Chapter Three: The ZMs who change the city from Calgary to another city of their choice should not have Strange Secret of any problems. For authenticity you may want to find an actual lake nearby your city to Dr. Quisling replace Ghost Lake.

© 2004 Toren Atkinson 0.3 BACKGROUND INFORMATION Written by Toren Atkinson Inspired by a concept by Bob Wilkins The crew of SSZ has a data tape that holds information on Project: Smokescreen, a plan This adventure picks up where "Slave Ship being developed by agents of HUMAN of Despair" leaves off, though it can easily (Human Underground Movement Action be adapted to fit independently. Network) on Mars (although that origin is not entirely clear in the tape's information). In this adventure, the Scientist and Project: Smokescreen is a device that Hydronaut Hybrid archetypes would prove scrambles hydronaut scanners. The tape especially useful. came with instructions to take it to Lefty Wainwright at the Lucky Canuck Grill in SEQUENCE ZERO: Calgary (or the location of your choice). Give the following text to the players as a GET READY handout:

0.1 ADVENTURE SYNOPSIS It’s the third day of my journey and while I realize the importance of my mission I can’t The crew land in Calgary (Alberta, Canada help feeling that I won’t be coming back from - sometimes referred to as the Northern it. Dutch used to tell me that he thought every Hydronaut Occupation Zone) with mission was a suicide mission and that the information for the human Resistance important thing was never to let your men fighters. What they don't know is that one know you thought this way. of the party members has a doppelganger in the area (Dr. Quisling) whom is a foe of This time it's different. It isn’t just the fact that the Resistance. If the PCs can smooth over the fate of the resistance and hence the entire the tense situation and convince the species hangs in the balance. I’ve been there resistance liaison that they are good guys, before and I’ve always come back, always the resistance will ask the PCs to use their won, but it's always cost me. Last time it was unique position to help sabotage a local Angela, the time before it was an entire ship of hydronaut operation. Rebels apprehended good men. Sometimes I wonder if it was worth by the hydronauts are pitted against the . If it ever is. horrific moon-beast in the gladiator arena. Still this time it’s different, there’s no backup, 0.2 PREPARATION no companions, no SpaceCorp rocketships ready to pull my ass back from a re-entry The ZM must decide ahead of time which plunge. I wish it was so, but I won’t lose PC will be the doppelganger of Dr Quisling. another friend or shipmate again. So here I In a best-case scenario, one of the players am crammed into the smuggling hold of a will have chosen the Scientist or Captain Pirate vessel. Outside I can hear the frogs archetype. Really, anyone who is human cracking open crate after crate. They know I’m and a SpaceCorp officer will do nicely. If here. Why else would they be scouring the none of the characters are human, there is belt for this ship, at this time? I can’t believe a problem, but not insurmountable - the we trusted Captain Malcolm. I can’t believe I adventure will simply be a bit more surreal. trusted him. University of Calgary. http://www.ucalgary.ca/map/map_big.html Now there’s barely enough time to scrawl this note and hide the package before they If the PCs don't attempt to hide the ship, find me. With luck I can make a break for members of the resistance will seek them out an escape pod or something. I’ve been in immediately and try to convince them to get tighter scrapes than this and a bit of the ship out of sight before hydronauts arrive. spaceman’s luck has always got me The easiest way to accomplish this is via a through before. But I can’t shake the radio transmission from a local cadre of feeling this time is different. resistance members using a known SpaceCorp frequency reserved for dire If you’ve found this it means I didn’t make emergencies. Resistance members and it. If you value Earth take the package to always use code names. the Lucky Canuck Grill in the ruins of Calgary, Alberta and ask for Lefty The actual resistance headquarters are at an Wainwright. You’ll need the secret pass old SpaceCorp air strip and radar station phrase which I have coded below. Don’t northwest of the city, although the PCs will not forget it because he won’t ask twice and he be privy to this information for some time. WILL gun you down where you stand if you flub it. Good luck! Strolling about in SpaceCorp uniforms may not be the wisest course of action, as anyone who BSFZPVIVNBO makes a Streetwise skill check will know, unless the PCs wish to draw attention to You may want to review the section on the themselves. underground resistance in the Spaceship 1.1 FINDING THE LUCKY CANUCK GRILL Zero rulebook, pp 105-107. Once the crew has decided where to land and SEQUENCE ONE: what, if anything, to do with the ship, they will have to try to locate the Lucky Canuck Grill. FIRST Asking directions of the locals will require a successful Persuade skill check (Bargain, IMPRESSIONS Charm, or Intimidate) with the following modifiers: Hybrid in the party -30 to Charm or Bargain 1.0 TOUCHDOWN Slave Girl in the party +20 Party is all human (or with only cats & dogs) It's important to note that no matter where +20 the PCs go, they'll want to keep Spaceship Other circumstance modifiers can be added Zero out of sight when they're not using it. as the ZM sees fit. The skill check can be How they go about this is entirely up to the attempted as many times as there are humans players. They've got all of a devastated to approach in the street. Blundered skill Calgary and surrounding area to work with checks result in misinformation. If Dr (there are not a lot of trees in the area). Quisling's doppelganger is with the party, and They may find the shell of an old building or the locals who are being questioned recognize even some especially fat empty grain silos him as Dr. Quisling, they will either appear that could house the ship. panicked and be of no help, or they will try to remain unphased and deliberately give ZM AID: Maps of Calgary can be found incorrect directions. A successful Psychology online at or Streetwise skill check will uncover a http://www.tourismcalgary.com/travel/maps. misdirection ploy on the part of the locals. html And here's a pretty cool map of the Obviously not every single human in town knows Dr. Quisling. Many Calgarians not Lefty Wainwright has been dead for decades. affiliated with SNAFFU (Secret North Anyone asking after him will be told this rather American Freedom Fighters Union) would matter-of-factly. He was killed by the just as soon kill the PCs and take their stuff hydronauts during a routine inspection. The as help them. Poor diplomacy in this regard liaison to the resistance now is Lieutenant may result in Action Time! Keep in mind Hannibal Hogan. that a great many of the townsfolk will not want to attack the person they believe is Hannibal Hogan Dr. Quisling. Most Calgarians are cowed SNAFFU Liaison & Community Leader and beaten savages who would rather BODY: 160 avoid being shot, but there is always one BRAWN 12 guy with a chip on his shoulder and a BRAINS 12 pointy rock behind his back. In the unlikely BALANCE 10 event that a PC is knocked out or captured BRAVADO 14 (or worse, mortally wounded), he may wake Move Rate: 24 up under the care of a SNAFFU agent, Initiative Bonus: 0 though he/she may not know it at first. Skills: Backbone 40, Fisticuffs 40, Endure 40, Heave 35, Listen 50, Persuade Bargain 35, Once the PCs have useful directions, they Persuade: Bluff 35, Persuade: Leadership 35, will still have to follow them. There is no Pilot: Land 50, Psychology 40, See 40, Sneak abundance of street signs in post-invasion 40, Streetwise 60, Throw 40, Weapon: Ray Earth so this can be difficult. Somebody will Gun 35. have to make a successful Navigate: Quirks: Wears a lucky baseball cap of his Surface skill check. Naturally anyone who favourite old world sports team; always wants to assist can do so, and if the PCs chewing on something (tobacco isn't always were particularly diplomatic when they available); thalassophobic (afraid of the asked for directions you may give a +20 ocean) bonus. Failing this skill check simply means Hogan is not the leader of SNAFFU, he is just the party becomes lost and will have to ask a contact in the city. The leader of SNAFFU is for directions again. The closer they are to actually Leonard Dubranski (more info on the Lucky Canuck, the simpler the p107 of the rulebook) but the heroes should directions will become (meaning more not encounter Dubranski until the end of the bonuses will apply the second and third scenario (Sequence Five). time the party gets directions). Upon entering the Lucky Canuck, PCs will be This is a perfect opportunity to introduce a greeted warmly unless the humans see Dr. plucky street urchin or humorous 'guide' Quisling's doppelganger. Seeing whom they that you can use as a dynamic element to take to be Quisling with a bunch of SpaceCorp assist or annoy the PCs. officers doesn't make any sense to SNAFFU members, but they will take advantage of any The Lucky Canuck grill is housed in a three situation in which they can capture the story building with an unremarkable façade. man/woman they take to be Quisling. There is no business sign. It is located across from an old waterpark and there is a Almost everyone in the bar has a hidden gun. fire hydrant in front of the building. If you Some have ray guns, others have old world like, call for a Streetwise skill check to find automatic pistols etc. Hogan and company will the building, given its unremarkable try to take the entire PC group captive. Give presence. If everyone in the party is the players an opportunity to be diplomatic. allowed a Streetwise check there shouldn't Resistance by violence will quickly result in a be a problem identifying the establishment. good old-fashioned bar fight.

