TEXT: BY 
  DOMINIC COVEY
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  MR 2
   PLAYTESTING: 
  DOMINIC COVEY, CHRIS DAVIS, CHRIS DERNER, 
  CHRIS HOOVER,  RYAN KELLEY, ETHAN RIPPLINGER, 
  AARON WIGGINS, CHRIS COVEY. 
  ART: J. LONGENBAUGH, DOMINIC COVEY
  CARTOGRAPHY: DOMINIC COVEY
  EDITING: CHRIS VAN DEELEN, CHRIS DAVIS 
  LAYOUT: CHRIS DAVIS
  
  2
  At the start of Chapter 2 the PCs, at the behest 
  of the Enforcer Commissioner, have begun an 
  investigation into the brutal murder of Nathaniel 
  Durante, a wealthy - and apparently mysterious - 
  member of Metropolis Rho’s aging elite.  Apparently 
  unafﬁliated with the gangs that rule the city, and with 
  few friends to speak of, they are the only hope for 
  bringing justice to his killer.  Unbeknownst to the 
  PCs, however, they have unwittingly put into motion 
  a series of events that will lead them - if not the entire 
  city - towards a precipice of total chaos.
  For now, however, the PCs are merely trying 
  to understand the man that was murdered, while 
  struggling with limited resources to lay down a 
  framework for their investigation.  Unfortunately 
  for their efforts, in Chapter 2 the PCs are slightly 
  sidetracked by another series of events that seem, at 
  ﬁrst, to be totally unrelated - a massive food riot led 
  by an enigmatic underworld ﬁgure, a man known 
  only as “Morton”.
  Throughout Chapter 2 the PCs doggedly pursue 
  their investigation of the Durante case, while also 
  unraveling the veil of secrecy surrounding one of the 
  city’s most subversive criminal groups, the “Mutant 
  Underground”.  Coming face to face with the city’s 
  darkest side, the PCs also begin to string together the 
  truth behind Nathaniel Durante and the mysterious 
  girl “Therese”.
  Chapter 2 begins with a visit to Commissioner 
  Thorwal of the Enforcers, the man who has appointed 
  the PCs directly to the Durante case.  It is a chance 
  for the characters to meet their leader, and at the same 
  time create a picture of his tragic countenance and 
  indeed a portrait of the city’s degenerate nature itself.
  MEETING WITH THE COMMISSIONER
  Sometime after the initial phase of their investigation 
  of the Durante case (perhaps after they have visited 
  those sites listed in the Investigations section of 
  Chapter 1) the PCs are summoned for a brieﬁng 
  with Commissioner Thorwal.  This scene sets the 
  stage for the PCs’ developing a sense of the “true” 
  Commissioner (that is, a man who yearns for a time 
  that can never be had again), and offers them a 
  chance to glean more information about the people 
  they serve, including the Mayor.
  The scene here does not describe how the PCs are 
  summoned to the brieﬁng; since it can happen at any 
  time you, as GM, choose.  When the time comes the 
  PCs either receives word on the radio (if they are out 
  on the job) or from the desk sergeant at the precinct 
  (if they are back at HQ at the time).
  CHAPTER TWO: TRAIL OF TREASON
  CHAPTER 2 RUMORS:
  1.  A new form of Cat has hit the streets, a real killer.  Fries your brain with one use.  Those in the know are 
  claiming the East Side Boys put it out to hurt the drug market.  If it’s true the East Side Boys are through; 
  none of the gangs are going to stand for it.  Mostly true; a deadly form of the drug is being produced, but 
  by the Mayor’s gang, not the East Side Boys.  Pursuing this rumor may lead the PCs to the “Rumors of Bad 
  Cat” episode.
  2.  The Commissioner has gone soft.  Did you see what a ﬁasco he made of the sweep of the 
  Unproductives?  An entire squad was almost wiped out because of his incompetence.  The old man should 
  be replaced.  The truth here is entirely subjective. 
  3.  There are always stories coming from the outer zones of gangers trying to go beyond the Dome to 
  salvage guns, mines, and machine parts from the Barrier, but those who went were never heard from again.  
  This is true, largely because of the Zone Rangers and other barrier scavs who prey on anyone in the outer 
  zones, as well as the defenses of the Barrier, which are still very much intact.
  4.  Fargo Dan, leader of the East Side Boys, was seen at a black market hotspot the other night by members 
  of the West Side Gang.  Apparently there was a bloody shootout, but Fargo Dan and a handful of his men 
  got away.  He and his gang have become virtual outlaws since the Mayor started cracking down on them.  
  According to what I heard Fargo was trying to get his hands on some heavy-duty explosives...I wonder 
  what he wants them for?  True, Fargo Dan has successfully acquired explosives, which he plans to use to 
  destroy the transformer building at the city’s power station; see “Raid on The Power Station” for details.
  
  3
  The Commissioner’s ofﬁce is quiet and dark, 
  but no less impressive than you imagined.  
  The dying light of the day washes through an 
  enormous window overlooking the entire room, 
  painting everything in a golden color.  Outside 
  you can see the ugly cityscape spread out below 
  like a carpet, the cars and trafﬁc nothing more 
  than ants from this high up.
  Sitting in the center of the ofﬁce is a huge desk 
  cluttered with papers, glass ornaments, and even 
  a quill pen.  Apparently the Commissioner isn’t 
  here yet, for a high-backed leather chair sits 
  behind the desk, unoccupied.
  On one wall, illuminated by the fading light 
  of dusk, is a framed poster; by the looks of it 
  you guess it must pre-date the Fall.  The poster 
  depicts a romanticized image of an Enforcer 
  in full armor, standing beside a Terminator 
  patrol car.  Behind him a woman stands, child 
  in her arms, looking grateful for his sudden 
  appearance.  The man has one hand on his 
  sidearm, as he looks towards some unseen 
  perpetrator with a resolute and intimidating 
  stare.
  Below this comic book image are these words:  
  “To Protect And Serve”.
  A thin swirl of cigarette smoke rises from the 
  shadows, followed by the momentary glow and 
  fade of a cigarette’s bright orange tip.  Suddenly 
  you realize that the Commissioner has been here 
  the whole time, standing silent and unmoving in 
  the shadows, watching you.
  Stepping into the amber half-light, the 
  Commissioner is not what you expected.  The 
  black uniform with navy trim seems to have been 
  designed just for him, as if he were the template 
  for Commissioners going back a hundred years.  
  He stands tall without so much as a slouch, 
  as if standing at attention at an ofﬁcial police 
  funeral.  The analogy seems appropriate, for his 
  elderly face is lined with deep wrinkles, almost 
  suggestive of a deep and perpetual gloom over 
  his soul.  Almost 65 years old, his white hair is 
  neatly trimmed and worn straight back from his 
  face, revealing even more of his stark and grim 
  countenance.
  “Gentlemen,” he says, his voice gruff and 
  commanding, yet somehow fatherly and sad, 
  “you may be at ease.”
  For a moment he merely puffs on his cigarette, 
  staring once more out into the golden twilight.  
  He ﬁnally turns and notices your lingering 
  appraisal of the poster.
  “Things were different in those days...” he 
  says, a slight hint of melancholy in his voice.
  He motions towards a plain wooden cigar box 
  sitting on his desk.
  “Please, help yourselves to a cigar or 
  cigarette.  They are some of the few luxuries I 
  can offer you.”
  Whether or not the PCs accept the Commissioner’s 
  offer he immediately requests that they brief him on 
  their progress on the Durante investigation.  Allow 
  the PCs to sum up what they’ve found out.  This 
  should be as much a brieﬁng for the Commissioner 
  as a chance for the PCs to organize their thoughts, 
  bounce them off each other, and theorize.  During 
  the brieﬁng the Commissioner merely stands by 
  the window, staring out at the city, silently nodding 
  every now and then between puffs of his cigarette.  
  If you like (or if the PCs have gotten off the track) 
  use the Commissioner to guide the PCs along with 
  comments, suggestions, or theories of his own - but 
  always play him as a listener, contemplating what 
  they are saying and giving the PCs the image of a 
  man who may know more than he’s letting on.
  In truth the Commissioner was somewhat alarmed 
  when the name Nathaniel Durante came up (he 
  knows Durante was associated with the underground 
  physicians who work at the clinic at the old 
  University - the same place where Thorwal took his 
  wife to have his son delivered; see later for more on 
  this).  Aware that any connection to the clinic might 
  endanger him, the Commissioner has been giving the 
  case special attention, albeit on a very low-key basis.  
  He sees in the PCs a group who may learn too much 
  and, being unsure of their motivations, does not know 
  whether to fear them (they might come to reveal his 
  relationship with Dr. Cole) or to trust them as his last 
  hope for salvation.
  Concerning the Durante case, Commissioner 
  Thorwal has the following things to tell the PCs:
  • 
  The Commissioner can tell the PCs what they 
  probably already know:  Nathaniel Durante was 
  a wealthy individual, whom some might call 
  "eccentric", who seems to have given up on the 
  world and turned his highrise apartment into his 
  own personal "retreat".  He appears to have been 
  involved in a number of commercial interests at 
  one time or another, but eventually bowed out 
  due to what he believed to be a "degeneration" of 
  the city.  This the Commissioner says with some 
  irony in his voice; he shares a similar view of the 
  city, and wishes he could do the same.
  • 
  One of these "interests" appears to have been 
  with Krestal Fuels, but only as an investor; 
  he did not make any decisions concerning the 
  company.  In case the PCs didn’t realize it, the 
  PCs now have a lead to check on; they can 
  get the address of Krestal Fuels easily at the 
  precinct.
  
