Scénario - Rule of Robots
Scénario - Rule of Robots
Scénario - Rule of Robots
MARTIN V. PARECE II
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you’re a Socialist, in which case it belongs to the collective. Or if you’re a Communist in which
case it belongs to the state for the good of the whole. Or unless you’re an Elitist, in which case…
Ver 1.31.22 – Fixed numerous typos and a couple instances where Hyperdyne was Weyland-
Yutani.
This scenario is purely meant for recreational use, just like whatever you crazies do with that llama,
emu and four pounds of hemp in your basements.
Any events, names or faces used may very well be representative of past, current, future, factual
or fictional events, but I’ll never tell… BWAHAHAHA!
A big thanks to Free League for such a phenomenal RPG, Alien: Isolation for a truly creepy
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A HUGE THANK YOU to Hana K. Parece for the amazing cover art. She’s a fantastic up and
coming artist, and you can reach out to her at [email protected]!
Klaus Wagner
Seegson Company Rep
Strength 2
Agility 3
• Ranged Combat 1
Empathy 4
• Manipulation 3
Wits 5
• Comtech 3
• Observation 3
Talent: Cunning
Klaus works for the company, but he really isn’t a bad guy. He truly believes that the Seegson
Systems conglomerate actually cares for mankind and is working to make the galaxy a better
place. At the same time, he recognizes the need for the company to make a profit, and he’ll work
hard to protect the company’s employees and assets should the need arise.
He came to Roanoke Station with the last supply ship three months ago. The previous rep was
ready to leave after six months in deep space, mostly surrounded by robots. Wagner actually
requested the assignment. Fresh off his divorce from Heidi (cheating bitch!), he wanted to get
away. It has been therapeutic for him, and he’s considering putting in for transfer to someplace
busier.
Grace is an ambitious company agent, looking for her big break. Unfortunately, Hyperdyne sent her to
Roanoke station instead. The company doesn’t do anything without a plan, she just wishes she knew what
the plan was! The encrypted data card they sent her with has something to do with it, she’s sure.
She does not like Wagner at all, considering him to be some goodie-two-shoes in addition to the fact he
works for a rival company. For that matter, she doesn’t really like anybody, unless they can help her
advance her agenda. That being said, she does consider Tomanski to be a friend, and she knows that the
young doctor will do anything she asks.
Klaus Wagner - He doesn’t trust you, and you don’t care. Maybe that can work to your advantage?
Mike Jones - He watches everything. Watch him back.
Heath Hobbs - He’s not like Jones. He might be someone you can deal with.
Roberto Jimenez - He thinks he’s funny....
Jake Robertson - Straight up blue-collar guy. Hard to manipulate, unless you can play the defenseless girl thing.
Willa Tomanski - Friendly, caring. Being the only other girl on the station, she has become a friend. Until you don’t
need her for anything, of course…
The Working Joes - Substandard pieces of garbage. Creepy, too.
Mike Jones
Colonial Marshall
Strength 3
• Close Combat 1
Agility 3
• Ranged Combat 3
Empathy 3
• Manipulation 3
Wits 5
• Observation 3
Talent: Investigator
Jones and Hobbs grew up together, joined the Marshall’s service together and graduated school
together. They’ve always been inseparable, best of friends, though Mike is very aware that he has
always been more successful. A humble guy, he tries not to point out the faults of those around
him, especially his best friend. They came to Roanoke together as deputies under Marshall Owens.
A month after coming to Roanoke, he found the weapon’s locker left open after Hobbs was
assigned to strip and clean the weapons. The book required a filed a report, and Hobbs received a
reprimand on his record. A month later, Owens passed from a heart attack, and Jones was
promoted to Marshall.
Talent: Subdue
Jones and Hobbs grew up together, joined the Marshall’s service together and graduated school
together. They’ve always been inseparable, the best of friends. But the truth is, Hobbs has always
resented Jones being better at everything all the time.
That resentment turned to anger when his “buddy” reported him for a simple mistake. Hobbs is
sure that reprimand led to Jones’ promotion, and he seethes with hatred about it every time he
thinks of it. Now, he’s looking for the chance to bring Jones down a couple of notches and finally
get what is owed to him.
Klaus Wagner - This company guy seems straight up. You don’t like him.
Grace McAfferty - You know she’s full of shit, but maybe her aims are compatible with yours?
Mike Jones - Your best friend, once. You’re over him, but don’t let him know that.
Roberto Jimenez - F*** off, kid...
Jake Robertson - You need his muscle in your corner.
Willa Tomanski - Sweet girl. She’s the one person on Roanoke that gets through your tough guy exterior…
The Working Joes - Pieces of shit, stealing good, hard working humans’ jobs.
