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Graveyard of the Cybermen Written by Jay Libby Art by Jay Libby

Graveyard of the Cybermen Written by Jay Libby Art by Jay Libby

Graveyard of the Cybermen Written by Jay Libby Art by Jay Libby

Doctor Who is property of BBC Adventurres in Time and Space © Cubicle 7 Entertainment Ltd. 2009 Cartography done using Campaign Cartogropher.

Note from the Author: My first memory of Dr. Who was the Cybermen. I had nightmares for weeks afterwards and my fascination with them would lead me on some crazy quests to acquire everything I could on Cybermen. What is presented here is a gift to Cybermen fans. Within these pages you will get the maps and lowdown on the CRIPT, stats for a new Cyber Coordinator , cyberFaction Cybermen and UNIT staff. This is NOT an official suppliment for the Cubicle 7 game, but is meant to be used with their beautiful RPG. I hope you enjoy! ~Jay Libby

The CRIPT It has been two years since the Battle of Canary Wharf. The world has been traumatized by the attack of the Cybermen and the . Even with these lethal enemies defeated, there was a lingering question: what to do with all the dead Cybermen? The top brass of UNIT assigned a team of scientists and UNIT soldiers to round up all the bodies and bring them to the Cybermen Research Internment Processing Tomb or C.R.I.P.T. for short. Once there, the Cybermen were to be processed and studied to see how humanity might benefit from Cyber-Technology. It was a well meaning concept, but something wasn ’ t right. CRIPT security is run by Lt. Faust. The facility itself is under the management of Dr. Lanscolm, a brilliant scientist who is familiar with the Cybermen.

The CRIPT in Game There are many different ways to approach this location when it comes to running a game around it. Maybe players are delivering fresh Cybermen to the CRIPT for storage. One of the players might need Dr. Lanscolm ’ s help with a prob- lem. Maybe has shown up sticking their nose where it doesn ’ t belong. Or, the players are investigative re- porters looking for a scoop. There are plenty of opportunities to enter the CRIPT and stir up trouble. Games can even take place before the Cyber Coordinator took control. The CRIPT before that was a very busy place. People were always working on something. Maybe your game takes place after the CRIPT is liberated. The poor Cyber Coordinator is now working with UNIT to help located any rogue elements of the Cyber-race.

An Adventure Concept: Player’s This campaign is set up for up to five players. There is no limit to who they are. Timelords, Pete ’ s World Agents

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stranded after the Battle of Canary Wharf, Time Agents and companions all fit in. At least one player needs to be science oriented. Intro: It ’ s a sunny day on Canary Wharf. The hustle and bustle of busy bodies and technology are almost mind numb- ing. Echoes of air horns from barges and the sound of heavy machinery bring flashbacks of THAT day. But it isn ’ t that day. Two years have passed and it ’ s almost like it never happened. Torchwood Tower looms over the city. Dead. Still, like you have noticed, life goes on. Today is a special day. It ’ s Doctor Gerald Lanscolm ’ s birthday, which is why you have made a special trip all the way to Canary Wharf. During THAT day, Dr. Lanscolm was seriously injured and left without the use of his hands after a crushed them. Since then he has become the leading expert on Cyber- Technology. Before THAT day, the good Doctor was teaching Bio-Engineering at the Massachusetts Institute of Technol- ogy where you met him for the first time. From time to time you have corresponded with him, but lately you haven ’ t been getting any responses. The last letter was postmarked Canary Wharf and the address Pier 8.

Antagonists and things to tackle: Cybermen, UNIT security, CRIPT staff, figuring out how to activate the Magnetic Lock- down. Action Scenes: Pulling on over on UNIT security, Fighting anyone who might try and hurt you, running like a coward or a genius. Problems: Getting caught, setting off alarms, getting UPGRADED, losing a battle of will with the Cyber Coordinator. Things to prepare for: Tugging on Dr. Lanscolm ’ s heart strings. Convincing the Cyber Coordinator that the Cybermen need to coexist with humanity.

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The CRIPT Ground Floor Outside: There is a large warehouse with tin-looking siding with a lot of rust. To the left-hand side there is a metal door with two simple pull handles. There is a yellowed sign that reads “ Employees Only. ” To the right and left sides of the building there is a chain-linked fence with razor wire on the top ( 1 damage ) . The left side is empty, with old crates stacked up against the building. The fence on this side goes about 100 yards before it links to the water. On the right side there are old railroad tracks that lead to a large metal sliding door. The metal tracks look somewhat old, but have signs of grease on them. There are several old crates here as well. The fence on the right side goes about 100 yards and boxes around meeting at the water. There is a gate for trains to pass through and a small gate house that appears to be empty.

Main Entrance: Upon closer examination, players will notice a small lock located between the two pull handles ( D ifficulty 18 to pick ) . Once the door is opened players may move into the greeting area. This six-foot by six-foot wait- ing area has two large glass walls on both the left and right side. Lasered into the glass is a large UNIT insignia. On the other side of this room is a door with a small black card reader just above the door handle ( D ifficulty 21 to hack ) . Right before this door opens there will be a brief flash of blue light ( scanning for alien technology or weapons ) . If anyone is carrying one of the two a voice will call out “ Please leave your items with the caretaker. ” The interior door will swing open on its own.

Inside the Warehouse: The interior is very large. To the center right there are two large metal crates about ten feet tall and eight feet wide. On the upper left wall there is a security camera. Next to that on the right is a large office on stilts. There are two large observation windows that look down upon the warehouse floor and another security camera looking out on the corner. A large set of stairs twists up to the office door. Directly ahead and to the opposite side of the large room is what looks like a vending machine that dispenses coffee. There are two massive iron doors to the right of the machine. They look as if they go out to the docks. On the far right wall of the warehouse is another set of large metal doors. Train tracks lead underneath the doors and right to where the two large crates are. There is fresh grease on the floor. To the left of the track doors there is another security camera. In the far right-hand corner there is a large steel vent shaft. It is anchored down by simple bolts into the concrete ( Difficulty 15 to pry open ) . *The Coffee Machine: This is no ordinary coffee machine. Upon closer inspection ( Difficulty 12 ) players will find that the machine is a fake. There is a card reader ( Difficulty 18 to hack) behind the fake change drop slot. Once activated there is a large screeching sound from the large crates in the middle of the warehouse as they split open revealing a large floor elevator with train tracks on them. and yellow lights will flicker, warning people of the moving crates. In order to use the elevator one person needs to operate the controls in the coffee machine, meaning someone gets left behind.

