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The Call of the Computer (Paranoia meets Call of Cthulhu) Role Playing Game Adventure OFFICIAL Homepage. Iä, Iä! Shub Nigg-U-RTH! Infrared high programmer of Alpha Complex with a thousand clones! Iä, Iä!

A sourcepage for a Paranoia Adventure with a Cthulhu Mythos theme.

The History of "The Call of the Computer"

In 1994, I became the convention coordinator of the Miami University Strategy Gaming Club and in doing so was also requisitioned to run a role-playing game at our first gaming convention. I took my time deciding what to run, mulling about what would be good for a convention. After examining all the role-playing possibilities and game systems that I owned, I decided upon subjecting hapless others to my own first gaming experience at a game convention: Paranoia.

Produced by West End Games (no longer), the game is set within a dark future where the world is an underground warren and the players portray a hapless security team of Troubleshooters, whose mission literally consists of shooting trouble, with lasers no less.

Now I had a problem. You see, at a gaming convention you don't run published adventures, you run stuff that you "make up" yourself. This is to curb Players who might have otherwise read or even played the published adventure from ruining the adventure for others by knowing what's going on in the background. Therefore, I had to come up with an adventure that was all my own. Looking up from my desk in despair, I spotted my salvation, The Call of Cthulhu role-playing system by Chaosium. The setting of Call of Cthulhu is based on the horrific works of H.P. Lovecraft, where hapless investigators deal with unimaginable, sanity-blasting, cosmic threats best left to their own devices.

I quickly got to work.

Minutes before the game was to be run, I was still refining and rewriting the adventure. I had a full group of 6 players with a number of curious onlookers. It was going to be spectacular. I named the adventure "Call of Computer", the first Paranoia adventure to parody the Call of Cthulhu Mythos. At least, the first I had ever heard of or read about; someone once told me that there is an amusing one in some British RPG magazine. In addition to Cthulhu, the adventure parodies The Mighty

file:///C|/Gaming/paranoia/From%20The%20Web/Call%20Of%20Computer/index1.html (1 of 29) [11/30/2004 2:57:40 AM] The Call of the Computer (Paranoia meets Call of Cthulhu) Role Playing Game Adventure OFFICIAL Homepage. Morphing Power Rangers (big at the time), The Real (the ones with the movies, as opposed to the Ghostbusters with the Tracy guy and the ape), and a number of other "pop culture" concepts. After the game ran, I was voted by the Players as "The Best Role-Player," a title that was supposed to go to one of the Players, which is where it ended up after I turned it down. I'm not modest; I'm a great Game Master. In any case, the game was a success and fell right into the alotted 4-hour time limit.

Later that year, I took the adventure on the road to CapCON at Ohio State, where the adventure was advertised on the overhead projector as "Call of Compturor," confirming every Miami Ohio student's belief that their school is more edjumacated. I ran the adventure twice there, receiving applause, but a little disapproval from that one couple who had never played Paranoia before and couldn't grasp the concept of getting slaughtered 6 times.

At the start of the summer, I e-mailed West End Games about getting published. The Paranoia line- editor at the time told me to "send it over," but I waited until the summer ended because I wanted to refine the adventure. I developed the 'Elder Computer Sign', expanded the adventure to 8 hours, updated it to West End's current 5th Edition, added an extra mission briefing, more adventure encounters, and two maps. By the time "Call of Computer" arrived at WEG, I was told the editor had left the company, my adventure had sat unopened on a desk for months, and they weren't doing anything with Paranoia anymore. A persistant gamer, I sent the adventure to both Shadis and Pyramid magazines, publishers of gaming literature. More on this thread later.

file:///C|/Gaming/paranoia/From%20The%20Web/Call%20Of%20Computer/index1.html (2 of 29) [11/30/2004 2:57:40 AM] The Call of the Computer (Paranoia meets Call of Cthulhu) Role Playing Game Adventure OFFICIAL Homepage. The next school year, I went to Kettering CON, CAG CON, and the Miami Conjuror '96 and ran the adventure at each, having reduced it back to 4 hours. Of course, the adventure underwent quite a few changes. I eliminated a few problem Troubleshooters and added some new ones. In addition, the ending was a lot more entertaining; at CAG CON, I was forced to fight a (guy dressed as a) Klingon in liVE hand-to-hand combat! Later versions (see the Supplement, below) encourage two Players to duke it out, rather than one Player and the GM. It's more fun that way. The game now had added flavors with a touch of Speed, a dash of Mortal Kombat / Street Fighter, and just a sprinkling of X-Men and X-Files, while keeping the primary flavor good old GOOey Cthulhu. (GOO -> Great Old One). I have run the adventure many times since at Origins, under the banner of Rogue Cthulhu.

Eventually, I heard back from the magazines that I sent the adventure to. Shadis turned me down a week after I sent the adventure to them, deciding that since they had already published a Paranoia article and had a Cthulhu dedicated issue coming up, they could File 13 me. No big deal, they

file:///C|/Gaming/paranoia/From%20The%20Web/Call%20Of%20Computer/index1.html (3 of 29) [11/30/2004 2:57:40 AM] The Call of the Computer (Paranoia meets Call of Cthulhu) Role Playing Game Adventure OFFICIAL Homepage. haven't published an issue in years. Pyramid hadn't contacted my back after 9 months of waiting, so I posted the adventure to this site.

Lo and behold, a week after I posted the adventure here, Pyramid got back to me and agreed to publish it. Hence, it was quickly taken down off the site (and some people sent me angry e-mails about that). Another 9 months went by and I was about to put the adventure back up here when Pyramid Magazine #28 was published. #28 was one of the last print issues before the magazine went to a completely online format. The adventure is now available digitally at Pyramid Online, which costs $15 a year for a subscription, but allows you access to all their online materials and a new issue every week. If you end up dropping the dough for the magazine, tell them that "joshdm" referred you.

In the end, I was very happy with the way the adventure was presented. I was hoping for some more pictures that were related to the story, but was quite appreciative of the equipment crate filled with peanuts (read the issue). When the issue arrived at my door, I had a publishing party at my apartment with a number of friends and ended up running it for a number of guests who stayed the night. We had a blast.

Eventually, when I can find the time, I'll start work on "Return to Call of Computer" for Rogue Cthulhu. If I ever get it done, it will be run mostly at Origins.

I'd like to give thanks to the following people for some helpful ideas: Kevin Mowery, Merl Corey, Allen Wilkins, Mark Kobrak, Alan Glover, Terrence, Anders Sandberg, Deadboy101, Croaker, and the Miami University Strategy Gaming Club. Special thanks to my original editors, Brian Harmon and Bruce Nagel.

