| XP | Description |
|---|---|
| 5 XP | A percentage of the character's current monthly salary or credits |
| 10 XP | Small bonus, Commendation |
| 25 XP | Moderate bonus, Special recognition |
| 50 XP | Large bonus, Promotion, New service group |
All weapons require appropriate clearance. Unauthorized possession is treason. The Computer thanks you for your understanding.
| Weapon | Dam | ROF | Clip | Range | Cost | Notes |
|---|---|---|---|---|---|---|
| Laser Pistol | 1D6+2 | 1 | 20 | 50m | 100 | Standard issue. If yours is broken, that's treason. |
| Cone Rifle | 2D6+2 | 1 | 6 | 100m | 200 | Fires a spread of flechettes. Patriotic. |
| Plasma Generator | 4D6 | 1 | 6 | 20m | 500 | Also melts the user's hands. Feature, not a bug. |
| Slugthrower | 1D6+2 | 2 | 12 | 40m | 80 | Fires actual bullets. Primitive but effective. Probably treason to own. |
| Ice Gun | 1D6+1 | 1 | 8 | 15m | 250 | Freezes target solid. Thaw time: 1D6 minutes. |
| Flamethrower | 2D6 | 1 | 4 | 10m | 350 | Area effect (3m cone). Also removes evidence. Handy. |
| Stun Gun | Stun | 1 | 10 | 20m | 150 | Non-lethal. Target wakes up in time to be interrogated. |
| Tangleweb Gun | - | 1 | 6 | 15m | 180 | Immobilizes target in adhesive web. Requires STR 20 to break free. |
| Gauss Gun | 2D6+2 | 1 | 8 | 120m | 600 | Magnetically propelled slugs. Punches through most armor. |
| Neurowhip | 1D6 | 1 | - | 3m | 200 | Plus lingering pain effect (-2 to all rolls next round). Very persuasive. |
| Truncheon | 1D6 | 1 | - | Melee | 30 | Standard Internal Security baton. Approved for attitude adjustment. |
| Force Sword | 2D6+1 | 1 | - | Melee | 800 | Vibrating energy blade. Cuts through most armor. Very suspicious to own. |
| Sonic Gun | 1D6+2 | 1 | 10 | 20m | 300 | Cone effect (5m). All targets in arc must roll END or be stunned. |
Wearing unauthorized armor implies you expect to be shot at. Which implies you've done something to deserve it. Which implies treason.
| Armor | Protection | Cost | Notes |
|---|---|---|---|
| Reflec | 8 | 2,000 | vs. lasers only. Useless against a truncheon. |
| Kevlar | 4 | 1,000 | General protection. Shows suspicious level of forethought. |
| Power Armor | 10 | 10,000 | +2 to all physical actions. Battery lasts 1D6 hours. |
| Powered Combat Armor | 10 | 15,000 | RED clearance+. Full body exoskeleton. Tends to malfunction at worst moments. |
| Energy Cloak | 4 | 3,500 | Absorbs 4 points from energy weapons only. Stops working after 3 hits. |
| Ablative Armor | 6 | 500 | Single-use. Ablates away completely on absorbing damage. Very economical. |
All equipment is property of Alpha Complex. Misuse, loss, or unauthorized modification is treason. The Computer thanks you for your responsible citizenship.
| Item | Cost | Notes |
|---|---|---|
| Multicorder | 500 | Detects and analyzes various phenomena. Results may or may not be accurate. |
| Medi-kit | 200 | Heals 1D6 wounds. On a 1, applies wrong drug instead. |
| Com Unit | 100 | Long-range communication device. Also monitored by The Computer. |
| Bot Controller | 400 | Issues commands to standard bots. Bots may or may not comply. |
| ME Card | 50 | Mandatory Existence Card. Official identification. Losing this is instant treason. |
| PDC | 300 | Personal Digital Companion. All data synced to IntSec surveillance servers. |
| Docbot Diagnostic Kit | 600 | Medical diagnostic tools. Heals 2D6 but has 1-in-6 chance of unnecessary amputation. |
| Surveillance Kit | 450 | Cameras, microphones, and recording devices. Possession implies you don't trust The Computer. |
| Disguise Kit | 350 | Wigs, makeup, false uniforms. Obvious treason. Extremely useful treason. |
| Demolition Kit | 700 | Explosives and detonators. Contains enough boom to also take out the user. Classified ORANGE+. |
| Fake ME Card | 1,000 | Counterfeit identification. Treasonous. But so is getting caught without ID. |
| R&D Experimental Item | "Free" | Roll 1D6 on malfunction table every use. Effect determined by GM's sense of humor. Almost certainly lethal. |
This is a list of activities that are punishable by a loss of clone. If they are treason, they can result in summary execution. The number indicates the severity of the offense (1-20).