The Warehouse Office: At the top of the stairs there is a wooden door. To the left side of the door there is another card reader. It looks worse for wear and appears to be broken. The door itself is unlocked. Once inside the office players are greeted by a woman wearing office attire and a headset attached to a phone. “ May I help you? ” she will ask. Her tone is always uneventful. There is no raised volume in her voice as she speaks. Her desk sits just to the right of the door.

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Her desk is cluttered with sticky notes and her computer looks old. There is a name-tag dangling from her collar which reads “ Susan Pollick. ” Susan ’ s skin is slightly pale and her blond hair is frizzy. To the right of the door there is a large bookshelf with tomes of shipping logs. Straight ahead there is yet another shelf with books on shipping and laws of the ocean. Between the two shelves there is a space which looks large enough for a person to walk through. Upon closer inspection there is an elevator hidden behind the two bookcases. It looks like it is used regularly. Susan will ask for an ID if you try to utilize the elevator ( U se the CRIPT staff stats for Susan. She does get a +4 to resist psychic paper or any form of mind control. Note that Susan is still wearing her headset when she walks away from her desk. ) The Staff Elevator: The elevator has a slot for an ID ( D ifficulty 18 to hotwire ) . Once inside the elevator a mechanical voice will begin to speak “ Welcome to the CRIPT. Please remember that this is a Top Secret facility. All staff must have proper ID. In case of an emergency please do not panic. As a friendly reminder, be sure that all magnetic items are left with the security officer. During an emergency the Magna-Lockdown might activate. We hope you enjoy your stay. ” The elevator itself is regular size ( able to fit 10 people tightly ) . There are 3 Sub-Level buttons and a ground button on the control panel to the right. Sub-Level One reads: Lower Storage Warehouse, Central Processing, Security Office. Sub -Level Two reads: Staff Mess, CRIPT Staffing Office, Science Lab, Conference Room, and Morgue. Sub-Level Three reads: Research Briefing Room, CRIPT UNIT Commander ’ s Office, Mechanical Lab, Weapon ’ s Lab, and Cold Stor- age. Sub-Level Four: CRIPT Secure Cold Storage, Power Plant.

The Cargo Elevator: This large elevator ( 1 5x15 feet) moves pretty slowly down into the CRIPT. There are several cau- tion signs lining the walls. At the bottom of the shaft is a large iron door. To the right side of this iron door is a card slider ( D ifficulty 15 to hack ) . *GM Note: Susan ’ s headset is a cyber-control device directly linked to her brain. Any attempts to remove it will kill her instantly. *Susan’s Desk: If player ’ s start digging through Susan ’ s desk they will find a red button hidden underneath by her

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Ground Level

Sub-Level 1

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Sub-Level One ( C oming from the Cargo Elevator ) Cargo Elevator Lobby: When the iron doors open players are greeted by a UNIT security guard ( use stats for UNIT Se- curity. He gets a +4 to resist psychic paper or any form of mind control ) . The guard is armed with an assault rifle and is wearing a headset. Upon exit from the cargo elevator he will ask for ID. Players will notice that the guard has a badge on his belt that has a red border to it. If the players don ’ t have some valid form of ID, the guard will most likely order them to raise their hands above their heads and take them to the main security office on this floor. If they have valid ID, then he nods for them to carry on. ( Back to the Lobby ) Straight ahead on the right-hand side is a large conveyer belt. To the left is a grated walkway. The walkway makes a sharp left.

Walkway to the lower Storage Warehouse: On the right-hand side there is the conveyer belt. The grated walkway goes about 30 yards before it comes to another left turn. Underneath the grating are large conduits and pipes. Upon closer examination ( D ifficulty 15) players will notice wires connected to the walkway they are on. There are also warning la- bels on one of the pipes below “ Strong Magnetic Source. ” ( When activated the Magna-Lockdown pull all metallic material at STR 10 ) . At the left turn at the far end of the walkway the conveyer belt banks right. There is a rubber cur- tain here. Players choosing to jump on the belt will end up in Central Processing. At the very end of the walkway is a large opening leading to the lower storage warehouse.

( C oming from Walkway ) Lower Storage Warehouse: This is a large storage facility. On the sharp left side of the room against the wall are barrels of fuel. To the middle left are crates filled with everything from canned goods to mechanical parts. There is a fork-lift parked straight ahead at the far end. Next to the fork-lift is the elevator from the office, which also leads to the lower levels. On the right, before the elevator there is a tunnel leading to Central Processing. In the up- per left-hand corner is an office. There are several staff members working in this area. Each one is wearing a headset. They are all having conversations about different things ( girls, movies, boyfriends ) . Total there are 12 workers here ( 4 female, 8 male ) .

Lower Storage Warehouse Office: The door to the office is unlocked. Upon entering, players will be greeted by a man* wearing a very clean UNIT uniform ( use UNIT Security Stats, +4 against Psychic Paper or power ) . He will ask if you need help. If brought there by security he will grill players for a good 5 minutes trying to see what they know. If the play- ers act dumb then the security chief will apologize and escort players on a tour which leads right to the Cyber Coordina- tor ( for upgrading ) . Sgt. Clyde ’ s desk is straight in front of the door. To the left of his desk are two long couches with old magazines sitting on them. On the back wall there is a door with a sign reading “ Rest Room. ”

Lower Storage Warehouse Office Restroom: This is a fancy bathroom with a small locker room straight ahead as you enter. To the right is a sink. To the left a stall with a toilet. Inside the locker room, to the left is a shower. *Sgt. Clyde is wearing a headset. He sits at his desk with a cold look on his face. He is not armed. If you remove his headset he will die instantly. Another victim of cyber control.

