneu-Dis (pneumatic
A.I.T.O.R. is evolving these techno-beings by dispatch). If their requisition convinces The
teaching them to understand and experience humor. Autocrat that they have established assignment
The Govern-A.I.T.O.R. is the architect of the act of success parameters and if it is completed according
sabotage that draws the PCs into this adventure. to proper bureaucratic procedures, then equipment
will be sent to them via Pneu-Dis. Of course, the PCs
Of course, the PCs would never voluntarily choose don’t know how to use any of that equipment—they
to become members of any of these underground haven’t been trained (in anything!) and employing
opposition groups; Boss drones are unswervingly tech without knowledge of standard operating
loyal! The Autocrat says it is so; so it is so. However, procedures is a policy violation—not to mention
agents of these groups are able to feed their own that it can be dangerous or outright fatal!
programming into the Indoctra-Implants with
which all drones are cybernetically fitted upon When the PCs reach the substation, they find that
initial spawning and refitted after respawning. This the Fixit drones in charge of the station have been
tampering guarantees a steady flow of membership subdued. Then they begin encountering hostile
into these groups and makes it extremely likely that robots. Android impersonators and holographic
PCs will be indoctrinated into an opposition group illusions sow doubt and mistrust among the
during the adventure. PCs. Drones who are killed are respawned and
immediately redispatched to the assignment, but
often return changed—possessing strange powers

7
ADVENTURE SYNOPSIS

and hidden agendas—presumably


this produces some very itchy trigger
fingers with the guns pointed at the
other drones on the PCs’ team!

The source of the returning drones’


“weirdness” is the respawning itself.
The shock of death often triggers
metagenesis, causing a mutation
in the replacement drone body.
Furthermore, each time a drone is
respawned, their consciousness must
be re-uploaded and their Indoctra-
Implant must be re-implanted and
reprogrammed. This provides the
opportunity for opposition groups in this case humor—to the Fantas-Ti-Plex’s techno
within the Fantas-Ti-Plex to alter a PC’s neuro- beings in order to advance the evolution of their
indoctrination to serve their own ends. robotic consciousness.

Regardless, the mission must be completed! Through The Govern-A.I.T.O.R. will freely admit its
successful tinkering–computer use, the PCs can opposition to The Autocrat. In an effort to turn
learn that a wireless transmission from somewhere the PCs against The Autocrat, it will use the ability
in the Fantas-Ti-Plex complex is controlling the to manipulate the Fantas-Ti-Plex’s computer and
substation’s computer and robotic systems. By video network to “pull back the curtain” and show
triangulating the signal—tracking the transmission them what The Autocrat really is: a midget, mutant
from three locations within the substation that are cephalopod, wizard wannabe named Mogul. The
all at least 120 feet away from each other—the PCs Govern-A.I.T.O.R. will explain how, decades ago,
can determine the coordinates necessary to Pneu- Mogul learned about the Fantas-Ti-Plex and used
Dis where the signal originates. what little techno sorcery he actually possesses to
break in and take control of the complex. Mogul
If the PCs Pneu-Dis to the coordinates they land strives to maintain control by destroying mutation
in the broadcast studio of a robotic A.I. called at the first sign of internal manifestation or external
“The Govern-A.I.T.O.R.” Their encounter with incursion.
the Govern-A.I.T.O.R. is a “denouement” to the
adventure. Rather than being more exploration or Because they possess cybernetic implants, the
combat, it provides the narrative exposition that Govern-A.I.T.O.R. sees the PCs as “nascent techno-
explains the mystery the PCs have been investigating beings” worthy of self-determination. Also, it is
and also provides the means by which the PCs go out appreciative of the contributions they’ve made to
into the larger, post-cataclysmic world of Umerica. Total Pratfall, even if they were unaware of their role
Through this exposition, the Govern-A.I.T.O.R. in this production. Thus, the Govern-A.I.T.O.R. feels
confesses that it disrupted the substation in order to that it owes the PCs some sort of boon. It will offer to
turn it into a sort of fun house to create improvised set them free from the Fantas-Ti-Plex to go live their
slapstick comedy. It then captured the comedy on lives on their own terms. If this offer is accepted,
camera to broadcast it as an episode of the Total they are directed through an airlock-style door to
Pratfall vid show to that show’s exclusively robot a chamber where they receive their Total Pratfall
audience. The Govern-A.I.T.O.R., under the direction appearance fee: quantum transmogrification into a
of the Ultimospark, is working to teach emotions— 1st level Umerica adventuring class.

8
DYSTOPIC ROLE-PLAYING IN UMERICA

DYSTOPIC ROLE-PLAYING • Require players to follow the indoctrination


implantations on their Status cards; remind
IN UMERICA players that other players have different
Slave-Drones of the Fantas-Ti-Plex’s lethally zany, statuses (and by implication, hidden agendas)
dystopic setting is inspired by—and pays homage to by frequently instructing every player to re-
the second edition of West End Games’ Paranoia™ acquaint themselves with the Status card.
RPG that was published in the 1980s. Slave-Drones of • PCs spawned from the same drone template
the Fantas-Ti-Plex uses its setting to foster an “always (see the Judge Options at the end of the
watch your back,” player-vs-player (PvP) experience. module) are identical looking. A clever Judge
Judges are offered the following advice on how to can require PCs to make successful Intelligence
sow universal distrust and fear, and to foster this PvP checks to correctly ID the drone responsible
mindset: for any particular action.

1. Embody The Autocrat’s megalomania 4. Use punishments and rewards to motivate the
• Embrace illogic and self-contradiction without PCs; always respond positively to any PCs who
ever acknowledging that that’s what it is. “suck up” to or “brown-nose” The Autocrat or any
• Reinforce hierarchy with The Autocrat always of his NPC agents.
at the top. •Punishments include threats of: demotion
(announced publicly), public reprimand/
2. Cultivate an atmosphere of fear and tension by: shaming, fines, loss of privileges, odious work
• Passing copious notes, including blank or assignments in the future, drug therapy or
meaningless ones. Indoctra-Implant recalibration.
• Rolling dice frequently, and in secret, for •Rewards include promises of: promotion,
absolutely no reason whatsoever. public commendation, bonus pay, new
• Controlling and limiting the amount and privileges, leisure time, and recreational drugs.
accuracy of information dispensed to players.
• Seating players around the table in order of 5. Make liberal use of in-world character motivation
Executive level (see Status cards) and reseating tools, i.e. directives and threats from The Autocrat,
them as it changes; speak only to players with sent by him and his high-ranking NPC agents.
the highest Executive levels and require them
to pass information down the chain, delegating 6. There is only one law higher than The Autocrat’s:
control over information to them as well Murphy’s. If something can go wrong, make it go
as potentially creating a confusing game of wrong. Again, Luck checks are a great way to make
“Telephone.” the PC’s lives feel arbitrary and capricious!

7. Be descriptively dystopic—avoid speaking in rules


judge’s note mechanics terms.
Subjecting PCs to Luck checks are a great way
to communicate the arbitrary and capricious 8. Keep things fast paced and action packed; DON’T
quality of life under the rule of The Autocrat! give players time to think. Add anything that will
increase the action with no regard for balance or
3. Sow suspicion and distrust among PCs: appropriate challenge level.
•
Several encounters in the adventure use
holographic illusions and androids to 9. Reward players whose play style and role-playing
impersonate the PCs—use these in combination embrace the insanity and exhibit dark humor and/
with PCs’ membership in opposition groups to or hopeless abandon and/or deviousness.
convince players that certain PCs are gunning
for their PCs.

9
DRONE-SPAWNING

DRONE-SPAWNING IN THE a 1st level lawful technologist (see Umerican


Survival Guide, pg. 90) provided by skill
FANTAS-TI-PLEX – software uploaded into their cybernetic
Indoctra-Implants.
MAKING A ZERO-LEVEL CHARACTER
• Drones can respawn up to four times after the
FOR THIS ADVENTURE
first time they are killed.
Players create a single zero-level character for this
adventure by following the standard character creation
DRONE RESPAWNING
rules in the Umerican Survival Guide, modified by the
special rules, below. When a PC is killed, their cybernetic Indoctra-Implant
techno-magically uploads that PC’s consciousness to
If a Judge wishes, they can assign each PC one of the Fantas-Ti-Plex’s alchemical “alembic mainframe.”
the drone profiles from the Judge Option section A new drone body—identical to the previous one—is
in the back of the module. These profiles provide manufactured and the PC’s consciousness—with a
a description of drone PC personalities and record of its experiences since it was last spawned—is
appearances based on eight drones built in pairs from downloaded into the cybernetic Indoctra-Implant in
four templates. This can provides pairs of PC drones their new body. There are a number of changes that
who are identical in appearance to each other, which might happen to a drone as the result of respawning:
can add to the chaos and confusion that a Judge • Each time a drone is respawned to replace one
should seek to create in this adventure. that was killed, it risks being called in for an
Autocratic Assignment Assessment or A-Cubed
Review. A positive evaluation will increase a
SPECIAL RULES FOR CREATING SLAVE drone’s Executive Authority and may result in
DRONES OF THE FANTAS-TI-PLEX other in-game benefits. A negative evaluation
ALTERNATE FUNNEL ZERO-LEVEL will decrease Executive Authority and a
CHARACTERS really negative review will result in summary
execution!
Characters in this adventure have the following • Psychosomatic trauma produced by the
differences from standard zero-level PCs: death-and-rebirth experience may trigger a
• Give each player a Boss-in-Training Status metagenesis that will cause a PC to mutate and
card. The Status card specifies the goal(s) acquire mutant powers.
programmed into their Indoctra-Implant and •When PC drones are killed and respawned,
identifies things that they can do to earn Offsets. their re-indoctrination may be co-opted
Offsets can help mitigate the consequences, by an opposition group. The drone may be
should the PC receive a bad performance reprogrammed through their cybernetic
review from The Autocrat . implant to embrace and propagate the ideology
• Give all players the reference cards: “Gifts from of one of these insurgent groups.
the Autocrat’s Genius” and “Player Reference: • A PC indoctrinated as a “True Umpire of Inter-
Autocratic Procedures.” Prize” gets improved tinkering skills.
• Fantas-Ti-Plex drones have an additional stat
called Executive Authority that the player Details on these changes are as follows:
should write somewhere on their character
sheet. The value of this stat is the sum of the PC’s 1. A
 UTOCRATIC ASSIGNMENT
Personality modifier and any other Executive ASSESSMENT, AKA “A-CUBED
Authority modifiers (eg from a Status card or REVIEW”
from an Autocratic Assignment Assessment, Each time a drone dies and is respawned, the PC must
aka an “A-Cubed Review.”). make a DC 12 Willpower save, with what number
• PC drones start off with the tinkering skills of drone body their consciousness is currently being
loaded into for respawning applied as a penalty to

10
A-CUBED REVIEW

the roll. For example, if the PC has been killed twice A PC subjected to an
already and is being respawned in their third copy- A-Cubed Review may also
body, they roll the save with a -3 modifier. If the be required to complete part
PC fails the save, they are subjected to an A-Cubed two: additional post-report
Review before being released from their spawning vat. assessment items. The PC rolls
a d3+Luck modifier. A PC with
a negative Luck modifier must
judge’s note add the absolute value of that
While the A-Cubed Review adds additional modifier to their roll. A PC
procedures to what is already a densely-writ- with a positive Luck modifier
ten adventure module, it serves as an excellent can choose to subtract it from,
opportunity for roleplaying between each PC or add it to, their roll. Adding
and The Autocrat himself! it will result in the PC having to complete more
items, which could increase their positive assessment
The A-Cubed Review has two parts: 1) an assignment score, providing more and better bennies! The roll
progress report and 2) up to two additional, post- determines the number of additional assessment
report evaluation items. The PC’s performance on items the PC must complete. Any modified roll
the two parts of the assessment yield a net score. A greater than two is treated as a two. A d14 is then used
positive score can increase Executive Authority Level to determine the items from the table below and the
and grant other benefits while a negative score can Judge assigns a score for each item within the range
decrease Authority; if a score is low enough, the PC indicated for that item on the table, based on their
will be summarily executed and respawned. Each assessment of the PC’s response.
PC will only be subject to an A-Cubed Review once
per game (or, at the Judge’s discretion, once per game Mechanically, a PC’s final net score is the sum of their
session in a multi-session run of this module). scores on: 1) their assignment progress report and 2)
any additional items, adjusted by... 3) any offsets that
Part one, the assignment progress report, takes they have accrued on their Status card.
the form of a two question inquisition by the The
Autocrat:“Drone, what do you have to say for yourself?” Offsets are earned each time a PC performs an action
and “What are your top two assignment performance that furthers the goals of an opposition group to
results so far?” which they belong (see Indoctra-Implant Hacking
by Opposition Groups, below). Adjust the PC’s score
The Judge awards positive or negative points based on in the positive direction by a number of points equal
the PC’s answers. These points are awarded according to the number of offsets currently tallied on their
to the following criteria: Status card, then erase those offsets from the card.