  4
  • 
  If they mention that Durante lived with a woman 
  (from the photographs, or the fact that there were 
  women's clothing in the Durante apartment), he 
  tells them there is absolutely no record of her.  
  Though they have a name ("Therese"), this isn't 
  enough to go on.  Therese doesn’t have a last 
  name so a more thorough search is impossible, 
  and so it’ll be up to the PCs to ﬁnd out who she 
  is and where she came from.
  • 
  If the PCs have learned that Therese may be 
  from the Outside and mention it during the 
  brieﬁng, the Commissioner is quiet for a moment 
  as he stares out the window.  He tells them in 
  an even voice that there is no evidence that life 
  survived the Fall outside of the Metropolis, and 
  on top of that nothing could get through the 
  Barrier; as such, the idea is preposterous.  A 
  Sense Motive check at DC 13 suggests he doesn’t 
  actually believe this himself (he is aware of the 
  BFT device which could in fact allow some to 
  cross the Barrier and escape the city; he learned 
  this from the City Computer); however, he won’t 
  discuss this further.
  • 
  If the PCs mention that Therese may have been 
  Durante's killer, he tells them that he doesn't 
  think she was the perpetrator.  If they ask why, 
  he tells them he "just has a gut feeling".  She 
  could have killed him a number of ways, and 
  a bullet wound to the head from the roof is by 
  far the most unlikely.  The murder of Durante 
  was a professional slaying, he's sure of it.  He 
  even suggests she may be already dead since 
  she might have been a witness to the crime.  
  However, unless the real culprit is caught there 
  is little doubt political pressure will be put on the 
  Enforcers to name her as the killer and close the 
  case quickly.
  • 
  If the PCs bring up that they believe Therese to 
  be alive, the Commissioner turns and gives them 
  a long stare, before returning to the window to 
  stare out at the city.  He tells them that if she 
  is, then she's doing a great job evading capture.  
  He suggests they give up on her and let her go 
  - the real killer is still out there.  A Sense Motive 
  check at DC 13 suggests the Commissioner has 
  sympathy for Therese; though he doesn’t even 
  know her, he knows she’ll probably go down 
  for a crime she didn’t commit.  Since he doesn’t 
  trust the PCs, he doesn’t want them tracking her 
  down.
  • 
  If they tell the Commissioner that they're going 
  to ﬁnd her anyway, the Commissioner doesn't 
  even turn from his spot.  He tells them that 
  if they do ﬁnd her, not to bring her in to the 
  precinct.  This should come as a surprise to 
  the PCs, as the suggestion is a total departure 
  from police procedure.  Before they can ask 
  why the Commissioner hints that they would be 
  doing their most sacred of duties - protecting 
  and serving the public - if they took her with 
  them until this all blew over.  “Take care of 
  her,” he says, “you never know what will 
  happen.  Something about this case...I’m just 
  afraid that by the time the truth is revealed the 
  face of the city may be changed forever.”  The 
  Commissioner won’t elaborate, but in reality 
  he fears for his own safety.  If his connection to 
  the underground clinic is revealed, he will be 
  ﬁnished.  However, while the death of Therese 
  would probably save him from being publicly 
  revealed (she is the only one, besides Dr. Cole, 
  who can identify him as having visited the 
  clinic), he would rather face his fate than see 
  another innocent person harmed.
  Depending on what the PCs ask him, you may need 
  to adlib the rest of the brieﬁng.  By and large the 
  Commissioner really only wants to check on the 
  status of the case, how the investigation is going, 
  and perhaps ﬁll in clues that the PCs may have 
  missed, or shed light on evidence they may have 
  underestimated.
  FOOD RIOT!
  TO -  All Squads
  SITUATION -  Code 404 (Food Riot In Progress)
  The city’s subterranean food processing plant has 
  suffered a temporary power failure due to aging 
  equipment.  Technicians have been bussed in to get 
  the plant’s machinery back online, but the shutdown 
  has come at a very bad time.  The week’s shipment of 
  protein chips has been delayed in distribution to the 
  Zones and poorer neighborhoods.  As a result, a food 
  riot has erupted in the Downtown sector.
  All available units are to proceed Downtown to 
  fortify the riot-control units already on scene.  Expect 
  heavy resistance getting to the site.  All units are 
  authorized to use their Peacemakers to full advantage.  
  No mercy for Unproductives.
  A report has been issued suggesting that these 
  riots may have been deliberately instigated, possibly 
  by a rival gang faction trying to destabilize the new 
  mayor.  All units are advised to keep an eye out for 
  suspicious goings-on during this clean-up operation.
  The message comes crackling over all 
  frequencies, no matter where the PCs are 
  headed.  This kind of thing has happened before 
  – and the city government is ALWAYS dedicated 
  to ending the unrest as quickly as possible.  As 
  
  5
  such, all units (including detectives) are to be 
  sent to the scene.
  As they arrive, Downtown is already a mess.  
  On the approach to the district, a smudge of 
  black smoke can be seen coming from various 
  small ﬁres rising from the maze of congested 
  streets.  This area in particular is a sprawling, 
  built-up, industrial neighborhood, home to 
  untold masses of workers from the city’s dying 
  factory complexes and production plants.  
  Meager faces, dirty and pitiful, stare out from 
  the boarded-up upper-story windows of many 
  buildings; children and elderly mostly.  Men and 
  women, with what strength they have left, have 
  moved to the streets to protest the lateness of the 
  food ration.
  As the PCs’ Peacemaker winds its way down 
  the streets, they ﬁrst pass scattered crowds of 
  the poor and malnourished urban dispossessed, 
  then, all at once as they turn one ﬁnal corner, a 
  mass of nearly 500 rioters gathered in an old city 
  park – one of the main food distribution points of 
  Downtown .
  Entering the scene, the PCs witness a mass of 
  20 plus rioters just now overturning a precinct 
  Terminator, less than ﬁfty yards away.  Two or 
  three rioters leap atop the overturned police 
  car in triumph, waving lead pipes in the air, 
  shouting to rally the people with them.  The 
  food distribution ofﬁce has been overrun, and 
  is burning from a well-placed Molotov cocktail 
  thrown through the window.  Near to where the 
  PCs pull up, a line of unsure ofﬁcers on foot 
  hesitate with riot shields and stun batons as the 
  crowds advance.
  They are quite relieved to see their backup 
  arrive.
  THE FOOD RIOT
  The situation is intense and out of control as the PCs 
  arrive. There is a mass of nearly 500 rioters in the 
  vicinity.  However, of these, only 30 or so are violent 
  and provocative at the moment.
  These are the primary threat as the PCs arrive 
  on scene, and must be dealt with to make an 
  example to the rest of the rioters.  However, special 
  considerations may cause the entire mass to turn 
  violent; see below.
  A second squad of ﬁve ofﬁcers waits on foot, next 
  to the PCs’ Peacemaker.  These ofﬁcers are equipped 
  as standard Enforcers, with Enforcer armor, riot 
  shields (treat as a tower shield), and stun batons.  
  They will draw their sidearm only if ordered to, or 
  if the crowds begin to get the upper hand.  Cut off 
  from their own radio (and thus precinct HQ), they are 
  ready to take orders from the PCs.
  The current situation is a matter left up to the PCs 
  to handle, but convey to the players the idea that 
  they are expected to break the riot with the help of 
  the dismounted units, and not leave them hanging 
  (professional courtesy perhaps, or “watch my back 
  when I need it, I’ll watch yours when you need 
  it” at the very least).  By now the players should 
  be sensitive to the value of earning PPPs, so they 
  probably won’t run!
  KEYED ENCOUNTERS TO THE RIOT
  The following lists possible encounters during the 
  Riot.  The GM can use them all, or ignore them if he 
  wants to tone down this particular episode; however, 
  encounters C and D are central to the purpose of the 
  episode.
  A. BARRICADES
  To block the entrance of vehicular units to the park 
  (and the riot), the rioters have erected makeshift 
  barricades from concrete dividers, corrugated iron 
  sections, fencing, etc.  These barricades present an 
  obstacle to vehicle movement in the park area.
  The PCs will have to bash through the barricades 
  with their Peacemaker, or break them down manually, 
  to get to the riot scene.
   Barricades:  ½ in. Thick; Hardness 10; hp 15; 
  Break DC 20.
  B. MOLOTOV COCKTAILS (EL 5)
  As they arrive on scene, a number of emboldened 
  rioters emerge from dark hiding places, from alleys 
  or the second story of nearby buildings.  Each of 
  these rioters has a Molotov cocktail; ready to rain 
  them down on the Peacemaker and any Enforcers it 
  unloads.
  Amid a rain of smashing and exploding homemade 
  bombs, the PCs ﬁnd that they are under serious 
  attack.
   Rioters (5):  HP 4 each.  Each of these rioters 
  is armed with a pair of Molotov cocktails.  Once they 
  have thrown all of their bombs, they will ﬂee.
  C. HUMAN SHIELD (EL 4)
  When the PCs come in range, a crazed ﬁgure in the 
  crowds, tripped out on Psycho (see New Drugs), 
  opens ﬁre with a machine pistol.  He has one full 
  round to act (roll Initiative normally, however; the 
  Enforces are expecting something like this after all).
  If the gunman survives one round of ﬁre, on his 
  next action, instead of moving, he grabs a ﬂeeing 
  woman by the neck and uses her as a “human shield”.  
  He then continues to ﬁre as normal at the Enforcers.
  The woman counts as three-quarters cover for the 
  enraged gunman, increasing his armor class by +7 
  