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Tunnel to Central Processing: This is a simple concrete tunnel. The entrance has a metal door that swings open. There is a simple lock on it ( Difficulty 15 to pick ) . The tunnel goes straight for a few yards before the tunnel stops. To the left is another metal door with a lock ( Difficulty 15 to pick) . From here there is a longer tunnel. This goes for about 20 yards before reaching a security guard ( u se UNIT security stats, +4 against Psychic Paper or power ) . He will ask for IDs. As with the last UNIT guard, if players can ’ t trick him then they will be taken to the security office. Behind the secu- rity guard there is a large computer terminal on the right-side of a large iron door. On this terminal there is a handprint reader on the right. In the middle, a keypad with a video screen above it. There is also a glassed-in key-switch that has the letters “ Emergency Only ” written under it. Above the monitor is a small scope that is used to scan retinas. ( The basic entry code is Difficulty 18 to hack. In order to use the Emergency Switch the players MUST have the key. Only high ranking UNIT security and CRIPT high level scientists have this key. )

Central Processing: This room is pretty well lit. On the immediate right upon entry is an elevator used to move human shaped objects ( Cybermen ) down to the lower research level. There is a conveyer belt leading to the lift on the right side of the room. At the far right there is an opening where the conveyer belt goes into the main walkway to the lower storage warehouse. In the middle of the room there are several work stations with medical and mechanic tools in the lower drawers. On the top shelf there are Medical scanners that are monitoring Cybermen vitals. To the left side of the room there are several high tech containment units. Each one has a medical monitor attached to it with an image of the human body. Each bed has dark green glass, preventing people from looking inside. On the left-side of the unit there is a control panel. There is an ‘ o pen ’ control, a ‘ viewer ’ control ( t he green glass will fade so players may look in- side ) , and a ‘ m ove ’ control to make the unit roll in a needed direction. Inside the units are humans who have been partially cybernized.

Players will also find two doctors in this room ( use CRIPT staff stats, +4 against Psychic paper or powers) . Dr. Greg- ory and Dr. Quinn are working away at monitoring the life signs of the humans. Each one is sporting an earpiece with a small flicking red light. When the players enter the room ( via the tunnel ) the doctors will look at them funny and ask if they are new. If they enter via the conveyer belt the two doctors might call for help, depending on what the players say. If Sgt. Clyde brings them in, then they will take a medical scanner ( it looks alien ) and quickly get a readout.

*If Sgt. Clyde has brought the characters here there will be some conflict. The doctors will break out equipment to begin the cybernizing process.

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Sub-Level 2

Sub-Level 3

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Sub-Basement Level 2 Sub-Basement Level 2 via Staff Elevator: When coming off of the staff elevator on this level players will be greeted by a UNIT security guard. He will ask for an ID ( use UNIT security stats, +4 against Psychic Paper or power ) and not let players pass until they have legit ID. The hallway itself turns right. The floor is metal grated with tubing underneath. There is a warning label “ Strong Magnetic Source ” on one of the tubes. On the wall facing the elevator there is a sign “ S taff Mess, CRIPT Staffing Office, Science Lab, Conference Room, and Morgue ” with an arrow pointing down the hallway to the right. CRIPT Staffing Office: The first stop from the staff elevator is the CRIPT Staff Office. The door has a large UNIT emblem on it and is constructed out of reinforced steel ( 6 Toughness ) . To the left of the door is a small black box with a grey button. If pushed a voice will crackle “ H ow may I help you? ” ( Difficulty 18 to hotwire ) The room itself is small white room with a desk diagonally left to the entrance. To the right is a nice bench with table ends. On those ends are bro- chures about Rights of the Working Man. On the left-hand side of the door there is a cabinet with a simple lock ( D ifficulty 15 to pick ) . Inside are four G36 assault rifles with 1 clip each. There are also 4 grenades and a cell phone. The person at the desk is wearing a UNIT uniform with Lieutenant pins on her collar. She doesn ’ t look amused at all by anything anyone might have to say. Her badge reads “ Faust. ” ( S ee Lt. Hannah Faust ) .

Lt. Faust: This is one woman who doesn ’ t like anyone getting in her way. She is hardcore UNIT and every word out of her mouth sounds it. If the players are from UNIT or Torchwood she will demand to know why they are interfering with her facility. If the players are civilians she will ask “ H ow the heck did you get down here? ” She ’ s not quick to shoot anyone, but she might have the players locked away. She is not armed, but Lt. Faust does have a key on her for the cabinet.

Staff Mess: Outside of the Staff Mess is a large panel with a keyboard and screen. On the right-hand side of the key- board is a card swipe. When activated the screen will ask if the user wishes to activate the Emergency Magnetic Lock. ( D ifficulty 18 to hack ) . The Staff Mess entrance is pretty basic. There is a sign on the door that reads “ S taff Mess. ” The door itself is made of a hard plastic material ( 6 Material ) . Once through the first door, players will step into a glass walkway. On the other side of the glass is ocean water. The next door is the same as the first. Inside the Staff Mess there are three tables to the immediate right that seat two people each. Diagonally to the right are two larger tables big enough to seat four people. On the left there is a serving counter. A staffer dressed in a stained white kitchen coat, with a hair net is standing there. His CRIPT nametag reads “ Bud. ” Unlike most of the staff of the CRIPT, Bud doesn ’ t have a headset. Behind Bud is a large sink, an industrial dishwasher, a gas stove, microwave oven, a small refrigerator and freezer. Straight ahead in the Staff Mess is a coffee pot.