I'd also like to note to those of you who have asked, no I cannot give out copies of the adventure. If you want to read it, you have to subscribe to Pyramid Magazine and search their archives.

Supplements to the Adventure

If you were paying attention during the previous story, you'd notice that I cut the adventure down from 8 hours to 4 hours before it got published. Everything I cut out is available for free on the Supplements Page.

Call of Computer Images

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In my free time, I developed a number of images to support this page. They're mostly animated .gifs, but some are steady images and I worked hard on them. I eventually realized that an image-filled site is not conducive to visitors and instead delegated them to a separate page. If you end up checking out this Images Page, please excuse the long download time.

What Others Have Said About Call of Computer...

"Extremely well written and entertaining" -- Howie L. "More fun than killing my ancestor!" -- Charles W. "I had so much fun I opened fire!" --Harney R. "Traitor Josh-U-AAH-6, please report for Reactor Shielding Duty!" -- Friend C. "We're going to sue you." -- Saban E. "Welcome to our club. fnord." -- I. "Golly, this adventure seems more evil than even me, and I Love You." -- Barney D. "You did what to me? Oh, that's it, get me my Zord..." -- Tommy R. "Interesting, intriguing, even invigorating. Curiously, I like it, but it sets off my PKE Meter so..." -- Egon S. "Computer Ftagn, Iä, Iä!" -- Joel S. "Stay Alert! Trust No One! Keep your Library Use Skill Handy!" -- Siskel J. "I'd like another bowl of Hastur-Fun please!" -- Ebert S. "Serve Cthulhu, Cthulhu is your Friend!" -- Jeff Q. "Hey, I didn't know Cthulhu was Jewish!" -- Rob H.

SUPPLEMENTS

List of Supplements

● Upgrade 1.5: Addendum and Alterations to the Published Adventure ● Upgrade 1.86: More (or Less) Troubleshooters ● Upgrade 3.0: 8 Hour Mission Expansion

Upgrade 1.5: Addendum and Alterations to the Published Adventure

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Blaring Errors

● On Mission Alert, DUNWI-TCH-3 should read : DUNW-I-TCH-3 ● During the Briefing, Noah-Y-ESS is referred to as No-Y in a list. ● The Necronomicon should be bound in a "meatlyke" substance, not a "meatylike" substance, but still human skin nonetheless. ● The second paragraph in part (E) of the Mission should read "...especially Pow-R-NGR- 1, who now has a beard, a burning desire for vengeance against Eld-R-SGN, and Pow- R-NGR-2's stats." ● Henry-R-MTG has an Endurance of 3, not 9, and a Carrying Capacity of 25.

Name Alterations

Some names were changed in the editing process. Here are the notable few:

● Cth-U-LHU-6 -> Kath-U-LHU-6 ● Lovec-R-AFT -> Herb-R-WST ● No-Y-ESS -> Noah-Y-ESS

I didn't mind the changes and I actually like Noah-Y-ESS better. The only problem I had was that Herb-R-WST was originally used elsewhere, as the name of the Reanimatorbot's inventor. No big deal, as that little note was edited out.

Easter Eggs

● Mission Codename: MULYSA is Asylum spelled backwards. ● The odd, crying sound in Miskatonic Library is Kath's chanting. ● The Troubleshooters use Com-E Units to call Mark IX. Get it, Com-E?

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The Untold Egon Spen-G-LER Backstory

Egon Spen-G-LER actually doesn't want to give the Mark IX to the Troubleshooters. It is a really expensive and long-worked on piece of equipment and he loves Mark IX dearly. He has been requisitioned to field test the Mark IX with a Troubleshooter team before he can get it approved by Friend Computer for manufacturing. Egon looked at all the missions, and picked the one that he felt was least likely to go to OUTDOORS sector. Hence the Mark IX was assigned to the Troubleshooters. Unfortunately for Egon, the team goes to OUTDOORS sector. Due to this unexpected change in environment, Egon doesn't have Mark IX ready for the Troubleshooters if they ask him for the robots while in Massachusetts. This is because he wasn't expecting a call. Of course, Friend Computer monitors the call, and forces Egon to make a choice. So he powers up the robots (or at least HAS them powered up by the time they get to R'lyeh) and makes the "out of range" excuse to the Massachusetts Troubleshooters.

Suggestions and Alterations

Here are a few things that can be done to make the adventure more fun...

The Mee-G-O** Troopers Change the names of the Green Army Mee-G-O**'s. Name them the "OOO Sector Army Troopers," led by Mee-G-OOO (pronounced Me Go). Everyone else has a derivative of the name, Eye-G-OOO, Yu-G-OOO, He-G-OOO, We-G-OOO, They-G-OOO, No-G-OOO, Eee- G-OOO, Strate-G-OOO, etc...

Also, make sure someone dies around the Troopers so the Trekkers (the Secret Society of the Troopers) can add another brain to their collection. You can do this by having a fight break out with the Green Army or amongst the Troubleshooters in front of them. Or simply make an example of a rowdy Troubleshooter.

The Briefing At the briefing, you must make sure that the players frolic around the table and chant. This is an integral part of the story in that it allows the GM to fully humiliate his Players, especially when run at a gaming convention. The GM should shout encouragements at the Players until he feels it is appropriate or until they drop from massive coronaries.

The gamemaster can also purchase plastic face masks in bulk and wear those as Nyarloth-O, who speaks in a high-pitched voice yelling "frolic!" at the top of his lungs (he loves watching happy people frolic).

Secret Societies Let the clones visit their Secret Societies during their time off after the briefing if they want to. In fact, allow as many visits as possible. Unfortunately, most players never go to their Secret file:///C|/Gaming/paranoia/From%20The%20Web/Call%20Of%20Computer/index1.html (7 of 29) [11/30/2004 2:57:40 AM] The Call of the Computer (Paranoia meets Call of Cthulhu) Role Playing Game Adventure OFFICIAL Homepage.

Societies. This is a downfall of many Paranoia adventures.

Production, Logistics and Commissary As with Mee-G-OOO and his gang, the NGR's can be renamed as Tomm-Y, Bill-Y, Happ-Y, Dop-Y, Grump-Y, and Sleep-Y. And Beta-6 as "Doc." Make sure that Beta-6/Doc talks to the Troubleshooters for quite some time to get all of the personalities in. It may be easier to change some of the societies that the NGR's are in.

If this scene seems too much to role-play effectively as a GM, stage the typical "line of doom" extending from PLC around three blocks and allow the Troubleshooters to figure out an inventive way to cut to the front of the line.