1.2 DELIVERING THE PLANS Typical SNAFFU soldier BODY: 155 BRAWN 11 doppelganger, and will be unsure what to do BRAINS 11 with him. Hogan will want to incarcerate and BALANCE 11 interrogate him, and possibly the rest of the BRAVADO 10 group if they do not seem trustworthy. If the Move Rate: 22 heroes don't resist, and continue to be Initiative Bonus: 0 diplomatic, eventually the townsfolk will come Skills: Backbone 35, Fisticuffs 40, Endure to their senses. At the very least, they will 35, Heave 40, Listen 30, Persuade: Bluff realize they've made a mistake the next time 30, Persuade: Leadership 30, Pilot: Land the real Dr. Quisling shows up. Naturally the 40, Psychology 30, See 30, Sneak 30, "Silver Tongue" perk of a Corporate Executive Streetwise 50, Throw 40, Weapon: Ray can get the PCs out of most sticky situations Gun 30. with Hogan and the townsfolk.

If the PCs don't immediately start shooting Once convinced, he explains that there is a up the place, each character can make a traitorous ex-rebel (Dr. Quisling) who looks Persuade: Debate skill check to convince just like this one PC, who now works for the Hogan that the PC isn't the real Dr. hydronauts. He is the hydronaut liaison to the Quisling. Time Step Zero for a complex town. The hydronauts tax the people of the task like a Persuade: Debate skill check in city heavily and take their gear, make these circumstances is 5 rounds. It's a headcounts every week, etc. difficult task, coming out of the blue (-20 modifier) but other characters can assist 1.3 FLEEING THE SCENE (+5 for each character with a minimum of If the PCs fail diplomacy and have to leave the 20 in Persuade: Debate. One do-over can Lucky Canuck with guns blazing, there are a be attempted at time step +1 which in this number of options case is 1 minute later. More do-overs can be attempted over time if the characters, 1. They may want to scrub the mission and and especially Quisling's doppelganger, return to SSZ. In this case, other members perform good, honorable deeds during the of SNAFFU may have discovered SSZ and time they stay with the townsfolk. This are already probing its secrets. If there includes sharing supplies, offering medical were any PCs left in the ship, this can be assistance, and the like. In this way, in fact, roleplayed out. The members of SNAFFU the PCs can gain the trust of the townsfolk will be cautious but will not be hostile without making any Persuade skill checks. towards anyone in the rocketship. 2. They may have other encounters around If you happen to know that all of your PCs the city, including the visiting hydronauts. suck at Persuade: Debate, another option Meanwhile SNAFFU will be exploring the is to introduce another doppelganger of SSZ as above, and may also be trying to one of the PCs. This doppelganger could track down the party (for good or ill) be a trusted friend or ally of Hogan, dead or through the streets of Calgary. SNAFFU alive. Once Hogan sees that the members realize that it is hydronauts, not doppelganger theory is indisputable, he will humans, that are the enemy, and won't be willing to accept Quisling's foolishly try to kill the PCs. They just want doppelganger. to find out what's going on. If the hydronauts discover the PCs and are If none of these options work, the townsfolk about to defeat them, you could insert a will react unfavorably towards Quisling's SNAFFU strike team to rescue them. doppelganger, and thus the rest of the 3. The PCs may get entangled with a roving PCs. If the PCs want to gain their trust, or if gang of street punks, and may have to fight they want something else the townsfolk side by side with SNAFFU members to have, they will have to use either diplomacy stay alive. or brute force. The townsfolk will be both hateful and intimidated by Quisling's 1.4 THE TALE OF DR QUISLING from the hydronauts towards the townsfolk, in Dr. Quisling was in charge of (at least part exchange for his co-operation. of) a group of scientists in SNAFFU who were/are trying to build the BTL drive in this Want to drop in another angle? Quisling is in universe. The project was discovered by love with one of the scientists working for the hydronauts, who came in with SNAFFU, Hannah Colby. disintegrators blazing. Many workers were killed. Others, like Quisling, were taken Nobody wants Quisling to complete the BTL prisoner. Before the hydronauts could Drive more than the hydronauts, and Quisling confiscate the BTL project, one of the isn't afraid to use what little bargaining scientists initiated a self-destruct. leverage he has to get what he can from the aliens. He may be using his position to Quisling, prisoner of the hydronauts, influence the hydronauts to exercise lenience squealed on what he knew of SNAFFU to against his old "friends." Meanwhile his old keep himself alive and in a position where friends consider him a traitor by even working he could possibly complete his work, with the hydronauts in any respect. Tragic, whereas his POW compatriots were killed really. off one by one. Now Quisling works for the hydronauts, under constant surveillance. 1.5 AN UNWELCOME GUEST or DOUBLE He has a hydronaut hybrid named Pogo TROUBLE with him at all times, keeping him in line and watching his every move. Having detected an energy spike from Spaceship Zero, the hydronauts will make an Even though Quisling "spilled his guts" to impromptu visit to Calgary. Dr Quisling and a the hydronauts, there was a great deal squadron of hydronauts will arrive in a about SNAFFU that he did not know. dreadnought and two scout saucers shortly Quisling knew little outside of his project after the encounter with SNAFFU members. department's immediate concerns. He does They will circle the city, but if the PCs have not know that SNAFFU has a few working taken the time to power down and hide SSZ, rocketships at their disposal. He does not the hydronauts will stop searching and will know who is in charge of SNAFFU. His give Hogan a visit. immediate superiors were killed. Pogo and Quisling will interrogate Hogan Part of his new job is liaison to the human briefly, but will not get any information out of settlement of Calgary. In this fashion, he him. Quisling then ominously warns "see you keeps tabs on Hogan, who is essentially on Tuesday", which happens to be the next town mayor. Once every two weeks or so regularly scheduled visit. Quisling, Pogo, and a squad of hydronaut soldiers meet with Hogan to assess any