Bud ( Use CRIPT Staffer Stats ) : Bud is an old school military cook who got the CRIPT assignment because he has proven time and again that he isn ’ t nosey. It ’ s also the reason why he hasn ’ t been placed under the control of the Cybermen. If questioned about anything, Bud will just answer “ Ain’ t none of my business. I just do the cook ’ n. ” If confronted with Cybermen, Bud will step up to help.

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Science Lab: On the outer door to the Science Lab there is a black card swipe box on the left side ( Difficulty 18 to hack or hotwire, 8 Material door) . There is a sign on the door that reads “ Authorized Staff ONLY. ” When entering the Sci- ence Lab the players will see a large circular platform straight ahead. On it are four Cyber-Conversion tables in the up- right position. There is a stool next to it. All four of the tables have partially converted Cybermen on them. Past that is a large cylinder with what looks like a human body, minus the skin and muscles. It is hooked up to several tubes and wires. There is an LCD monitor on the left side showing vital signs. On the immediate left is a large panel with gauges that help maintain the environment inside the lab ( C ooling, heating, and humidity ) . On the right-side of the room is a large control center. On the far right of the control center is a portable monitoring system. It has several wires and plug outlets ( Upon closer examination it looks like it attached to the Cyber-Conversion beds. ) There is a monitor unit on the right side of the panel showing over 30 patient vitals. The center screen shows data on the Cybermen ( Difficulty 21 to hack computer ) . The system is loaded with information on the Pete ’ s World Cybermen and one other form of Cyber- men ( The data on Cybermen other than Pete ’ s World units covers the confrontations and data gathered from previous UNIT encounters ONLY ) . On the left-side of the control center is a large computer with analysis capabilities. There are several sliding doors where samples can be inserted ( D ifficulty 18 to hack. This is an Organic Analysis Computer. It can take any sample and cross reference it with over one million different organic materials. ) The far right-side of the control center has a small computer for basic e-mailing and conferencing. There is also a first aid kit and Geiger counter. On the far left wall in the Science Lab are two large wall panels that control output of power to the Cyber-Conversion tables and the strange cylinder. On the back wall there is an elevator that goes down to the Mechanical Lab.

Security Elevator: Located in the hallway that leads to the Staff Mess and Science Lab there is a Security Elevator. Unlike the previous lifts, this one does not require a security pass. Inside there is a control panel that reads “ Sub-Level 3. ”

Conference Room: The conference room door is about two feet thick ( 8 Material ) which slides open on a set of tracks. There is a small black box on the left-hand side with a card swipe. ( D ifficulty 18 to hotwire ) . During emergencies the door will magnetically lock. Inside the Conference Room there is a large table with 8 chairs around it. At the head of the table there is a conferencing screen. This links with the Science Lab and UNIT HQ ( Difficulty 18 to hack into ) . Anyone using this must have a UNIT security clearance code ( p rovided to all UNIT and Scientific CRIPT staff ) . On the right- hand wall there is a large wall monitor. Anytime there is a conference being held connecting other facilities, this screen is used. Of course some use it to watch TV. There is a small refrigerator built into a large counter that spans the entire back of the room. Inside are cold drinks. There is also a coffee machine on the counter along with a microwave and tele- phone. There are also four cabinets underneath the counter where mugs, paper, pens and snacks are stored. They are also big enough for two people to crawl into. On the immediate left of the conference room is a large plastic plant.

Morgue: The morgue is split into three sections. The doors to all three morgues require a UNIT ID. There is a small scan- ning device at chest level on the left of the doors ( Difficulty 18 to hotwire, the door itself is material 5 ) . Outside of the first morgue on the right-hand side of the hallway is for new bodies. When you walk in players will notice the overhead

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lights are pretty bright. The silver floors, walls and freezer doors reflect very well. The bright-work is polished. Straight ahead is a small rolling computer station with tools ( a tool box with mechanic ’ s tools like drills, pry-bars, wrenches) box auto-mechanic and mortuary style ( the computer is security locked, difficulty 18 to hack ) . There are a total of six freezer units for bodies. Roll 1d6: 1-2: Full Destroyed Cyberman, 3-4: Partial Cybernized Human, 5-6: Cyberman, deacti- vated (emotion chip damaged or EMP damaged). The freezer units have simple doors that swing open. Players may actually pull out the shelves that contain the bodies. Each tray has a white plastic bag with a random body inside. There is no real smell of decomposition, but more of a metallic odor. The morgue might have a CRIPT staffer doing an autopsy. Roll 1d6: 1-2: Autopsy in progress, 3-5: Staffer picking up, 6: Empty. (Roll 1d6 and divide by 2 for how many CRIPT staffers are present). If the players aren’ t dressed in CRIPT medical staff uniforms the staff will probably just ignore them or welcome them quickly, offer up cake and tea and then go back to work. If the players are dressed in UNIT uni- forms the staff will respond “Can’t you see we’re busy here, what do you need?” The other two morgue rooms on the left of the hall are the same. The third is the one that might catch the attention of players. In these freezer units there are human bodies, each with a look of terror frozen on their faces. There is also a UNIT security guard with a headset in this room ( use stats for UNIT Security. He gets a +4 to resist psychic paper or any form of mind control ) . If players are wearing a headset he won’ t even flinch. If players aren ’ t then he will confront you. His movements are almost robotic in nature. ( R emoval of the headset will cause instant death ) . “You aren’t authorized to be in here. GET OUT!” Plasma Furnace: Outside of the morgue there is a plasma furnace. This is used to destroy bio-waste and any other gar- bage from the morgue. The entrance has a thick reinforced door ( 8 material ) and a retinal scanner ( only UNIT secu- rity personnel can open this door, difficulty 21 to hotwire ) . On the other side of the entrance is a room with dozens of small holes in the walls and the ceiling. The room is made out of a weird plastic ( 1 0 material) . The holes are actually for plasma extinguishing purposes. If there is a plasma leak the room fills with a very sticky type of foam that is invulner- able to heat and seals the room tight. Anyone inside the room when this activates is stuck and will probably smother. It takes about a day to clean the foam out of this room when it is activated. The plasma furnace itself is always up and run- ning. It emits heat that can do 10 points of heat damage if the chamber door and the transition door are left open. The chamber door to the furnace is about three feet by three feet, four feet deep. Big enough to fit a human body, but not anything much bigger. The process to use the furnace goes like this: Slide material onto wire tray. Then push tray inside and close furnace door. Press SAFE and then DESTROY to get rid of materials. The ‘ Safe’ button closes the furnace door, while the ‘ Destroy’ button opens the transition door. Warning: If the plasma furnace is left open and the foam does not activate the entire floor would be consumed in plasma fire.