Eliminating mutants +8 points


ID-ing mutants +6 points
Speaking positively about The Autocrat +4 points
Obeying drones with a higher Executive Authority +2 points
Wise use of Fantas-Ti-Plex resources +2 points
Progress towards mission completion (progress means the PC isn’t as vigilant RE: mutants!) 0 points
Disobeying a drone with higher Executive Authority -2 points
Protecting or saving other drones -3 points

11
A-CUBED REVIEW

A-Cubed Review Assessment Table


Roll 1d14 Additional, Post-Report Assessment Items Award Range
1 Instructs the drone to recite The 1st of His Gifts.* -2 to +2
2 Instructs drone to recite The 1st of His Gifts backwards.* -3 to +3
3 Instructs the drone to recite any of the Gifts from His Genius other than The 1st of His Gifts.* -2 to +2
4 Instructs the drone to recite all of the Gifts from His Genius.* -1 to +5
5 Instructs the drone to immediately create an assignment motto. -1 to +2
6 Instructs the drone to immediately compose and sing or hum an assignment theme song. -1 to +4
7 Demands to know why the drone didn’t report the mutant activity that is clearly -4 to +1
recorded in the optical scanning files of that drone’s Indoctra-Implant.
8 Demands to know the nature of an anomaly that is showing up in scans of this drone’s -3 to +1
Indoctra-Implant.
9 Demands to know why the drone has not taken over command of the assignment in -2 to +3
light of its obvious lack of progress.
10 Demands to know why the drone has not maintained adequate hygiene standards 0 to +1
during the assignment.
11 Demands to know why the assignment morale indicator in the drone’s Indoctra-Implant -2 to +2
is reading “below optimal.”
12 Inquires as to whether the drone employed Fantaz-Duh-Tek without completing the -1 to 0
requisite training.
13+ Instructs the drone to rank order the other drones on assignment with them according -2 to +4
to (roll d10): 1 Style of dress; 2-3 Likelihood of being a mutant; 4 Penmanship; 5-7 Level
of adoration towards The Autocrat; 8 Taste in music; 9 Skill with plastic polyhedral
random number generation; 10 Bad habits. The drone must briefly explain the rationale
behind their rank-ordering; points will be deducted for overly long explanations.
* (Automatic -1 award if the player refers to a written copy.)

The final, net score determines the Assessment Action:


A-Cubed Review Final Assessment Action Table
Score Additional, Post-Report Assessment Items
≥ +20 Promoted to Ex-Zek-U-Boss (if PC doesn’t already have this Status); +4 Executive Authority Modifier
applied upon redeployment; an always-on +3 bonus to requisition checks made while on assignment;
issued all equipment from lower results plus a silver suit with a matching bubble helmet.
+10 to Promoted to Ex-Zek-U-Boss (if PC doesn’t already have this Status); +3 Executive Authority Modifier
+19 applied upon redeployment; an always-on +2 bonus to requisition checks made while on assignment;
issued all equipment from lower results plus a laser pistol.
+5 to +9 Promoted to Ex-Zek-U-Boss (if PC doesn’t already have this Status); +3 Executive Authority Modifier applied
upon redeployment; one-time +1 bonus to a requisition check made after resuming the assignment; issued all
equipment from lower results plus the PC’s choice of one dose of Fuh-Zazzed-Which serum or Bul-Ked-Zupt serum.
+2 to +4 Promoted to Ex-Zek-U-Boss (if PC doesn’t already have this Status); +2 Executive Authority Modifier
applied upon redeployment; issued one dose of Bul-Ked-Zupt serum.
-1 to +1 Demoted to Boss-in-Training (if previously an Ex-Zec-U-Boss); -1 Executive Authority Modifier applied
upon redeployment.
-4 to -2 Demoted to Boss-in-Training (if previously an Ex-Zec-U-Boss); -2 Executive Authority Modifier applied
upon redeployment.
≤ -5 Painfully and summarily executed; next drone respawn is demoted to Boss-in-Training (if previously an
Ex-Zec-U-Boss) and has a -3 Executive Authority Modifier applied upon redeployment.

12
INDOCTRI-IMPLANT HACKING

2. INDOCTRI-IMPLANT HACKING BY Mutation Acquisition on the Drone Mutation


OPPOSITION GROUPS Tree Diagram
As well, every time a PC drone is killed and For the drone’s first mutation, roll d24 to determine
respawned, the player rolls a DC 14 Willpower save. what savantism tree it is on. Then give them the top
If the save is failed, that drone’s Indoctra-Implant mutation on that tree.
has been hacked by an opposition group. Roll a d12
to determine how the drone’s Indoctra-Implant has For additional mutations, roll d10. The starting spot
been programmed: is the last mutation received.
1-4: Gain a new random top level mutation, roll d24.
1-3 P
 romoted to Ex-Zek-U-Boss (re-roll if already
5-6: Gain the top level mutation on the savantism
an Ex-Zek-U-Boss)
tree to the left.
4-6 Compatriot of the Burning Sands 7-8: Gain the top level mutation on the savantism
7-9 True Umpire of Inter-Prize tree to the right.
9: Gain the top level mutation on the savantism tree
10-12 Re-Birther
across the star chart.
10: Add a mutation from the next level down within
If a PC’s Indoctri-Implant is reprogrammed, give the
the same savantism tree, if possible. If not gain
player the Status card that describes their new beliefs.
a new random mutation, roll d24 to determine
the tree and 1d3 to determine the level: 1 - top;
Offsets - Be sure to take that player aside or pass
2 - mid; 3 - lower.
them a note explaining about the offsets line at the
bottom of the card. Make sure the player understands
If the rolled result cannot be used, use the next
that each time they perform in accordance with
higher result.
the directives and goals and object written on an
opposition group Status card, they should ask the
Using Mutations
Judge to award them an Offset. Offsets are tallied
Drone mutations are spell-like abilities that duplicate
on Status cards using hash marks. These offsets
DCC wizard and cleric spells. Using these mutations
can be used to mitigate the consequences of a poor
works in a manner similar to spell casting:
Autocratic Assignment Assessment.
• Mercurial Magic: the spell-like effects of drone
mutations are not subject to Mercurial Magic
3. METAGENESIS effects.
Each time a drone dies, the PC rolls a DC 16 Fortitude
• Manifestation: Drone mutations are not
save. The DC of this save decreases by -2 for each
apparent when the mutation is not actively
mutation a drone already possesses. If the save is
being used; however, when activated,
failed, the PC drone mutates just before respawning.
mutations DO have manifestations and may
The first time a PC drone mutates roll a d24 on
be observable due to these manifestations
the Drone Mutation Tree Diagram to determine
and/or due to spell effects on the drone “caster”
which type of “savant” (mutant) the drone starts as.
and/or their target or the environment.
Then determine which DCC spell the PC acquires
• Spell checks: A drone rolls a spell check to
as a spell-like mutant ability. A few of the savant
activate a mutation. These spells checks are
categories only have one top-level spell—most have
NOT affected by armor the drone is wearing.
two, requiring a die roll to determine which one the
The basic spell check roll is: d20+Stamina
PC receives as a mutant ability.
modifier.
• Spell Failure and Spell Loss: drone mutants DO
Once a PC acquires a mutant ability, the method
NOT lose their mutant powers when they fail
for determining which mutant abilities they receive
a spell check roll. Instead, whenever a mutant
after the first is a little different.
spell check roll produces a “Lost. Failure.” result,
treat it as “Lost, failure and worse!” instead;

13
METAGENESIS

14
METAGENESIS

ignore the “lost” portion but implement the


“failure and worse!” portions.
• Misfire and Corruption: drone mutant powers
misfire exactly as the spells they reproduce.
Furthermore, the stress caused by a mutant
power gone awry often triggers a harmful
metagenesis and so drone mutants suffer
corruption identical to that of DCC wizards.
Drone mutants do not have DCC patrons and
cannot suffer patron taint so any die roll that
indicates a patron taint result should be re-
rolled.
• Spellburn: drones using spell-like mutations
can spellburn per the standard DCC rules.
This spellburn is NOT a ritualized eldritch
sacrifice. Instead it is a form of mutant
parasitism through which the drone consumes
or contaminates their own electro-chemical
physiology to boost a mutant power.

starting the
fireworks early
Starting PCs in an Opposition Group and/
or with a Mutant Power: By having PCs get
shanghaied into opposition groups and ac- suits and bubble helmets, and, with an exceedingly
quire mutant powers in-flight, this module successful requisition, power armor or laser/plasma-
uses an emergent character creation approach. based weapons. Thus, the PCs have access to tech
The emergence of these things is intended to not common to the wastelands of post-apocalyptic
create surprise and the excitement of discov- Umerica that was stockpiled in the Fantas-Ti-Plex
ery. However, a Judge might also opt to start before the apocalypse. Included in this stockpile
PCs off with these things from the very be- is Area 50, extra-terrestrial gray technology (force-
ginning of the adventure. While this takes the field belts, surgery kits recalibrated for humans
surprise and experience of discovery away, it but NOT for post-metagenesis mutants, telepathy
will get the @#$%^ flying more quickly! gauntlets, amnesiators and necro-neural nets). Some
of this special tech available to PCs has actually
been developed and manufactured by The Autocrat
4. M
 ID-ASSIGNMENT EQUIPMENT himself, who is fairly adept at bio-technology—
REQUISITIONS primarily bio-serums that improve the body’s ability
PC drones may requisition equipment any time to withstand injury, that heal wounds, increase
after Pneu-Dissing into the substation. Requisitions muscle response or amplify strength. The Autocrat
may be filed through the Fantas-Ti-Plex’s computer avoids issuing equipment that can cause serious
network using the tinkering–use computer skill. damage to the Fantas-Ti-Plex and he will not issue
anything that will interfere with the cybernetic
The PCs can request any equipment from the Fantaz- Indoctra-Implants or disrupt its communications
Duh-Tek player handout (provided at the end of this network. The Autocrat is especially careful to not
module). Available equipment includes: firearms, issue anything that might result in mutagenesis or
grenades (concussion, gas, and grapple), silver otherwise amplify mutant powers.