Naturally, after this meeting, Hogan will realize new developments and to collect tithes in without a doubt that the PC doppelganger of the form of scavenged metals, other Quisling is not who he originally thought. valuables, and new human slaves. Dr. Quisling To increase drama, make Hogan the son of Traitorous Scientist Quisling's partner or superior officer, with You should base as much of Quisling's stats his father killed or captured, and Quisling on your PC doppelganger, but he should have now keeping Hogan Jr alive partially out of the following minimum skill scores: amusement. Psychology 30, Science: Physics 65, Technical Build & Repair 45, Technical Know- Quisling is not entirely remorseless that how 45, Persuade: Bluff 40, Streetwise 20. he's forced to work with the hydronauts. His number one priority is still completing the Pogo BTL Drive, but he also barters for lenience Hydronaut hybrid monitor rate, they should feel like they have a good BODY: 170 chance of finding Quisling's lab and the power BRAWN 14 generator. At the very least, SNAFFU knows BRAINS 12 the location of the twin lifts that go from level 1 BALANCE 12 to level 3. BRAVADO 12 Move Rate: Given the knowledge that the PCs have about Initiative Bonus: 0 the BTL drive, they may want to impress upon Skills: Swimming 70, Persuade: Intimidate SNAFFU how it is not so much a new engine 60, Heave 40, Endure 40, Jump 40, Listen as it is a doomsday device. It should probably 30, See 30, Fisticuffs 30, Sneak 30, Hide be destroyed along with any remnants of 30, Throw 30, Weapon: Melee 40, Pilot: Quisling's work so that the hydronauts cannot Space 40 salvage it. Yet SNAFFU still wants to know Quirks: what Quisling knows, so part of the mission will be to recover as much information from Pogo has been assigned the thankless task Quisling's computer as possible. Blank data of babysitting Dr. Quisling practically 24 tapes will be made available as necessary, hours a day. Because he can communicate though surely Quisling will have some in his with Quisling and the humans in Calgary, lab. he sometimes mistakes his position of information distribution with a position of SNAFFU has some decent equipment at their authority. Hydronaut soldiers are quick to disposal (atomic rifles, atomic grenades, even put him in line when he steps out of it. a rocket belt or two) but exactly what they are willing to give up to the PCs for this mission is 1.6 OPPORTUNITY KNOCKS up to you. Any weapons that the PCs want to have access to in the hydronaut base will have Now SNAFFU has the perfect spy for their to be smuggled in. In addition, SNAFFU has a secret mission: to infiltrate that hydronaut compliment of special compact mini-bombs base, retrieve Quislings files, and destroy just for this operation. They can be the base. 50 km West of the city, on a disassembled, squirreled away into various platform in the middle of Ghost Lake, the body cavities, bouffant hair dos, or secret hydronauts have set up a monitoring pockets, and then reassembled later. These station that includes several research consist of explosive gum, a fuse, and a 5- laboratories. The PCs will have to get minute mini egg-timer. Each member of the inside and make their way to Quisling's lab mission team should be given at least one of and the power generator, both of which are these devices. One of these babies going off on the third level (the basement). To on the power generator should rupture the destroy the base the heroes need to plant a thing and cause a massive explosion that will bomb in the generator room. take out a huge chunk of the base and cause the island to sink. They won't be so effective in Let the PCs come up with a plan, obliterating a BTL Drive model, so the PCs presumably involving the old "switcheroo" may have to smuggle some atomic grenades with Quisling and his PC doppelganger. If or start some fires to achieve that objective. they cannot, Hogan will suggest one. At the Assembling a mini-bomb from its component very least he should be on hand to point parts requires a Technical Build & Repair or out potential pitfalls. Explosives skill check at two rounds for time step zero (so +10 at five rounds, +20 at 1 SNAFFU knows the basic layout of the minute, +30 at 5 minutes, etc). If the PCs take hydronaut outpost, and more info can be the time to practice before the mission (as extricated from Dr. Quisling if necessary Hogan suggests) they will get an additional (and if possible). Study the maps of the +20. hydronaut base. How much information you want to give the PCs is up to you. At any SNAFFU Gumbomb DV100, Matter damage, 1 charge, Skill type: Explosives (if the user outshine a Pilot player character. She is makes a successful Explosives skill check included as a supporting character only if when affixing the bomb, he may add the needed. result to the damage value. Dr. Venus Blackbird 1.7 A LITTLE HELP FROM MY FRIENDS SNAFFU Medic BODY 200 SNAFFU has specialists who can and Strength Bonus: 20 should accompany the PCs on their Dodge Bonus: 38 mission. Feel free to give these Non-Player Move Rate: 39 Characters more skills if you feel the PC's Skills: Disguise 30, First Aid 60, Listen 50, may be shorthanded in some important Medicine 45, Navigate Surface 50, Science: areas. Biology 50, Science: Chem 25, See 50, Tech Build & Repair 70, Tech Know-how 65, Rex Reagan Tracking 70, Climb 38, Fisticuffs 60, Pilot: SNAFFU Xeno-specialist Space 35, Sneak 60, Throw 60, Weapon: BODY: 140 Melee 50, Weapon: Ray Gun 65, Weapon: Strength Bonus: 12 Tactical 35, Endure 75, Heave 65, Jump 55, Dodge Bonus: 20 Backbone 60, Persuade: Bluff 75, Streetwise Move Rate: 25 75. Skills: Hide 40, Language & Lore: Quirks: Artificial hand; Extremely thorough; Hydronaut customs 70, Language & Lore: Cold bedside manner. Hydronaut language 80, Technical Know- Prior to the mission, Dr Blackbird will give how 65, Pilot: Space 60, Pilot: Air 60, First everyone a thorough checkup and if Aid 50, Streetwise: 55. necessary provide first aid. Quirks: Stutters; unhealthily interested in hydronaut females, xxxxx Hannibal Hogan will not accompany the PCs Rex Reagan has been studying the on their mission. hydronauts for years. He can actually understand much of the hydronaut tongue, though of course he cannot speak it. He is SEQUENCE TWO: also handy with a lot of hydronaut technology, thanks to war-ravaged saucers THE OLD scavenged over the years. He can pilot a hydronaut saucer. SWITCHEROO