The Equipment Crate Make the Troubleshooters sign for the crate. There is a packing slip on the outside and this can be helpful, but not everyone goes for it. The peanuts are not listed on the slip. When attempting to tilt the box, remember that Jack the Jack-O-Bot weighs three tons. He's in the box, meaning the Troubleshooters will get hernias before they lift the thing. Someone could use Adrenalin Control.

A player once asked to use Levitation on the crate. He rolled high, so I allowed it. Then I had Jack break through the crate, smashing a Troubleshooter beneath it. The crate, now less 3 tons, flew up into the ceiling, smashed, and peanuts wafted over the entire room. A lot of equipment was damaged. Another time, a particularly annoying Troubleshooter shot at a fellow Troubleshooter, hit the box, and blew it up; except for Jack of course.

Keep in mind that the indestructible Jack enjoys tying laces, but never let the players point the finger at him. Just keep having someone "fall down" once in a while after Jack joins the team.

Invulnerability Spray Once a Troubleshooter can't move, he can never move again; the others have to melt him out. It's fun to have the spray harden when he's going to throw a grenade, which is also sealed in with him. Once I had a player shoot into the mouth of a sealed Troubleshooter. I described it as "The gun fits into the mouth, and you fire. It's fairly disgusting from the other side of Pow- R, as his head explodes inside the shell, and is still held in a head-shape. The back of his head opens up, and everything shifts around to compensate for the brains and spinal column." Somewhat appropriate for a Cthulhu , though.

Circle of Protection This device can work in one of two ways as the GM desires. The first method is that it forms a giant cylindrical force field stretching to the ceiling and down to the ground. The other method is that it creates a solid sphere of protection around the clone. Remember that it can get really stuffy inside a force field, especially with the constant exertion and no air coming in due to the

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Mark IX To summon each robot, the Troubleshooter must do a strange dance (of their own creation) and then yell "so-and-so Robot Activate" into their Com E units. The dance is a joke emulating the spastic movements of Power Rangers when they summon their robots.

The BIACIS The BIACIS system is used from R&D onward for the rest of the adventure to transport new clones. This includes depositing new clones onto R'lyeh.

The Sewers The lights should go out at some point, which will force the characters to work together, as someone has a flashlight and someone else has the batteries. Any other equipment (including R&D) shouldn't produce enough light to see by.

The Summoning Room Remind the players that there is a rift in the room that has not been assessed and polarized by the Transdimensional Rift Assessing Polarizer.

The Big Battle If you really expect to use the stats for Mark IX and Cthulhu, then you must be nuts. Give Mark IX a chance. If the players have been good, let him win. but make sure that they use EVERY SINGLE WEAPON before they whip out the "blazing sword." To summon a weapon, the player portraying Mark IX must do an elaborate dance of some sort and yell something (I don't know, make it up) at the Player portraying Cthulhu. The Cthulhu Player should make slurping sounds and waggle his (or her) hand by her mouth to represent tentacles. Cthulhu's spellcasting ability might also require some embarassingly spastic movements.

Upgrade 1.86: More (or Less) Troubleshooters

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Due to a lack of resources, many gamers are foreced to play Paranoia with fewer than 6 people, down to 3. You don't want to play this adventure with less than three Troubleshooters; it's just no fun trying to root out the traitor with two players. In order, these are the characters that can be left out and what should be done to the remaining characters and how to adjust the game session:

1. Remove Henry-R-MTG-2 - On Herb-R-WST's character, replace Henry-R-MTG with Pete-R-VKM. 2. Remove Pete-R-VKM-1 - On Herb-R-WST's character, replace Henry-R-MTG with Gibb-R-ING. Have Egon give away the extra R&D item as standard experimental equipment. 3. Remove Herb-R-WST-1 - Have Egon give away the extra R&D item as standard experimental equipment.

On the Mark IX, just double up on someone with the extra robots and passages.

Other gamers play Paranoia with a bigger group, but more than 8 Troubleshooters gets messy, so below is a link to the seventh and eigth Troubleshooters. These guys are fun. Gus-R-IAN, originally Goez-R-IAN, was actually one of the playtest characters that I replaced with Pow-R- NGR, formerly Georgio-R-MNI. Not many people got the "Gozer the Gozerian" joke. Muld-R- FOX (from the X-Files, duh!) is a name I personally like to use when I play, which is not very often if at all. The text also accounts for an altered Mark IX to compensate for the addition of more characters.

Muld-R-FOX-1 and Gus-R-IAN-2

These characters are for Paranoia: 5th Edition, for use in the "Call of the Computer" adventure published in Pyramid #28. Other than their Paranoia format, which is a copyright of West End Games, the ideas for these characters is Copyright 1997, Joshua Marquart, and can be used without permission in the adventure "Call of Computer".

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MULD-R-FOX-1 Service Group: Research and Development (R&D) (Actually Undercover Internal Security (INTSEC)) Attributes and Known Skills Strength: 4 Hand to Hand: 2 Carrying Capacity: 30 Endurance: 8 Macho: 4 Wounds: 6 Agility: 4 (2) Dodge: 4 Dexterity: 5 (3) Laser Weapons: 5, Melee Weapons: 6 file:///C|/Gaming/paranoia/From%20The%20Web/Call%20Of%20Computer/index1.html (10 of 29) [11/30/2004 2:57:41 AM] The Call of the Computer (Paranoia meets Call of Cthulhu) Role Playing Game Adventure OFFICIAL Homepage.

Moxie: 8 (4) Security: 5, Computer Programming: 6, Data Analysis: 7, Data Search: 7 Chutzpah: 1 (1) Intimidation: 2 Mechanical Aptitude: 2 (1) Power: 6 Personal Equipment: * Treasonous Truncheon, Bot Repair Kit, *Virus Program Plasticreds: 145 Secret Society: Computer Phreaks Mutant Power: Telekinesis Background: Put a computer terminal in front of you, and you can do anything, from E-mail retrieval, to robot programming. Unfortunately, you're terrible with robots, they don't like you very much. Of course, that's probably why they made you the robotics officer. Oh well. You know that every team gets a jackobot and a medbot from PLC, but that's as much as you know about how to work with them. Even programming them is a pain. That's why you have the Virus Program that you downloaded from the Phreak database. It can erase the mind of any bot that allows the program to be used on it. Of course, the program can only be used once, then it erases itself.