  6
  and giving him a +3 Reﬂex save bonus.  Any shots 
  made against the gunman that miss will automatically 
  hit the woman instead (probably killing her; treat her 
  as a Rioter).  The gunman can continue to hold her 
  for an entire round, so it is possible she blocks more 
  than one hit for him each round.  The woman can 
  only escape if she makes an opposed Strength check, 
  or if the PCs kill the gunman.
  The gunman will ﬁght to the death, clinging to 
  his hostage the whole time.  If the gunman is killed 
  without slaying his hostage, she will still ﬂee into 
  the crowds in panic, but the PCs may meet her 
  later to receive thanks and a possible reward (GM’s 
  discretion).
  GM’s Note:  The gunman has taken a dose 
  of Psycho and thus will receive +2 Strength and 
  Dexterity for the battle.
   Crazed Gunman (1):  HP 29.
   Female Bystander (1):  HP 7; treat as Rioter.
  D. RIOTERS (EL 7)
  As the PCs advance with their fellow Enforcers to 
  this point (within sight of the food distribution center; 
  see map), a mass of rioters begins to gather across 
  the littered, rubble-strewn park.  All at once the 
  mass surges forward to battle with the outnumbered 
  Enforcers.
  The rioters ﬁght with lead pipes, two-by-fours, 
  and other improvised weapons.  They only seek to 
  beat the Enforcers back, or make them ﬂee the scene.  
  They will approach in ragged packs of 10-15 (1d6+9) 
  individuals at a time; there are a total of 30 willing to 
  confront and ﬁght.
  Once these rioters have been beaten off, subdued, 
  or killed, the rest of the riot will lose momentum, 
  disperse, and clear out of the area.
   Rioters (30):  HP 4 each.
  WEAPONS AVAILABLE TO THEM
  The Enforcers have only a limited number of 
  weapons available.  Stun batons are acceptable, and 
  hand weapons may be pulled out to cut down the 
  rioters (however, this may provoke a very negative 
  reaction; see the Frenzy! sidebar).
  Alternatively, the PCs may employ the high-power 
  water jet in the Peacemaker’s turret.  Using this 
  weapon will not provoke the crowds any further.  If 
  used on the violent attackers, the jet acts like a 30’ 
  
  7
  cone; anyone caught within a Fortitude check (DC 
  18) each round or be knocked down and defenseless 
  for 1d4 rounds.  Rioters affected in this manner will 
  generally ﬂee after they gain their senses, instead of 
  getting back up to ﬁght.
  This is certainly the best option for dealing with the 
  more combative members of the crowd.
  FRENZY! 
  The riot could, at any moment, turn really, really 
  ugly.  If the Enforcers use excessive force (this could 
  be the use of grenades, incautious use of weapons 
  ﬁre into the crowds, etc.) that threatens innocent 
  bystanders, each time they do so (once per round 
  at most), roll 1d10.  On a roll of 8-9, a pack of 1d6 
  civilians from the crowds or nearby buildings join the 
  rest of the mob in ﬁghting what they perceive to be 
  “Enforcer brutality”.  These new arrivals are treated 
  as normal Rioters.
  On a roll of 10, however, the PCs’ actions bring 
  about an unexpected boldness in the entire mass.  All 
  at once, out of the blue, the last person to drop to 
  the PCs’ careless ﬁre causes the riot to break into a 
  full-ﬂedged frenzy.  A surge of human bodies rushes 
  forward in anger, creating a stampede towards the 
  distant line of ofﬁcers.
  At this point, for three full rounds, the number 
  of rioters engaged with each PC will triple (with 
  a minimum of three rioters per PC).  Instead of 
  attempting to beat back the Enforcers, however, the 
  crowds will attempt to kill them.  An Enforcer (PCs 
  included) that is brought down will be beaten until 
  dead (-10) by any rioters present.  When this occurs, 
  his weapons will be taken and turned on the other 
  Enforcers!
  On the fourth round, the swarm attack turns into 
  an impossible wave.  Make it clear to the PCs that 
  they must ﬂee.  Any NPC Enforcers remaining will 
  begin a full retreat, dropping weapons and shields as 
  they go to make speed.  However, in moments the 
  crowds catch up to them and they disappear among 
  the masses to the sound of gut-wrenching screams of 
  horror.
  If the PCs can make it to their Peacemaker, assume 
  the armor of the heavy vehicle protects them, and 
  they can drive off safely.  Those who do not make it 
  in time will suffer a similar fate at the vengeful hands 
  of the enraged mass of rioters!
   Rioters (Unlimited):  HP 4 each.
  DURING THE RIOT
  At some point during the riot, either during the “set” 
  encounters or during any rout, allow each PC a Spot 
  check (DC 15) to notice something unusual in the 
  crowds.  For those that succeed, read the following:
  From the rear area of the mass you see a 
  cluster of ﬁgures, shouting and whipping up the 
  rioters into their frenzy, keeping the momentum 
  going.  A few of the ﬁgures hand out weapons 
  – stones and pipes – but a single central ﬁgure 
  seems to be directing them, observing the scene.  
  This ﬁgure is a bald man of average height, 
  dressed in old clothes – but what is most striking 
  is his face, pink and red from awful birth scars, 
  one eye completely missing from its socket, and 
  the lower half of his face covered by a scarf.  At 
  the moment he stares back at you, a glimmer 
  of hatred in his single, cyclopsian eye, before 
  moving behind the line of men to help treat some 
  of the injured rioters.
  This little segment becomes important in the 
  next scene; the PCs should be discouraged from 
  attempting to track down this particularly dangerous 
  individual.  Pursuit of the man is impossible, due to 
  the mass of human bodies comprising the crowds.  
  Any attempt to shoot at him will scatter the rabble-
  rousers, but will only dilute them among the crowds.  
  The strangely deformed leader, whoever he is, will 
  get away.
  
  8
  AWARDING PPPS
  Police Popularity Points should be awarded once 
  the riot has ended.  Possible awards for this episode 
  include:
  +0.5 for every rioter killed in the riot, including 
  the Crazed Gunman (if it gets bad enough that rioters 
  have to be killed, being able to survive a human wave 
  will probably net the PCs quiet a few popularity 
  points).
  +1 for saving the Human Shield from harm.
  +2 for every NPC Enforcer that survives (after 
  the riot their fellow Enforcers will probably cite the 
  arrival of the PCs as having saved their lives).
  +1 to +5 for doing something dramatic during the 
  raid that might circulate around police HQ (this could 
  be saving the entire squad from total destruction, 
  coolly shooting the Crazed Gunman despite having a 
  Human Shield, etc.).
  SODOM
  TO - Squad 16
  SITUATION - Code 415 (Search For & Liquidate 
  Instigator of Downtown Riots)
  The footage from your Peacemaker’s camera 
  has been analyzed.  The image of a ﬁgure among 
  the crowds at the Downtown food riot has been 
  enhanced.  This is the man behind the riots, obviously 
  an anarchist with a simple nihilistic agenda of 
  destruction and violence.  He is known only as 
  “Morton”.
  You have been assigned to search for this rebel 
  ﬁgure and eliminate him.
  We have been able to track down Morton through 
  our contacts on the street.  With this information we 
  conclude that his headquarters are either located in, 
  or around, a club called 
  “Sodom” in the Downtown 
  area.
  Be careful.  Morton 
  surrounds himself with 
  allies and cronies.  He is 
  obviously dangerous, with 
  little concern for law and 
  order.  Though they did 
  not appear to be armed at 
  the riot, he and his men 
  may be carrying concealed 
  weapons.  The Mayor has 
  given you license to use 
  whatever force is necessary 
  to bring him down.
  DOWNTOWN BY NIGHT
  Downtown is the heart of 
  Metropolis Rho, a pulsing, 
  throbbing, living city in 
  its own right.  Here, under 
  the shadow of distant Titan 
  Tower and its family of 
  monumental sky rises, life 
  has continued to thrive (or 
  more accurately, fester) since before the time of the 
  great Fall.  Though smog hangs heavy in this part 
  of the domed city, the skyline still manages to glow 
  strange muted shades of green, pink, and purple - 
  reﬂections of the tens of thousands of neon signs that 
  adorn virtually every building in this Mecca of sin 
  and debauchery.
  The streets of downtown are crowded with people, 
  day and night, most patrons of the district’s countless 
  drug dens, “furniture” outlets, brazen sex clubs, 
  and openly advertised orgy parlors.  The cracked 
  sidewalks and grafﬁti-painted buildings seem stained 
  not merely by their great age, but by the endless 
  stream of faceless hedonists that have pursued their 
  degenerate pastimes here since the city was ﬁrst 
  established in mankind’s golden era.
  When the PCs head downtown it is most likely 
  evening, since this is the time that most clubs 
  (including Sodom) will be open for business.  As the 
  PCs narrow in on the address of Sodom, the streets 
  only get uglier and more congested, ﬁlled with all 
  manner of colorful people, gangers, and low-lives 
  moving in and out of the chromatic half-light of 
  overhead signs.  Within a few minutes they arrive.
  