Quintessa Quicksilver 2.0 PHASE ONE - GET ON BOARD, WE'RE SNAFFU Crackerjack Pilot EXPECTING YOU. BODY: 160 Strength Bonus: 10 It is important to understand how the weekly Dodge Bonus: 30 tithing is executed. Here's a step by step Move Rate: 25 synopsis of a typical tribute meeting. Skills: Disguise 90, Explosives 75, First Aid 50, Hide 75, Navigate: Surface 65, Pilot: 1. Hogan and company take the tribute, Space 80, Pilot: Air 80, Streetwise: 55. including the slaves to the fountain in the Quirks: Specializes in flying hydronaut town square. saucers; voracious reader; likes to listen to 1a. As a ZM, understand that the typical loud music when she is driving/piloting. amount of slaves in a given tribute should Quintessa Quicksilver is an ace pilot and exceed the amount of human PCs by at mistress of disguise. As a human behind least one. That way if all the human PCs the controls of hydronaut saucers she is want to pose as slaves, there will be no unrivalled. suspicion on the part of the hydronauts as Note to the ZM - don't let Quintessa to why there is an unusual amount of slaves in a given tribute. So, if you're group consists of five (human) NON-HUMAN CHARACTERS. characters, say that the biweekly tribute of slaves is six or seven (often How the hydronauts handle robot characters is comprised of lawless street punks) up to you. Hogan may offer the idea of 1b. Tributes usually include: "deactivating" the robot and including it in the - barrels of chemicals salvage material for the tithe. It may be that - tires these particular hydronauts haven't seen a - salvaged metal SpaceCorp robot before. They may assume - food to be served to slaves (usually that the robot character is an astro-automaton. consisting of dead animals) Probably, as in all things, the hydronauts will 2. A dreadnought carrying Quisling, Pogo, shoot first and ask questions later. Once any and 4 hydronaut soldiers land in the threat from a robot is neutralized, the square. hydronauts may want to try to torture and 3. 2-3 soldiers get out of the dreadnought. interrogate the robot if they believe it to be an One always stays in. Quisling and Pogo astro-automaton. In any case, they will have follow them. Dr. Quisling, and perhaps some other 4. The hydronauts will search the slaves hydronaut scientists, dissect it and provide a for contraband. report on its origin and abilities. 5. The hydronauts order the slaves to start loading in the rest of the tribute into the Cats and monkeys, assuming they're not holding bay of the dreadnought. As the brandishing weapons or otherwise loading progresses, the hydronauts threatening, will be largely ignored by perform cursory searches of the hydronauts in passing. They don't want equipment being loaded on board. animals running around their vessels or Anything suspect is left in a pile beside outposts freely, but Commandant Zorg has a the saucer and inspected more habit of reprimanding hydronauts who fire their thoroughly at the end of the loading weapons in the compound without a good process. reason. As such, they will delegate 6. The slaves enter the dreadnought, responsibility to a hybrid, who will in turn followed by the hydronaut crew & delegate responsibility to any slaves who are Quisling, and then the saucer leaves. in his good books. A super-intelligent pet may 7. The dreadnought arrives at the landing find herself being hunted by a pack of slaves, pad in the hydronaut outpost and the supervised of course by a hybrid. The slaves slaves are ordered to unload the tribute will be armed with sticks or nothing at all. onto a wide platform hover-cart. Pogo (and Quisling) attend in case any Dogs are a slightly different story, only special orders need to be translated. because of their larger size. If a dog attacks a 8. The slaves and hover-cart are led to the hydronaut, he will defend himself with the supply shed, where they then stack all weapons at hand. Unassuming looking dogs the booty. may be hunted down by a pack of slaves, as 9. Once all the equipment is packed away above, or even with a bat-being. to the hydronauts satisfaction (to be picked over and categorized later), the If a hybrid hears an animal talking, he will take hydronauts lead the slaves to the slave it seriously. Whether his full-blood hydronaut quarters. superiors take him seriously is another matter.