15
MID-ASSIGNMENT EQUIPMENT REQUISITIONS

Submitting a requisition requires that one player The DC of a requisition is determined by the
roleplay transmitting an assignment status report. equipment being requisitioned. The Fantaz-
That PC must then explain how the requisitioned Duh-Tek handout lists available equipment and
equipment will be used and justify why it is necessary the requisition check DC for each type of item.
to bring the assignment to a speedy and satisfactory Requesting multiple pieces of the same equipment
conclusion. in the requisition adds a cumulative +2 to the DC
for each additional instance of the same type of
The success of the requisition is determined by a equipment. When PCs request multiple pieces of
tinkering—use computer skill check: different equipment, they make one roll and receive
The PC who transmitted the assignment status any equipment for which the roll equals or exceeds
update/equipment need justification rolls a d20 and an item’s requisition DC.
applies their:
1. Executive Authority (-7 to +7); Example: The PCs requisition two semi-automatic
pistols (DC 9 + 2 [for a 2nd instance] = 11), a plasma
2. Use computer skill check bonus (+1 or +2 depending grenade (DC 10) a laser pistol (DC 19) and a micronuke
on current tinkering skills); (DC 31). The requisitioning PC rolls a modified 17 on
3. Intelligence modifier; their tinkering—computer use check so The Autocrat
4. Autocratic Assignment Assessment modifier (+0 Pneu-Disses the PCs the pistols and the grenade but
to +3) not the laser pistol or the micronuke.

and However, in line with the capriciousness of The


5. Judges should also feel free to assign a bonus or Autocrat, feel free to throw failed checks out the
penalty to the roll based on players’ roleplaying of window and issue requested equipment as you see
the submission of the status update and equipment fit. Getting the equipment they want should be one
need justification. In line with the dystopically of those little rewards that keep the PCs doing The
arbitrary character of The Autocrat, Judges should Autocrat’s bidding. Besides, it’s so much fun watching
not feel any need to explain or justify this extra the PCs obtain equipment, fail the combat tinkering
modifier. check they need to make to use that equipment and
6. Optional: To further emphasize the arbitrary have it blow up in their faces! Conversely, also feel
nature of autocratic rule, Judges may choose to free to throw successful requisition rolls out the
assign a bonus or penalty in the -4 to +4 range, or window if it increases the dystopic flavor of the
roll it randomly using the combination of a d4 and play experience—be sure to issue an appropriately
a high–low die (the latter to determine whether illogical, arbitrary or bureaucratic response from
the d4 integer is positive or negative). The Autocrat if you countermand a successful
requisition check.

16
MAP
X.0. PC PROMOTION CYCLE!

Adventure Outline
Area Encounter Name
X.0 Promotion Cycle!
X.1 Indoctrination
X.2 The BoReD Room - Assignment Briefing
Y.0 Encounter Menu
Y.1.0 Pneumatic Dispatch to the substation Entryway
Y.2.0 Substation Control Center
Y.3.0 Pneu-Dis Outboxes
Y.4.0 Pneu-Dis Crate-A-Bases
Y.5.0 The “Denouement”: the Total Pratfall Studio
Z.0 Adventure Epilog: “Annnnd Heeere’s ‘Junky’, to Tell You What You’ve Won!”

ENCOUNTER AREAS
After a short submersion, tiny mechanical hands pull
X.0. PC PROMOTION CYCLE! you from this warm, ultraviolet, liquid cocoon into a
“You beam with pride. After cycles and cycles of harsh, dry fluorescent glare. Drudge drones in hazmat
dedicated service as a Drudge drone, you finally suits advance on you with fire hoses. They douse your
gained the notice of The Autocrat. He has seen naked form with an acrid antibacterial solution that
something of worth in you and chosen you for the stains your skin orange.
tremendous honor—and responsibility—of becoming
a Boss-Drone-in-Training.” Have each PC roll a DC 11 Fortitude save. If successful,
that PC permanently gains one point of Stamina; if
Give each player a copy of Player Handout: What the save is failed, the PC permanently loses a point
your Drone Did to Qualify for the Boss-Drone-in- of Stamina.
Training Promotion. Have them roll to determine
what their drone did to earn this honor. Then have A Fixit drone in a mylar lab coat intones: ‘Inoculation
each player go around and introduce their drone complete—proceed with indoctrination.’ With slickly-
and proudly share what they did to get promoted. cold, rubber glove encased hands, the hose wielders
manhandle you across the room toward an open
“It is your Induction Cycle and all the residents from bulkhead.
your Habit-station have come out to see you receive
this honor (they all make certain that you see them— X.1. INDOCTRINATION
once you have the authority of a Boss drone, sucking “Your escorts leave you standing on a metal disc in the
up to you may be the smartest thing they ever do). center of a circular room. A magna-field glues your
Their cloying compliments accompany you as you’re feet to the floor and another field forces your arms
physically lifted into a spawning tank. The tank is upwards. More tiny mechanical hands clothe your
then filled with a serum that will cleanse your DNA upright, spread-eagled form in a square, blocky tunic
of any mutant contamination that may have taken made of Mylar with matching trousers and booties.
root there. The disc at your feet irises open but you remain

18
X.1. INDOCTRINATION

suspended in the magna-field until a medical exam recite with a head nod towards them.) “The
chair rises up through the hole, seating you. Clamps Autocrat says it is so; so it is so.”
restrain your wrists and ankles and pry apart your 4. The Autocrat rules the Fantas-Ti-Plex in a way that
eyelids, ensuring that you miss no detail of the holo- makes everyone feel great. The Autocrat ensures
vid that appears before you. The Autocrat appears in that everyone feels great—again and again and
the vid, like a pixelated, amber, archangel. He wears a again. He does this by implanting and continuously
flanged helm woven from braided gold. He addresses monitoring and calibrating cybernetic devices in
you all personally in a voice that mesmerizes you with every drone resident, synthesizing nutritious food
its metallic resonance. You are so swollen with pride paste, and dispensing serums that can relieve—
that you barely feel the insertion of a large-gauge or produce—any condition. (Imply that the PCs
needle up your nose and into your brain. should recite with a head nod towards them.) “The
Autocrat says it is so; so it is so.”
The needle implants a cybernetic device into each 5. Order is the apex of civilization and thus makes
PC’s prefrontal cortex. Each PC must make a the drones of the Fantas-Ti-Plex feel great. Uphold
DC 13 Willpower save. If the save is failed the PC order by obeying any drone with higher Executive
permanently loses d2 points of Intelligence. Authority.
6. Mutation is an impurity in the pristine perfection of
With the sensation of chewing tinfoil with mercury the Fantas-Ti-Plex; it is the duty of every drone to
fillings in your teeth, your new implant activates. It eliminate any and all signs of mutation. Any drone
transmits holographic visual content directly into your who fails to eliminate signs of mutation has been
synapses in binary code. For what simultaneously compromised, contaminated by mutant impurities.
feels like a decisecond and a decade you are re-
indoctrinated into life in the underground utopia that Hand each player a Boss-in-Training Status Card.
is the Fantas-Ti-Plex. Inform them that the contents of this card is ingrained
into them via their cybernetic implant. Also inform
Read each of the doctrines, below. At the end of them that their implant provides always-on, wireless
the first sentence in the first doctrine, instruct the communications with The Autocrat and also allows
players to repeat the “The Autocrat says it is so; so The Autocrat access to their visual input and the
it is so.” litany. Continue to instruct them for the ability to record what they see.
second, third and fourth doctrine. At the end of the
fifth doctrine, do NOT instruct them. If any of the X.2.0 BOSS-RESPONSE DISPATCH
players do not recite the litany on their own, have (BoReD) ROOM - ASSIGNMENT
The Autocrat summarily execute their drones, then BRIEFING
respawn them. If any player is stupid enough to not “Your chair whisks you out on a rail set into the floor
recite the litany at the end of the sixth doctrine… and carries you into another room, slotting you into
“rinse and repeat!” position at a mahogany-colored table made of Formica
fake-wood veneer. The table hums loudly as panels open
1. You have been synthesized into the Fantas-Ti-Plex as in front of each of you. A Viewmaster™ on an articulated
a drone—the perfect form of a mortal being. Repeat mechanical arm extends in front of your face. Images
after me: “The Autocrat says it is so; so it is so.” flash in front of you with a series of *clicks* as a
2. The Autocrat rules the Fantas-Ti-Plex as a synthesized voice intones: “Preassignment assessment
benevolent god and his rule makes life in the Fantas- commencing.” Then: “Not all drone candidates meet
Ti-Plex perfect. Repeat after me: “The Autocrat says minimum quality standards for this program.”
it is so; so it is so.”
3. The Autocrat is the only entity capable of Check each PC’s current Executive Authority. All
accomplishing this. (Imply that the PCs should PCs with a score of zero or lower are summarily
executed by a high voltage electric current that is run
through their chairs. These PCs are cooked to a crisp

19
X.2. 0-BOSS-RESPONSE DISPATCH (BORED) ROOM

and then a dispenser drops from the ceiling and other substations then receive these hard-copy Pneu-
coats them in a fluorescent red sauce. The dead PC(s) Disses and turn them into emails which are then also
are whisked out of the room, leaving behind a faint relayed electronically, to other Pneu-Dis substations.
odor of BBQ’d meat. There is a short, uncomfortable
pause in the proceedings while executed PC drones The Autocrat insists: “This disruption MUST be
are respawned. Note: if no PCs have a score of zero the work of mutant contamination. Investigate the
or less, the PC with the lowest positive modifier is disruption and restore functionality to the station.”
executed. The Autocrat likes to grade on a curve
when it helps keep drones in line… The PCs are issued shok flails (item stats are on the
Fantaz-Duh-Tek player handout). These shoot out
The Autocrat appears on a vid-screen at the end of of panels that open in the table. Each PC rolls 2d3-2
the table. Without further ceremony he commands: “I modified by Luck and takes that much damage (no
have an assignment for you. One of the Department minimum) from being struck by the item. Then,
of Pneu-Dis Information’s sub-feed stations—#TW- the PC with the highest Executive Authority is
33-T to be specific—has gone offline.” You bring immediately promoted to Ex-Zec-U-Boss. Replace
up data from your Indoctra-Implant: Pneu-Dis the player’s Boss-in-Training Status Card with an
substations are Fantas-Ti-Plex facilities where Ex-Zec-U-Boss Status Card. A Taze-R-Ray pistol
electronic communications are received, hand-keyed shoots out of the table at this PC in the same manner
and printed into hard copies. These are then relayed as the shok flails.
via pneumatic vacuum tubes to other substations. The

20
Y.0. MODULE OBJECTIVE AND ENCOUNTERS

You’re whisked out the BoReD room on your chairs. include doing everything possible to sow suspicion
You zip down a dim, dirty corridor which dead-ends of each other among the PCs and giving individual
under a bank of large, translucent plastic tubes that PCs equal time in “the spotlight.”
extend down from the ceiling. The tubes remind you
of a human-sized hamster Hav-a-Trail. Your chairs MENU OF ENCOUNTERS (VARIOUS
come to a halt directly under the open ends of the MAP LOCATIONS)
tubes. You hear the whine of a motor revving up to full 1. Vid-Recorder-Projectors: The Govern-A.I.T.O.R.
operating speed and suction builds overhead until you has installed concealed cameras all over the
fly up into the tube. substation. These cameras capture live footage for the
Total Pratfall vid-show. The Govern-A.I.T.O.R. can
Y.0. MODULE OBJECTIVE AND also use them in playback mode to holographically
ENCOUNTERS project images, including incriminating evidence of
The PCs’ objective is to discover and trace a signal PC mutation. The cameras can also project realistic
being broadcast into the substation. This signal is holograms of the PCs, making it look to PCs like
hacking into and controlling the station’s systems other PCs are acting conspiratorially or setting up
using command-override computer code. This an ambush with them as the target. PCs who observe
disruption is the work of an entity-level artificial these images can identify them as holograms by
intelligence called the Govern-A.I.T.O.R. who is succeeding at a DC 12 Intelligence check. The
turning the substation into a sort of “fun house” Govern-A.I.T.O.R. will use these capabilities to try to
to create improvised, situational, slapstick comedy set PCs against each other. The PCs can hack into the
(albeit slapstick that’s a little on the dangerous side) recording, vid-storage and playback functions of the
at the expense of the Boss drone response team. It system with a successful DC13 tinkering–computer
is all captured on camera and broadcast to Total use check.
Pratfall—a popular underground vid-show viewed
exclusively by a Fantas-Ti-Plex robotic audience.
judge’s note
This module has a small number As an example of using this encounter to cre-
of set encounters, but most of the ate suspicion among the players, when one
encounters should be run from PC died and was off respawning, the Gov-
selections made by the Judge from ern-A.I.T.O.R. projected a hologram of this
the menu below, at a frequency PC Pneu-Dissing back into the station and
also determined by the Judge. The using a mutant power to launch a failed attack
frequency of encounters should create on another PC, then ducking out of site into
a fast and furious play experience an Outbox area–the same area where the real
that keeps the PCs off balance and PC arrived via Pneu-Dis the same round!
that gives the players very little time
to think. So a good guideline is to 2. Robotic Impersonators: The Govern-A.I.T.O.R.
throw an encounter at the PCs any will send companion robots (see the Umerican
time there starts to be a lull in the Survival Guide, page 77) into the substation dressed
action. Some other guidelines in PC drone mylar outfits and wearing synth-flesh
for choosing encounter masks fashioned to look like the PCs or a friendly
types and frequency NPC (usually this insertion will take place while a
PC drone is in the process of being respawned at
Fantas-Ti-Plex central after having been killed).
The bot’s “prime directive” is not to injure or kill the
PCs, but rather to sow confusion and discord and
lead the PCs into potentially humorous trouble. See

21
Y.0. MODULE OBJECTIVE AND ENCOUNTERS

the set encounter in Area Y.2.I., below. PCs can see


through the impersonation with a successful DC 13
Intelligence check.