Roberto Jimenez
Pilot
Strength 2
Agility 5
• Mobility 1
• Piloting 3
• Ranged Combat 2
Empathy 3
Wits 4
• Comtech 3
• Observation 1
Talent: Reckless
Jimenez landed a job with Seegson right out of flight school and snatched it up right away. Little did he
know, they were going to send him to the ass-end of space, to a station no one had ever heard of and where
nothing ever happens.
He’s high energy, and a lot of people generally consider him obnoxious. He loves picking on the Working
Joes, mostly because they have no sense of humor, and he finds their responses to his jokes hysterical.
All he wants is some action around this damn place, and he wastes most of his time hanging out in the
Bison-class tugboat attached to the station, SSS-1241, which he has dubbed Tubgoat.
Talent: Resilient
Jake has been around. He’s worked heavy jobs on a dozen frontier worlds. He works hard, and
he plays harder. There’s no man you’d rather have in your corner in a bar fight, because the guy
just doesn’t go down.
He’s halfway through his stint as “Lead Mechanic” on Roanoke, and he cannot wait to be
done. The money is good, helping his early retirement plans, but his staff consists of nothing but
these damned Working Joes droids. They give him the absolute creeps.
Klaus Wagner - This guy… never worked a hard day in his life. Damn suits.
Grace McAfferty - Another one! At least she’s easy on the eyes.
Mike Jones - Seems like a straight up sort, but you feel like he’s always watching.
Heath Hobbs - You’ve seen this kind of cop before. Entrap you into barfight, then charge you with assault.
Roberto Jimenz - This kid reminds you of you, maybe minus ten or twenty years. Good kid!
Willa Tomanski - Girl is quiet, and you rarely have much interaction with her.
The Working Joes - You can’t wait until you work nowhere near one of these things again.
Dr. Willa Tomanski
Medic
Strength 2
Agility 3
• Mobility 3
Empathy 5
• Medical Aid 3
Wits 4
• Observation 3
• Survival 1
Talent: Compassion
Tomanski is one of the original crew members of Roanoke station, the other being Station
Supervisor Olefsen of course. She has never felt the need to leave, and in fact appreciates the quiet
and solitude Roanoke affords her. She spends most of her money on having books shipped in on
the semi-annual supply ships, and she has plenty of time to read them. After all, there are more
androids than humans on board, and they don’t need medical attention.
She rarely interacts with the rest of the crew, but she has formed a warm friendship with Grace
McAfferty (the Hyperdyne exec).
Being a doctor is more than a job to her, however. She will rush to the aid of anyone who is injured
and do everything she can to help.
Klaus Wagner - He’s very GQ and a company man, but he seems okay.
Grace McAfferty - She’s the only one here who seems to really care who you are.
Mike Jones - A good cop, you think. Hope you never really need him.
Heath Hobbs - Most people don’t like him, and you don’t know why. He’s a sweet, big teddy bear.
Roberto Jimenz - God, I wish he’d shut up!
Jake Robertson - Don’t know much about him. He doesn’t come up to medical, and you don’t go to his job, either.
The Working Joes - Whatever...
npcs
With six playable characters, it is highly unlikely you’ll need to use the following NPCs in that
capacity. However, they do have certain skills and abilities that the PCs may find useful. And in
the end, they’re there if you need them!
• Observation 2 Gear: AK-4047 w/2 reloads under the bar, $100k UA and $200k UPP in
the safe in the cantina’s back room
SVEN OLEFSEN (photo UNAVAILABLE)
Station supervisor
Strength 4 Large Scandinavian man in his late 30s with tousled short
• Close Combat 1 reddish-blond hair. Looks like he’d be more at home on a
Viking ship than in an office with constantly malfunctioning
Agility 2 environmental controls. Khaki pants and a button up shirt
Empathy 4
with rolled up sleeves and large sweat stains around the
• Command 3 armpits. Just trying to keep the station running and not in the
• Manipulation 2 red without sweating to death.
Wits 4
Gear: Dealer’s Choice
• Observation 2
Christian Clarke
Seegson Store Clerk
Strength 3
Average height and build, slightly darker skinned Caucasian
• Heavy Machinery 1 (Mediterranean ancestry probably), dark almost black hair.
Agility 3 Maybe 25. Good with electronics and a great salesman, he
Empathy 4 can’t wait to get back to civilization. Mostly spends his time
watching old movies.
• Manipulation 3
Wits 4 Gear: Whatever he needs to borrow from the store.
• Comtech 3
• Observation 3
Perri Benoit
General Store Clerk
Strength 2
Agility 3
Parents were French, but she speaks unaccented English.