If Quisling or Pogo need to discuss It is also quite possible that the hydronauts anything with Hogan, they usually do so out could mistake the animals as part of the tithe’s in the open while the slaves are loading foodstuff portion. This could lead to the group equipment. However, it is not unusual for being separated, with the animal PCs being Pogo and Quisling to go indoors to discuss sent to the hydronaut kitchens and not for a at length matters of unusual significance. midnight snack. special event will be announced and the PCs will only have a half hour or so of down time SEQUENCE THREE: before they're forced to fight. See "How High BOMBS AHOY the Moon Beast" below. 3.1 THE HYDRONAUT BASE 3.0 PHASE TWO - MISSION: REALLY FREAKIN' HARD The interior of this base is typical of hydronaut structures. Corridors and rooms are dank, Once the PCs have hornswoggled humid, and hot almost beyond tolerance, with themselves onto the dreadnought, they will a green mist clinging to the floors. The fly to the hydronaut base on Ghost Lake. corridors are shaped from some sort of green, The base itself rests on pontoons about a iridescent steel. Riveted to various sections of half mile from shore, connected to land by the corridors, glowing strips of metal provide a single flat bridge that allows access by illumination. Each one is slick with hover cars and ground troops. condensation. Corners and crevices that are not subjected to constant use, or haven't been Given how far into hydronaut-infested cleaned by human slaves lately, are often corridors the heroes must go to fulfil their variegated with strange slime molds and mission parameters, it's unlikely that at mosses. least some of the PCs won't be discovered and captured. They may be caught during All exterior doors are kept locked. A control their infiltration, planting explosives, or disk is required to unlock doors. Use of a attempting to escape from the base. Rogue hydronaut control disk by a non-hydronaut humans that aren't indoors will be hunted requires a successful Technical Know-How by bat-beings. skill check with a -30 modifier, allow standard retries (see Time Step Chart p20). Once a PC Most hydronauts on levels 1 and 2 of the masters a given function of a control disk he base will be outfitted with personal does not need to make skill checks to repeat disintegrators. Designated security that function. personal will have astro-disintegrators with human prods affixed. Some may have Opening an unlocked door is as easy as noise bombs and net throwers as well, pushing a button beside the door. especially in the watchtower. Most hydronauts know better than to fire Lifts are not enclosed chambers like the disintegrators on level 3; there they will elevators we know. They are simply portions gleefully resort to human prods or hand to of floor that move up or down. It's very easy to hand melee. fall down an open lift shaft or get your foot shorn off if you're not careful. Using a lift to get It will be more fun in the long run if some of to level 3 requires a control disk. the PCs are caught, so don't be too lenient. Gladiators and human slaves who work inside Once the heroes are in the hydronaut base, the compound (busboys, etc) are usually have Rex, Quintessa, and any other NPCs outfitted with pain collars (p140). Humans separated from the player characters as found wandering corridors on levels 1 and 2 soon as possible. That way, you can use without a pain collar are highly suspect. them as an ace up your sleeve later - providing relief from tight spots that the No humans are allowed on level three (except PCs have gotten themselves into. in the gladiator cells of course, or in transit to them) with the exception of Dr Quisling, and If the PCs cause problems (and that's what he never without a hydronaut/hybrid escort. they're here for, after all) they will be immediately taken to the gladiator pits. A On the accompanying maps, the letter E surrounded by a circle designates a Three storage bunkers are filled with old personnel lift. An E inside a square is the human tithings. larger cargo lift. OSSUARY Feel free to provide intercom stations, alarm buttons, ventilation grates and This building houses the half-dozen bat-beings suchlike throughout the complex as suited that compliment the base. There is often only to your needs or those of the players. one hydronaut tending the bat-beings when it's slow, but there are six qualified trainers in TOP LEVEL (LEVEL 1) the base should their services be required.