  9
  THE CLUB
  Sodom is just like the Biblical city of the same name, 
  a haven for creeps, weirdoes, outcasts, wanted men, 
  and scum of all kinds.  No one gang has control 
  over Sodom and the surrounding block (though 
  the aptly-named “Sodomites”, a local gang, have a 
  strong presence here), making it a violent, dangerous 
  place both day and night.  Cars line the streets in all 
  directions, while thugs, hoods, and roving furniture 
  prowl the neon-illuminated sidewalk, alleyways, 
  and street itself.  Trafﬁc moves at a snail’s pace; not 
  surprising considering the volume of destitute whores 
  and pimps using the road like it was their personal 
  catwalk.
  When the players are ready, read the following:
  Sodom is located up ahead, down a garbage-
  strewn alley off the main, crowded street.
  As you walk down the alley, you are acutely 
  aware of the sense of being watched, but on 
  either side you only see abandoned buildings, 
  their windows boarded up, their ﬁre escapes so 
  badly rusted that you wouldn’t trust them even in 
  a life or death emergency.
  Moments later you hear the sounds of 
  pumping, pulsing music, and begin to see the ﬁrst 
  druggies and scags that patron the club.  A few 
  walk by without even looking at you, while those 
  that do give you odd stares - not frightened, but 
  almost amused.
  Once more you are alone in the alley, and 
  turning another corner you see the club at the 
  end of the street.  Garbage cans, rubble, an 
  abandoned car or two, and lots of refuse clutter 
  the alley, making it impossible to reach on 
  wheels.
  Two small children, a boy and a girl, are 
  playing in the garbage of the empty alley out in 
  front of the club.  They stop giggling when you 
  appear.  Both stand at the side of the alley as 
  you pass by, staring at you.  They appear to be 
  brother and sister, for they share similar features 
  and the same striking blue eyes.
  The two children are obviously no threat to the PCs, 
  and they merely watch the party go by.  If spoken to 
  the two kids don’t respond, instead giggling eerily as 
  they run off down a side alley and out of sight...
  The entrance to Sodom stands before the PCs.  
  They can enter at their own risk.
  GOING INSIDE
  The club is unlike anything the characters have ever 
  seen – it’s a true pit of decadence and anti-social 
  unconformity.
  Loud music rocks through the dark and smelly 
  interior of the place – an interior that deﬁes 
  description and measurement, comprising numerous 
  levels, overhead catwalks, and mirrored paneling to 
  make it look bigger (or smaller) than it truly is.  Huge 
  dance ﬂoors where masses of life-drained youths and 
  burned-out dope ﬁends pack the ground ﬂoor; stairs 
  lead up to industrial-style metal walkways where 
  men and women (not necessarily in that combination) 
  meet for public intercourse over the heads of those 
  below.  Cages containing withered furniture, clad 
  in obscene outﬁts (if any) dangle overhead, slowly 
  swaying as the woman inside dances or gestures to 
  passerby for a pity ﬁx.  Dealers from various gangs, 
  along with small-time independent hoods, move 
  about the masses or lurk in corners, looking for any 
  opportunity to introduce themselves and sell the latest 
  street drug to passerby.
  No one sex is predominant here, or at least so it 
  seems.  Men dress as women, women dress as men, 
  and combinations are abundant.  The vast majority of 
  patrons appear to be transvestites or transsexuals, or 
  at least dress like it; the sight of lewd acts committed 
  shamelessly and the smell of abundant bodily ﬂuids 
  are almost an assault to the unprepared.
  As the PCs enter, they are soon swallowed by 
  the huge crowds.  They stick out and are given a 
  wide berth by the degenerate population of the club 
  (who don’t want to get busted); it is a safe bet these 
  obvious “bronzes” will be watched.
  On an elevated platform at the heart of the club, 
  stands the house “band”, performing a bizarre 
  version of “How Soon Is Now?” that seems to be a 
  chaotic mix of metal/techno music.  A motley blend 
  of androgynous freaks, they play a combination 
  of futuristic instruments that look like they were 
  assembled from bits of trash and salvaged parts.  The 
  lead singer, tall and willowy like a dying tree, is so 
  pale that he looks like a corpse, his entire throat torn 
  out and replaced by a metal contraption that causes 
  his voice to echo in haunting robotic inﬂections 
  through the microphone.
  FINDING THEIR MARK (EL 3)
  The crowd here at the club is so thick that trying to 
  pick one man out from the rest seems impossible.  
  The PCs will have to work the crowd, asking around 
  in as subtle a manner as possible if they’re going to 
  get anywhere.
  Unfortunately for the PCs they are not exactly 
  popular here.  Initial requests are met with rude 
  glances, cheap insults, and angry stares.  Some 
  patrons merely turn their backs on the PCs; others, 
  intimidated by their presence (and weapons) shrink 
  away, meld into the crowds, etc.  Eventually their 
  mere presence begins to disrupt things, as more 
  patrons stop dancing and start clearing out of their 
  way.  The band, sensing the energy is dying (and 
  identifying the appearance of a bunch of “bronzes” as 
  
  10
  the reason) decide to make things right.
  With an ear-piercing drone coming from his mike, 
  the anemic leader of the band singles the PCs out 
  among the crowd and begins harassing them.  He 
  starts with typical anti-Enforcer slurs, but soon begins 
  to mock the party members on a more personal level 
  (since his repartee depends on the player characters’ 
  appearance, you may have to adlib when role-
  playing).  Needless to say this is highly entertaining 
  for the crowd, who begins laughing, shouting, and 
  throwing their ﬁsts in the air in a show of deﬁance 
  against the law.
  Of course the PCs have a chance to come back 
  with some sly remarks themselves, but their banter, 
  successful or not, has the same effect regardless - 
  either they make fools of themselves and are laughed 
  at by the performers and crowd, or they damage the 
  lead singer’s ego enough where he pushes to the 
  next level.  In either case, soon the tension begins to 
  mount.
  Eventually the lead singer boldly spits on the 
  Enforcers to show his hatred of them.  The “banter” 
  will probably end there (in violence), but if the PCs 
  somehow show restraint this only angers the band 
  even more, and they immediately jump onto the 
  PCs from the stage and engage the party in a vicious 
  brawl.
   Band Members (6):  HP 5 each; treat these 
  men as Sodomites, armed with metal batons and 
  clubs.
  During the brawl the whole club erupts in chaos.  
  The crowds gather around the central performing area 
  to watch the Enforcers battle it out, but none will get 
  involved (while they mostly despise Enforcers and 
  may kick or throw bottles at the PCs when they get 
  the other hand, most aren’t ready to get into serious 
  trouble and thus stay out of the ﬁght).
  Sooner or later the commotion near the stage attracts 
  people from all over the club.  On round four of the 
  brawl, allow each PC present to make a Spot check 
  at DC 15.  To those characters who succeed read the 
  following:
  Despite ﬂying beer bottles, broken chairs, and 
  the mass of human bodies surging forward to 
  cheer and jeer everyone involved in the brawl, 
  you see over the crowds to a distant part of the 
  club.  Emerging from a backroom to see what’s 
  going on, a group of seedy-looking men and 
  women move into the club for a better look.  You 
  immediately recognize one of them as Morton, 
  the man you’ve been sent to ﬁnd.
  Allow each PC who saw Morton to make another 
  Spot check, this time at DC 15.  If successful read the 
  following:
  The man you recognize as Morton looks in 
  your direction and seems to realize who you are, 
  as his one good eye focuses in on your faces and 
  gleams with knife-like precision.  He turns for a 
  moment to talk quickly to someone at his side, a 
  tall muscular man in an expensive black leather 
  jacket, looking like some sports hero slumming 
  it for the evening.  You instantly recognize this 
  second man as Steve Derek, star player of the 
  Titans, one of the most renowned and respected 
  sports heroes in Metropolis Rho.  What he could 
  be doing here, and in the company of a wanted 
  man, you cannot fathom...
  GM’s Note:  In reality Steve Derek is a mutant 
  himself, though the PCs may not know this yet.  
  Having met Derek through Dr. Cole’s clinic at the 
  old University, Morton has managed to convince the 
  young Bloodsport star to acquire weapons for his 
  movement (namely MAG-7 shotguns, which are used 
  in the sport).  Derek came here tonight to tell Morton 
  he doesn’t want to be a part of the ring anymore, 
  being afraid he’ll be caught and his secret exposed.
  When the PCs show up their meeting is abruptly 
  ended.  Morton, using a pre-planned exit strategy, 
  ﬂees towards The Hive; Derek ﬂees to a back alley 
  and gets away by car.
  CHASE UNDER SODOM
  Regardless if the PCs saw Derek or not, immediately 
  the group with Morton (a handful of his followers) 
  splits up, with men running in every direction, hoping 
  to avoid capture.  Morton and a handful of personal 
  guards run towards the back of the club, via  back 
  rooms; see the accompanying map.  In the chaos no 
  one seems too concerned, but if the PCs break from 
  the brawl and pursue, bouncers will come streaming 
  out to harass them (see below).
  GM’s Note:  If any of the PCs breaks from the 
  group to pursue Steve Derek, he manages to escape 
  with the help of some of his Underground friends, 
  using a secret passage hidden somewhere in the club.  
  The PCs probably won’t catch him.  If they somehow 
  predict he will ﬂee to the back alley they see him 
  shoved into a beat-up old car (with a handful of 
  Underground ﬁghters inside), which then drives off 
  just as they show up.
  KEYED ENCOUNTERS TO THE UNDERGROUND 
  (AREAS A-Z)
  The following lists the various areas inside and 
  beneath Sodom, including the Chud tunnels and “The 
  Hive” (see below).  Use this key while playing out 
  the chase.
  