Personal Feelings: Pow-R-NGR reminds you a lot of a robot. It really ticks you off, he's probably in Corpore Metallica or something, and your deep-rooted hatred of bots makes you want to take him down. You've heard that Pete-R is selling stuff, so maybe he might have something to hurt Pow-R. In addition, Henry-R is a bit annying, standing over you while you're at a monitor, typing. It's time to get rid of him for good.

Service Group Assignment: You've been asssigned to R&D, though you're really Internal Security. Someone has it in for the rest of R&D. If anyone dies at R&D, the killer is obviously the culprit/traitor. Kill that traitor.

Secret Society Mission: Computer Phreaks intercepted a warning E-Mail a while ago that told all higher-level citizens (Blue and up) to avoid CHZ sector, due to the food vats being contaminated by a hallucinogen. It never got out to the public. The Phreaks would like you to look into this, and deliver any supplementary information to them on the repurcussions of this contamination.

Mandatory Bonus Duty: Robotics Officer - You have to keep track of all of the robots that are assigned to the group.

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GUS-R-IAN-2 Service Group: Armed Forces

file:///C|/Gaming/paranoia/From%20The%20Web/Call%20Of%20Computer/index1.html (11 of 29) [11/30/2004 2:57:41 AM] The Call of the Computer (Paranoia meets Call of Cthulhu) Role Playing Game Adventure OFFICIAL Homepage. Attributes and Known Skills Strength: 2 Hand to Hand: 2 Carrying Capacity: 30 Endurance: 3 Macho: 1 Wounds: 3 Agility: 8 (4) Force Weapons: 7 Dexterity: 4 (2) Laser Weapons: 4 Moxie: 10 (5) Chemistry: 3 Chutzpah: 4 (2) Con: 5, Fast Talk: 6 Mechanical Aptitude: 3 (1) Juryrigging: 4 Power: 10 Personal Equipment: * Treasonous * "Bulk" Mask, "Color-Changing" Force Sword, 3 Whoopie Cushions, 2 packets of Fizz- Wizz, 1 Tangler Grenade Plasticreds: 36 Secret Society: Death Leopard (Formerly PSION) Mutant Power: Adrenalin Control Background: Ever since PSION, your life has never been the same. You joined a PSION strike team known as the A-Men, but you soon quit because the enemy of the A-Men, Citizen Apok-O-LIP-5 showed you the destructive joys of Death Leopard. Now you work for him, on missions to cause massive destruction. Your special joy is pranking, and you have the materials to do it. You LOVE to tie shoelaces together, it's a really fun prank. Your code- name, which you kept from the A-Men, is "The Inedible Bulk", because of the Adrenalin Control. You wear the Bulk mask and use your special "Color Changing" Force Sword to disguise who you really are. The sword is normally Red, but flip a button, and it's Green, like the Bulk mask. Don't let anyone find out your secret identity.

Personal Feelings: Gibb-R-ING keeps snubbing you, he's obviously up to something, probably against you. Eld-R-SGN is the leader, but he's really a wuss, and got the Mandatory Bonus Duty that you should have had. Being a Scout sucks.

Secret Society Mission: Apok-O-LIP-5 told you that Professor A, one of the newer A-Men is in your team, but since they wear masks on missions, you don't know who it is. He was the one who killed Gus-R-IAN-1. Pete-R and Muld-R may fit the bill. He must die, but beforehand make it personal. Tell him it's from Apok-O-LIP-5, and kill him as The Inedible Bulk.

Mandatory Bonus Duty: Scout. Your job is to run ahead and check out what's going on and report back to the Team Leader.

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CHARACTER CHANGES: Tell Henry-R that one of Apok-O-LIP-5's minions is out to get him.

MARK IX CHANGES: There are now two more versions of Mark IX, the 7-part MARK IX and the 8-part MARK IX.

7-Part Mark IX: Add a Transbot and the summoning chant now reads:

Passage 1: Transbot split / form the arms / go Passage 2: and become feet. / and I'll / Mark Passage 3: Docbot and Warbot / be the / Nine Passage 4: form the legs / Traitor. / Force Passage 5: Jackobot make / Scrubot form / Kill! Passage 6: the Torso. / the head. / Kill! Passage 7: Flyboy and Funbot / Let's / Kill!

8-Part Mark IX: Add a Transbot and an Infobot and the summoning chant now reads:

Passage 1: Transbot split / Flybot and / Scrubot can Passage 2: and become / Funbot form / form the head. Passage 3: the feet. / the arms and/ Let's Passage 4: Docbot and / I'll be the / go Passage 5: Warbot form / Traitor. / Mark Passage 6: the legs / Infobot become / Nine Passage 7: Jackobot make / the brain / Force Passage 8: the Torso. / so the stupid / Kill!

Upgrade 3.0: 8 Hour Mission Expansion

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Ever wonder about Orange Dorm #346? Well, here's why it was included. The supplements below effectively expand "The Call of the Computer" to an 8-hour long adventure from it's original 4-hour long convention-sized version (the entirety of which appears in Pyramid Magazine #28). The files below are self-explanatory and are fully compatible with the Pyramid adventure.

1. Mission Expansions - 29kb Text File 2. Map of Orange Dorm #346 3. Map of the Cult of Kath-U-LHU-6

This supplement is for Paranoia: 5th Edition, for use in the "Call of the Computer" adventure published in Pyramid #28. Other than the Paranoia format, which is a copyright of West End Games, the ideas for this supplement is Copyright 1997, Joshua Marquart, and can be used without permission in the adventure "Call of Computer".

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Background Changes: The Mee-G-O are still Shub's elite guard. They do have regular jobs as ARMY clones, though, and so can appear anywhere.

Character Changes: Only Pow-R-NGR (and Gus-R-IAN if used) is on clone #2.

Insert the following before 2) THE BRIEFING: "INFRARED GOAT".

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2a) THE BRIEFING I: "SALON QUALITY BRIEFING"

Use the first paragraph from "INFRARED GOAT". Then continue with the following paragraphs.

READ ALOUD: "One of the guards knocks on the door. A slit opens at the top of the door, and then closes. The guard places a pair of darkened glasses upon his eyes."

GM NOTE: Now would be a GREAT time to take out a really bright fluorescent lamp and shine it away from yourself, towards the players, while turning off all the rest of the lights. Make sure that none of the players leave this section without seeing spots before their eyes.

READ ALOUD: "He pushes the door open for you. A blindingly brilliant white light shines forth from the room beyond."

Anyone failing an Easy Dexterity test did not move his or her hand quick enough to block out the

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READ ALOUD: "As far as you can tell, the room is furnished in light. The ceiling, walls, and even the floor seem to be gigantic lights of the sort that illuminate the hallways. Against the light, you can make out the black pathway that leads from the doorway to a red line stretching partway across the middle of the room. The shaded Mee-G-OOO says 'go in and line up on the red line.'"