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Sub-Level 3 Sub-Level 3 via Staff Elevator: Coming off of the elevator there is a large steel door. Above it is an electronic eye. Once everyone has stepped off, the elevator door will shut and there will be a humming sound as two bars slide down on each side of the hallway ( a metal scanner to located cybernetics ) . Once everyone has been cleared the large metal door will open slowly. Past the metal door there is a control panel to the left. A sign on it reads “ Magnetic Control. ” There is a card slider and a keyboard here. The computer screen glows neon blue with a UNIT insignia. ( Difficulty 18 to hack into the system. The only data available is the status of the magnetic grid, which if triggered magnetizes the floors ) . To the right side of the metal door the hallway goes further down and turns right.

Weapons Lab Door: There is a large iron door ( 10 material ) with a sign that reads “ Danger: Weapon Testing. Author- ized Personnel ONLY ” . There is a small black card slider on the left-side of the door that requires a UNIT ID. Below that a keyboard with a small screen. ( Difficulty 21 to hack. An alarm will sound if the attempt fails) . With proper access or good hacking skills the door will slide open. The weight of the door is apparent when opening. The metal almost strug- gles to move. The hallway to the Weapon ’ s Lab twists right then left. At the end of the hall is another door. This one has a hand scanner on the right-hand side ( difficulty 21 to hack ) . Failure to hack this door will set off an alarm.

Weapons Lab: Upon entering the Weapons Lab players will be greeted by a CRIPT staffer who will ask for ID ( use CRIPT staffer stats ) . He ’ s wearing an ear-piece ( if removed he will die instantly ) . If players have the proper creden- tials he will go back to working. If not he will head for a phone located by the door on the right and call for security. The lab itself is about 10 yards wide and 50 yards long. There are red lights that run down the full length of the range and blue lights underneath those. On the ceiling are a set of runway lights that illuminate the range when weapons aren ’ t being tested. There is a large computer console that is shaped like a ‘ U ’ with the arch facing down-range. There are six screens here with keyboards. The computers are used to analyze the weapons being tested. On the other side of the console is a large cylinder which houses whatever weapon is being tested. This cylinder actually scans output of the weapon and the power source so it may be reverse engineered. In the middle of the range are several targets. Mostly brick and steel. Some have serious melting damage. At the far end of the range is a small locker with a numerical lock on the left-side of the door ( D ifficulty 21 to hack, 5 tries before it deadlocks ) . Inside are ten alien weapons: Two weapons [4/L/L], 4 cyberFaction rifles [7/L/L], two dismounted Cyberman Particle Beam Guns [4/L/L], one cyberNeo- morph Gun [6/L/L], and a Blaster [4/L/L].

Research Briefing Room: This room is identical to the Sub-level 2 Conference Room. The conference room door is about two feet thick ( 8 Material ) which slides open on a set of tracks. There is a small black box on the left-hand side with a card swipe and requires a UNIT ID to enter. ( D ifficulty 18 to hotwire ) . During emergencies the door will magneti- cally lock. Inside the Conference Room there is a large table with 8 chairs around it. At the head of the table there is a conferencing screen. This links with the Science Lab and UNIT HQ ( Difficulty 18 to hack into) . Anyone using this must have a UNIT security clearance code ( provided to all UNIT and Scientific CRIPT staff ) . On the right-hand wall there is a large wall monitor. Anytime there is a conference being held connecting other facilities, this screen is used. Of course some use it to watch TV. There is a small refrigerator built into a large counter that spans the entire back of the room.

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Inside are cold drinks. There is also a coffee machine on the counter along with a microwave and telephone. There are also four cabinets underneath the counter where mugs, paper, pens and snacks are stored. They are also big enough for two people to crawl into. On the immediate left of the conference room is a large plastic plant. There is a fake tree to the left-hand side nearest the door. Above that is a small vent. Upon closer examination ( Difficulty 12 ) players will notice that the grating has been almost chewed open. *GM Note: Players might encounter a Cyber-MAT here if they are snooping. Roll 1d6: 1-2: a Cyber-MAT is hiding in a cupboard, 3-5: Nothing, 6: Doctor Lanscolm walks in.

Dr. Lanscolm Office: This office is located directly across from the Security Elevator. The door to the office is made of metal ( material 8 ) . On the left-side of the door are a keypad and a card swipe box and requires a UNIT ID to enter ( D ifficulty 18 to hack ) . There is a sign on the door that reads “ D r. Lanscolm.” The door is very polished and reflects well. When the door opens the players will be hit by a rush of cool. The room is dark. To the interior right is a light switch. On the right-side close to the door is a table with some magazines and a small digital picture frame. The images that cycle through are of Dr. Lanscolm and different UNIT brass. There is even one of Dr. Lanscolm as a child with a man in a UNIT uniform and another gentleman with curly gray hair and a fancy suit. On the left wall there is a long couch made of red leather. It looks a bit tacky for a facility like this. To the far right there are two large dividers that arch from the right- side to a set of two red leather chairs facing the far right corner. On the far wall another divider meets the chairs in the same fashion. There is a large oak desk in front of the chairs. To the left of the desk is a fake tree and to the right of the desk a bookshelf. There are several books about space and military procedure. Behind the desk is a comfortable looking leather chair. Behind the chair is a large computer terminal that looks like it controls all aspects of the CRIPT. ( The con- trol panel has a radio, 6 monitor security screens and a large screen in the middle. Difficulty 21 to hack. If player ’ s fail then the screen goes black. Within 2d6 minutes company will arrive. Roll 1d6: 1-3: 1d6 Pete’ s World Cybermen, 4-6: UNIT Security.