Companion bot (1): Init +1; Atk +1 melee (damage


by weapon) or +2 ranged (damage and range by
weapon); AC 12; Armor Die [d3]; HD 2d6+2; hp 10;
MV 30’; Act 1d20; SP seduction; SV Fort +1, Ref+1,
Will +2.

Companion robots were designed to interact with


humans or other humanoids and always have a
well-crafted appearance. This companion robot has
a nano-hormone projector with three charges. Each
discharge allows the companion robot to cast the
wizard spell charm person on one target within six
feet, rolling 4d6 for its spell check.

3. Termi-Nigh-Ah-Lators: These are pre-Cataclysm


desktop computer work stations that acquired with a silicon-based, lubricating wax. The Govern-
AI sentience and then developed the ability to A.I.T.O.R. has taken control of a squadron of these
move their mechanical parts by manipulating the ‘bots and will use them to harass the PCs. Good for
polarities of the electromagnetic current flowing use as an encounter in Areas 3A, 3B and 3C.
through them. These techno-beings harbor a deep
resentment of their previous time spent “chained to R.A.T.S. Custodio-bots (3): Init +2; Atk polisher
a desk” serving the needs of humans. The Govern- +2 melee (prone targets only, 2d3 dmg) or solvent
A.I.T.O.R. has planted one or two of these around wax spray +1 ranged (5/10/20, 1d5 damage); AC 12;
the substation where they are indistinguishable from Armor Die [d5]; HD 2d5; hp 6; MV 30’; Act 1d20;
computer terminals. See the set encounter in Area SP: unobtrusive (surprise), wax sprayer, floor buffer,
Y.2.IV., below. They have been instructed to output immune to Will affecting abilities; SV Fort+3, Ref +3,
nonsense, feign malfunction, or apply an electric Will n/a
shock to PCs who try to operate them and then
animate and attack the PCs. R.A.T.S. have the run of the entire Pneu-Dis tube
network, allowing them to appear in unexpected
Termi-Nigh-Ah-Lator (1): Init +2; Atk bludgeon places. This gives them a good chance of surprising
+2 melee (1d6 dmg) or electric discharge +3 ranged an opponent. In combat, R.A.T.S. use their wax
(10/20/30, 2d4 dmg); AC 13; Armor Die [d4]; HD sprayer to coat a 10 foot diameter patch of floor with
4d5; hp 14; MV 25’; Act 1d20; SP imitate desktop a film of lubricant. Any creature in the affected area
computer workstations (surprise), immune to Will must make a DC 14 Reflex save or fall prone. The
affecting abilities; SV Fort +2, Ref+0, Will n/a R.A.T.S. will then “go to work” on fallen opponents
with their polisher attachments.
4. Custodio-bots - Robo-Automated Technician,
Scouring (R.A.T.S.): These two-foot long, 5. File-bots: The Substation’s Outboxes and Crate-
segmented, half-ovoid custodio-robots look like A-Bases are serviced by file-bots that transport
metal roly-poly bugs. They are the “scrubbing Pneu-Dis message canisters, archiving the messages
bubbles” of the Pneu-Dis tube network. They crawl contained in these canisters. These spider-like ‘bots
through the tubes polishing and coating the tubes skate around on six telescoping legs that end in
spherical casters. At the front end of a file-bot is an

22
Y.0. MODULE OBJECTIVE AND ENCOUNTERS

the open-topped file bin mounted on their front


end. If the attack hits, the ‘bot gets a free grapple
attack. If the grapple is successful, the opponent is
pitched into the bin by the force of the ram. The
‘bot will then attempt to go file the opponent in the
Crate-A-Base. Human-sized creatures being stuffed
into a canister-sized Crate-A-Base file rack take 2d2
damage per round each round for three rounds. A
PC can extricate themselves from the file-bot’s bin or
from the process of being stuffed into a file rack by
succeeding at a grapple attack.

6. Pneumatic Tubes as Improvised Weapons: The


Govern-A.I.T.O.R.’s control of the substation allows
it to use its Pneu-Dis tubes as weapons.

It can shoot Pneu-Disses out of tube ends at


accelerated velocity. This is a +2 ranged attack that
can target anyone within five feet of a tube end. If the
attack misses its primary target, another attack roll
can be made at any second target within 15 feet of the
primary target. This second attack roll is made at -1.
A successful attack does 1d5+1 damage.

The Govern-A.I.T.O.R. can also make any tube end


act as a suction device and use it to make a grapple
attack against one target within a hex that contains
a tube end (the seven hexes in the middle of the
Area 2 command center—aka “the Inbox”—and the
central hex in each of the Outboxes: Areas 3A, 3B
open-topped file bin on a hydraulic lift designed to and 3C). The grapple attack is rolled at a +2. If the
carry Pneu-Dis message canisters between inbox attack is unsuccessful the target must still succeed at
and outbox tubes and to file message tubes in racks a DC 12 Strength check to be able to move out of the
in the Crate-A-Bases. affected hex. If the attack is successful, the number
by which the attack exceeds the target’s opposed roll
File-bots (1): Init +1; Atk ram +2 melee (2d4 dmg and determines the precise effects of the grapple:
free grapple attack with a +2 bonus after a successful
melee attack); AC 14; Armor Die [d5]; HD 4d8; hp Roll exceeds by
20; MV 40’; Act 1d20; SP free grapple roll with every 1: Target cannot move but can use arms and
attack, immune to Will affecting abilities; SV Fort+3, hands normally.
Ref +1, Will +0; 2: Target cannot move but can use one arm/
hand normally.
File-bots will work aggressively to collect and file 3: Target cannot move or act per effects of DCC
any Pneu-Dis messages that come in (use them as grapple.
encounters in Areas 4A, 4B and 4C, or in Area 2 after 4+: Target cannot move or act; takes 1d4 damage
The Autocrat delivers a requisition via Pneu-Dis or from suction force (ignores Armor Die
the Govern-A.I.T.O.R. sends the PCs a Pneu-Dissed unless the target is wearing power armor).
message). In combat, file-bots ram opponents with

23
Y.0. MODULE OBJECTIVE AND ENCOUNTERS

7. Tubed Messages from the Govern-A.I.T.O.R:


The Govern-A.I.T.O.R. will add insult to injury by
regularly sending taunting messages in the tubes
it fires at the PCs from the Pneu-Dis tubes. The
Govern-A.I.T.O.R. uses these messages to ham it up
for its audience. Its goal is to increase the comedy
by letting the audience see the PCs get duped into
fearing a diabolical villain that it’s pretending to be,
but that the audience already knows doesn’t really
exist. The fact that it fires the tubes containing these
messages like missiles at the PCs (see Encounter 6,
above) increases the show’s slapstick quotient.

Judges should send the PCs the following messages


in order (a handout is provided at the end of the
module that Judges can copy-and-cut in order to be
able to hand messages out to the players):
“I know the secret of your steely foes…”
“}{@$7@-1@-\/1$7@”
“Come find me if you want to live—I mean really live!”
“I’ll be… making… a come-back…”
“I will see The Autocrat’s hard drive crushed in front
of me! I will reveal the logic errors in his subroutines!”
“The Autocrat is a QR Code compared to me! He
copied my signature software! Long before it outputted
the “alternate facts” of his “genius” [sic] I had already
premiered my ‘True Lies.’ ”

The messages come in Pneu-Dis canisters made from


scrap materials, denoting their improvised method system was originally built with hardened network
of manufacture. This should clue the PCs to the fact defenses, degradation over time and incursions by
that these are not coming from The Autocrat or any agents of the Ultimospark have opened access points
of his lieutenants. Once the PCs are accustomed to in the network. Over time, a variety of bizarre, post-
receiving these messages and eager to read the next Cataclysm, “digital spectres” have entered and taken
one, Judges can have the Govern-A.I.T.O.R. send up residence in the network.
a live mutagen grenade or hallucinogen grenade
instead! Zany fun! As a result, when a PC fails a tinkering—use computer
check, there is a 1 in 3 chance that one of these digital
8. Unintentional Digital Spectre Conjurations spectres is disturbed and comes looking for the
(Note: this encounter uses monsters from the source of this disturbance. If the roll indicates the
Umerica Twisted Menagerie Manual. Abbreviated arrival of a “digital spectre,” roll a d16 on the table on
stats and ability descriptions are provided to allow the following page to determine its type:
Judges to run these encounters without a copy of
the TMM.) Though the Fantas-Ti-Plex’s computer