AUTOMATED DISINTEGRATOR When a general alarm is sounded, bat-beings BATTERIES are released to stalk the grounds and scoop up slaves. Every hydronaut on the base three corners of the base have a tower with makes sure his bat-being whistle is on. If a disintegrator battery mounted on the top. Quisling's doppelganger is with (a suitably These weapons (WDV 80; Range 0- fooled) Pogo in the open air during a general 150/151-500/501-1500)) are manned by a alarm, Pogo may escort him inside hydronaut worker in the control center. He immediately, or procure an extra whistle. On can set a target for each gun which it will the other hand, Pogo would probably get a follow automatically (effective Weapon: kick out of seeing Quisling swallowed by a bat- Tactical skill score of 25) or he can being. ZM's choice. manually operate one battery at a time (Weapon: Tactical skill score of 70) SLAVE PENS

MAIN GATE The doors to the slave quarters lead immediately along a sturdy catwalk. An interior At the end of the pontoon bridge that leads portcullis-like gate accesses a ramp that leads to the floating hydronaut base ends at a down to the living quarters, where the slaves gate. Only this gate allows hover cars and live in their own filth when they're not laboring ground troops access to the compound. It for their batrachian masters. This area is is always guarded by two hydronaut disaffectionately known as 'the gulch.' The soldiers. hydronauts can survey the gulch from the safety of the catwalk. The whole outfit is much CARGO ELEVATOR like the slave quarters of an old tall ship of the ancient world. When the hydronauts feel it's There is a cargo elevator next to the main necessary, they remove all the slaves and gate that allows various large creatures to flood the entire gulch with lake water to rinse be moved from the surface down to their away the filth. pens on level 2. If the PCs find themselves stuck in the slave GARAGE compound, they can at least take advantage of the local medicine girl, Nanette. The garage is filled vehicle parts and sundries. Two cargo doors are the only way Nanette in or out of the garage. A ramp leads down Tribal healer to sub level 2 and the landing pad. This BODY: 100 building houses three hover cars, including Move Rate: 25 a suped-up deluxe model which is Zorg's Skills: Backbone 55, Disguise 40, First Aid personal hover car. 70*, Hide 75, Language & Lore: Tribal Culture 80, Language & Lore: Hydronaut customs 30, STORAGE BUNKERS Medicine 50*, Sneak 65, Wilderness Survival 50 Quirks: Doesn't take no for an answer; Has flashbacks; Wants desperately to see CONTROL CENTER snow. * because of the poor hygiene and terrible This is the nerve center for the complex. A working conditions of the gully, all First Aid small team of hydronauts control the exterior and Medicine skill checks suffer a -20 gun batteries and monitor the entire base from penalty. Sad, I know, but true. here. During the daytime there is a 15% chance that Zorg is here at any given moment. SECURITY POST / WATCHTOWER COMMUNICATIONS Typically two soldiers survey the complex from this simple watchtower. A lift inside From this room, Kaplok the hydronaut goes down to the lower levels. communications specialist can contact hydronaut ships far and wide, listen in on INTERROGATION ROOM infrequent Terran radio signals, pass along orders and information via the public address A typical torture chamber, hydronaut style. system, and coordinate internal calls and When somebody needs to be interrogated, walkie-talkie signals. it is usually left to a team of Zorg's favoured purebred hydronaut assistant (Blurg - A huge antenna crowns the building. typical hydronaut soldier p126) and a randomly chosen hybrid. Blurg deals out ARMORY the pain, the hybrid asks the questions. Each time the painmaster uses a torture The armory is full of everything on page 144 of device, the character takes 1d10 Body the SSZ rulebook. A wispy, almost Points damage and must make an Endure bookwormish hybrid named Gill-Mo maintains or black out for a minute or more (1d10+10 the weapons and the requisitions. rounds). The painmaster may also make a Persuade: Intimidate roll opposed by the Gill-Mo, hybrid clerk character’s Backbone skill to see whether Use Hybrid stats on p127 but subtract 20 from or not the character cracks and answers all Brawn- and Balance-linked skills. the question truthfully. MID LEVEL (LEVEL 2) A captive can escape his bonds with a successful Heave or Sleight of Hand skill ARENA check, but the result must match or exceed 40. Though the arena seating begins at the top level of the compound, the actual battleground MEDICAL ROOM is flush with this sublevel. There are three rows of seats around the edge of the arena, A dumpy hydronaut surgeon known by his thirty feet up from the arena floor. Hybrids two favored human servants as "Thumbs" always sit in the back row. There are four administers first aid when necessary. This large doors on the south end of the oval is both his office and his operating room. arena, out of which come panthers, bears, and The humans are well-treated and have the occasional Moon-Beast. Gladiators come become complacent in their lot. out of chambers beneath the arena floor.