Doesn’t much care for Roanoke and intends to take a new
• Mobility 2 position somewhere when her contract is up. Very pretty with
• Ranged Combat 2 curves in the right places. Has a thing for Wagner and isn’t
Empathy 5 shy about it.
• Manipulation 3
Gear: If it’s in the General Store, she’ll use it as necessary.
Wits 4
• Observation 3
Working Joes (Killer Joes)
Seegson Systems Budget-Friendly Android
Strength 7
• Heavy Machinery 3
Agility 4
Empathy 2
Wits 7
• Comtech 3
• Observation 3
Speed 1
Health: 7
Signature Attacks
1. Ominous Approach - the android approaches slowly for the kill. Target receives +1 stress.
2. Pummel - 7 base dice, 1 damage per success.
3. Strangle - 7 base dice, Death roll with penalty equal to number of Joe successes.
4. Head Grab - 7 base dice, success means Joe has the target’s head in a vise-like grip and will attempt
a 5 or 6 attack next round. Any Agility based rolls the target attempts until free are at a -2. +1 Stress
and immediate Panic roll.
5. Break Neck - 7 base dice, success means target’s neck is broken, instant death.
6. Crush Skull - 7 base dice, success means target’s skull is crushed, instant death.
Seeing a Working Joe attack a human for the first time is cause for +1 Stress.
Working/Killer Joes suffer critical hits as per Synthetics in the core rule book (p.111).
Working Joes, like all androids, are subject to the Universal Laws of Robotics, unless infected with the
malware Leslie is carrying:
1. A robot may not injure a human being or, through inaction, allow a human being to come
to harm.
2. A robot must obey the orders given it by human beings except where such orders would
conflict with the First Law.
3. A robot must protect its own existence as long as such protection does not conflict with
the First or Second Law.
SUMMARY:
Our players make their homes on Roanoke Station, a quiet Seegson space station nearly forgotten
out on the frontier. They investigate a distress signal sent by Midas, a survey ship that passed
through recently, to find the entire human crew save one dead, apparently brutally murdered. A
Seegson Working Joe android is locked up in a storage room, and a man named Leslie sits on the
bridge with a wild story of the android going haywire. The PCs must bring the Midas back and
figure out exactly what happened.
Midas was on her way back from an extended survey of the frontier when the ship’s FTL “threw
a rod”. Dr. Askew came to check on Joe 620’s progress in repairing the drive when the android
attacked without apparent cause. 620 beat Askew’s head in, and then continued to pound it over
and over until nothing was left but gore. 620 then worked its way to the crew area, where it
encountered the medic, Stroud, who put up a good fight for a moment before 620 snapped his
neck. Captain Goolsby saw what happened and ran back to her quarters, locking the door. 620
followed and forced the door open, then pursuing her around the room. She nearly made it out,
when 620 grabbed her from behind and strangled her to death.
620 of course did not attack Leslie, as the software only has it attack humans. Leslie escorted 620
to storage and locked it in there, then returned to the bridge. He then proceeded to destroy the
comms station and hacked the security station to remove that footage. In its place is a loop of him
just sitting in the command chair.
Leslie will do everything he can to convince the PCs of what happened, and that should be
relatively easy with the physical evidence at hand. This may easily develop into a philosophical
debate about robots and their inability to harm or lie to human beings. Leslie of course has no
such restrictions, but the vast majority of what he says will ring completely true (since it is from
his point of view, he is merely omitting certain information). Interrogating or examining Joe 620
will provide no additional information.
Should the discussion turn against Leslie, he’ll gladly point out that he doesn’t have the physical
strength necessary to commit the acts of violence. Also, he will point out that he, too, is an android
and cannot commit violence against humans. Discovering this is, of course, cause for +1
stress. Obviously, the low-tech Working Joe model went haywire, and it may be important to warn
the entire frontier about Seegson’s poor quality machines!
Also, the PCs may choose to access the security station. Leslie will gladly help them with that,
but should they refuse, a successful Comtech roll will unlock the station. They can find video
footage of each attack, which will cause each viewing PC +1 stress for each attack viewed.
If they attempt to jack into Leslie, he will allow them without question. They will find heavily
encoded, proprietary sections of his programming and memory that they should not be able to
access. Of course, McAfferty has a keycard that will allow her access to any part of him, should
she figure that out.
If given time alone with McAfferty, Leslie will clue her in to the master plan. He will also look
for opportunities to manipulate any of the PCs against Seegson and the Working Joes. Also, he
may pick up on Hobbs’ true feelings about Jones, and he may very well try to use that to his
advantage, perhaps even including Hobbs in the scheme.