Mee-G-O will not hesitate to shoot clones who do not listen, but they will hear out strange explanations and then kill the clone if they try to run. Spilled blood causes the lights on the floor to glow red through the liquid. There is room on the line for only 5 clones. Blind clones have a hard time seeing the line or anything else.

(after they are arranged)

READ ALOUD: "Against the desire to keep your eyes open, all six of you are squinting, and the room is very hot."

Have them make Easy END checks every couple of minutes to keep from fainting. Blind clones are exempt from this check just because they've suffered enough.

READ ALOUD: "Behind you, the Mi-G-O tramp into the room. A quick glance shows that they are all wearing the infrared glasses. They are also standing against the lit wall. In front of you, from out of a recess in the wall, a very, very dark-skinned clone enters the room. He is clad in only some infrared glasses and what appears to be a white towel around his waist. He climbs up some nigh-invisible stairs to the podium which was right in front of the red line, but it's so bright in here that you didn't see it before."

"The tan man speaks, 'I am High Programmer Hast-U-RRR. You Troubleshooters have a simple mission to perform. And that is to...' He reaches down behind the podium. Then his hands come up and he begins to rub his exposed flesh. The skin comes away shiny. '...watch over some sleeping clones. Any that wake up screaming, they are trouble, and you have to kill them. You are all breveted to Orange Clearance for this mission.' Hast-U-RRR has finished slicking up his body. He now puts his hands behind the podium again, and then takes his left hand and wipes it on his face. A white streak of some sort of creme appears on his nose.

"'It is currently 03:00. You are to report to Orange Dorm #346 in sector RKM, by 05:00, and are to stay there until further orders or 48:00, whichever comes first. You are to' he wipes his hand over his mouth now, 'mmmrphagribbleendodorphins, so do not fall asleep, or you will be shot, and do not forget to pick up your brevets on the way out. Are there any questions?'"

If anyone asks Hast-U-RRR to repeat himself, do your best to convince the clone that there was

file:///C|/Gaming/paranoia/From%20The%20Web/Call%20Of%20Computer/index1.html (15 of 29) [11/30/2004 2:57:41 AM] The Call of the Computer (Paranoia meets Call of Cthulhu) Role Playing Game Adventure OFFICIAL Homepage. nothing wrong with the orders, and that he heard everything perfectly and that any clone who heard otherwise must be a Commie Mutant Traitor. Or just have him shot. Actually, the Troubleshooters are to test a new alarm clock system, but they will only find this out in the debriefing. The clones can easily locate Orange Dorm #346, RKM sector.

As the clones depart, the Team Leader is handed 6 wet Orange Brevets (arm straps) by a Mee-G-O at the door. When they dry, 1d6 of them will color change back to their original Red. Randomly determine or assign these to certain clones. They can dry whenever.

As they leave, behind them, the Troubleshooters can hear Hast-U-RRR saying, "O.K. ladies, if my name isn't Hast-U-RRR, it's time to PARTY!" Anyone glancing back can catch a glimpse of unclothed female clones running towards Hast-U-RRR, but its very tough to really make out details through all the light. The Mee-G-O quickly close the doors before the Troubleshooters can see anything more.

Now would be a good time for the clones to check up with their Secret Societies for any new missions or to chat with one another. Go ahead, be a Paranoia GM and instigate something. Do remind them that The Computer is watching them and it WILL make sure they get to duty in time... even if it means using Vulture Squad recovery procedures and sending their clone replacements to the arrival area. And make sure that none of them get to take a nap.

======

2b) Orange Dorm #346 "Big, Orange, Different, Sleepy."

Take out (download from the other link) Map A

It's been a tiring daycycles, but the Troubleshooters have all arrived here at Orange Dorm #346, RKM sector, for active duty.

Do your Robin Leach imitation now...

READ ALOUD: "Yes, Orange Dorm #346, coated in the finest plastisteel, it's the mandatory sleeping place for over 30 Orange-level citizens. Located in lovely RKM sector, this primary colored building is considered a luxury to each of it's many occupants, who are all extremely happy to be forced to exist within it's cramped walls. Both floors of this ergonomically designed structure are chock full of ceiling height cubicles within which each clone makes its home, consisting of a Spartan bed and a lockable footlocker. Other benefits of Orange Dorm #346 include showers WITH curtains, privies WITH doors, and their very own built-in confession booth with multi-turreted lasers. Yes, all the orange-clearance clones who have filled out 235 forms in triplicate are extremely happy to live here. Because it is the mandatory thing to do."

The first thing the clones arriving here notice is the plush, orange carpeting. They've never seen carpeting before. file:///C|/Gaming/paranoia/From%20The%20Web/Call%20Of%20Computer/index1.html (16 of 29) [11/30/2004 2:57:41 AM] The Call of the Computer (Paranoia meets Call of Cthulhu) Role Playing Game Adventure OFFICIAL Homepage.

Average Orange Dorm Citizen: Mutant Power: Random (Unless specifically noted) Secret Society: Random (Unless specifically noted) Service Group: Random (Unless specifically noted) S5 A6 C4 D6 E6 MA5 M4 P5 Macho: 3 Wounds: 5 HTH: 2 Laser Weapons: 6, Bootlicking or Intimidation: 5, Dodge: 6 Equipment: Laser Pistol with Orange ammo (9L) Roll 1d20: 1-10: No Armor, 11-20: Orange Reflec (4L)

How to role-play a Dorm resident: Extremely Paranoid. Remember that their home is being invaded by lower clearance Troubleshooters who (they believe) have orders to shoot to kill any of them if they so much as make a peep while waking up. The troubleshooters have no idea what to do here. The citizens will either do their best to stay away from the Troubleshooters or try to kill them or themselves. The citizens are not smart enough to give up their apartments to the Troubleshooters and will defend their territories like wolves. They WILL be receptive to the Cult of Cthulhu when they invade, and many won't ask for the Troubleshooters help because they know they'll die anyway (they were chosen to be taken because they screamed, so if you save them from the Cult, that means they are screamers and have to be shot, right?) Play it by ear, and anything that just confused you will be explained next.

SEE MAP A: Orange Dorm #346

DEFINITIONS OF KEY TERMS: Screamers: These are clones who are designated to 'scream' because of their bad dreams. Screaming will take place simultaneously on the provided "Timeline".

Bed: These lumpy mattresses are BPI2 for combat purposes, like when they are used as a wall.