GM Note: Dr. Lanscolm might very well be in his office. He tends to work a lot in the Morgue, but when he needs down- time he comes to his office. If meeting with players, Dr. Lanscolm will inquire why they are there and if they are intruders will have them escorted to the surface and removed from the property. This is different than the other CRIPT staff, which under cyber-control will bring the players to be converted. Dr. Lanscolm doesn ’ t want to draw the attention of the out- side world. It is possible to reason with , given enough time. He is under great mental stress because of the Cyber Coordinator ’ s influence. He almost feels as if he ’ s doing right, yet doing wrong at the same time. Anyone who becomes hostile to Dr. Lanscolm will cause him to become cold and call for Cybermen to deal with the intruders.

Security Elevator Sub-Level 2: Located in the hallway between Conference Room 2 and Commander Watson ’ s office. Unlike the previous lifts, this one does not require a security pass. Inside there is a control panel that reads “ Sub-Level 2. ”

Security Doors to the Mechanical Lab and Cold Storage: Just before the Commander ’ s Office and just after, are a set of thick doors ( 8 Material) . Each one has a card swipe and keypad on the left side of the doors and requires a UNIT ID

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to enter ( Difficulty 21 to hack ) .

Mechanical Lab Door: Located on the right-side while heading past the Security Doors is the Mechanical Lab Door. It is constructed of a hard plastic substance ( 6 Material) . There is a card reader on the left side of the door and requires a UNIT ID to enter. Players must have a CRIPT security pass to enter ( Difficulty 18 to hack ) .

Mechanical Lab: Upon entering the lab, players will see 5 large tubes standing upright. One to the left by the door, one to the right by the door, one near the center of the room, one in the far left corner and one in front of a large computer ter- minal at the far right corner. Each tube is about 7 feet tall. There is a tinted glass door on each one. Inside a humanoid figure ( Inside are Pete ’ s World Cybermen, in SLEEP MODE. If players try and open the tubes, the Cybermen will come out with one thing on their minds “ D ELETE ” ) . Near the entrance to the Mechanical Lab is a large circular com- puter set-up. LCD monitors angle down from the station. There are technical images on each monitor showing data on Cyber construction. ( Difficulty 21 to hack the system. If player ’ s succeed they will be able to get technical data on Pete ’ s World Cybermen and basic information on cyberFaction Cybermen. ) There is a clipboard on the wall to the right of the door. On it are several notes. Most discussing how to manipulate the emotion chip in Pete ’ s World Cyber- men. There is a small scribble regarding other Cybermen forms and a possible universal weakness. On the right wall is a large computer that stretches from the front of the Mechanical Lab to the computer station at the far right corner. There are several power gauges that monitor the life signs of the Cybermen in Cold Storage. Upon closer examination players can see readouts for over 100 Cybermen. ( If players try and hack the system: difficulty 18, they will see power levels dipping in the lower Cold Storage facility, almost like something is draining the power ) . To the center of the left wall is a lift that goes up and down. There is a small control panel with three buttons. One button is labeled “ Science Lab ” , an- other “ Mechanical Lab ” and the third “ C old Storage ” .

GM Notes: This room is usually occupied by two or three CRIPT staffers. They tend to be less talkative then the previous scientists. Each one is wearing an earpiece. ( If removed they die instantly ) .

Sub-Level 3 Cold Storage: There are 8 sections to the Cold Storage facility on this level. Each section requires a UNIT ID to get in. There is a small scanning device at chest level on the left of the doors ( Difficulty 18 to hotwire, the door itself is material 5 ) . When you walk in players will notice the overhead lights are pretty bright. The silver floors, walls and freezer doors reflect very well. The bright-work is polished. Straight ahead is a small rolling computer station with tools ( a tool box with mechanic ’ s tools like drills, pry-bars, wrenches ) box auto-mechanic and mortuary style ( the computer is security locked, difficulty 18 to hack ) . There are a total of six freezer units for bodies per section. Roll 1d6: 1-2: Full Destroyed Cyberman, 3-4: Partial Cybernized Human, 5-6: Cyberman, deactivated (emotion chip damaged or EMP damaged). The freezer units have simple doors that swing open. Players may actually pull out the shelves that con- tain the bodies. Each tray has a white plastic bag with a random body inside. There is no real smell of decomposition, but more of a metallic odor. This area is not populated by anyone. From time to time a UNIT security guard might come in or maybe a CRIPT staffer looking for something.

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*GM Note: The Cybermen that occupy this Cold Storage area are not active. That ’ s not to say that they won ’ t just wake up and attack. The Cyber Coordinator monitors this room using his Cyber-MATS ( Difficulty 12 to spot ) . If the Coordinator feels threatened, then he will unleash whatever he can to stop the intruders.