  11
  A. CLUB (EL 3)
  This is where the chase begins.  Morton will ﬂee the 
  club and head towards the back rooms (Area B) in an 
  attempt to make it to the underground tunnels (see 
  below).
  As Morton ﬂees a handful of club bouncers will 
  try to impede the PCs to give Morton a chance to get 
  away.  These men are not mutants themselves, but 
  Morton is a popular enough ﬁgure around this area 
  that they will take his side over the Enforcers.  The 
  men will attack with bludgeoning weapons, hoping 
  to buy Morton time; after three rounds (or if the PCs 
  start to use lethal force, such as ﬁrearms) they will 
  back off and let them go.
   Sodom Club Bouncers (1 per PC):  HP 18 
  each.
  Only award the PCs experience points if they 
  defeat these opponents; intimidating them to stand 
  down will not earn the party any experience.
  
  12
  B. BACK ROOMS (EL 2)
  Chasing after Morton you manage to bowl 
  into a few drugged-out patrons on your way, 
  eventually stumbling into a back hallway.  In 
  the darkness you see no sign of Morton or his 
  followers, only a few anemic men and women 
  shooting up in dark corners and doorways.
  At the end of the hall you see a doorway 
  hanging slightly open.
  Morton has left two of his men behind to buy time.  
  These men emerge from hiding when the PCs pass by 
  them, hoping to take the Enforcers by surprise.  Like 
  the bouncers (above) these men attack not to kill the 
  PCs, only to injure them; if the PCs start shooting, 
  they will run away.
  Though these men are mutants, neither of them 
  has obvious deformities that will give them away.  
  As such the PCs will likely let them go once they 
  ﬂee/surrender.  If interrogated they pretend not to be 
  afﬁliated with the Underground, insisting they were 
  merely paid to give pursuing Enforcers a hard time so 
  Morton could get away.
   Underground Fighters (2):  HP 13 each; armed 
  with metal batons only.
  Only award the PCs experience points if they 
  defeat these opponents; intimidating them to stand 
  down will not earn the party any experience.
  C. TUNNELS
  The stairs at the end of this hallway lead down 
  to a small non-descript chamber beneath the 
  club, a concrete-walled room with a single bare 
  bulb shining weak light over a tiny table and 
  chairs.  A deck of cards sits on the tabletop with 
  a few half-empty bottles of beer, scattered as if 
  several men had just leapt up and abandoned a 
  game of poker.
  A broad crack in the concrete wall leads to a 
  dark, damp passageway on the other side.  There 
  is no light whatsoever down this tunnel, and a 
  rusted gate covers it.  The gate is open; beyond 
  can only be heard the sound of dripping water...
  The PCs have just arrived after Morton passed 
  through, gathering the last of his men with him for 
  an escape through the underground tunnels beneath 
  the city.  Morton is loathe to use this underground 
  “highway”, as rumors of the Chuds (see below) 
  frighten even him and his mutated followers.  Still, 
  with the Enforcers just a few paces behind, they’ve 
  decided to take the chance and make a run through 
  the underground.
  Treasure:  A canvas satchel hanging from a nail 
  on one wall contains two light rods left behind by the 
  Underground ﬁghters in their desperation to ﬂee.  The 
  PCs can take these to navigate the tunnels.
  If the PCs explore the crack in the wall, read the 
  following:
  You emerge in a concrete-walled tunnel almost 
  twenty-ﬁve feet high and thirty feet across, 
  apparently part of the old subway system that 
  once served the Metropolis during the time of 
  the Ancients.  Wall tiles lie scattered here and 
  there where they’ve fallen from the ceiling, 
  littering the three sets of iron rails with debris.  
  Old emergency lights high on the tunnel walls 
  no longer function, but a faint greenish light can 
  be seen up ahead, somehow ﬁltering through the 
  twisting tunnels and reﬂecting off of the glossy 
  tiled tunnel walls.  This is the only light to see by.
  The party has emerged among the old subway tunnels 
  that crisscross the city underground.  Constructed 
  hundreds of years ago to facilitate the Metropolis 
  population’s mass transit each day, these tunnels were 
  also intended to double as shelters in case the city 
  ever came under attack.  Though the tunnels were 
  never truly tested by the numbers the city planners 
  had hoped for, the tunnels did serve as bomb shelters 
  for a few urban homeless who refused to leave the 
  city when the call to evacuate came.  Fleeing into the 
  darkness, they proved impossible to track down, and 
  so they were given up for dead when the rest of the 
  city’s inhabitants evacuated.
  D. DEAD END
  There are a number of these ancient cave-ins in the 
  old subway system, evidence of the damage done 
  by the hand of time.  At this point the entire tunnel 
  terminates in a heap of rubble, completely blocking 
  further passage.
  E. RAIL CAR
  Up ahead the eerie greenish glow of the 
  tunnels reveals an ancient rail car sitting on 
  the tracks.  Covered in gang grafﬁti from ages 
  past, as well as a heavy patina of rust, the only 
  features discernable on the venerable hulk are 
  the blown-open windows and the half-opened 
  doors.
  The rail car proves to be empty inside, with rows of 
  bare seats (the leather having rotted away long ago 
  leaving metal wires and springs), some bits of trash, 
  and little else.
  
  13
  F. WATER-FILLED PASSAGES
  At this point the greenish light of the tunnels 
  illuminates a side passage - probably a 
  maintenance tunnel - that appears to be ﬂooded 
  with tepid, awful-smelling water.  Clusters of 
  sickly rats crowd the crumbling ledges and 
  rusted pipes that manage to stay above the water 
  line.
  These side passages are ﬂooded to about ﬁve feet 
  with opaque, polluted sewage water.  The PCs can 
  swim or even walk (with heads raised over the water 
  line) through these tunnels, but the experience is 
  unpleasant to say the least, and all equipment will be 
  waterlogged unless ported above the water.
  G. BIZARRE GRAFFITI
  At this point you notice strange grafﬁti 
  covering the tunnel wall.  The usual foul and 
  inane gang banter and slogans have been 
  painted over by a single large mark - a huge 
  upside down red triangle.  By the looks of it this 
  symbol was painted with human blood.
  This bit of grafﬁti marks the beginnings of “Chud” 
  territory here in the Underground.  The “Chuds” 
  (named after the monsters in an old horror movie 
  of the late 20th century) are a large “gang” of 
  underground-dwelling creatures descended directly 
  from the homeless who ﬂed to the subways and 
  sewers of Metropolis Rho during the Fall rather than 
  ﬂee like the rest of the city’s inhabitants when the 
  bombs began to fall.
  Today the Chuds continue to “infest” a large part 
  of the Underground, killing all who trespass into their 
  domain in a most gruesome manner (usually with 
  dicechains, bizarre weapons unique to their gang).  
  Encounters with Chuds have dropped off over the 
  years, however, in no small part because the new 
  arrivals (people from the surface who must now live 
  underground to avoid various dangers - and scrutiny 
  - from the surface) have struck a precarious balance 
  with the Chuds.  The people of the Hive (see below) 
  do not violate Chud territory, and in return, the Chuds 
  stay to themselves in the eerie and total darkness of 
  the deepest parts of the Underworld.
  Unfortunately Morton has no choice but to try and 
  make it through Chud territory to reach the safety of 
  the Hive.  As he passes through the Chuds become 
  enraged, and move to kill all “intruders” - Morton, 
  his Underground ﬁghters, and the PCs as well.
  Chud Knowledge: Characters that can make a 
  successful Knowledge (streetwise) or Knowledge 
  (current events) (DC 15) are aware of the Chud’s 
  existent and the other Chud background information 
  present above.
  H. DRAINAGE DUCT
  At this point the smell of sewage is almost 
  overpowering.  A huge broken sewer duct, large 
  enough for a man to crouch and walk through, 
  juts into the passage here spilling a steady 
  stream of polluted water into the tunnel.
  The presence of the duct here suggests that the city 
  underground was subjected to tremendous tectonic 
  forces during the attack on the Metropolis during 
  the Fall.  Numerous waterways were isolated and 
  others (such as this duct) were displaced so that 
  they emptied into previously inhabited parts of the 
  subterranean tunnel complex.
  Allow each PC passing the duct to make a Spot 
  check at DC 18.  If unsuccessful, they don’t notice 
  anything as they pass (though the Chuds at Area P 
  will be alerted).  If the check is a success, however, 
  read the following:
  As you pass the leaking duct you suddenly 
  notice movement somewhere down the shaft.  
  With gun raised you turn just in time to see a 
  shadowy ﬁgure dart down a side arm of the 
  sewage duct and out of sight.  As it vanishes from 
  sight, all you hear is the distant sound of rattling 
  chains...
  The shadowy ﬁgure is a member of the Chuds, 
  come to investigate the sound of Morton (and the 
  PCs) in “their” part of the Underworld.  The Chud 
  immediately ﬂees towards Area P to warn the other 
  Chuds of intruders.
  I. EMERGENCY SUPPLIES
  Up ahead you see an old rusted metal box 
  ﬁxed to the wall.  Stenciled yellow lettering on 
  the box’s door reads “Emergency Supplies”.
  Opening the rusted box requires a Strength check at 
  DC 13.  If opened the metal door comes off its hinges 
  and falls to the ﬂoor with a clatter that echoes like 
  thunder through the tunnels in every direction.
  Treasure:  Inside the box are supplies predating 
  the Fall, intended for use by maintenance personnel 
  or to help passengers stranded in the tunnel (by a 
  power outage) ﬁnd their way out of the subway.  
  These supplies include three light rods and a ﬁrst aid 
  kit.
  J. SCREAMS
  The ﬁrst time the PCs reach an area marked “J”, read 
  the following: 
  