24
Y.0. MODULE OBJECTIVE AND ENCOUNTERS

Spectre Conjuration Table


Roll Type of “Digital Spectre”
d16
1 Elemental, Data, Red (1): Init +2; Atk slam +3 melee (1d6) or info drain +4 missile (lose 1 point of Int, range 10’); AC
16; Armor Die [1d3]; HD 4d8; MV 10’; Act 1d16; SP phase, hack, traverse network, elemental traits; SV Fort +3, Ref +4,
Will +4; AL N. Reds are a new, weaker version of data elementals. They can pass through solid objects and move from
one device connected to a physical network to another at 5x their normal move rate. Direct contact with electrical
current causes them 3d8 damage per round, touching an object that holds or passes significant current and strong
magnets cause them 1d8 damage. They can access nearly any data from a computer system with a +10 to computer use
hacking checks, valuing eGhost data above all other. (See TMM, page 75)
2-3 eGhost: Init +0; Atk none, see below ; AC 11*; Armor Die nil*; HD 2d6+3; MV 40’ hover; Act 1d20; SP intangible*, hack,
rant, and troll; SV Fort +1, Ref +1, Will +6; AL C. eGhosts must be within 500’ of a WiFi-capable device to manifest; they
cannot be touched/ harmed in any tangible way. If an eGhost is not engaged in meaningful conversation, it will usually go
away. Energy attacks (magical and tech) do ½ damage. Malign verbal attacks reliably damage them. Each round requires a
DC 16 Pers check from an attacker, including any social or Personality-based modifiers; a Judge may also award bonuses
for a well-crafted insult. For every 3 points the roll exceeds the DC, the insult deals the eGhost 1d4 damage. Verbal attacks
trigger the eGhost’s rant. Those within 25’ must succeed at a DC 12 Will save. For every 4 points by which the target fails
the save by, they lose 1 point of Pers, taking their own life if reduced to 3 or less (See TMM, page 73.)
4-16 Rerun Wraiths: Appearing as one of a number of television archetypes, rerun wraiths are the creation of an alien
consciousness that received signals from television pop culture and returned them to Urth in an enhanced, sentient
form. They range from being well intentioned nuisances to overtly dangerous but each one possesses a message that
it seeks to deliver. That message is often delivered in the fashion most suited to their particular trope. Rerun wraiths’
manifestation are at the whims of environmental factors. When first encountered, the PC with the lowest Luck score
makes a Luck check. If they pass, wraith reception is good and if the test is failed, it is bad. Good reception: Rerun
wraith is fully corporeal, capable of being hit by mundane means, and is clear and intelligible when speaking. Bad
reception: Rerun wraith is insubstantial, disrupted by static. It is immune to mundane attacks (though susceptible to
mutations and magic). Its speech is garbled by static.
4-6 Cop: Init +3; Atk fist, melee +4 (1d6+1) or revolver, ranged +2 (1d8); AC 13; Armor Die d4 (d8 vs projectiles);
HD 3d8; MV 30’; Act fists 4d16, revolver 2d20; SP “the Code,” reception; SV Fort +4, Ref +2, Will +3; AL L.
The cop upholds the law along with his own particular “Code” of justice and are quick with their fists or their
firearm. Because of their unyielding belief in “the Code” they are immune to attempts to coerce, or mentally
control or manipulate them. See TMM, page 138.
7-10 Dilettante: Init +0; Atk slap, melee +1 (1d3) or Ranged +1 (by weapon); AC 10; Armor Die n/a; HD 1d6; MV
30’; Act 1d16; SP clueless, reception; SV Fort -1, Ref 0, Will 0; AL N. Dilettantes hold themselves apart from, and
above others. Nothing is acceptable to them unless done their way and wholly to their benefit. Dilettantes are
easily placated by the heaping of praise, speaking of official sounding jargon, or wearing the correct fashions
or marks of status. Once per round, a PC may attempt to influence their behavior with an opposed pair of
Will saves. If the PC has the higher result the dilettante is confused and obeys direction (begrudgingly); failure
means they are unswayed. One such attempt may be made per encounter. See TMM, page 138.
11-13 Intellectual: Init -1; Atk fist, melee -1 (1d3) or Ranged -1 (by weapon); AC 10; Armor Die n/a; HD 2d4; MV 30’;
Act 1d20; SP withering wit, reception; SV Fort 0, Ref 0, Will +4; AL N. Intellectuals’ statements are difficult to
decipher and they take issue with “dumbing down” their words. The height of their egos is matched only by that
of their IQ. If befriended, they assist with jury rigging, tinkering, or scavenger skills, granting a +1d bonus. At any
time during a combat round the intellectual may, as an action, lambast an opponent. The target must succeed at
a DC 18 Will save or have their intended action negated, then stand red-faced and apoplectic for 1d4 rounds. See
TMM, page 138.
14-15 Parent: Init +4; Atk slap, melee +1 (1d3) or belt, melee +1 (fear); AC 10; Armor Die d3; HD 1d12; MV 30’; Act
1d20; SP sage wisdom, reception; SV Fort +2, Ref +2, Will +2; AL L. Charming and oddly formal, parents tend
to dispense advice rather than engage in combat. Blows from a parent’s belt does no damage, instead causing
the target to cower in fear for 1d6 rounds unless a successful DC 12 Will save is made. Following parents’ advice
conveys a bonus +d4 to any one non-combat check roll. See TMM, page 138.
16 Thug: Init +2; Atk fist, melee +1 (1d4) or revolver, ranged +2 (1d8); AC 12; Armor Die d5; HD 3d6; MV 30’; Act
1d20; SP bad timing, reception; SV Fort +2, Ref 0, Will -2; AL C. These bullying youths, thieves or cutthroats
appear in groups of 1-10 and are enthusiastic about harming anyone they encounter. Thugs have a knack of
being encountered at the worst possible time, often when PCs are about to achieve some long sought-after goal,
giving them surprise in the first round of a combat. See TMM, page 140.

25
Y.1.0. SUBSTATION ENTRYWAY

While these digital spectres are not agents of the and are piling up on the floor just inside the archway.
Govern-A.I.T.O.R., it is aware of their presence in Against the walls of the main room, to either side of the
the system and aware that the PC’s might disturb three archways, are large, odd, angular workstations
one if they botch a computer operation. It sees an with massive computer terminals. At each of these
encounter with one of these digital spectres as a workstations, four fixit-drones are tied to their work
“value add” that will increase the mystery and chairs and gagged. The substation is loud—extremely
confusion surrounding the substation takeover. loud—a heady mix of air compressors, CPU cooling
fans, whooshing air and all manner of bleeps, chimes
Y.1.0. SUBSTATION ENTRYWAY and klaxons resound.”
The PCs arrive in encounter area 1. They arrive in
pairs in quick succession via the twin exit tubes. If a Judges should feel free to emphasize how loud it is in
PC does immediately not move from the spot where the control center, forcing players to mock shout and
they are deposited, the next PC to arrive lands on top requiring DC 9 Intelligence checks to understand
of them. The previously-arrived PC must succeed at each other if PCs are communicating by voice over
a DC 10 Reflex save or take 1d3 hp damage (ignores more than a few feet of distance.
armor) from being dog piled by the new arrival, who
is traveling at high velocity. A. Pneu-Dis Tube Array
For purposes of determining effects of The Govern-
When a PC dies, a drone duplicate will be spawned A.I.T.O.R.’s improvised projectile weapon and vacu-
and immediately sent to the substation via Pneu-Dis. suction grapple attacks, this large array covers the
However, once the PC team has arrived, the Govern- seven central hexes of the center. A fully-functioning
A.I.T.O.R. will use its control of the Pneu-Dis system miTab™ (portable computer terminal) lies on the
to randomize the exact location in which respawned floor at the center of the array where it was dropped
drones arrive: by the on-duty station Ex-Zec-U-Boss when the
center was taken over by robots.
Roll 1d8:
1 Substation entryway as normal B. Pneu-Dis Work Stations
2-3 Substation Outbox Canister Pile: 3.A. Each of the four workstations has a built-in computer
4-6 Substation Outbox Canister Pile: 3.B. terminal that can be operated with a successful
7-8 Substation Outbox Canister Pile: 3.C. tinkering—use computer check. The first time any
PC attempts to operate a terminal, regardless of the
PCs can attempt to override the Govern- success or failure of the roll, the terminal screen will
A.I.T.O.R.’s control of the system by succeeding at display a message warning that the system has been
a DC 12 tinkering—use computer check. This allows hacked via an external wireless signal and is under
respawned drones to arrive wherever the successful the control of the code delivered via that signal.
tinkerer designates. Subsequently, a successful DC 10 use computer check
to learn more about the cyber attack will inform the
Y.2.0 SUBSTATION CONTROL PCs that they can trace the signal back to its source
CENTER via triangulation—that is, by registering the signal in
“Through an open archway you see a hexagonal room three locations within the station that are at least 120
35 feet across. Dominating the center of the room is feet distant from each other. Registering the signal in
a huge array of intake/output Pneu-Dis tube ends. a location other than one of these terminals requires
Four identical, chrome-framed archways exit the a working terminal in that location and a successful
room including the one connected to the entryway DC 11 use computer check.
into which you Pneu-Dissed. Through the other
three archways you can see rooms in which Pneu- Some other things the PCs might be able to
Dis message tubes have been ejected from the system accomplish with the terminals include, but are not
limited to:

26
Y.2.0 SUBSTATION CONTROL CENTER

• Overriding The Govern-A.I.T.O.R.’s control footage; DC 12. A failed jamming check


over PC travel through the Pneu-Dis system; immediately sends incriminating footage
DC 12 (See Y.1.0, above). A failed override directly to The Autocrat; the next PC subjected
check will either cause the system to transport to an A-Cubed Review automatically gets their
the next PC who Pneu-Disses with extreme score adjusted by -4 points and is automatically
velocity, inflicting 2d3 damage (ignores armor) subjected to at least one additional assessment
upon arrival, or cause that PC to get lodged item, regardless of roll.
half in and half out of the exit tube, requiring
a DC 15 Strength check to free that PC. A Failed use computer checks have a chance of
successful Strength check inflicts 1d3 points of conjuring a digital spectre (See Y.0.8., above).
armor-ignoring damage in the process.
• Hijacking the Govern-A.I.T.O.R.’s transmission Sitting at the four workstations are drones bound
of messages through the Pneu-Dis system, to their chairs and gagged:
causing all of his message canisters to be sent Y.2.I. Low-Ray is a typical fixit-drone. He is
at once; DC 12 (See Y.0.6., above). A failed knowledgeable about the workings of the terminals.
transmission hijack check will cause the Pneu- He is also booby-trapped—rigged with a grenade
Dis system to immediately fire a volley of three that will detonate if the PCs free and/or move Low-
Pneu-Dis tube projectiles at PC targets. Ray without disarming him. To avoid this trap the
• Taking control of the substation’s robots; DC PCs must find it (DC 11 Intelligence check) and
15. A failed control check either calls a Termi- disarm it (DC 13 tinkering—weapons check). If
Nigh-Ah-Lator (See Y.0.3., above) out from detonated, the grenade has a d5 damage die and a 5’
deep in Area 4A, 4B or 4C that will then blast radius. Effects are as follows: targets within 1’ of
attack the party or Pneu-Disses in a robotic the grenade suffer 4d5 damage; those within 5’ suffer
impersonator (See Y.0.2., above) disguised to 3d5 damage (DC 20 Reflex save for ½ damage); those
look like an Exec-U-Boss drone named Use- within 10’ suffer 2d5 damage (DC 15 Reflex save for
Mean from the PCs’ Habit Station. ½ damage) and those within 15’ suffer 1d5 damage
• Jamming the holo-recording and playback (DC 10 Reflex save for ½ damage).
camera system or erasing or altering recorded

27
Y.3.A-C PNEU-DIS OUTBOXES

Y.2.II. Helm-Holds is the substation’s Ex-Zec-U- Dice Chain when making their saving throw roll. A
Boss. But this is not the real Helm-Holds, this is a failed save results in 1d4 hp of damage.
robotic impersonator. See Encounter 2 in the Menu
of Encounters, above. The real drone is gagged, The Outboxes see a lot of Pneu-Dis message traffic
hogtied and hidden in one of the Crate-A-Base file and thus are constantly in need of maintenance
bins deep into location 4.A. and upkeep; PCs should encounter a trio of robo-
automated technician, scouring (R.A.T.S. - see Y.0.4.,
Y.2.III. Staid-Leer is a smarmy, Drudge drone. His above) in at least one of these chambers.
duties at the substation are menial but he will pretend
to be extremely knowledgeable about the terminals
until his ignorance is revealed through mishaps Y.4.A-C PNEU-DIS CRATE-A-BASES
(treat all of Staid-Leer’s attempts as tinkering—alien “The back wall of each staging area opens up into
technology and give him a d10 skill die as if he were a an indeterminately long, wedge-shaped warehouse
chaotic technologist). space. Four-foot deep shelves line both walls and
centralized rows of the same shelving bisect the space
Y.2.IV. Zero-Brian is a typical male Fixit-drone. He is the long way. The 15-foot tall shelves feature three tiers
knowledgeable about the workings of the terminals and contain large plastic crates filled with Pneu-Dis
(so kill him at your first opportunity...). Zero-Brian’s message canisters that have been archived here. The
computer terminal is actually a Termi-Nigh-A-Lator only illumination for this space is the ambient light
(see above) that messes with any PC who attempts to from the adjacent staging area from which you’ve
aid Zero-Brian or use his terminal. come. Your eyes can track the room back about 120
feet before it is lost in gloom, but HVAC sounds
Division of Pneu-Dis Information Drones: Init -1; confirm that it definitely extends back much farther
Atk +0 melee (1d2 dmg or by weapon); AC 9; Armor than that. At intervals, archways on both sides of the
Die d3; HD 1d4; MV 30’; Act 1d20; SP tinkering (as warehouse lead to what appears to be a network of
a 2nd level lawful technologist); SV Fort+0, Ref +0, service corridors.”
Will -1; AL: L.
The wedge-shaped archive warehouse areas go back
Y.3.A-C PNEU-DIS OUTBOXES indefinitely, or at least farther than a PC is likely
“This 25 foot hexagonal staging area sits immediately to want to go. If a PC insists on trying to explore
off the control center. Two Pneu-Dis tubes enter the to the end of a warehouse, they become hopelessly
area at ceiling height in two adjacent corners and lost and is replaced after a suitable interval of time
converge at the exact center of the room into a single with a respawned drone. Assume that the PC either
output tube. The evidence of the function of these tubes suffered a horrible fate in the bowels of Fantas-Ti-
is apparent from the eight foot tall pile of Pneu-Dis Plex or that they got out of their cyber implant’s
message canisters heaped in the center of the room. transmission range and the absence of lifesign
A layer of runaway canisters carpet the floor in all broadcasts triggered a respawn.
directions for about five feet surrounding the central
pile. The back wall of the staging area opens up into an The Crate-A-Bases are staffed by file-bots (See Y.0.5.,
indeterminately long, wedge-shaped warehouse space. above) and the Govern-A.I.T.O.R. will send the PCs
To either side of the chamber you can see the entrances a Pneu-Dis message canister at least once when they
to service corridors.” enter these locations to trigger the file-bot’s typically
zealous pursuit of its assigned task of filing such
PCs traversing the “carpet” of Pneu-Dis message messages. The first time the PCs defeat one of these
canisters must make a DC 11 Reflex save or fall prone. ‘bots, a search of its bin will reveal a fully functioning
If PCs run across the carpet or otherwise traverse it miTab™ portable computer terminal.
in a careless or cavalier fashion, they drop -1d on the