When the PCs return to Roanoke, as they will undoubtably do, Leslie will do anything he can to
gain access to Apollo. This will allow him to upload the malware to all of the Joes. McAfferty
can do the same if she has his PDAT and has figured out to plug her keycard into it. It should also
be noted that Leslie will employ anyone he can to achieve his end goals, but he values no human’s
life. In the end, he will betray and have the Joes attempt to kill everyone on board, including
McAfferty or any other allies. After all, the loss of a Hyperdyne employee would allow the
company to play the victim and maybe even sue Seegson.
One last thing – for this scenario to work properly, your players must be willing to turn on one
another. Keep that in mind when assigning characters to players, because some players simply
won’t do such a thing. Rule of Robots plays out the best when the characters betray one another
due to their agendas. Their agendas, found at the end of the scenario, have been written in such a
way as to maximize this opportunity. Make sure you hand these out individually as you move
through the acts, without giving the PCs a glimpse at their next Act’s agenda
Roanoke Station:
The Seegson Systems conglomerate founded Roanoke some five years ago as a refueling and jumping off
point for space exploration beyond the United Americas frontier. The station is little more than a skeleton
of a much larger station, ready to be expanded with pre-fabbed modules. Unfortunately, the constant threat
of war with the UPP, combined with the territorial expansion of 3WE, kept UA from expanding thoroughly
into this sector of space. As such, Roanoke has gone mostly ignored.
As the station never really became as active as expected, most of the human crew has been replaced with
Working Joe androids, which are generally growing in popularity across the galaxy due to being so
affordable as compared to Hyperdyne models. The original crew consisted of two dozen persons, of which
only Sven Olefsen, Dr. Tomanski, Dottie and Perri Benoit remain. Additional crew, including Colonial
Marshalls, are rotated out on the semi-annual supply ship.
The most recent run three months ago has brought our player characters to Roanoke station. A Hyperdyne
representative has shown up as well, the competing firm having rented a quarters/office suite. Station
Supervisor Olefsen and Wagner do not care for her presence, as she can only be up to no good, but the
income is good for the bottom line.
Maps and descriptions of Roanoke have been provided, but they don’t show everything. The station of
course has ventilation shafts, maintenance hatches and Jeffries’ tubes that may grant access to other levels
and rooms outside of the obvious routes. Allow the players to be inventive.
All security doors and terminals require proper access codes or a successful Comtech check to bypass.
Olefsen, Wagner and the Marshalls can access any of these. Also, the Working Joes can access the doors,
but not the terminals.
There is no reason the players shouldn’t have access to the station’s maps. Its layout is well known to all
of the characters that live here.
Comms. This seven by four-meter room contains terminals that allow access to the station’s
external and internal comms systems. APOLLO alerts Olefsen if there is a need for someone in
Comms.
Command. Almost all station functions can be accessed through the terminals here, but
everything mostly runs on APOLLO’s autopilot. Again, APOLLO will alert Olefsen if he is
needed here.
Admin. Olefsen spends most of his time here, except when he goes down to the Cantina. He has
rerouted most station functions to his terminal here, and adjoining door leads to his barely larger
than a closet quarters. This room always seems to run on the hot side, about 27 Celsius, causing
Olefsen to constantly gripe to Robertson. A swiveling desk fan constantly blows across the room.
Joe 203 will usually be found here, waiting commands from Olefsen.
Medical. This room contains several exam beds, an autodoc and any medical supply or pharmaceutical
anyone may need. Working Joe 1831 is often lurking about in case Tomanski needs anything large or
heavy moved about.
CMO’s Office/Quarters. Being Chief Medical Officer comes with perks, including office space and
quarters that are larger than the Station Supervisor’s. There are stacks of books everywhere.
Marshall’s Office. Hobbs and Jones typically hang out here. The office is one large space which includes
their work desks, bunks and one large table where they eat, play cards and interrogate suspects they don’t
have. They have basic access to the mainframe’s entertainment files, giving them access to movies, music
and such. There is also a weapon’s locker here containing a shotgun, two service pistols and two reloads
for each.
Holding Cells. These each contain a bed and a toilet but are generally empty. The doors are actual bars
with a mechanical lock (Mobility with the proper tools to pick or Stamina at -2 for some feat of Strength).
Main Promenade. This huge room is the general reception area for crews and visitors coming to
Roanoke. Unfortunately, it is generally empty of traffic, since the station is virtually deserted.
There are luggage and equipment conveyers for heavy items offloaded from ships, a vacant
information/service desk, multiple “You Are Here” maps and several large observation decks with
windows to watch the incoming and outgoing ships that aren’t there. Working Joes 810 and 1732
will be here awaiting orders. The “north” door exits the Promenade for the ships’ docks, and the
“south” enters a wide hallway that simply ends, meant for station expansion in the future.
Cantina. This part looks like it was meant to serve as many as 50 patrons, but instead sits empty.