Thumbs, Hydronaut surgeon KITCHEN & MESS HALL First Aid 50 (+20 on hydronauts); Medicine 40 Low-caste hydronaut and hybrid chefs staff the kitchen, along with human dishwashers Elijah & Elsa, human assistants and busboys. At any given time there will be First Aid 50; Medicine 30 1d10 +1 hydronauts here. If you roll a 10, it must be mealtime - roll again and add the result. For every 5 hydronauts there will be QUISLING'S LAB 1 hybrid and 1 human slave. This is where Quisling has been working on ZORG'S QUARTERS his BTL-Drive. The room houses a bare-bones prototype of the drive as well as several Zorg's personal quarters are posh SpaceCorp computers and a few hydronaut compared to those of his underlings. It computers as well. In fact, Quisling has been includes a hot tub and a greenhouse, giving more fascinated with working on compatibility the entire room a tropical feel. Zorg is adaptors for Terran and Hydronaut usually here when he's not in the control technology, but how far he has gotten along room or strolling about the complex. on that project is left to ZM discretion.

BARRACKS COMPUTER ROOM

The north corner of this level is full of the This barbell-shaped room houses the facility's living quarters of the hydronauts who work computer core. here. They are cramped, untidy, and a little sloshy. Most hydronauts don't use them for SECURITY STATION anything but sleeping, preferring to spend their off-hours in the lounge, in the lake, or This is the security locus and checkpoint for tormenting humans from a hovercar or this floor. There is at least one soldier scout saucer. stationed here at all times.

LOUNGE ENERGY CELL STOREROOM

When hydronaut workers are provided a This room houses shelves upon shelves of the moment to relax between shifts, they put energy cells that power personal weapons and their webbed feet up in this lounge. I don't other small hydronaut devices. It is well know if hydronauts play card games or protected against accidental explosion. read magazines, I'll let you decide that for now. POWER GENERATOR

REFUELING DEPOT Catwalks and access tubes crisscross the room that houses the atomic power generator Power from the generator beneath this that runs the base. A homely hydronaut room is pumped through here to recharge named Blix is assigned to monitor and dreadnoughts and smaller hydronaut craft. maintain all aspects of this room, even though it rarely requires maintenance. He finds joy in LANDING PLATFORM hunting down the occasional space rat with a poker. The landing pad is large enough to accommodate a dreadnought and two GLADIATOR CELLS scout saucers comfortably. Flight technicians spend their time basking on the Gladiators, unlike the other slaves, have their pad when they're not working in the garage own chambers underneath the arena. This is or refueling depot. merely for convenience of the hydronauts so that they don't have to go into the gulch to fish BOTTOM LEVEL (LEVEL 3) out specific combatants (these monkey-men all look the same to the hydronauts), but it Level 3 is mostly full of labs and work works out well for the gladiators. The living areas, but you can adapt the rooms to suit conditions are slightly better than in the slave your needs. compound. There are grates in the floor so that waste can be flushed into the lake. The Skills: Fisticuffs (tentacle) 45, Bite 35 WDV bad news is that at the flick of a hydronaut 30 (matter) + Strength Bonus, Launch control disk, the ceiling of any number of spore-darts 70 WDV 1 (matter), Backbone gladiator chambers slide back, and the 30, Climb 60, Endure 40, Heave 50, Listen 10, floor of the cell raises flush with the floor of See 80, Sneak 40, Tracking 30. the arena. Perks & Quirks: Multiple arms. A moon-beast gets 3 attacks On either side of the hall that leads to the per turn with its tentacles. cells are two exercise rooms. The Rubbery Hide. A moon-beast's flesh is impassive hydronaut Gumbo extremely resilient, providing the monster with uses these rooms to size up the abilities of a Matter Defense Rating of 30. new acquisitions and to ensure current All-Around Sight. Because of its multiple eyes, champions don't get chubby on prison food a moon-beast can see 360 degrees around it. (not likely). Rarely will an attacker be allowed a bonus for surprise when a moon-beast is awake and While PCs are in gladiator cells, allow an active. opportunity for First Aid if necessary. Even Teeth. The moon-beast's shark-like teeth are the other gladiators have a rudimentary a natural weapon with a WDV of 30 plus First Aid skill of 30%, and are happy to help Strength Bonus. The moon-beast can make a the PCs. They know that the next fight is bite attack instead of one of its tentacle one that won't pit man against man-- attacks, but cannot make more than one bite something in Gumbo's unusually bouncy attack per round. step. Spore-darts. As soon as the moon-beast begins combat, it will begin to size up its opponents. It will select the slowest combatant SEQUENCE FOUR: (i.e. the one with the lowest Dodge Bonus) and fire off a volley of spore-darts from glands HOW HIGH THE in its neck. Although a moon-beast's spore- darts have a Weapon Damage Value of only MOON-BEAST 1, and cannot do more than 30 points of BODY damage, anyone who takes damage 4.0 FIGHT! FIGHT! FIGHT! from spore-darts becomes infected and must immediately make an Endure check. A victim The PCs, and any other gladiators you who fails his check becomes groggy. In a state want to throw into the ring (including, if you similar to drunkenness, the victim will begin to wish, an unproductive hybrid that has feel attracted to the moon-beast, and will displeased Zorg once too often), will be calmly move towards it, oblivious to any forced to fight a horrible bug-eyed monster danger. The moon-beast's natural instincts from another world that the gladiators know make it welcome the prey, and try to find only as the moon-beast. somewhere safe to keep him. If the host takes any damage or is otherwise hurt, he will be Moon-Beast able to shake himself out of his spore-induced Gasp-inducing bug-eyed monster, Large stupor. Either way, the victim is now a nest for BRAWN 40 the moon-beast's young. Over the course of a BRAINS 5 few days, blisters will grow all over the infected BALANCE 12 area. These blisters serve as egg-sacs for the BRAVADO 11 spores embedded in the host's body, where BODY 300 they grow into tiny embryonic moon-beast Strength Bonus: 40 tadpoles. All the while, the host is reduced to a Dodge Bonus: 12 semi-catatonic state. Once the moon-beast Move Rate: 30 babies grow large enough (about 3-4 days) Initiative Bonus: 0 the tadpoles burst out of the host's body, causing 4d10 damage. They will then try to eat the host alive, inflicting 4d10 damage MOON-BEAST TACTICS per round. Nasty, nasty business. A moon- beast cannot launch spore-darts If the moon-beast can secure a host for its indefinitely, however. At most they can young, it will actually want to run off with the launch three volleys in a 12 hour period. prize. Since it is in an enclosed arena, Once a single victim is infected with the however, this is impossible, so it will merely try spore-darts, that's usually good enough for to protect the host as it defends itself. the moon-beast -- but not always. Here's one ZM tactic that can be effective in A moon-beast is a terrifying sight to behold, this situation if you want to impress upon the resembling an enormous cross between a players how dangerous the situation is: If caterpillar and an octopus. Four stalked you've introduced some NPC gladiators to eyes sprout from its head, and it's gaping fight alongside the PCs, have the moon-beast maw is filled with deadly shark-like teeth. attack one of them. Go ahead and make some Moon-beasts can grow to about twice the hidden dice rolls, but no matter what the dice size of an elephant. Their color range is say, describe how the moon-beast wraps a typically red, yellow and orange, but rarer tentacle around the NPC, picks him up, and purple, green and even the rarest blue or then bites his head off. This, they will most albino moon-beasts have been known. likely gather, is what they have to look forward Their hides can sport both stripes and to. spots. Still, as long as the combat with the moon- beast is going smoothly and everyone's enjoying the fight, keep it going. Once the PCs are in serious danger of being killed, it becomes prudent to introduce a new element…