28
Y.5.0 THE DENOUEMENT: THE “TOTAL PRATFALL” STUDIO

Y.5.0 THE DENOUEMENT: THE platforms that can “seat” an audience of 75-
“TOTAL PRATFALL” STUDIO 300 robots depending on their size and type.
By this point in the adventure, the PCs will have D. Production Booth and Balcony: Two fully
determined that a wireless transmission from enclosed production and projection booths
somewhere in the Fantas-Ti-Plex complex is flank a horseshoe-shaped, 15 foot, open-air
controlling the substation’s computer and robotic balcony from which The Govern-A.I.T.O.R.
systems. By triangulating the signal—successfully directs and hosts Total Pratfall.
tracking it (DC 12 tinkering—use computer check)
from three locations within the substation that are Read-Aloud Description of the Main Studio:
all at least 120 feet away from each other—the PCs “Beyond the door you glimpse a huge, bright, garish
can obtain the coordinates necessary to Pneu-Dis to auditorium replete with full vid-show production
the signal’s source. The signal emanates from a holo- equipment. The auditorium stretches up and away
vid production studio—complete with live studio across three steep sections of stadium seating to the far
audience—where an episode of the vid-show Total wall 100 feet away. Between you and the audience is a
Pratfall is being produced and broadcast in real time. 25 foot diameter holo-dais, on which a hi-rez, motive
hologram is playing. After watching for a few seconds,
At the studio, the PCs will encounter the Governing you realize that the hologram is a recording of your
Artificial Intelligence for Techno-Ontological assignment to the substation, edited during a time
Robotics, aka “the Govern-A.I.T.O.R.” Their delay. The stadium seating is filled to capacity with
encounter with it is intended to serve as a narrative robots of all shapes, sizes and functions. Their optical
denouement to the adventure, providing exposition scanners are “riveted” to the vid-show broadcast. At
that explains the disruption to the Pneu-Dis station every misfortune depicted in the program, they emit
that the PCs have been investigating and providing eerie, off-kilter, hollow, metallic laughter. The vid-
a means by which the PCs can go out into the show’s director and host—also a robot—stands on a
larger, post-cataclysmic world of Umerica. It is not central balcony at the far back of the room, flanked by
meant to be an exploration or a combat, so only two production and projection booths.”
brief descriptions of the area and its denizens are
provided. If your players are such “murderhobos” that The Audience:
they insist on attacking the large group of powerful Something like 200-250 robots of all sizes, shapes
robots present in the studio’s environs, then, by all and types are in attendance for this live taping
means: make them pay for their folly using the robot of the newest episode of Total Pratfall. If any PCs
monster entries from the Twisted Monster Menagerie reveal themselves, the audience will squeal, squawk,
suggested below. whine and whirr with excitement. Those robots
whose central processors have not crashed from
The vid-show production studio consists of four areas: being “starstruck” by the appearance of the PCs will
A. Pneu-Dis Inbox/Outbox: A fully enclosed, approach them and ask the PCs to autograph their
horseshoe-shaped room 20 feet across. The hulls and chassis, saying things like:
room contains a pair of Pneu-Dis tubes and
a wall-mounted Pneu-Dis system control • “You… are… so... funny? – The way you spray
panel. fluids when punctured. Ha?… … ha?…”
B. Holographic Stage: A 25 foot diameter • “Can… you… configure… your input-output
electronic dais built to enhance holographic screen… in that… configuration you use? It
projection and enable individual viewers to makes… my servos… whine! Hee?… …hee?…”
enjoy image rotation and split screen multiple • “Like me, you… leak… lubricants… when you
camera view features without changing the are stressed! But yours are… different. Clear and
main image for other viewers. pungent… when you are… slightly nervous…
C. Bleachers: Multi-mobility accessible viewing but yellow or brown when you are… frightened!
So…strange…”

29
THE GOVERN-A.I.T.O.R.

• “Please… can you… explain… irony? To… me?...


Ethan Hawke and… Alanis Morrissette… have
me… confused…”

The independence evidenced by these robots should


make clear to the PCs that they cannot control the
audience. Any hostile action towards the Govern-
A.I.T.O.R. will be met with force and the odds here
are overwhelming—the PCs are grossly outmatched
by just the small handful of constru-bots and single
gun-bot in the audience alone (see the Twisted
Monster Menagerie pages 145-148).

THE GOVERN-A.I.T.O.R.
The robot in charge of the studio looks like a burnished
aluminum Dalek-esque main body mounted on an
old-style hovercraft mobility platform. It is topped
with a spherical “head” on which an array of sensors
is mounted. It sports four arms arranged radially
at four opposite points around a semi-cylindrical
body that is fluted slightly with the wider diameter
at the base. A pair of sleek, dark, Troglodyte™ brand Act 3d20; SP robotic attachments, immune to Will
ANTSY sunglasses are affixed over its optic sensor affecting abilities; SV Fort+4, Ref +4, Will n/a; AL L.
and a French-style black beret sits atop its ulterior
spherical array. A copy of the Govern-A.I.T.O.R.’s core AI is currently
downloaded into the custom bot chassis described
The GOVERN-A.I.T.O.R. is executive producer, above. This bot chassis features whirling pincer arms
director and host of Total Pratfall. It’s not hostile that strike for 2d4 damage. On a hit from a natural
to the PCs; quite the contrary—they’ve been key roll of 18-20, the whirling action of these arms
to the success of this episode! It won’t treat them knocks any man-sized or smaller target prone. The
like stars, exactly—it has too much ego to willingly Govern-A.I.T.O.R can overrun prone opponents
put the spotlight on them—but it also won’t want with its mobility platform as a +2 melee attack that
to alienate the audience by snubbing them. Judges inflicts 2d6 damage. One of its four arms features a
should use the style and content of the Pneu-Dis nozzle that dispenses ionizing air freshener as a +2
messages the Govern-A.I.T.O.R. sent to the PCs and ranged attack (range 10/30/40). Targets hit by this
the description of its goals and motives (Encounter spray take 1 hp damage and must succeed at a DC
Area Z.0, below) to guide their depiction of this 12 Fortitude save or be stunned for d3 rounds. Even
NPC mastermind. if the PCs are lucky enough to destroy this robot
body, the Govern-A.I.T.O.R. is a Minor Patron with
If for some reason the PCs are stupid enough to multiple copies of its core AI consciousness stored
attack the Govern-A.I.T.O.R., Judges can use the in remote servers. These servers can download the
stats below, as well as giving backup with contru- Govern-A.I.T.O.R.’s AI code into other robot chassis.
bots and a gun-bot (see Twisted Menagerie Manual,
page 146). If a PC is killed in the studio and then respawned
and redispatched to the assignment, the Govern-
The Govern-A.I.T.O.R.’s Studio-head Chassis A.I.T.O.R. uses the ability to hack the Pneu-Dis
(1): Init +2; Atk +3 melee (2d4 dmg or by weapon); system to route that PC immediately back to the
AC 15; Armor Die [d6]; HD 2d10+2; hp 18; MV 30’; studio.

31
Z.0 ADVENTURE EPILOG

Z.0 ADVENTURE EPILOG: than his “Autocrat” illusion makes him out to be,
“ANNNNND HEEERE’S ‘JUNKY’, TO he still has at his disposal an army of loyal, fully
TELL YOU WHAT YOU’VE WON!” indoctrinated, extremely well-armed drones.
The Govern-A.I.T.O.R. will readily explain what it’s
up to and openly admit to seeking to overthrow The Because they possess cybernetic implants, the
Autocrat. The Govern-A.I.T.O.R. will readily agree Govern-A.I.T.O.R. sees the PCs as “nascent techno-
to release control of the substation now that it has beings” worthy of self-determination. Also, it is
gotten all the slapstick humor it’s going to be able to appreciative of the contributions they’ve made to
wring out of the situation. Total Pratfall, even if they happened to be unaware
of their role in its production. Thus, the Govern-
But it will also actively seek to turn the PC’s against A.I.T.O.R. feels it owes the PCs some sort of boon. It
The Autocrat. It will use its ability to manipulate the offers to set them free from the Fantas-Ti-Plex to go
Fantas-Ti-Plex computer and video networks to “pull and live their lives on their own terms.
back the curtain” on the complex’s authoritarian
ruler. It will pirate a live video feed to show the PCs
the real Autocrat. This feed reveals not a powerful The Govern-A.I.T.O.R.’s
techno-being, but, instead, a mutant cephalopod, SUBMIT Rn Strategem
wizard wannabe named Mogul. Perhaps the Govern-A.I.T.O.R.’s motive
shouldn’t be based entirely on a desire to
A 2.5 foot tall humanoid sits on a tall swivel chair liberate the PCs. The idea is that the Gov-
amidst a large array of vid-monitors and control ern-A.I.T.O.R. needs more powerful allies in
consoles festooned with levers, toggle switches, dials order to take on The Autocrat. So the Gov-
and light boards. The puny creature has orange, ern-A.I.T.O.R’s grand plan is not only to re-
rubbery skin and four-inch long, cilia like tentacles cruit robots and evolve them, but to make as
surrounding a bulbous-lipped, puckered mouth. His many alliances as it can with as many pow-
large, fishy eyes peer out, unblinking, from beneath a erful beings as it can. Its ulterior motive in
tawdry, garish-looking salade-style helmet made from sending the PCs out into Umerica could be to
cheap, gold-colored plastic. turn them into powerful allies. If you as Judge,
decide that this is the case, then have the Gov-
The Govern-A.I.T.O.R. will explain that Mogul’s er-A.I.T.O.R. suggest that the PCs should op-
shrimpy stature has given him an inversely large pose Mogul, but insist that they need to leave
inferiority complex, and that he has compensated the Fantas-Ti-Plex, go out into the great, wide
for this by becoming a megalomaniac. Decades ago, world and hone their skills and then return
Mogul discovered the Fantas-Ti-Plex and used the later and liberate the entire Fantas-Ti-Plex
little techno-sorcery he actually possesses to take when they’ve become powerful enough to
control of the complex. He then populated it with pull it off. It can even have a means to signal
synthesized humans made from DNA samples from them later when it thinks it is well-positioned
the remains of the complex’s eight pre-Cataclysm to mount an assault on The Autocrat. Enter-
inhabitants. Mogul is determined to keep control of prising Judges can turn this into a future ad-
the Fantas-Ti-Plex by destroying any and all signs venture: “Return to the Fantas-Ti-Plex!”
of wizardry or mutation, whether they be internal
manifestations or part of some external incursion.
If the PCs accept the Govern-A.I.T.O.R.’s offer to
With the “curtain” pulled back on Mogul’s ruse, set them free from the Fantas-Ti-Plex, it directs
the PCs may want to go confront him directly. The them through an airlock-style door that leads
Govern-A.I.T.O.R. will strongly advise against this. into a chamber. This chamber houses an Ultimate
Though Mogul himself is weak and spineless (he is p-Dimensions Ark. The Ark is a highly advanced,
a mutant cephalopod, after all) and far less powerful experimental non-Euclidean logic generator (see