Footlocker: All footlockers will be locked and the keys are impossible to find. Items in footlockers can vary from clothes, to weapons, to anything on the "Stuff Table", P.30. Put in whatever you want. Just remember two things: 1) Some clones like to defend their possessions with traps. Try using the 'electrified' approach and 'zap' would-be thieves with a whole 'lotta' volts (E8). 2) These items are owned by someone else and they are Orange clearance. For combat purposes, footlockers are BPEI3.

Stairs: Stairs lead up from the small end (floor of the map) to the big end (which is the big end on the second floor).

Curtains: Curtains are used as "walls" for showers entrances. With all the mildew that's accumulated on them combined with the chemicals from shower water, the curtains are ALL1 for

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A) The Hallways: Both floors are lined with orange carpeting. Once in a while, one can spot red splotches of some sort of paint spilled on the floor. The only entrance to the building is through the first floor hallway. There are no comfortable places to sit in this hallway.

B) The Average Room: contains a bed and a lockable footlocker for it's occupant's possessions.

C) Entrance Sites: These are rooms owned by members of the Cult of Cthulhu. On the first floor resides Capric-O-RNE-3 and on the second floor is Bee-O-NKA-4. Below Capric's bed is a tunnel that has been dug there. It leads to the sewers. Above Bee-O-NKA's room is an air shaft, through which cult members will emerge. Both clones will join the Cult in the raid.

Bee-O-NKA and Capric-O-RNE: Use Cult Raider's Statistics (See Below)

D) The Empty Room: is a good place to have the Troubleshooters "set up camp". They can probably store their (thievable) equipment here, or rest here... but who's allowed to rest?

E) Goth-O-THK-5's Room: Poor Goth. He was beaten up by Lord-O-FLY (see F) and all his furniture was taken from him. Boo hoo. He'll have to live with it, right? Well, maybe not... You see, Goth is a registered mutant with Precognition and knows that a friendly group of clones will save him tonight. He (wrongly) believes the group to be the Troubleshooters.

F) Lord-O-FLY-2's Room. Lord-O is not a nice clone at all... which is why he's soon to get promoted to Yellow. Which is also why Jenn-O-FUR-1 is sleeping over... in Lord-O's new "double bed" (made from his old bed and Goth's old bed). Too bad that Jenn is a "Screamer" in more ways than one. Having hormones is treason.

G) Stolen Footlocker Rooms: These poor clones have had their footlockers taken from them by Sams-O-NTE (see H). They might want them back, and are planning to attack tonight at 22:00 hours. Name-O, being from HPD&MC, knows that it's impossible to get new footlockers, but with Bing-O's stolen weaponry to help them, the two might just have a chance. It's a good thing neither knows of the other's secret society, right?

Bing-O-DOG-4 Mutant Power: Mechanical Intuition Secret Society: Corpore Metallica Service Group: PLC S8 A3 C5 D10 E5 MA9 M3 P5 Macho:2 Wounds:4 HTH:4 Electronics: 7, Energy Weapons: 6, Dodge 6 Equipment: Energy Rifle: (E9)

Name-O-SNG-2 Mutant Power: Polymorphism file:///C|/Gaming/paranoia/From%20The%20Web/Call%20Of%20Computer/index1.html (18 of 29) [11/30/2004 2:57:41 AM] The Call of the Computer (Paranoia meets Call of Cthulhu) Role Playing Game Adventure OFFICIAL Homepage. Secret Society: Frankenstein Destroyers Service Group: HPD&MC S1 A8 C9 D4 E4 MA10 M5 P5 Macho:2 Wounds:4 HTH:1 Energy Weapons: 5, Dodge: 6 Equipment: Hand Flamer (E10)

H) Sams-O-NTE's Room: Sams knows that he is going to get raided by his neighbors, and that's why he has made a bunker with his bed and three footlockers. He believes the footlockers are talking to him and that they are his friends. He will not let anyone near them, and the footlockers, in turn, have vowed to protect Sams. Sams-O-NTE has Adrenalin Control. He wields 2 big, steaklyke meatproduct knives (I5 (no HTH bonus worked in)).

I) Troub-O-MKR's Room: is not going to be Troub-O's room soon. In fact, Troub-O isn't his name anymore... it's Troub-R. Yes, poor Troub was demoted today and he knows it. And that's why he has locked himself in his room by putting up a wall made of his bed and his footlocker. His ultimate goal is to stay in his room, and if he can't, then no one else will ever sleep there either. The Troubleshooters will be ordered to evacuate Troub-R in the timeline. He threatens to have a Plasma Generator in his room and is not afraid to use it. It's up to the GM to decide if he does. Troub-R's mutant power is Electroshock.

J) Confession Booth: There is a Computer Terminal here and a multi-turreted laser (L10) for terminating traitors. There is also a Bouncy Bubble Beverage Machine and a Happy Fun Dispenser outside the door.

K) Bathroom Facilities: The showers are curtained off, and the privy's have doors. Good places to hide. No one knows when there'll be Fizz-Wizz in the showerheads, and of course, EVERYONE uses the second floor showers for obvious building construction reasons. Anyone using the first floor showers will have to make a Hard Endurance check or contract some sort of disease.

TIMELINE:

05:00: Troubleshooters Arrive (right? right?) 07:30: By now they should be done getting acquainted with everyone, and be hated. Goth should stop by and make friends. 09:00: The wet brevets have dried by now. 12:00: The Troubleshooters are ordered by The Computer, as the closest Troubleshooting team, to force Troub-R-MKR to leave the premises. 15:00: People come and leave. It's really boring. 18:00: The Troubleshooters are tired and hungry. Most clones are bedding down for the night. Make Simple Endurance checks to keep from falling asleep every hour from now on, unless they are popping Wake-Em Ups, which gives 5 awake hours per pill popped. 20:00: Someone screams on the first floor. Whoops, false alarm, it's only someone in the

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Cult Raiders: Quantity: 12 (Including Bee-O-NKA and Capric-O-RNE) Mutant Power: Variable Secret Society: Cult of Citizen Cth-U-LHU Clearance: Orange Service Group: Doesn't Matter S8 A7 C2 D4 E5 MA5 M5 P6 Macho: 2 Wounds: 4 HTH: 4 Brawling: 6, Dodge: 7, Sneak: 7, Intimidation: 9, Laser Weapons: 7, Security: 9 Equipment: 1 Laser Pistol (8L), 1 Orange Reflec Armor (L4) Tactics: Will use Intimidate to force unwilling citizens to come with them. Will attempt to stay out of trouble with the Troubleshooters. Taking captured citizens and hiding in the showers while 'Shooters pass is a good idea. The Cult members do not acknowledge Gibb-R-ING.