This is perfectly fine by Dottie, who can usually be found watching movies while sitting on a
barstool. She offers a wide selection of cheap liquor, crappy beer and a wide variety of prefab
meals that all about taste the same. She keeps an AK-4047 and two reloads under the bar.
Seegson Store. Christian Clarke manages the place, though Wagner also has an office here with
a terminal. Any kind of electronics made by Seegson can be found here, including some knockoffs
of Weyland-Yutani tech and Working Joe 1054. Clarke and Wagner both have a small sleeping
area in the back of the store.
General Store. Perri Benoit manages the General Store on behalf of Seegson. Everything an
outgoing spaceship may need to buy can be found here from tools and bolt guns to prefab meals
and bug juice to a power loader. Joe 1605 hangs out here, on loan from the Seegson Store next
fore, and helps Perri with the heavy lifting.
Empty/Unused. Originally meant as a restaurant or retail point, this room is unused. Perhaps the
station uses it for storage for sundry items?
Reactor Room. Roanoke’s fusion reactor. Joe 1470 stands here, waiting to offer any assistance
with maintenance or repair.
Human Living Quarters. This large room is crammed full of bunks and lockers, but no one lives
here except Jake. He has the entire place to himself, which he doesn’t mind too much.
Working Joe Storage & Maintenance. Working Joes plug in here to recharge. There is a
terminal that allows access to the software of any Joe that is plugged in. Joes 357, 479, 1652 and
1998 can be found here. These Joes are not inoperable in any way; they’re simply recharging and
awaiting instructions from APOLLO or another party.
McAfferty’s Office & Quarters. Hyperdyne leases this space where McAfferty lives and
“works”, though she doesn’t really have any work to do. She has basic computer access, but she
cannot reach any real functions here. The other office spaces nearby are empty and unused.
APOLLO. This hexagonal room is full of blinking lights and monitors. APOLLO, Roanoke’s
A.I. mainframe is here, protected by a security door.
Power Distribution. This room is mostly automated thanks to Apollo, but there is an access
terminal which would allow a user to turn power on and off to various parts of the station. There
is also access panels to the physical circuits as well.
Environmental Control. Jake spends a lot of time here, always trying to figure out why Admin
is so damned hot all the time. A terminal provides electronic access to the environmental systems,
and there are several access panels to various controls and physical components such as air
scrubbers. Joe 753 is found here, ready to assist.
Prologue
Set the table by reading the information about Roanoke Station above. The game should open up
with a scene for each player character. Let them interact a bit, and then Sven Olefsen pages for
Marshall Jones, Deputy Hobbs, Dr. Tomanski, Pilot Jimenez, Mr. Robertson and Mr. Wagner to
all come to admin.
Scene ideas:
• Jones and Hobbs playing cards in the Marshalls’ Station.
• Tomanski reading “Space Beast” quietly in Medbay. She realizes a Working Joe is just
standing there staring at her.
• Jimenez sitting in Tubgoat just checking her over, or perhaps acting like he’s flying a space
fighter jet blowing up bad guys.
• Robertson down in the bowels of the station fixing the environmental controls… again. A
Working Joe scares the bejesus out of him by inadvertently sneaking up on him.
• Wagner is in his office adjoining the Seegson Store, pouring over bleak financial
statements.
• McAfferty is in her quarters/office, probably bored out of her mind. The call on the
intercom yanks her up to her feet.
He lets them in when they arrive, though Wagner has access. Sven is a large man that, despite his
short blond hair, looks like he’d be more at home on a Viking ship than in an office with barely
working ventilation. He’ll say something to Jake about that when he arrives. If McAfferty shows
up, Olefsen will not allow her access; this situation has nothing to do with her. McAfferty could
try putting a glass up to the door or perhaps access Comms to listen in. Maybe she just tries to get
info out of the other players – reward ingenuity.
He explains that a ship has appeared on sensors some way out from the station, approaching via
conventional thrust. The transponder reads as USCSS-22576 Midas, a survey vessel that actually
came through Roanoke Station some 6 months ago. The ship’s disaster beacon is pinging, though
comms are clear. He wants to send the Bison out to dock with the ship and bring her home, so
everyone’s presence on the mission should be pretty obvious.
The PCs will likely have a number of questions. Here are the facts:
1. Midas had a crew of four - Captain/Pilot Goolsby, geologist Dr. Askew, a medic and electronics
technician
2. Midas is a mineral survey ship with equipment necessary to mine samples from planets, moons or
even asteroids
3. Midas stopped for basic supplies about six months ago
4. Captain Goolsby purchased a Working Joe from the Seegson Store for some additional muscle
5. No response on comms
6. Transponder works fine
7. Indications the ship has power
8. The ship is 0.1 parsecs away, so the journey will take no more than a day each way
He wants them to gather whatever equipment they may need and disembark in one hour. This
ends the Prologue.