| Offense | Severity |
|---|---|
| Failure to take one's daily medication | 3 |
| Unauthorized sector access | 7 |
| Possession of contraband | 10 |
| Expressing dissatisfaction with Clone Services | 15 |
| Power | Effect |
|---|---|
| Telepathy | Read thoughts within 10m radius |
| Telekinesis | Move objects up to 5kg with mind |
| Electroshock | Deal 2D6 damage with touch |
| Roll | Location |
|---|---|
| 1-3 | Head |
| 4-6 | Torso |
| 7-8 | Arms |
| 9-10 | Legs |
| Offense | Classic | Straight |
|---|---|---|
| Failing to salute a superior | 10cr | 5cr |
| Questioning orders | 50cr | 25cr |
| Disobeying direct order | 100cr | 75cr |
Generating loyal Alpha Complex citizens on demand. The Computer approves of this efficient use of processing resources.
The Computer's approved randomization service. All results are final, binding, and probably your fault. The Computer thanks you for your cooperation.
Roll d20 equal to or under your skill value for success. 1 = critical success. 20 = critical failure. The Computer is always watching.
Roll a pool of d6s. Each 5 or 6 is a success. Each 1 is a Computer Die — the Computer is watching you and may impose complications. The Computer thanks you for this opportunity.
No rolls recorded. Every action leaves a record in Alpha Complex.
Every citizen of Alpha Complex belongs to a Service Group. Your Service Group defines your role, your equipment, your prospects for advancement, and the specific flavor of misery you will experience. The Computer has assigned you to the perfect group. Any dissatisfaction with this assignment is treason.
| Service Group | Primary Function | Common Equipment | Stereotype |
|---|---|---|---|
| Armed Forces | Military operations, external defense, weapons testing (on Troubleshooters) | Cone rifles, power armor, grenades, field rations (expired) | Loud, aggressive, convinced every problem is a nail. They are the hammer. They love the hammer. |
| Central Processing Unit | Data management, bureaucracy, processing requisitions that will never be approved | PDC, ME Card readers, form 27-B-stroke-6, rubber stamps | Pedantic, form-obsessed, will deny your emergency supply request because you used the wrong font. Genuinely enjoying it. |
| HPD & Mind Control | Propaganda production, housing assignment, citizen attitude management, mandatory happiness | Broadcasting equipment, happiness measurement devices, motivational posters (mandatory) | Disturbingly cheerful. Genuinely believes everything they say. This is either admirable or the most terrifying thing in Alpha Complex. |
| Internal Security | Surveillance, interrogation, treason detection, making examples of people | Truncheons, stun guns, surveillance kits, recording devices, very comfortable chairs (for IntSec only) | Suspicious of everyone, including themselves. Will find treason in a bowl of algae paste. Takes their work home with them. |
| Power Services | Reactor maintenance, energy distribution, keeping the lights on (occasionally) | Radiation suits (holes optional), Geiger counters, pipe wrenches, lead aprons | Fatalistic. Has stopped flinching at radiation alarms. Glows faintly in the dark. Very calm about all of this. |
| Production, Logistics & Commissary | Manufacturing, food production, supply chain management, algae paste quality control | Inventory scanners, packaging equipment, hairnets, officially approved taste-testing spoons | Has seen what goes into the algae paste. Will not discuss it. Refuses to eat in the commissary. Strangely thin. |
| Research & Design | Experimental technology development, weapons research, finding new ways to kill Troubleshooters with paperwork-approved methods | Lab coats, experimental devices (malfunctioning), safety goggles (shattered), clipboards | Dangerously enthusiastic. Considers "mostly survived testing" a success metric. Will hand you something that hums nervously and smile. |
| Technical Services | Infrastructure maintenance, equipment repair, keeping Alpha Complex from collapsing entirely | Tool kits, duct tape (authorized), replacement parts (wrong size), maintenance manuals (outdated) | Chronically overworked, deeply unappreciated, and the only thing standing between civilization and total infrastructure collapse. They know this. So does everyone else. No one cares. |
Secret Societies do not exist. Any citizen claiming knowledge of Secret Societies should be reported immediately to Internal Security. The following table is purely hypothetical and is provided for entertainment purposes only. The Computer is not concerned. The Computer is ABSOLUTELY NOT CONCERNED.