  14
  The incessant sound of dripping water echoing 
  through the old subway tunnels is suddenly 
  interrupted by the sounds of shotgun blasts, 
  followed by a blood-curdling scream of absolute 
  terror.  Then, all is silent.
  The PCs can attempt to discern from which direction 
  the screaming came from.  If at least one PC succeeds 
  in a Listen check at DC 18 they can trace the sound 
  to Area K.
  The screams only occur once; if the PCs visit 
  another Area J they hear nothing.
  K. SCENE OF SLAUGHTER A
  The scene before you is lit by the intense 
  orange neon light coming from a discarded light 
  rod on the ground.  Lying nearby is the body of 
  one of Morton’s men, apparently ripped in half 
  by some unknown killer.  Blood covers his entire 
  torso, and appears to have showered much of the 
  nearby wall as well.
  Someone - or something - has traced a curious 
  symbol in his blood.  There, on the blood-covered 
  wall, is an upside-down triangle...
  This appears to be the source of the screams the PCs 
  heard at Area J.
  The body is of an Underground ﬁghter, who was 
  killed after he strayed from Morton’s main group and 
  got lost in the tunnels.  The Chuds followed the glow 
  of his light rod and attacked from all sides, killing 
  him with a dicechain (see Urban Decay for details on 
  this new weapon).
  Treasure:  A search of the scene nets the PCs a 
  light rod (with 7 1/2 hours remaining) and a MAG-7 
  with 2 rounds of ammo in the clip.
  L. FRESH MARKINGS
  Your light seems to glimmer off of something 
  up ahead.  Approaching you see a mundane 
  stretch of tunnel wall, except that a large symbol 
  has been painted on the tile.  An upside down 
  triangle.  The reddish “paint” seems quite fresh, 
  and even now drops of it trickle messily down the 
  wall.
  This sign has been drawn in the blood of the 
  Underground ﬁghters killed by the Chuds.  It is 
  a ﬁnal warning to the intruders to leave.
  M. CHUD AMBUSH (EL 2)
  This area is completely dark.  The PCs will 
  have to bring light sources of their own 
  to see by.  When they do a solitary Chud 
  hiding in ambush in an overhead sewage 
  duct will attack.
  The Chud will throw a dicechain at 
  whichever party member either looks the 
  weakest or, if none appears any worse off 
  than the others, is in the rear.
  Secretly check the Chud’s Hide (of +9) 
  against the party’s Spot checks.  There is a 
  good chance it will get the surprise on the 
  party.  If this is the case as soon as the Chud 
  attacks it moves down the duct and out of 
  sight with its move action.  Since the tunnel is 
  ﬁfteen feet overhead, the PCs will not be able 
  to pursue it.
   Chud (1):  HP 11.
  N. MORE SCREAMS
  The ﬁrst time the PCs reach an area marked “N”, read 
  the following: 
  As you walk through the pitch-black tunnels, 
  wary of every step, suddenly the silence is broken 
  by a single, terriﬁed scream:  “Jesus Christ, get 
  the fuck out of here!”  In an instant the sound 
  of automatic ﬁre erupts through the tunnels, 
  followed by more screams.  Then, total silence.
  
  15
  The PCs can attempt to discern from which direction 
  the screaming came from.  If at least one PC succeeds 
  in a Listen check at DC 18 they can trace the sound 
  to Area O.
  The screams only occur once; if the PCs visit 
  another Area N they hear nothing.
  O. SCENE OF SLAUGHTER B
  Entering this stretch of tunnel you are shocked 
  by what you see.  Blood is strewn everywhere, 
  on the walls, ground, and on the rusted subway 
  tracks.  Passing your light around you see 
  no sign of any bodies, only a few empty shell 
  casings.
  As you continue to search, one of you sweeps 
  a beam of light over an even more frightening 
  sight.  There, on the ground, you see an old 
  drainage grill, caked with rust.  But rising from 
  between the slats is a lifeless human arm.  As 
  you watch in horror the arm is pulled down 
  through the grill, getting caught at the wrist.  
  Suddenly the hand shakes and rattles violently, 
  as if someone under the grate was trying to 
  pull it through.  In an instant there is a loud 
  “crack”, as the wrist is broken, and the rest of 
  the dismembered appendage is sucked down into 
  darkness.
  The Chuds have attacked Morton’s group in force.  
  Though Morton and a few men managed to get 
  away, the Chuds claimed two of their number.  When 
  the PCs enter the Chuds have escaped through the 
  drainage grate in the ﬂoor, and are taking their 
  “trophies” with them.
  If the PCs move to the grate to peer/ﬁre down, the 
  Chuds are already gone.  They may catch a glimpse 
  of ﬂeeting shadows, but nothing more.
  P. CHUD ATTACK (EL 6)
  This area is completely dark.  The PCs will have to 
  bring light sources of their own to see by.  If they do 
  they will be detected by the Chuds waiting here, who 
  will then emerge to attack.
  Out of the darkness comes a collection of 
  garbled, guttural screams, as four “creatures” 
  covered in rag robes and capes come running 
  from the shadows on heavy, plodding feet.  Each 
  brandishes a massive black chain covered 
  in barbs and blades, still glistening with the 
  wetness of freshly drawn blood and gore.
  Four Chuds immediately move from the shadows to 
  attack the party.  The Chud with the highest Initiative 
  throws his dicechain in an attempt to immobilize 
  whichever member of the party carries the largest-
  caliber (or most menacing-looking) weapon.  The 
  others then move in to attack in melee, hoping to 
  provoke attacks of opportunity when and if the PCs 
  use their ﬁrearms.
   Chuds (4):  HP 11 each.
  Q. MORE CHUDS (EL 8)
  As you reach this intersection of tunnels you 
  take a moment to breathe.  You ﬁnd a number of 
  old oil drums and collapsed pipes to rest against.
  Your respite is interrupted, however, by a 
  strange sound coming from down one of the side 
  tunnels.
  At ﬁrst you assumed the sound was only a 
  natural noise made by the shifting of these 
  ancient tunnels.  But the sound soon grows 
  louder, as multiple voices join the chorus.  It 
  doesn’t sound like voices, or even words, but a 
  low, continuous “hiss”... 
  Allow the PCs one round to act (ready weapons, 
  prepare a defense, etc.).  Note that there is sufﬁcient 
  cover for the PCs to hide or take cover behind if they 
  think to do so (maximum of one-half cover).
  At the start of the second round the Chuds begin 
  to converge on the PCs’ location en masse.  There 
  are 24 Chuds in the pack coming down the tunnel, of 
  which 22 are armed with dicechains, and two with 
  weapons taken from dead Underground ﬁghters.
  When the Chuds attack they attempt to close in 
  as fast as they can.  Until they come within melee 
  range of the PCs the ones with ﬁrearms try to keep 
  the party pinned with gunﬁre.  If the Chuds end their 
  movement within 30 feet of the PCs the ﬁrst rank (no 
  more than six) will hurl their dicechains at the party 
  in an attempt to entangle them.
  Sometime during the opening phase of battle, four 
  of the Chuds who are not currently engaged with 
  the PCs will hurl the severed heads and arms of the 
  Underground ﬁghters they killed at the party.  This 
  does no damage, but each PC must make a Will save 
  at DC 15 or be shaken by the awful shower of body 
  parts.  This effect lasts until the PCs reach the Hive 
  (see below).
  GM’s Note:  This encounter has the potential to 
  overwhelm the PCs if they aren’t careful.  Luckily the 
  PCs can escape down the tunnel towards Area R if 
  things begin to get out of hand.
  If the PCs ﬂee half the Chuds will remain here 
  to guard this intersection, while the other half will 
  pursue.
   Chuds (24):  HP 11 each; two are armed with 
  MAG-7s with one box of ammunition apiece.
  R. SOUNDS OF CIVILIZATION
  Up ahead the weak greenish glow ﬁlling 
  the tunnels seems to grow a little stronger as 
  