Act 1 - Recovering Midas
Hand out personal agendas! Act 1 is simply the journey to and investigation of what happened on
board Midas. This should be a safe Act with little to no chance of PCs getting into any sort of
danger (short of really bad rolls).
Allow the PCs to interact and run around the station gathering reasonable equipment, and then
have them meet at the tug. If McAfferty is an NPC at this point, you should have her somehow
sneak aboard the tug, just to be found when the ship is getting close to Midas.
Docking with Midas should be an easy enough affair for a good pilot. A simple Piloting check
should allow the tug to match course and speed, followed by another Piloting check to bring the
ship close enough to attach the docking umbilicus. A Heavy Machinery roll is required to connect
the umbilicus to Midas’ airlock.
Midas is an older, small M-class vessel and doesn’t have all of the facilities found on something
as large as a Bison. The ship has full power, gravity and life support, but the crew seems to be
absent or simply not answering. Refer to the Midas maps at the end of the scenario.
Midas
1. Vehicle Bay. Once docked, the airlock opens here. The room is huge, spanning the width of the
ship, with access doors on either side to load and unload vehicles. An eight-wheel tractor is here,
equipped for towing a large drilling rig on a trailer. There is also a two-person gyro car. There is
a door on the left wall that enters engineering. There are two doors on the right-side wall, one that
should allow access to the crew section, and another that enters storage that has something written
across it (handout). An elevator goes down into a small cargo bay.
2. Storage. Working Joe 620 is here. It has blood on its hands and boots (+1 stress), and it doesn’t
know why. If the PCs try to access its files, they will find large gaps in its memory, and Captain
Goolsby was the last person to access its systems several months ago. Actually, Leslie was when
he uploaded the malware, but has covered his tracks. They can also find assorted tools and a bolt
gun (loaded with 1 reload).
3. Engineering. The main engines are working fine, but the FTL system appears to have broken
down. Parts are strewn everywhere, and amongst them is an old, dried puddle of blood and
gore. There are boot prints in the blood. A successful Heavy Machinery roll will tell the PCs that
the FTL drive cannot be fixed without a Mechanical Spare Part and a shift of work. There are two
access ladders - one goes to the Air Scrubber room, and the other to Cryo Tank storage.
4. Air Scrubber. Nothing of interest here. A door to Cryo Tank storage.
5. Cryo Tank Storage. Nothing of interest here, except a panel showing the Cryo tubes are in use.
6. Cargo Bay (not on maps). A number of large, metal containers with ore samples marked with
different system and planet designations. Not much else of interest here.
7. Crew Area. The door from the Vehicle Bay opens into a wide hallway with three doors on either
side and a door on the end. The last door goes into the crew mess, but the other six are crew
quarters. First two are empty, but the other four have names next to their doors - Goolsby, Askew,
Leslie and Stroud.
8. Goolsby’s Quarters. The door is off its track, apparently having been forced open. This room is
an utter wreck. A major struggle happened here. A table is overturned, and a chair tossed. The
bed is destroyed (looks like someone punched a hole in it). There is a computer terminal with
Mother access, should the PCs be able to hack Goolsby’s access code.
9. Askew’s Quarters. Nothing of interest here. Personal effects, planetary and geological logs etc
etc.
10. Leslie’s Quarters. Also thrown about. There’s a personal data tablet that is heavily encrypted,
requiring a Comtech roll at -2 to unlock. Even still, files will be unreadable. Only McAfferty’s
card (or Leslie’s hidden in one of the empty quarters) will make the files legible.
11. Stroud’s Quarters. Clean and organized. A Surgical kit and medkit here.
12. Galley. A tray is overturned with old, desiccated food strewn about and a Styrofoam cup laying
on its side, evidence of a struggle. A ladder leads up to the Cryo deck and a door leads to the
bridge
13. Cryo Deck. 6 tubes. Three contain dead bodies (+1 stress for each one looked at due to the
violence involved). Captain Goolsby was strangled to death. She has blood all around her neck
that isn’t hers. The body marked Askew’s head is gone. Stroud’s neck is broken, and he has bloody
handprints on either side of his face.
14. Bridge. Leslie sits in a chair, eyes closed. He opens them when the PCs enter, regarding them
calmly. Relief will break out across his face, and he’ll be very relieved to see them. Also, the
comms panel has been destroyed, apparently by some sort of heavy tool beating it over and over.
After exploring Midas and finding Leslie, the PCs will likely spend a lot of time hypothesizing, with
different personalities coming to their own conclusions. Act 1 ends when the PCs decide, as they inevitably
will do, to return to Roanoke Station in order to continue the investigation with more resources at hand.