The Cult members will sneak out of the ventilation tunnel in the ceiling and down the dig site. Both groups will rendezvous in the sewers, and then head to the Cult HQ. It is desired that the Troubleshooters get lost. GMs should make sure that the Troubleshooters don't follow. The Computer will discourage such behavior until 28:00.

28:00 The Troubleshooters are summoned to another briefing via extremely loud speakers. Copies of this mission alert also print out on the clone's wrist-coms.

New Mission Alert: ATTENTION TROUBLESHOOTERS: YOUR FRIEND THE COMPUTER HAS SELECTED YOU FOR A MISSION OF EXTREME IMPORTANCE. REPORT TO MISSION BRIEFING ROOM 568327238A, SECTOR HPL AT 28:06. HIGH PROGRAMMING BRIEFING OFFICER HAST-U-RRR WILL BRIEF YOU. EXTREME HASTE IS REQUIRED. WHAT ARE YOU WAITING FOR? MOVE IT MOVE IT MOVE IT MOVE IT!

Send the Mee-G-O if necessary, or even if you don't have to.

======

(2c) Briefing Room II "It's the same, yet different." or "Infrared Goat

The Troubleshooters may note that 568327238A is the same briefing room they were briefed at earlier. Odd that someone re-furnished it. The Mi-G-O* are outside, guarding the door, again, and they will (maybe) let the Troubleshooters in.

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At this point, begin with the second paragraph of "Infrared Goat"

Continue on until the Troubleshooters enter the cult headquarters in the sewers, section (C) of part 5) THE MISSION.

======

The new section (C)

Take out Map B: HQ of Cult of Kath-U-LHU.

Remind Gibb-R (in a private note) that he has NEVER-EVER seen the inside of the HQ, and is really jealous that he has to see it in this manner, and might want to get back at the Cult... then again, he may not.

The following is the Key:

A) The Locked Door and the Tentacles Use the same procedure from section (B) in the adventure.

B) The Lobby This lobby is empty. There are two doors. The door to the left (to H) is locked, and can be opened with a Difficult Mechanics roll. The double doors to the right can be opened easily.

C) The Barracks The barracks are PACKED with beds for clones who don't want to go back to their regular beds at night. They can bunk out here. By this time, if they haven't taken any Wakey-Wakes, the Troubleshooters are extremely tired (unless they died...) and need to make Normal Endurance tests each turn to stay awake and not collapse on a bed. There isn't any equipment here (no one trusts anyone else), because each clone cares for his own stuff and the beds aren't permanent for anyone. There are about 5 clones here, sleeping, unless they have been alerted by loud noises. They have the same stats as the Cult Raiders in the previous part. Unless assaulted, they might just ask the clones for the secret sign (which Gibb-R knows). If the Yellow sign is shown, the Troubleshooters can get through.

D) The Cafeteria This is where the Cult members come to eat. They can get a much better meal here than at the regular cafeterias. Clones posing as Cult members can get all sorts of new food from the serving counter to the right. There isn't anyone eating here at the moment. In fact, the majority of Cult members are chanting in the Cathedral. Characters can see into the kitchen from the cafeteria and vice-versa.

E) The Kitchen A robot with a white hat is whirring around here, serving all sorts of suggested food. Anything

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E-D Gourmet, Cookbot Description: Tall, black, skinny, and wearing one of those poofy, white chef's hats. 3 Arms: one ends in a spatula, one ends in a pot, and the last ends in a hand. Weapons: Spatula (4I), Hand (2I), Pot (4I), Various Kitchen Utensils (3I) Armor: ALL1 Biosciences: 8, Chemistry: 8, First Aid: 9, Cook: 10, Melee Weapons: 9, Thrown Weapons: 5 Tactics: Talks in a Swedish accent. Tries to serve whatever requested. Is on a quest for new meat.

F) The Cathedral The Cult has gathered here to gain spiritual guidance and to feed their minds and souls to Kath-U- LHU so that he can summon a gate to the most powerful book in the universe, the Necronomicon. The book is located in Massachusetts, and the gate/rift is opening in room Q. There are about 30 unarmed clones sitting in the pews. 10 of them are from rival secret societies who are invading the Cult. They assault the Troubleshooters, thinking the Troubleshooters are some of the Cult's guards and have discovered their allegiance to others. They carry Laser Pistols under their clothes (L8). Use statistics for Cult Raiders, sans weaponry. The man who is holding the knife above the gagged and bound female clone on the altar is Chaos-I-UMM-4, one of Kath-U-LHU's lackeys.

Kath-U-LHU and the others are in room Q, praying. The female clone pleads to the Troubleshooters with her eyes. It doesn't matter whether or not Chaos-I-UMM kills her or not, the rift will open nonetheless. It's just that E-D Gourmet is getting antsy and wants more meat. Chaos- I-UMM has Pyrokinesis and is a registered mutant. His knife is 4I and his armor is ALL2. The woman is Pat-Y-DUK-5. She has the stats of the Prisoners in Area K.

G) The Back Room This is where the cult members bring their sacrifices from and escape to. The tunnel opening is covered by a carpet, and any clone who fails an Easy Power check (Luck), might just fall through it, taking a Wound of damage when they hit the bottom, 10ft down. There are also double doors leading to Warbot II.

H) The Other Tunnel This tunnel leads to the experimental laboratory and Kath-U-LHU's private chambers. Any clones coming through here and are a mess (they have walked through the sewers) will be attacked by Buster the Chaotic Scrubot (SEE I).

I) Scrubot Cubicle There is a sliding door here, which is where Buster the Chaotic Scrubot resides.

Buster the Chaotic Scrubot

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J) Laboratory Here is where some irrational experiments are performed on prisoners who do not comply to wanting to be a Cult member. There haven't been a lot. There is currently one scientist working here. His name is Alf-R-EDD-4. He has full command of the mutant monsters in area L, and his pet pink bunny, Walter. A noticeable tunnel leads from here to Area G. See Area O for a description. Its used to transfer prisoners to the sacrificial altar.

The Troubleshooters can find all sorts of goodies here, including experimental equipment that they don't know how to use. As a GM, throw in whatever you want.

Alf-R-EDD-4 Mutant Power: Mental Blast Secret Society: Cult of Kath-U-LHU Clearance: Red Service Group: R&D S2 A3 C7 D2 E3 MA10 M10 P4 Macho: 1 Wounds: 3 HTH: 1 Habitat Engineering: 10, Biosciences: 7, Chemistry: 8, Energy Weapons: 4 Equipment: 1 Energy Pistol (8E), 1 Red Reflec Armor (L4) Tactics: Scream to summon his mutant friends from down the hall (Area L), if he finds the Troubleshooters unfriendly. Try to attack the Troubleshooters with Walter.