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Sub-Level 4

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Sub-Level 4 ( A ccessible via Mechanic and Science Lab lift ) Cold Storage Sub-Level 4: This is a large warehouse of cylinders with bodies of Cybermen inside, both new and old, stacked from floor to ceiling ( about 10 Cylinders high ) . The lights are extremely dim, with the only light switch located on the right wall close to the power plant door. Inspection of the cylinders will reveal a mix of cyberFaction Cybermen and Pete ’ s World Cybermen. A forklift is parked just off the lift to help move cylinders. There is also a large machine parked next to the lift as well. There is a conveyer belt on one end that feeds the cylinders into it. The purpose of this machine is a mystery. ( A nyone familiar with Cybermen will recognize it as a very jury-rigged Cyber-recharger, used to wake up sleeping Cybermen. By feeding the cylinder through, it activates the Cyberman inside. Difficulty 18 to operate.) There is a large metal door on the left back wall. There are two keypads on each side and requires UNIT IDs to enter. In bright red writing on the door it reads “ REACTOR CHAMBER. AUTHORIZED PERSONNEL ONLY ” . To the left of the door are a row of large metal containers, about 3 feet wide and 7 feet long. *GM Note: If players really start going cylinder to cylinder they will find a couple with names on them and actual people inside. Victims of Cyber-conversion. One cylinder reads “ Patient Tobias Vaughn: 1979. Inside there is an older man, frozen in time. His right eye is slightly drooped, his skin death gray. His body is all cybernetic. Sadly Vaughn is very dead. His body rests here because UNIT didn ’ t want anyone digging him up and using the Cyber-technology. The real threat on this level comes in the form of Cyber-MATS and some very aggressive cyberFaction Cybermen. There are only two of them, but they lack a sense of humor about anyone being on this level. If spotted they will apprehend the players and take them to the Cyber Coordinator for interrogation…before conversion.

Power Plant: The door to the power plant is ultra-thick ( 8 material, 4 layers ) . It has two keypads that require a pass- code and a UNIT ID to enter. ( Difficulty 21 to hack or hotwire ) . Once through the doors there is a large hallway with two guards just inside the door. There are two UNIT soldiers that are supposed to be standing watch, but instead, two Pete ’ s World Cybermen stand. They won ’ t act unless threatened or ordered to do so. The floor is made up of large grates, with larger magnetic conduits underneath. “ S trong Magnetic Source ” is written on them. The entrance to the actual reactor room is identical to the first door. Once inside players will be struck with awe or terror ( Difficulty 12 fear ) . Here in the middle of the reactor room is the Cyber Coordinator. Energy swirls around this large brain. To the right, several Cyber-conversion tables with humans being converted. On the immediate left and far left there are two power boxes that control the power to the whole facility. Each one has a key slot ( t hese keys are held by Faust and Dr. Lanscolm ) . Anyone trying to shut down the facility will have to fight their way past the Cyber Coordinator. In the far wall there is a service tunnel that leads to the reactor core. There are 5 blast doors between the power plant and the core. ( D ifficulty 18 to open ) . The power core itself is a small nuclear reactor. If opened, it will flood the entire 4th sub-level with radiation. Leading to the core are 4 large cooling pipes ( 5 material ) that transfer sea water to the reactor. If rup- tured, the water will flood any room that is not sealed. GM Note: There are many different ways to stop the Cyber Coordinator. Emotion, flooding or opening the power core. Players just need to keep in mind that these options run risk of death. The Coordinator is not clueless and will negotiate if it feels that it doesn ’ t stand a chance. After all, this is an evolved Cyber-mind. If the Cyber Coordinator feels that the players will try and destroy him, he will unleash every Cyberman in the CRIPT that still functions. The Coordinator also keeps two cyberFaction Cybermen with him as bodyguards. This is where witty remarks and quick thinking come into play.

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Doctor Gerald Lanscolm Age: 56 Occupation: UNIT Advisor on Cybermen Strength: 2 ( Hands 5 ) Ingenuity: 4 Co-Ordination: 2 Awareness: 4 Presence: 2 Resolve: 4 Skills: Convince:2, Craft:4 ( C ybernetics +2 ) , Knowledge:4 ( C ybermen+2 ) , Medicine:4 ( Surgery+2 ) , Science:4 ( B iology+2, Engineering+2 ) , Technology:4 ( Cyber- Technology+3 ) Traits: Cyborg ( Special ) , Dependency ( Major: Cyber Co- ordinator ) , Famous ( Major ) , Fanatic ( M ajor: Cyber- Technology ) , Friends ( U NIT ) , Military ( Minor: UNIT ) , Phobia ( Losing use of his hands ) , Technically Attuned ( C yber-Technology ) , Weakness ( M assive Magnetics ) Cybernetics: Hands, Forearms. Background: Gerald Lanscolm is one of the greatest Bio-Engineering minds of our time. He isn ’ t as psychotic as John Lumis, however. Up until the Battle of Canary Wharf, Dr. Lanscolm had been working in the civilian field teaching at the Massa- chusetts Institute of Technology. While on a trip to London, Dr. Lanscolm was approached by Torchwood in hopes that he ’ d join their ranks. The offer was quickly declined, but before Dr. Lanscolm could leave the city the Cybermen at- tacked. During the Battle of Canary Wharf, the doctor was captured and taken to a makeshift processing center. Luckily for Dr. Lanscolm, UNIT showed up just in time to rescue him. While attending to wounded, Dr. Lanscolm was surprised by a Cyberman who crushed his hands and left him for dead. When the Battle of Canary Wharf ended, Dr. Lanscolm was airlifted to a UNIT medical facility where he spent a year re- covering from his wounds, but his hands were left almost unusable. Hoping to make use of the doctor ’ s knowledge on bio-engineering, UNIT offered Dr. Lanscolm a job as an

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advisor on Cybermen. He took the job, reluctantly. Using an old UNIT bunker, Dr. Lanscolm renamed it CRIPT and be- gan studying the remains of hundreds of Cybermen. Late one night after his staff had gone home, Dr. Lanscolm discov- ered that one of the Cybermen was not dead, but on ‘ s tandby ’ mode. At first the Cyberman threatened to DELETE the doctor, but then decided that Dr. Lanscolm was more useful alive. Using Cyber-Technology, the Cyberman gave Ge- rald a new set of hands in exchange for helping create a new Cyber Coordinator. Getting back the use of his hands changed Dr. Lanscolm. He now saw why Cybermen were so many in numbers and why they felt that all humanity needed to be upgraded. Using his pull at UNIT, Dr. Lanscolm acquired DNA samples from an older Cyber Coordinator. He then spliced the DNA with the Cyberman who helped him, creating a highly enhanced Cyber Coordinator. The down- side was, the Cyberman ’ s brain needed to be pulled from the chasse and placed in a large container filled with special fluids to keep it functioning. Once activated, the Cyber Coordinator began showing signs of higher brain function and psychic capabilities. Within a week, the CRIPT security teams had been put under the control of the Cyber Coordinator with the help of Dr. Lanscolm. A month later the entire complex was under Cyber-control. In recent months Dr. Lanscolm has been growing and building Cyber-MATS, centipede-like cybernetic creatures that patrol the CRIPT. He has also stopped communicating with the outside world. On occasion, Dr. Lanscolm will contact UNIT for additional personnel or supplies. The Cyber Coordinator has slowly been pushing its will onto Dr. Lanscolm, making him more and more cold and emotionless. Even his memories have suffered.