  16
  it gleams off of the wet tunnel walls.  In the 
  distance, distorted by the curvature of the tunnel 
  walls and the bizarre properties of the maze of 
  subway passages, you hear the sound of people, 
  of laughter, and of strange music...
  Any character succeeding in a Survival check (DC 
  13) will see tracks leading off towards Area S.  These 
  are the tracks of Morton and his men.
  S. CAVERN
  Following the sounds of civilization you 
  emerge into an open cavern, crisscrossed with 
  fallen stone.  This appears to have once been 
  part of the old subway system, perhaps one 
  part of a sprawling station, but the size of the 
  chamber appears to have been diminished by 
  powerful tectonic activity sometime between now 
  and the time of the Ancients.
  The cavern ceiling is obscured by shadows, 
  and stalactites break up the otherwise ﬂat 
  surface of the station.
  This area was indeed once part of the old mass transit 
  system, but it has long been abandoned.  The cavern 
  is too far from the safety of the Hive for the people 
  there to visit, and the Chuds stay away because of the 
  ambient light that ﬁlters through from the Hive.
  Once the PCs reach this point the Chuds bitterly 
  give up the chase.  Unwilling to go any near the Hive, 
  the Chuds blend back into the shadows and return to 
  their territory within the deep tunnels.
  The cavern is empty.
  T. HIVE
  Emerging into the light you are amazed 
  by what you see.  Here the old subway 
  tunnel appears to have been expanded by 
  the industrious work of several generations, 
  for what once was a bare tunnel is now a 
  twisted and ingenious replica of the city streets 
  overhead.  Entire storefronts and side alleys 
  have been carved out of the rock, over which 
  glow numerous green and white neon signs as 
  tall as houses.  Hundreds of people move about 
  the artiﬁcial “streets”, wearing mere rags and 
  the soiled and dusty remnants of clothes.  A 
  few mangy individuals push old grocery carts 
  through the crowds, stacked high with salvaged 
  goods from the tunnels and even the surface 
  world, while grubby urchins stand outside 
  nearby buildings like unmoving ornaments to the 
  city’s poverty.
  A few men can be seen walking openly with 
  guns slung at their sides, smoking the stubs of 
  discarded cigarettes - and looking ready for 
  a ﬁght.  Prostitutes wearing skimpy plastic 
  miniskirts and see-through ﬁshnet tops recline in 
  shadowy doorways or openly bask in the glow of 
  overhead signs, beckoning lewdly to all passerby, 
  male and female, young and old.  Small groups 
  of even less-savory individuals congregate at 
  the entrance of dark alleys, the only evidence 
  of their presence manifested in the soft glow of 
  their cigarettes as they puff deeply, watching the 
  crowds pass by like predators waiting for the 
  right moment to emerge.
  Crackling electric signs proclaim the names 
  of various establishments, and it is these 
  signs that provide the only light to this bizarre 
  subterranean “town”.  Some appear relatively 
  new, while others appear to have been salvaged 
  from the surface and are so old that they blink 
  on and off at irregular intervals, creating a 
  nauseating strobe-light effect in one part of the 
  cavern or another.
  The sound of many voices, drunken laughter, 
  and even a few desperate cries echo through this 
  great maze.  Hundreds of indistinct bodies move 
  through the shadowy half-light of the ﬂuorescent, 
  artiﬁcial skyline.  Finding Morton in these 
  crowds will be next to impossible.
  The PCs have stumbled upon the Hive, a virtual 
  city-under-the-city that has been a refuge for various 
  downtrodden, outcast, and criminal elements of the 
  Metropolis for generations.  The Hive is described 
  more thoroughly in Urban Decay.
  As the PCs enter the maze of streets they ﬁnd 
  no sign of Morton or his men.  They’ll have to ask 
  around to get answers.
  When the PCs ﬁrst ask questions roll their Gather 
  Information checks.  However, regardless of what 
  they roll, use the following table to see what reaction 
  the natives of the Hive have to their questions and 
  intrusion:
  Roll
  Typical Response
  1
  “Eat this, bronze!”
  2-3
  “Get the hell out of my face!” (A few cheers of 
  solidarity from the crowd)
  4
  “Morton who?  Isn’t he the Mayor topside these 
  days?” (Laughter from the crowd)
  5
  “Nah, nobody came runnin’ this way.  Not recently 
  anyway.  ‘Course a few days ago some punks came 
  runnin’ through here, but they was just local kids.  
  No sir, can’t say that I saw anyone unusual today...”
  6
  “Kinda out of your element, eh bronze?  Why 
  don’t you back up to the surface where shit like 
  you belongs?” (A few cheers of solidarity from the 
  crowd)
  
  17
  The only way to get answers is to intimidate the 
  locals.  While they have no love for surface-worlders, 
  they don’t want to die either, and they aren’t all 
  mutant sympathizers here.  An Intimidate check (DC 
  13) gets one or two natives to fearfully admit they 
  saw Morton and “a few injured men” rush past just a 
  few moments before the PCs arrived.  If asked where 
  they headed, they give directions to the Market (Area 
  U).
  U. MARKET (EL 4)
  Up ahead the crowds grow even larger around 
  a massive central cavern.  Here old rail cars, 
  rusted to the very tracks of the subway tunnel, 
  sit strewn about the crowds, each converted 
  to a small shop, restaurant, or brothel.  From 
  these enormous antiquated hulks foul-mouthed 
  vendors call out their wares, mangy women serve 
  up disgusting slop, and whores lean out side 
  windows to attract passerby with sleazy come-
  ons.
  Ringing this central marketplace are other 
  businesses as well, their collection of bright 
  green neon lights casting a nauseating glow over 
  the sea of bodies crammed within the plaza.
  Allow the characters to make a Spot check at DC 13.  
  If successful, read the following:
  Through the crowds you see two of Morton’s 
  men running away.  As they turn and see you a 
  look of fear and surprise comes over their faces.
  If they win the Initiative, the two men immediately 
  attempt to ﬂee towards Area V.  If they lose the 
  Initiative and are ﬁred upon, they stand their ground 
  and ﬁght the PCs to buy Morton some time.
  When the shooting begins keep in mind that the 
  market is full of people.  As a result all combatants 
  are considered to have one-half cover (PCs included).  
  If a shot misses roll on the following table to 
  determine “collateral damage”:
  Roll
  Effect
  1
  Gunﬁre splashes across a nearby train car, causing 
  sparks to ﬂy.  People scream and run for cover.
  2
  Gunﬁre skitters off into the crowd.  As screaming 
  people ﬂee for their lives, the crowd parts revealing 
  a man inadvertently killed by a stray shot.
  3
  Shot accidentally hits a panicked civilian in the 
  chest, sending a shower of blood over nearby 
  Unproductives.
  4-5
  Shot accidentally strikes a woman in the stomach.  
  Several civilians gather to drag her out of the ﬁeld 
  of ﬁre, providing three-quarters cover for the next 
  target of a ranged attack.
  6
  Stray gunﬁre takes out one of the huge neon signs 
  surrounding the marketplace.  A brief ﬂash of light 
  from the exploding sign dazes everyone who fails a 
  Reﬂex save at DC 10; the effect lasts for 1 round.
  Only roll of this table for the ﬁrst three rounds of 
  combat; after that time the crowds clear out.  In 
  addition, the Underground ﬁghters will cease ﬁring 
  after two innocents are killed.  They will then try to 
  ﬂee towards Area V.
   Underground Fighters (2):  HP 13 and 8.
  V. ANGRY OLD MAN (EL 2)
  Out of nowhere a ragged old man comes 
  stumbling through the crowds, cursing and 
  screaming.  A ratty gray beard covers half the 
  man’s face and almost his entire torso, and a 
  wild mane of tangled hair streams back from his 
  forehead and down his back.  He wears rags, but 
  in his hands he brandishes a solid two-by-four.  
  Looking at you with ﬁerce angry eyes he shouts 
  through his yellow, peg-like teeth.
  “Ain’t nobody gonna fuck with Morton!  Not 
  on MY watch!”  With that he swings at you.
  Roll randomly which party member the old man 
  attacks.  He will use the two-by-four (base 1d6 
  damage) against that PC, breaking it with the ﬁrst 
  hit; thereafter he engages in unarmed combat, using 
  his Combat Martial Arts and Streetﬁghting feats to 
  hopefully knock the PC out.  He will then attack the 
  next PC, and so on.
  The old man is “Garrett”, a stubborn and angry 
  mutant sympathizer who lost everything when the 
  surface gangs killed his family in a gangland war.  He 
  now believes he has nothing left to lose.  As such he 
  will attack the Enforcers to buy Morton and his men 
  some time to escape.  If the PCs pull lethal weapons 
  on him (i.e. anything other than stun batons) he 
  will continue to ﬁght until brought to 10 or lower 
  hit points, at which time he will “surrender”.  If the 
  PCs try to arrest him he tries to tie them down even 
  further by resisting, struggling, and distracting them 
  - anything he can to buy Morton a few extra minutes!
   Garrett (1):  HP 31.
  W. TUNNEL ENTRANCE
  This street ends at a large subway tunnel that 
  stretches off into more darkness, leaving the ugly 
  glow of the Hive behind.  A few hookers and 
  gangers stand around, surprised as you break 
  through the crowds and charge towards the 
  entrance.
  Over the arched tunnel an old faded sign from 
  the time of the Ancients proclaims:  “Surface 
  Access”.
  
  18
  The people here will not interfere with the party 
  as they come through.  If asked they conﬁrm that 
  Morton escaped down the tunnel just a few seconds 
  before the party arrived.
  X. AMBUSH (EL 4)
  The tunnels here echo eerily with every 
  footstep.  The noise, music, and laughter of 
  the Hive is barely audible here, leaving you in 
  almost complete silence.
  The passage up ahead is dark, yet you hear 
  movement a few hundred yards down the tunnel.
  Though the PCs don’t know it, lying in wait for them 
  at this point are two of Morton’s men (plus any that 
  managed to escape the encounter at Area U).  These 
  men are hiding in the niches off the main tunnel, with 
  guns at the ready.  When the PCs come within range 
  they emerge from the niches to gun the party down.
  These Underground ﬁghters will ﬁght to the death.
   Underground Fighters (2):  HP 13 each.
  Y. INJURED FIGHTER
  Up ahead you see a solitary ﬁgure lying in the 
  dark.  It is a mutant, his ragged clothing soaked 
  with blood.  He holds a shotgun in one hand, 
  while the other struggles to staunch the blood 
  coming from his guts.
  As you ready your weapons, he pulls the 
  trigger of his gun to ﬁre but it is empty.
  A weak smile comes over the man’s deformed 
  face, revealing jagged, bloodstained teeth.  
  Dropping the gun to clench his stomach wound 
  with both hands, he lets out a short chuckle 
  before speaking.
  “Guess that’s it...can’t let him go, can you?  
  Gonna...kill Morton, that it?  You can’t stop 
  him...maybe you’ll kill him, but you can’t...stop 
  what he’s doing.  What he’s done.  We’ll still be 
  here...we’re as much a part of the future...as 
  anyone...”
  With that he passes away.
  The mutant has died from wounds incurred in the 
  tunnels escaping from the Chuds.  Morton carried 
  him this far before he refused to go any further.  
  