Walter, the Pink Bunny Description: It's a fluffy, pink, hopping thing. It's got really pointy fangs, and it hops pretty far. Its cute too. Mutant Power: Matter Eater S7 A6 C1 D7 E6 MA1 M1 P9 Macho: 3 Wounds: 5 HTH: 3 Jump/Dodge: 8, Bite: 8, Look Cute: 10 Weapons: Sharp Teeth (1I) Armor: None

K) Prison In this prison are many clones of different colors of varying states of sanity. They will tend to say treasonous things, not believe in the computer, or hail the Troubleshooters as avatars of the Computer. They are dying to get out of here. There are 15 of them. They will tell the Troubleshooters to save the woman who is being sacrificed in the Cathedral, Area F. file:///C|/Gaming/paranoia/From%20The%20Web/Call%20Of%20Computer/index1.html (23 of 29) [11/30/2004 2:57:41 AM] The Call of the Computer (Paranoia meets Call of Cthulhu) Role Playing Game Adventure OFFICIAL Homepage.

The prison is locked, but the key can be found on Alf-R-EDD's body. Also, a Nearly Impossible Mechanics (or Moxie) roll can get the lock open. Any failed attempt sets off a HQ-wide klaxon alarm, alerting EVERYONE.

Prisoners Description: Unclean. Mutant Power: Random. Nothing Offensive. Secret Society: Random. Clearance: Random, not above Yellow. Service Group: Random. S4 A4 C4 D4 E4 MA4 M4 P4 Macho: 2 Wounds: 4 HTH: 2 Laser Weapons: 5, Dodge: 5 Equipment: Nothing but rags. Tactics: Get in the way of combat, get out of the HQ by running the wrong way.

L) The Mutant Guard Post A sloshing can be heard from this area of the corridor. It seems to be getting damper the further on the Troubleshooters go. In the middle of this room is an 18' deep pool of water and chemicals. There are double doors further on. Unless an alarm has been sounded, there is nothing visible, and the pool is murky. If someone looks over into the pool, or passes it by, have them make a Tough Dodge roll.

Acrylic and Riply, the Big, Slimy, Experimental, Mythos Mutants Description: They're big, slimy beasts about the size of a Yugo. Each has four tentacles in place of it's 2 arms, and their eyes glow a bright red. Their green skin in mottled with pustules and they look pretty ugly. Mutant Power: Themselves S8 A4 C1 D8 E7 MA1 M1 P1 Macho: 3 Wounds: 5 HTH: 4 Brawling: 7, Dodge: 6 Weapons: 4 Tentacles each (Regular HTH Damage) Armor: Thick Hide (All1)

Fang the Conjured hangs on the ceiling in Area L, waiting for a clone to pass by. Anyone failing an Normal Dodge gets hit and takes 1 Wound a round. He won't come if Alf-R-EDD calls.

Fang the Conjured Description: This little guy looks like a black Frisbee and was accidentally conjured here in an experiment. He secretes an acid when he lands on something. It can fly. Mutant Power: Acid Secretion S1 A9 C1 D9 E1 MA1 M1 P10 Macho: 3 Wounds: 5 HTH: 3

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M) Warbot I "HALT!" There is a hulking beast at the far end of the corridor. "STATE YOUR PURPOSE!". It is the guard for Kath-U-LHU's chambers. It will attack any clones it detects who do not give it a valid purpose. Too bad that a Computer Phreak got to it and messed with it's head. Any purpose from "Assassinate Citizen Kath-U-LHU" to "Put Fizz-Wizz in Kath-U-LHU's showerhead", will allow the clones to pass. The only thing that they will get stopped for is if they say something like "To see the great Kath-U-LHU" or to just pretend to be actual Cult members. The regular Cult members are used to this, after about ten "accidents", and just bypass the Warbot without saying anything.

WARBOT X-ON 5IL Description: It's large, a little bigger than man-sized, with big treads. The robot is bristling with weaponry. Weapons: 2 Energy Blasters (E8), 2 Laser Blasters (L6) Armor: All3, except for an easily accessible programming panel Laser Weapons: 7, Energy Weapons: 8 Tactics: Shoot to kill if anyone gives a reasonable explanation for being there.

N) Warbot II

See Area M for this description. It's exactly the same, except facing the other direction.

O) The Secret Tunnel There is a ladder leading into this dark, damp tunnel from each end. The floor is 10' down below the surface. Keep the Troubleshooters on their toes. Have things drip on them from above. Could it be water, or is it something worse?

P) The Entryway This place is pristine. There is no dirt to be seen. The white floor is so clean that it enhances the shiny, red, five-pointed star on it. There are five doors total in this room. From the right (Area Q) one can hear chanting. The door ahead (Area R) is open. The door to the left (Area S) is locked and can only be opened with a Difficult Mechanics or Moxie roll.

Q) The Summoning Room This is the same as 2) The Summoning Room in the published adventure.

R) The Meeting Room This is where the elite of the cult sit around and eat doughnuts and coffee while discussing how to bring about the rise of Cthulhu. There is a large table here, covered in papers. Anyone making a Normal Moxie roll can figure out that these papers describe how the cult is going to get a giant mutant to rampage the Complex and destroy Friend Computer. A Nearly Impossible Moxie roll

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S) The Library This is the same as 3) The Library in the published adventure.

T) Kath-U-LHU's Room Kath-U-LHU has his own private Jacuzzi. And his own bed. And his own shelves. And his own footlocker. And his own closet. And his own privy. And his own anything else you want. He's a High Programmer. He also has a few computer terminals here, but no weaponry that will extend out of the walls and kill a clone, if you don't want it. Kath-U has everything valuable to himself on his person in Area Q. It will soon all be going to Massachusetts and then to R'lyeh, so it doesn't matter much.

U) A Nuclear Reactor Anyone with X-Ray vision can easily see this. If Friend Computer is asked (or anyone else for that matter) if there is a conveniently placed nuclear reactor, FOR ANY REASON, the answer will be yes, for obvious reasons. If it is used, the clones will be delivered to this area to see the rift hanging in midair. Kath made it though.

V) The Privies Every adventure leaves out the bathroom. This one doesn't. It's a good place to hide from the Troubleshooters or the cultists.

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Nothing else is changed. Have fun!

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Map of the Cult of Kath-U-LHU-6

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