Keep in mind that Joe 620 is still infected by Leslie and Hyperdyne’s malware, and it will attack any human
being if left alone with them.
Act 2 - Revelations
The Act begins with the return to Roanoke Station, continues with the ensuing investigation, and ends with
the Working Joes going on the attack. Beyond that, I can’t tell you what happens in this Act! The PCs will
push the story forward with their roleplaying and Act 2 Agendas, and there are so many ways it can play
out, you’ll need to be nimble to react to it.
Again, it is very important to realize that if Joe 620 is EVER left in a room or area alone with one other
human, it will attack that person immediately, likely gaining a free action. This includes if it is ever left in
a room with Leslie and a human; it knows Leslie is an android, and the software doesn’t count him.
Here’s what every NPC should be doing (including any PCs that you are running as NPCs):
• Leslie – He is the driving force of the Act. He’ll do everything he can to make it to APOLLO so
that he can infect the other Working Joes with his Malware. This can also be accomplished if Joe
620 is plugged into Maintenance, or if McAfferty combines her data card with Leslie’s PDAT and
plugs it into APOLLO. Keep in mind that Leslie is a skilled liar, and it will be virtually impossible
to extract information from him by force or Comtech. If freed, he will immediately try to get with
McAfferty for help in his endeavor, presenting it as an enormous opportunity for her. Highly
observant, he’ll also likely see the way Hobbs bristles at being given orders by Jones, and he may
see an opportunity there as well.
• Sven Olefsen – Sven will want Wagner to report immediately. He’ll also demand that Jake get
back to Environmental, because Admin is up to a nearly tropical 32 C. Sven will want to send a
message to corporate right away for instructions and support.
• Perri – She has no actions this Act, though she may offer help if asked.
• Dottie – Hanging out in her bar. Has no interest in what’s going on, but she’ll listen if someone
comes in for a drink.
• Christian – Will offer to help run diagnostics on Joe 620, or even Leslie, though these will prove
frustratingly useless.
• Klaus Wagner (if NPC) – Will attempt to convince Olefsen not to send out a message until he has
completed his investigation. Will work with the Marshalls as much as possible and will offer to
take the android to the Seegson Store to run diagnostics with Christian.
• Grace McAfferty (if NPC) – Will do everything in her power to show the Working Joe committed
these crimes, gathering proof to leak to everyone in the galaxy. If she’s approached by Leslie,
she’ll jump at the chance.
• Mike Jones (if NPC) – He’ll want to interrogate Leslie more closely, as well as question Joe 620.
He’ll take them both to the station and put them in holding cells. Will ask Hobbs to do lockdown
Midas (since it may still contain evidence) while he does so.
• Heath Hobbs (if NPC) – Agrees with Jones, but there’s no way in Hell he’s staying back to
lockdown Midas; he’ll have Jimenez do that as they take the androids up and lock them in different
cells. Hobbs will suggest that they start with Leslie, playing a good cop / bad cop routine.
• Roberto Jimenez (if NPC) – He’ll likely get bored of locking down Midas and go see what he can
stick his nose into as quickly as possible.
• Willa Tomanski (if NPC) – She’ll want to do autopsies on the dead crew, asking for some Working
Joes to be assigned to moving them to Medical. She’ll find the causes of death to be exactly what
they look like, and given time, she’ll also find residue of Working Joe “skin” on the bodies.
The PCs will come to the inescapable conclusion that Joe 620 committed the murders, though the why of
it will likely elude them. If somehow the PCs don’t do it, you’ll eventually need to supply a means by
which Leslie is successful in infecting all of the Working Joes. While it is unlikely the Marshalls will
continue to hold him (they have no evidence, and where can he go?), perhaps he can get a message to
McAfferty by hacking the comms system from inside the cell. Maybe she’ll just get curious…
Again, be inventive and allow the players to push the Act forward. Once all of the Joes are infected, those
in maintenance will immediately leave and deploy about the station based on where most of the humans
are located. They will no longer wait to be alone with a human before attacking – they will attack on sight
and in groups if possible. Act II ends as soon as the first combat begins.
Act 3 - Survival and Escape
This one is simple. The Joes are attacking all humans on sight. If Leslie is alive and free, he will jack into
the security systems to direct the Working Joes towards their targets. He may even taunt the PCs as they
flee. He will try to open opportunities for McAfferty to escape, as a good company agent is expensive to
replace, but he won’t actively stop a Joe from attacking her. In the end, the carnage accomplishes his
mission, and what’s one more dead human? He plans to escape in the Bison when everyone on Roanoke
is dead.