| Society | Goals | Typical Activities |
|---|---|---|
| Anti-Mutant | Identify, expose, and eliminate all mutants from Alpha Complex; "genetic purity" for citizens | Running unauthorized genetic screening, denouncing suspected mutants, collecting hair samples from colleagues |
| Communists | Overthrow the class system of Alpha Complex and redistribute resources equally among all citizens | Distributing subversive literature, holding secret meetings, arguing about whether INFRARED citizens count as the proletariat |
| Computer Phreaks | Gain unauthorized access to The Computer's systems, expose its secrets, and generally make trouble | Hacking terminals, stealing clearance codes, discovering things they really should not know |
| Corpore Metal | Replace biological components with mechanical ones; achieve immortality through cybernetics | Installing unauthorized implants, recruiting Troubleshooters for "upgrades," arguing that a bot uprising would be fine actually |
| Death Leopard | Have as much fun as possible before dying; chaos is a lifestyle, not a strategy | Unauthorized parties, recreational drug experimentation, blowing things up "for the aesthetic," cackling |
| First Church of Christ Computer-Programmer | Worship The Computer as a literal deity; achieve divine favor through perfect obedience | Holding prayer meetings to The Computer, writing scripture from maintenance manuals, reporting heretics (everyone) |
| Free Enterprise | Establish a free market economy in Alpha Complex; profit is the highest virtue | Running black markets, trading restricted goods, charging outrageous prices for basic necessities with zero shame |
| Frankenstein Destroyers | Destroy all bots and automated systems; return Alpha Complex to human control | Sabotaging maintenance bots, dismantling automated systems, being deeply inconvenient for Technical Services |
| Humanists | Preserve pre-Catastrophe human culture, art, and history from The Computer's sanitized version | Hoarding pre-approved books, performing banned art, meeting to discuss feelings (deeply suspicious) |
| Illuminati | Secretly control all other secret societies and eventually Alpha Complex itself; nobody knows their true goals | Manipulating other societies from behind the scenes, placing agents everywhere, never revealing anything, being smug |
| Mystics | Develop and harness mutant powers as a path to enlightenment; transcend the physical | Meditation sessions, psychic training exercises, accidentally reading other members' minds at inconvenient moments |
| Pro Tech | Preserve and advance technology; ensure no knowledge of pre-Catastrophe tech is lost | Hoarding technical manuals, reverse-engineering equipment, fixing things that were meant to stay broken |
| Psion | Unite all mutants under one banner; establish mutant rights and mutual protection | Identifying other mutants, running a support network, practicing powers in secret, very anxious all the time |
| PURGE | Destroy The Computer and the entire system of Alpha Complex; burn it all down | Sabotage, assassination, infrastructure destruction, genuinely terrifying the other secret societies who thought they were radical |
| Romantics | Recreate idealized pre-Catastrophe society based on heavily romanticized historical misreadings | Wearing historically inaccurate costumes, holding "medieval banquets" with algae paste, jousting with mop handles |
| Sierra Club | Restore natural environments within Alpha Complex; find the Outside and make it livable again | Maintaining secret gardens, smuggling plants, mapping maintenance tunnels that might lead Outside, touching grass |
Alpha Complex operates on a strict need-to-know basis. You do not need to know. The Computer has determined what you need to know, and it is less than you think. Unauthorized access to higher-clearance areas is treason. Unauthorized knowledge of higher-clearance matters is also treason. Ignorance, however, is not an excuse. This is fine.