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Lieutenant Hannah Faust Age: 33 Occupation: UNIT Security Chief for the CRIPT Strength: 3 Ingenuity: 2 Co-Ordination: 3 Awareness: 4 Presence: 3 Resolve: 4 Skills: Athletics:2, Fighting:3, Knowledge:2, Markman:4 ( P istols+2 ) , Technology:2, Transport:4 ( Helicopter+2 ) Traits: Brave, Military ( Major: UNIT ) , Tough, Psychic Training Armor: Tactical Armor: 8 AP Weapon: Pistol Background: Lieutenant Hannah Faust came from a long line of military offi- cers. She was recruited by UNIT when she was 25. Lt. Faust earned her way up the ranks and led a counter-attack in New York during the initial invasion of the Pete ’ s World Cybermen. When she heard that UNIT was going to be dumping Cybermen in an old bunker she jumped at the chance to run the show. Under direct orders from the top, Lt. Faust was instructed to spy on Dr. Lanscolm. She was doing well until she uncovered the Cyber Coordinator who used a massive psychic blast to fry her brain. Now Lt. Faust is a tool of the Cybermen. She is un- der direct control of the Cyber Coordinator and does everything it desires. Lt. Faust has very little memory left, but it ’ s enough to pass her off as normal.

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Cyber Coordinator Age: 1 Occupation: CRIPT Cyber Coordinator Strength: 1 Ingenuity: 5 Co-Ordination: 2 Awareness: 5 Presence: 5 Resolve: 5 Skills: Convince:4, Craft:5 ( C yber- Technology+2 ) , Investigation:4, Knowl- edge:4, Medicine:4 ( Surgery+4 ) , Science:6 ( B iology+2, Chemistry+2) , Technology:7 ( C yber-Technology+2, Engineering+2, Bio- Engineering+2 ) Traits: Brave, Cyborg ( Special ) , Crazy Be- havior ( Major: Superiority Complex ) , De- pendency ( Major: Containment Tank) , Fa- natic ( Major) , Hypnosis ( M ajor ) , Immor- tal ( Doesn ’ t age ) , Military ( Minor: UNIT ) , Photographic Memory, Psychic, Technically Attuned, Telepathy, Vortex, Weakness ( Extreme Magnetism ) Special: Psychic Blast: 5 [2/5/8] Mental Dam- age

Background: The CRIPT Cyber Coordinator is a cross between old world Cybermen and Pete ’ s World Cybermen. Recovered and shipped to the UNIT facility, the Cyber Coordinator used Dr. Lanscolm to transform this refugee Cyberman into a super controller unit. Using data collected on the UNIT computer network, the Cyberman showed Dr. Lanscolm how to splice the DNA of a recovered Cyber Coordinator from a secret invasion. Once augmented, the Cyberman ’ s brain was placed in a containment unit where it grew. Now designated Cyber Coordinator, this Cyberman has taken control of the UNIT facility and begun building a secret army of Cybermen using everyone from vagrants to soldiers. The brain is pulsing with psychic energy, allowing it to press its will upon others.

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Civilian CRIPT Staff Cybermen (Pete’s World) Strength: 2 *See The Game ’ s Guide: Page 98 Ingenuity: 3 Co-Ordination: 2 Cybermen ( cyberFaction) Awareness: 2 Strength: 7 Presence: 2 Ingenuity: 3 Resolve: 2 Coordination: 2 Skills: Knowledge:3, Science:3, Technology:3 Awareness: 3 Traits: Military ( Minor: UNIT ) Presence: 3 Resolve: 4 UNIT Security Skills: Convince:4, Craft:4 ( C yber-Technology+2 ) , Strength: 3 Knowledge:4, Medicine:6 ( S urgery+2) , Science:4 Ingenuity: 2 ( B iology+2, Chemistry+2) , Technology:6 ( Cyber- Co-Ordination: 3 Technology+2, Engineering+2, Bio-Engineering+2 ) Awareness: 2 Traits: Brave, Crazy Behavior ( Major: Superiority Presence: 3 Complex), Cyborg (Special), Fanatic (Major), Resolve: 2 Immortal ( D oesn ’ t age) , Photographic Memory, Skills: Athletics:2, Fighting:3, Knowledge:2, Marks- Technically Attuned, Weakness ( Extreme Emotion) man:3 ( Ballistics+2 ) , Weapons: Chest Ray: 4/L/L Damage, Cyber-Rifle: 7/L/ Traits: Military ( Major: UNIT ) , Tough, Psychic Train- L Damage ing Armor: cyberFaction Chasse: 8 Armor. This armor is Armor: Tactical Armor: 8 AP much more flexible than the bulky Pete’ s World Cy- Weapon: H&K G36 Assault Rifle: 6 [3/6/9], 30 Rounds, bermen frames. Because of this the cyberFaction does 4 Round Burst not suffer a movement penalty.

Cyber-MAT Strength: 2 Ingenuity: 2 Co-Ordination: 2 Awareness: 2 Presence: 2 Resolve: 1 Skills: Fighting:2 Traits: Weakness ( Magnetism ) Weapon: Needle Bite w/Toxin: 2/L/L Damage, Piercing ( T oxin does 1 damage each minute until target is dead ) Armor: Metal Plated: 4

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