Again, the PCs and their Act 3 Agendas will push the story where it needs to go. A few things of note:
• If anyone contacts Olefsen, he just won’t believe what they say is happening, but he’ll ask them to
come to Admin to discuss it. Just as they get off the line, they’ll hear him asking Joe 203 what it’s
doing. He’ll be found with a broken neck, and Joe 203 will attack them next.
• If Tomanski is an NPC and anyone attempts to contact her, there will be a long, stress inducing
delay before she answers, screaming for help. She’ll be found strangled. Joe 1831 will be there
with a scalpel comically sticking out of the right side of its head. It’s still active, but Health is
reduced to 4.
• Similar scenes should be played out for Perri Benoit and Christian Clarke respectively. Dottie is
the only one not in immediate danger, as there is never a Working Joe in her bar. When one arrives,
she’ll order it to leave twice before pulling out her AK and gunning it down. Dottie can be a savior,
or at least a distraction, if things begin to go hard south for the PCs and it looks like none may
survive.
• If any of the other playable characters are running as NPCs, the GM should simply run them
according to their Agendas. Mike Jones will do everything he can to gather survivors, possibly to
his own undoing. Hobbs will do the same, but more visibly, and he will likely even urge Jones to
go off on his own to find and bring back some of the other NPCs. Jimenez will simply want to stay
in the action, whatever that means…
There’s not much else to say – let it unfold and watch the carnage! The Act ends when any remaining
survivors leave Roanoke Station by using “Tubgoat”.
You could always be a real ass and have one more Joe on board the Bison-class tug, hiding and waiting for
just the right opportunity…
EPILOGUE
The remaining PCs will go into hypersleep, because it’s a long, long trip back to the core systems. They’ll
likely send a message or activate a beacon for the network to pick up, so they don’t accidentally slide
through for 57 years.
This entire affair will no doubt cause damage to Seegson’s sales figures and profits, but to what extent? If
Leslie and McAfferty survive and are successful, the loss in revenue to Seegson will be absolutely
tremendous, pushing the company to the brink of bankruptcy.
If Wagner succeeds, Seegson will see a slight dip as the Frontier Rumor Mill gets going but will pull out of
it with the recovered evidence. A lawsuit will probably be in the works, which Hyperdyne will likely settle
at tremendous expense.
The impact becomes a little grayer if only Jones or Hobbs survive. Did they actually determine who was
to blame? It would matter to Jones, but Hobbs is more likely to use the event to catapult his career, maybe
even as a security consultant for Hyperdyne.
Tomanski, Robertson and Jimenez likely won’t have the evidence of what actually happened, again causing
heavy damage to Seegson’s business.
In any case, Seegson will eventually find out the truth by sending a heavily armed and well-equipped party
to Roanoke. This may pull the company out of its downward spiral, but the damage to their business will
be done.
HANDOUTS APPENDIX
Door Inside Midas Vehicle Bay
Working Joe
ACT I
Try to salvage Midas for Seegson’s bottom line and protect any company interests.
ACT II
Don’t let Olefsen contact corporate until you know what’s going on. Figure it out!
ACT III
Make it through this with evidence clearing Seegson and implicating Hyperdyne.
GRACE MCAFFERTY agendas
ACT I
Something is going on! Get on that ship, somehow, and find out what!
ACT II
Make sure Seegson takes a beating on this one. Push their fault in the matter, no
matter what it takes!
ACT III
Make it out of this with as evidence against Seegson as possible. If you’re the last
one left alive, that’s even better, since there will be no one to dispute your version
of events.
MIKE JONES agendas
ACT I
Investigate and secure the Midas. Figure out what happened here.
ACT II
What the Hell is actually going on here? Get to the bottom of it!
ACT III
ACT I
Find some evidence you can hang on to until the perfect time to make yourself
look good.
ACT II
This is your chance to make it all happen. Bring down Jones and become the hero!
ACT III
Make sure YOU come out the hero in the whole thing, and there’s no one to dispute
it.
ROBERTO JIMINEZ agendas
ACT I
Stay in the action!
ACT II
ACT III
You never thought you’d get a chance like this! Be in the thick of the action!
JAKE ROBERTSON agendas
ACT I
Do your job as quickly as you can. See if there’s any hazard pay to be had for
going into space.
ACT II
Get life back to normal. Try to avoid getting involved any further.
ACT III
You’ve gotta be shittin’ me… keep your neck unbroken if you can and screw the
corporate bastards.
WILLA TOMANSKI agendas
ACT I
Make sure everyone stays healthy. Help the Marshall any way you can.
ACT II
Use your medical knowledge to draw your own conclusions. Maybe Grace can help
with the technical aspects?
ACT III
Save everyone you can!
USCSS-22576 Midas Deck Maps