| Clearance | Color Code | Access Level | Typical Roles | Life Expectancy |
|---|---|---|---|---|
| INFRARED | Black (below visible spectrum) | Dormitories, basic work areas, cafeteria (algae paste section). Everywhere else is unauthorized. | Menial laborers, equipment fodder, the mass of humanity The Computer runs on | Surprisingly long — nobody bothers to shoot them |
| RED | Red | RED-coded corridors, basic service areas, Troubleshooter team quarters | Troubleshooters (new clones), junior service group workers, recently promoted INFRARED citizens | Very short. Statistically alarming. |
| ORANGE | Orange | ORANGE corridors, most service group work areas, some storage facilities | Mid-level service group technicians, experienced Troubleshooters (those who survived RED) | Moderate. Starting to understand how things work. |
| YELLOW | Yellow | YELLOW sectors, administrative areas, better cafeteria options (actual food-like substances) | Senior technicians, junior administrators, Troubleshooter team leaders | Decent. Getting good at ducking. |
| GREEN | Green | GREEN zones, mid-level administrative areas, access to actual historical records (approved versions) | Section managers, experienced administrators, IntSec junior officers | Good. Has learned when to look the other way. |
| BLUE | Blue | BLUE sectors, sensitive administrative areas, classified data archives (some) | Department heads, senior IntSec officers, experienced service group directors | Very good. Probably has kompromat on everyone below them. |
| INDIGO | Indigo | INDIGO zones, high-security installations, most classified data | Senior directors, High Programmer assistants, very senior IntSec officials | Excellent. Dangerous to cross. Knows it. |
| VIOLET | Violet | VIOLET sectors, High Programmer residences, nearly all systems access | High Programmer staff, senior advisors, the people who give orders to INDIGO | Near-immortal via clone replacement. Extremely well-protected. |
| ULTRAVIOLET | White (above visible spectrum) | Everything. Unrestricted. All of Alpha Complex. You. | High Programmers — the hidden rulers of Alpha Complex. They run The Computer (or it runs them; unclear) | Indefinite. Nobody above them to order their execution. |
The GM's secret currency of chaos. Earn PP by rewarding interesting player decisions, treasonous moments, and spectacular failures. Spend them to make the universe more interestingly terrible. The Computer does not officially acknowledge this system exists.
Track individual Perversity Points for each Troubleshooter. Players earn PP for good roleplaying, creative treason, spectacular failures, and making the GM laugh. They can spend PP to add a die to a roll, reroll a result, or invoke a minor plot twist. The Computer considers this system unauthorized. The Computer is wrong.
Click a Troubleshooter's name field to rename them. Use the +/- buttons to adjust their PP total.
| Cost | Effect |
|---|---|
| 1 PP | Reroll one die from a recent roll and take the better result |
| 2 PP | Add +1d6 to a roll (declare before rolling) |
| 3 PP | Invoke a minor plot convenience (find a useful item, recall a relevant fact) |
| 4 PP | Delay the effects of a treasonous act until a dramatically appropriate moment |
| 5 PP | Activate your Secret Society's special ability once this session |
| 6 PP | Survive what should have been a fatal incident (clone activated at full health, previous clone "miraculously" survives) |
Each Troubleshooter has six clones. Click a clone number to mark it terminated. When all six are gone, that citizen's service to The Computer is complete. The Computer thanks them for their service record. Their service record has been deleted.
| Situation | Rule |
|---|---|
| Clone Death | Player activates next clone immediately. New clone arrives with fresh equipment (usually). |
| Personality Continuity | New clone retains skills, stats, and memories from most recent backup — which may be out of date. |
| Memory Wipe | Some deaths result in partial or full memory wipe. GM discretion (and malice). |
| Final Clone | On clone 6, player should be tense. Very tense. Encourage this. |
| All Clones Gone | Player creates new Troubleshooter. Previous mission continues uninterrupted. |
The Computer has an announcement. The Computer always has an announcement. Listening to the announcement is mandatory. Enjoying the announcement is encouraged. Questioning the announcement is treason.
Session notes, mission status, treason suspicions. This report is classified. You are reading a classified document. This is noted.