4.1 OUT WITH A BANG

Remember how you separated Rex or Quintessa from the PCs a while ago? Well, if one of the PCs hasn't already successfully planted a bomb, assume that one of the NPCs have, and that it goes off with an earth- shattering KABOOM! Having blown the bottom of the island out, water from the lake shoots into the air like a geyser from the center of the base, and the entire island begins to slowly A moon-beast typically attacks one to two sink. The massive explosion startles the opponents at a time, trying to grapple them moon-beast like a cat in a thunderstorm. Zorg with its tentacles. Once a victim is grappled starts barking orders and the PCs seem to be the moon-beast may, on consecutive turns, the least of the hydronauts' concerns. Damage continue to apply a sleeper hold (see p69 control has to be assessed, Bat-beings need of the SSZ rulebook). The moon-beast may to be tended, and everything that isn't nailed also attempt an 'improve hold' maneuver (p down needs to be nailed down. It's a perfect 70) in an attempt to pin its victim. Once a time for plucky humans to make an escape victim is unconscious or has his grappling attempt. target score (Heave + Strength Bonus) reduced to 0, he is considered prone and At your discretion the hydronauts may want to the moon-beast has a +20 to hit with its bite execute the poor moon-beast by disintegrator attack. blasts as an emergency measure. bombs (while its painted hull is intact, of 4.2 CALGARY CAVALRY course).

Back in town, the higher ups of SNAFFU 5.2 WINDING DOWN have been watching the horizon for the kind of explosion that has just happened. It is SNAFFU's resident doctor, Dr. Venus the signal to bring down the axe on any Blackbird, is available to treat any wounds hydronaut stragglers, and mount a rescue incurred during the mission. In addition, she's operation for any humans alive in the very interested in treating any characters that outpost. SNAFFU launches all of its may have been infected with moon-beast rocketships to crush what's left of the spores. Successfully diagnosing an infected hydronaut presence. They will certainly patient requires 1 hour and a successful make a dramatic rescue if the PCs are left Medicine skill check. Successfully treating an treading water in Ghost Lake. infected patient requires 3 days and a successful Medicine skill check.

SEQUENCE FIVE: What nobody knows is that Dr. Blackbird is a clone hunter. While she treats the PCs, she WILL THE REAL DR will try to surreptitiously scan them to detect if they are clones. Of course all of them have QUISLING PLEASE probably been reconstituted at some point, so STAND UP she already suspects they might be clones. Now would be a good time to decide if any of 5.1 MEET THE BOSS your PCs are clones. Choose wisely. Perhaps you don't want the player to know that her Once the PCs are rescued and returned to character is a clone; perhaps it's already been Calgary, they'll be introduced to Leonard decided when the character was created. If Dubranski, head of SNAFFU. He will show one of the PCs is a clone, it will make Chapter the PCs the cell where Quisling was being 4 that much more interesting. held (where applicable). It is open, and Quisling's body is inside, but the top of his 5.3 FURTHER ADVENTURES…. head has been sawn off and his brain is missing. Lt. Hogan is AWOL. Nobody A tadpole of the moon-beast, belly full of the knows where he's gone, or if they do flesh of a human or even its own brothers, has they're not admitting it. managed to stowaway in the equipment or clothing of one of the PCs. Now it grows on Dubranski offers the PCs membership into board Spaceship Zero, trying to survive and SNAFFU. If it hasn't already been done, killing the crew one by one a la the film Alien. SNAFFU will coat SSZ with a special paint that will help protect it from hydronaut The darkest night would shine smart bombs. They can also outfit it with If you would come to me soon atomic coil turrets (one or two, depending Until you will, how still my heart How high the moon on how stingy you feel, or how competent & - Ella Fitzgerald, Charlie Parker therefor worthy the PCs came across).

SBR (Smart-Bomb Resistant) Paint. When properly applied (Technical Build & Repair or Perform: Painting skill checks for unseasoned SBR painters), several coats of this special paint (available in many popular colors) makes a craft completely immune to the effects of hydronaut smart