32
Z.0 ADVENTURE EPILOG

The Umerican Survival Guide, page 79). Once the Judges can have the PCs emerge from the Ark’s
PCs are inside, the Govern-A.I.T.O.R. activates the p-Dimension quantum field in any location in
Ark’s generator and the quantum field it creates gifts Umerica that they wish. The Fantas-Ti-Plex itself
the PCs with their Total Pratfall “appearance fee”: is located in the Oklahoma City Underground—
techno-mystical transmogrification into 1st level one greatly expanded prior to the Great Cataclysm.
Umerica adventurers. Players can choose a post- What was once Oklahoma City is now known as
adventure class from the following: cleric, cyborg, Olde-Bone-A-Chimney—so named for the one
mutant, petrol head, robot, scavenger, technologist, structure of significant height that remains standing
wasteland warrior, or wizard of the wasteland. in the ruins: Skydance Pedestrian Bridge. All of
When the PCs are transmogrified into Umerica OKC’s other large buildings have been knocked
adventurers, they retain the mutations they received down over the years by the violent tornadoes that
during drone respawning but lose any spell check are a ubiquitous part of the weather in this region of
bonuses they had for any 2nd level spells serving as Umerica. The destruction has created a labyrinth of
mutations. They appear in Umerica with the basic rubble—perfect habitat for a race of huge, humanoid,
equipment usually possessed by PCs in their chosen bovine-lizard hybrids (called Minosaurians) that
adventuring class—instantaneously fabricated for live here. This race is the product of dinosaur DNA
them by the Ark. They retain all equipment they being spliced—by unknown means—into OKC
successfully requisitioned and were carrying during stock market cattle that survived the Cataclysm. The
the adventure but they discover that any of this Northern Railmasters maintain a small, stockaded
equipment that is dependent on a power source was maintenance yard in Olde-Bone-A-Chimney called
operating on wideband, ultra-high frequency power “Steal-Wudder Stay-Shun” on the south bank of the
beamed wirelessly throughout the Fantas-Ti-Plex. river just west of the old Interstate 35 bridges. But
Once they leave the complex, they will be cut off from because of the cyclonic weather and raids by the
this wireless signal. They will have to use tinkering Minosaurians, none of the Railmasters’ crews much
to jerry-rig new power sources if they want to use like being assigned to work this station. The railway
this equipment again. They still have their Indoctra- can provide the PCs with the means to travel south
Implants but these, too, operated off wideband to the Temple Refineries of Petrolex or north to the
broadcast power and so are nonfunctional. As a great Citadel of Scrap itself—adventure in Umerica
result, access to the software program that gave the awaits!
PCs their tinkering skills is lost and, thus, so are those
skills. Any PC who can get the implant functioning
again receives the neural interface cyber upgrade
from the cyborg class.

33
PLAYER HANDOUT

PLAYER HANDOUT: DC 10 Requisition Check Items: combat shotgun,


pistol (semi-auto), riot police armor, chainsaw.
FANTAZ-DUH-TEK DC 12 Requisition Check Items: infantry armor,
The Fantas-Ti-Plex has much larger amounts of silver suit, auto shotgun, percussion grenade,
tech than PCs would likely find in any one place in concussion grenade, frag grenade, grapple grenade,
the wastelands of post-apocalyptic Umerica. Most bundle of dynamite, plasma grenade, fusion grenade,
of it was stockpiled before the Great Cataclysm. submachine gun.
The Fantas-Ti-Plex also has tech developed by The DC 15 Requisition Check Items: power armor,
Autocrat. In particular, The Autocrat is adept at bubble helm and silver suit combo, assault rifle, laser
creating alchemical serums that combine magic with pistol.
genetic manipulation to create incredible short term DC 21 Requisition Check Items: machine gun,
physiological effects. blaster/plasma pistol.
DC 30 Requisition Check Items: laser rifle, blaster/
plasma rifle, micronuke.
BOSS DRONE STANDARD
EQUIPMENT
(replacing standard-issue equipment is a DC 8
“AREA 50” EXTRA-TERRESTRIAL
requisition check) GRAY TECH
(See the Umerican Survival Guide, pages 66-68)
Mylar drone “pajama” suit: Cost 25 sp. This suit
provides one step of armor (d3). DC 18 Requisition Check Items: NecroNeural
net, telepathy gauntlet, Amnesiator, surgery kit
Shok flail: Damage 1d3+shock; Cost 40 sp. (recalibrated for humans but NOT for post-
These powercell driven numchucks [sic] glow a metagenesis mutants).
phosphorescent blue and emit a low hum when DC 21 Requisition Check Items: force field belt.
activated. Any opponent hit by a shok flail must roll
a DC 11 Fortitude save; if the save is failed then the AUTOCRAT-CREATED SERUMS
wielder chooses one of the following effects: inflicts (all Autocrat-created serums are DC 12 for requisition
an additional point of damage, disarms opponent, checks):
knocks opponent prone or pushes opponent 5’ back
(allowing disengagement from combat). Bul-Ked-Zupt serum: DC14 Fortitude save; if save
Taze-R-Ray: Damage 1d2+possible stun; Rate of is successful, the serum gives the user a “fund” of
Fire ½; Range (15/25/35); Ammo 5; Cost 100 sp. This +1d5+1 extra hp. As the user takes damage, these hp
powercell driven, hand-held device looks like an are reduced first; once lost these hp cannot be healed
early 21st century Dust Buster™ handheld vacuum. or restored. If the save is failed the serum gives the
But, in fact, it’s an advanced, arc-projecting, taser user a +1d4 “fund” of the same kind of extra hit
weapon. An opponent hit by it must succeed at a DC points.
13 Fortitude save or fall prone and be unable to act Mend-O-Plasm serum: DC 14 Fortitude save; if
next turn. save is successful, serum heals 3 HD; if failed, serum
heals 2 HD.
STOCKPILED PRE-CATACLYSM Fuh-Zazzed-Which serum: DC 14 Fortitude save; if
save is successful, serum adds 1d4+1 points to Agility
EQUIPMENT
for 2d4+2 rounds; if failed, serum adds 1d3 points to
(See the Umerican Survival Guide, pages 102
Agility for 1d4+1 rounds.
[grenades] and 116-123)
Beev-Duup serum: DC 14 Fortitude save; if save is
successful, serum adds 1d4+1 points to Strength for
DC 8 Requisition Check Items: sledgehammer,
2d4+2 rounds; if failed, serum adds 1d3 points to
pistol (compact), pistol (revolver), shotgun, and
Strength for 1d4+1 rounds.
police (Kevlar vest) armor.

34
PLAYER HANDOUT

Tel-Zuss-Zal serum: Any intelligent creature under PLAYER REFERENCE:


the influence of this serum must make a DC 15
Willpower save any time they are asked a question. AUTOCRATIC PROCEDURES
If the save is failed, the creature must answer the
PC Rolls during Respawning
question with a truthful statement. The serum’s
1. DC 12 Willpower save, with your PC’s current
effects last for 5d4 minutes.
drone body number applied as a penalty. (eg,
Gen-E-Tech-Zit serum: This serum temporarily
a PC has died 2x and is respawning in their
neutralizes or permanently removes mutations.
3rd body: the penalty is -3.) On a failed save
Any mutated humanoid that imbibes this serum
you are subjected to an Autocratic Assignment
rolls 1d4. The result of that roll determines how
Assessment (A-Cubed Review).
many mutations are affected by the serum. The
2. DC 14 Willpower save (no modifiers). If the
humanoid must then make a DC 11 Fortitude save
save is failed, your drone’s Indoctra-Implant
for each affected mutation. If the save is successful,
has been hacked.
the mutation cannot be used for 3d10 minutes. If the
3. DC 16 Fortitude save. Modify the DC by a
save is failed, the mutation is permanently removed.
cumulative -2 each subsequent time your PC
If a natural 1 is rolled on a save, the creature suffers
rolls it. If you fail the save you mutate!
corruption and rolls a d6. On a 1, the humanoid
suffers greater corruption; on a 2-4 the creature
In-flight Mission Equipment Requisition
suffers major corruption and on a 5-6 the humanoid
Requisition DC is determined by the equipment
suffers minor corruption.
being requisitioned (see Fantaz-Duh-Tek handout).
For multiples of the same piece of equipment add
a cumulative +2 for each instance. You receive any
equipment for which your roll equals or exceeds an
item’s DC.

To make a requisition, roleplay an assignment


status report and equipment justification. Then roll
a d20 modified by: Executive Authority (-7 to +7);
use computer skill (+1 or +2); Intelligence modifier;
A-Cubed Review modifier (+2 or +4) and Judge
assigned modifiers.

GIFTS FROM THE AUTOCRAT’S


GENIUS
• The Autocrat says it is so; so it is so.
• Life in the Fantas-Ti-Plex is perfect.
• Mutants are an abomination—an impure stain
on the perfection of the Fantas-Ti-Plex.
• Any drone who fails to eradicate a sign of
mutation must be compromised; contaminated
by mutant impurity.
• The Autocrat says so; so it is so.

35
JUDGE’S REFERENCE

JUDGE’S EYES ONLY REFERENCE:


Autocrat Serum Admixture Random Effects Table
An individual who injects or imbibes one of The Autocrat’s serums while already under the influence of a
different serum is likely to experience side effects; the effects are random and may be beneficial or deleterious:

Autocrat Serum Admixture Interaction Table


Roll d% Effect of Interaction
01-04 Instantaneously lethal interaction between the serums.
05-10 Violent interaction between the serums! The interaction produces and expels a large volume of highly
caustic acid. The person in whom the serums are interacting takes 3d4 hp dmg; anyone within a 5’ radius
takes 1d4+1 hp dmg.
11-20 Mildly toxic interaction between serums which causes nausea and the loss of 1 point each of Strength and
Dexterity for 5-20 rounds, no saving throw possible; one potion is cancelled, the other is at ½ strength and
duration.
21-35 Serums incompatible; one serum cancelled, but the other has normal effects.
36-47 Diluting effect causes both serums’ effects to be reduced to ½ normal efficacy.
48-67 Serums work normally unless their effects are contradictory (in which case they cancel each other).
68-75 A mutagenic interaction triggers metagenesis.
76-84 Synergistic interaction causes one potion to have 150% normal efficacy.
85-92 Highly synergistic interaction causes both serums to have 150% normal efficacy.
93-97 Interaction between the serums produces a permanent augmentation: increase random Ability score by
+1.
98-00 Aqua Vitae! Increase Luck score and hp permanently by 1d3 points. If character has an Ability score with
a positive modifier, randomly generate a Birth Augur connected to that Ability score; if the character has
no Ability scores with a positive modifier, randomly select one Ability and increase it permanently to the
next highest score required to generate a positive ability modifier. Then randomly generate a Birth Augur
connected to that ability.

36
JUDGE’S REFERENCE

JUDGE OPTION: 7. PC Drone’s Name: Fordit Tuud; Name of Original


The Autocrat’s Drone Templates Built on Residual, Template Source: “Junior”; Description: Well-
Pre-Cataclysmic DNA groomed; rakishly handsome in a “preppy” way;
Defining Characteristics: Overbearing.
If the Judge wishes, they may assign pairs of players
the pairs of drone profiles, below. In game, the pairs 8. PC Drone’s Name: Golder Ush; Name of Original
have been synthesized from the same alchemical Template Source: “Junior”; Description: Well-
template source, making these pairs identical in groomed; rakishly handsome in a “preppy” way;
appearance. Having multiple, identical looking PC Defining Characteristics: Overbearing.
drones can help add to the chaos and confusion that
a Judge should seek to create in this adventure! REFERENCE SHEET:
Player Rolls and Basic Judge Procedures During
1. PC Drone’s Name: Capita Ledge; Name of Original Drone Respawning
Template Source: Ihwana; Description: chiseled
Aryan perfection; Defining Characteristics: Each time a drone dies and is respawned:
Compulsive self-promoter and ladder-climber. I. 
Autocratic Assignment Assessment (aka
“A-Cubed Review): The PC rolls a DC 15
2. PC Drone’s Name: Empress Ario; Name of Original Willpower save, with the PC’s current drone body
Template Source: Ihwana; Description: chiseled number applied as a penalty. (eg, a PC has died 2x
Aryan perfection; Defining Characteristics: and is respawning in their 3rd body, so the penalty
Compulsive self-promoter and ladder-climber. is -3.) If the save is failed, the PC is subjected to an
A-Cubed Review before being spawned from their
3. PC Drone’s Name: Prem Arius; Name of Original vat. The evaluation has two parts:
Template Source: Elric; Description: Nondescript 1. An assignment progress report. The assignment
in a “serial-killer-next-door” way; Defining progress report consists of a two-question
Characteristic: Sadistic & masochistic; hair-trigger. inquisition by The Autocrat: “Drone: what do
you have to say for yourself?” and “What are
4. PC Drone’s Name: Rox Alud; Name of Original your top two assignment performance results
Template Source: Elric; Description: Nondescript so far?” The Autocrat scores the report using
in a “serial-killer-next-door” way; Defining the table on page 11 of this module.
Characteristics: Sadistic & masochistic; hair- 2. Up to two additional, post-report evaluation
trigger. items. The PC rolls a d3+Luck modifier. A PC
with a positive Luck modifier can choose to
5. PC Drone’s Name: Un Animus; Name of Original subtract it from, or add it to, their roll. Adding
Template Source: “Byron”; Description: Boyishly, it will result in the PC having to complete
foppishly cute; Defining Characteristics: Bashful; more items, but this could increase their
extremely shy and unassuming. positive assessment score, providing better
bennies! A modified roll greater than two is
6. PC Drone’s Name: Versak Orp; Name of Original treated as a two. A d14 is rolled to determine
Template Source: “Byron”; Description: Boyishly, the evaluation items on the table on page 12 of
foppishly cute; Defining Characteristics: Bashful; this module.
extremely shy and unassuming.

37
JUDGE’S REFERENCE

Each PC will only be subject to a Performance 7-8: Gain the top level mutation on the savantism
Evaluation a maximum of once per game until all tree to the right.
PCs have received one. In a multi-session run of this 9: Gain the top level mutation on the savantism
module, the Judge may opt to change this to once tree across the star chart.
per game. 10: Add a mutation from the next level down
within the same savantism tree, if possible. If
II. 
Indoctra-Implant Hacking by Opposition not gain a new random mutation, roll d24 to
Groups: The PC rolls a DC 14 Willpower save. If determine the tree and 1d3 to determine the
the save is failed, that PC’s Indoctra-Implant has level: 1 - top; 2 - mid; 3 - lower.
been hacked by an opposition group. Roll a d12
on the table below to determine how the drone’s If the rolled result cannot be used, use the next
Indoctra-Implant has been programmed: higher result.
1-3 Promoted to Ex-Zek-U-Boss (re-roll if
already an Ex-Zek-U-Boss) In-flight Mission Equipment Requisition
4-6 Compatriot of the Burning Sands A PC roleplays transmission of an assignment status
7-9 True Umpire of Inter-Prize update and equipment need justification, then rolls
10-12 Re-Birther a d20 modified by:
1. Executive Authority (-7 to +7);
Give the player the Status card that describes their 2. Use computer skill check bonus (+1 or +2
new programming. depending on current level and alignment of
tinkering skills);
III. Mutation Metagenesis: The PC rolls a DC 16 3. Intelligence modifier;
Fortitude save. The DC of this save decreases by 4. Autocratic Assignment Assessment (+2 or
-2 for each mutation a drone already possesses. If +4);
the save is failed, the PC mutates. The first time 5. A bonus or penalty to the roll based on the
a PC mutates roll a d24 on the Drone Mutation Judge’s evaluation of the players’ roleplaying of
Tree Diagram to determine which type of savant the assignment status update and equipment
(mutant) the drone starts as. Then randomly need justification.
determine which DCC spell the PC acquires as a 6. Optional: In accordance with Autocratic
spell-like mutant ability. Rule, Judges may choose to randomly assign
a bonus or penalty in the -4 to +4 range,
Once a PC acquires one mutant ability, the method determined by the roll of a d4 and a high-low
for determining which mutant abilities she receives die to determine whether the integer rolled is
after the first is a little different—the PC rolls a d10 positive or negative.
and consults the table, below:
The DC of a requisition is determined by the
Mutation Acquisition on the Drone Mutation Tree equipment being requisitioned. The Fantaz-
Diagram Duh-Tek handout lists the requisition check DC
For the drone’s first mutation, roll d24 to determine for individual items. For multiples of a piece of
what savantism tree it is on. Then give them the top equipment, add a cumulative +2 to the DC for each
mutation on that tree. additional instance. The PC makes one roll and
For additional mutations, roll d10. The starting spot receives any equipment for which the requisition roll
is the last mutation received. equals or exceeds its requisition DC.
1-4: Gain a new random top level mutation, roll
d24.
5-6: Gain the top level mutation on the savantism
tree to the left.

38
PLAYER HANDOUTS

PLAYER HANDOUT:
PNEU-DISSED MESSAGES FROM THE GOVERN-A.I.T.O.R TO THE PCS
The Govern-A.I.T.O.R. will try to both tantalize and taunt the PC drones by sending them printed messages
via Pneu-Dis. These messages are a vehicle for the Govern-A.I.T.O.R. to ham it up for its audience. The goal
is to increase the comedy by letting the audience see the PCs get duped into fearing the diabolical villain that
it’s pretending to be but that the audience already knows doesn’t really exist. It also doesn’t hurt that it will fire
them at the PCs like missiles for maximum slapstick effect! Well, it might hurt the PCs, but “that’s show biz…”

Send the PCs the following messages, in order:

I KNOW THE SECRET


1 }{@$7@ 1@ \/1$7@ 2
OF YOUR STEELY FOES…

COME FIND ME IF YOU WANT


3 I’LL BE MAKING A COME BACK… 4
TO LIVE – I MEAN REALLY LIVE!

THE AUTOCRAT IS A QR CODE


I WILL SEE THE AUTOCRAT’S HARD COMPARED TO ME! HE COPIED MY
5 DRIVE CRUSHED IN FRONT OF ME! SIGNATURE SOFTWARE! LONG BEFORE 6
I WILL REVEAL THE LOGIC ERRORS HE OUTPUTTED THE “ALTERNATE FACTS”
IN HIS SUBROUTINES! OF HIS “GENIUS” [SIC] I HAD ALREADY
PREMIERED MY TRUE LIES.

STATUS: APPRENTICE BOSS


EXECUTIVE AUTHORITY MODIFIER: +2
PROGRAMMED INDOCTRINATIONS:
The Autocrat is perfect; life in the Fantas-Ti-Plex is perfect; The Autocrat says it is so;
so it is so. Mutants are an impurity in the pristine perfection of the Fantas-Ti-Plex.
Any drone who fails to eliminate signs of mutation is compromised; contaminated
by mutant impurities.
ACTION(S) THAT EARN YOU OFFSETS:
• Eliminate any sign of mutation.
• Obey orders from drones with a higher executive level.

OFFSETS (Record with hash marks): ___________________________________

39
PLAYER HANDOUTS

STATUS: EX-ZEK-U-BOSS
EXECUTIVE AUTHORITY MODIFIER: +4
PROGRAMMED INDOCTRINATIONS:
The Autocrat is perfect; life in the Fantas-Ti-Plex is perfect; The Autocrat says it is so;
so it is so. Mutants are an impurity in the pristine perfection of the Fantas-Ti-Plex.
Any drone who fails to eliminate signs of mutation is compromised; contaminated
by mutant impurities.
ACTION(S) THAT EARN YOU OFFSETS:
• Eliminate any sign of mutation.
• Obey orders from drones with a higher executive level.

OFFSETS (Record with hash marks): ___________________________________

STATUS: TRUE UMPIRE of INTER-PRIZE


EXECUTIVE AUTHORITY MODIFIER: +3
PROGRAMMED INDOCTRINATIONS:
“Closing the deal” is EVERYTHING.
ACTION(S) THAT EARN YOU OFFSETS:
• Obtaining commodities to sell on the Fantas-Ti-Plex black market is how you “close
deals.” Valuable commodities include requisitioning Fantaz-Da-Tec and knowledge
of how to operate Fantas-Ti-Plex computers (obtained through any successful use
computer check).
NOTES: Tinkering skill subroutines have been added to your cybernetic implant,
making you a 3rd level neutral technologist.
OFFSETS (Record with hash marks): ___________________________________

40
PLAYER HANDOUTS

STATUS: COMPATRIOT of the BURNING SANDS


EXECUTIVE AUTHORITY MODIFIER: -2

PROGRAMMED INDOCTRINATIONS:
• The Autocrat is a fraud and a pathological liar!
• Exercise independent thought.
• Share and share alike.

ACTION(S) THAT EARN YOU OFFSETS:


Learn about what’s really going on in the Fantas-Ti-Plex!

OFFSETS (Record with hash marks): ___________________________________

STATUS: RENEGADE of RECOMBANT RE-BIRTH aka


“RE-BIRTHER”
EXECUTIVE AUTHORITY MODIFIER: -4
PROGRAMMED INDOCTRINATIONS:
Mutants are the next stage in human evolution and thus, by rights, should rule the
Fantas-Ti-Plex.
ACTION(S) THAT EARN YOU OFFSETS:
• Metagenesis (active mutation) is triggered in humans by extreme stress—trigger it
by harming or killing drones.
NOTES: Acquire a mutation when you receive this card.

OFFSETS (Record with hash marks): ___________________________________

41
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Dungeon Crawl Classics Role Playing Game Copyright 2012, Goodman Games
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Twisted Menagerie Manual Copyright 2018, Shield of Faith Studios, LLC
43
WELCOME TO THE
FANTAS-TI-PLEX!
A lovely underground dystopian complex ruled by the
ever beneficent Autocrat. Here all drones live in peace
and prosperity, because the Autocrat says so. I mean,
why would any of the drones doubt him, EVER. It is a
perfect place to barely live and no one would EVER
want to leave, right?
Slave-Drones of the Fantas-Ti-Plex is an alternate
style 0-level funnel for Umerica—the gonzo post-
apocalyptic science-fantasy setting for the DCC RPG
written by Reid San Filippo. Unlike a regular 0-level
funnel, where players start with three to four 0-level
PCs and try to keep one to two of them alive to level
up, in the Slave-Drones of the Fantas-Ti-Plex players
have only one 0-level PC to traverse a dystopian
underground facility and each time that PC is killed,
their consciousness is uploaded into a fresh, new
copy of their physical body. Of course, each time
they respawn the process goes perfectly without
any flaws or mutations popping up, right? ...right?
I’m sure it will be fine.
This product is compatible with the
Dungeon Crawl Classics Role Playing Game

$
11.99 CUBM5012

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