  19
  Morton reluctantly left him, escaping towards Area Z.
  Treasure:  If the PCs search the body they ﬁnd a 
  MAG-7 with no ammo, and an empty ready syringe 
  (previously ﬁlled with a single dose of a powerful 
  painkiller).
  Z. STAIRS TO SURFACE (EL 7)
  At this point the PCs see a concrete stairwell, at the 
  end of which is an old metal access door leading to 
  the surface.  The door is slightly open, suggesting 
  someone escaped out this way no more than a few 
  minutes ago.
  As soon as the PCs come rushing through the open 
  door, they ﬁnd they emerge in an alley somewhere 
  Downtown.  As they look for any sign of Morton, 
  two diminutive ﬁgures emerge from two side alleys 
  and block their passage.  Read the following to the 
  players:
  As you emerge into the light, you ﬁnd 
  yourselves in a garbage-strewn back alley 
  somewhere Downtown.  The sounds of trafﬁc, 
  honking car horns, and the crack of weapons 
  ﬁre echo through the maze of streets in every 
  direction.
  As you prepare to give chase to Morton, two 
  small children emerge from side alleys some ten 
  or twenty yards down the alley.  You immediately 
  recognize them as the children you saw outside 
  Sodom when you ﬁrst arrived, their unusual blue 
  eyes staring right at you.
  If the PCs try to move past, ask the children about 
  Morton, or even order the children to get out of their 
  way, continue reading:
  The two children stand their ground, staring 
  at your group with unblinking eyes.  Suddenly 
  you perceive something in these children you 
  didn’t sense before, an intangible “power” 
  that appears to have been masterfully hidden 
  beneath their child-like guises.  Though 
  outwardly resembling children, the twins no 
  longer look playful or even as insigniﬁcant as 
  they did before.  Instead their blue eyes look 
  coldly into yours, reminiscent of the vengeful 
  stare of a mother bear defending her cubs, 
  while their small mouths slowly transform into 
  frowns that seem to suggest a bitter feeling of...
  disappointment.
  “You’ve angered Morton,” the two children 
  say in unison, their collective voice much deeper 
  and louder than before.  The uncanny harmony 
  they create when speaking together causes you to 
  take a step back in caution.
  You can’t tell how, but you sense the girl’s 
  attention is focused intensely on you.  As she 
  stares the blue color of her eyes seems to grow 
  more vibrant, and all of a sudden a slight wind 
  blows down the alley picking up trash and 
  whirling it around.
  “Now you’ve done it,” says the boy, “you’ve 
  gone and angered us too...”
  It should be obvious to the PCs that the children are 
  not what they ﬁrst thought.  In reality they were both 
  mutant-born, possessing powerful mutations.  Morton 
  is part of their “family” (the mutant Underground), 
  and as such they will move to attack the PCs to keep 
  them from killing/capturing Morton.
  The twins, Logan and Jessica, resort to the 
  following tactics.  If Logan wins the initiative (quite 
  possible, due to his high Initiative modiﬁer) he 
  attempts to use his Charm Person ability to gain 
  one of the Enforcers as an ally in the battle.  Once 
  this is done, on her turn Jessica attacks a different 
  PC by using her Telekinetic Slam, which does 2d6 
  points of damage with a hit.  If any of the PCs uses 
  a particularly menacing-looking weapon (heavy 
  weapon, grenade, Molotov cocktail, etc.) she may 
  forgo this to use her Telekinetic Disarm instead.
  GM’s Note:  This encounter should be tough for 
  the PCs, and not just because they may have qualms 
  about killing children.  These two are not mere babes 
  as they might expect, but rather each is a powerful 
  mutant in his/her own right.  Knowing that once their 
  abilities are unleashed the Enforcers will probably 
  terminate them as “unlawful genetic aberrations” 
  even if they surrender, both children ﬁght to the 
  death.
   The Twins, Logan and Jessica (2):  HP 25 and 
  35.
  MORTON GETS AWAY
  During their ﬁght with the Twins (see above), Morton 
  escapes down a nearby alley where a van ﬁlled with 
  loyal ﬁghters has been waiting.  On the fourth round 
  of combat (if the PCs are still ﬁghting the children) 
  the PCs hear the van start up, followed by the sound 
  of its screeching tires as it leaves the area.
  If the PCs manage to ﬁnish of the Twins and arrive 
  before the fourth round, read the following:
  As you race down the alley you see Morton, 
  gun in hand, leap into a beat-up old van waiting 
  for him in the alley with the engine running.  
  As you prepare to ﬁre the van suddenly leaps 
  into motion, racing off down yet another alley, 
  even before door can close.  For a fraction of 
  a second you see Morton turn to look back, 
  memorizing your faces, before vanishing from 
  view.
  Morton has gotten away.
  
  20
  The pursuit is over - Morton has escaped.  Yet 
  their inability to capture the leader of the mutant 
  Underground, while disappointing to their Enforcer 
  commanders, is not held against them, especially if 
  the PCs tallied a high body count of Underground 
  ﬁghters!
  AWARDING PPPS
  Police Popularity Points should be awarded after the 
  chase.  Possible awards for this episode include:
  +1 for every Underground ﬁghter killed in the raid 
  (including the Twins).
  +1 for every Chud killed in the raid.
  +2 for discovering the location of the Hive.
  +0.5 for every civilian killed in the Hive.
  METROPOLIS COLISEUM
  Tie In:  The PCs may realize a visit to the Metropolis 
  Coliseum is in order when they observe Steve Derek, 
  star player of the “Titans” Bloodsport team, meeting 
  in the company of Morton, leader of the Mutant 
  Underground.
  THE COLISEUM
  The Coliseum of Metropolis Rho is one of the 
  largest structures still intact in the city after so many 
  generations.  Built long ago for the amusement of 
  the Ancients who once populated the city, this great 
  arena still keeps the miserable public distracted and 
  content - and numbed to the pain of everyday life in 
  the Metropolis.
  The Coliseum is a gargantuan structure, a true 
  monument to the greatness of the past, of the heyday 
  of the city in the years before the Fall.  In addition 
  to venerable architecture that seems to reﬂect and 
  pay homage to the glory of ancient humanity, the 
  Coliseum’s mighty ramparts are overshadowed by 
  gargantuan pillars, each topped by a ﬁfty foot tall 
  statue of Nike, the ancient goddess of Victory, with 
  one hand raised towards the heavens holding aloft 
  a wreath of ivy.  At one time elevated platforms 
  allowed the ﬂying limousines of important city 
  ofﬁcials to land far above the congested crowds 
  below and let their VIP passengers out on the upper 
  deck, but since few ﬂying cars remain in the city 
  these are now merely large gaping holes through 
  which the light of the games - and the sound of 
  carnage - spill out into the city sky every Monday 
  night.
  BLOODSPORT
  Today the Coliseum is used by the city’s distraction-
  starved population to hold weekly games of the 
  Metropolis’ favorite sport - Bloodsport.  Bloodsport 
  is a game in which all of the violence, aggression, 
  and over-sexualized aspects of Metropolis culture 
  are equally represented - and exaggerated.  Players 
  (male and female alike, as each gender has its own 
  particular appeal to the spectators) don form-ﬁtting 
  costumes that leave little to the imagination, with 
  only a modicum of armor to cover vital areas.  Armed 
  with razor-edged hockey sticks, pistols, and shotguns, 
  
  21
  they race around the track on rocket-powered 
  rollerskates, on top of speeding hoverboards, or 
  mounted on roaring motorcycles.
  The object of Bloodsport is to make goals by hand-
  carrying a ticking time bomb across the goal lines on 
  either side of the ﬁeld.  The bomb is set to explode 
  at a random time, so that no one knows when it will 
  go off.  When it does, the player (or players) in close 
  proximity to the ball are usually blown to shreds.
  Death, crippling injuries, explosions, vehicle 
  crashes, and dismemberment by razor-edged sticks 
  are all a part of the game.  It’s no wonder that 
  Bloodsport is the favorite game of the Metropolis!
  ARRIVING
  When the PCs arrive at the Coliseum the weekly 
  match of Bloodsport is about to begin.  Asking 
  around, the PCs ﬁnd that Steve Derek is joining his 
  teammates for tonight’s game.  As a result they will 
  be unable to question him until after the game.
  Though televised to every television set in the city, 
  seating at the indoor stadium is still at a premium 
  (there’s nothing like watching a game of Bloodsport 
  in person, and the Coliseum is the place to be on 
  Monday nights).  As such if the PCs stay to watch the 
  match they will have to buy tickets from scalpers for 
  750 credits apiece, or else muscle their way into the 
  nosebleed section and watch the game from up there.
  Once the game begins you can either describe the 
  action of a typical game of Bloodsport, or use the 
  mini-game provided in the Urban Decay sourcebook 
  for simulating a match.  After all, now might be a 
  good time to step back from the investigation and 
  allow the players to play the opposing teams in an 
  entertaining one-off side game.
  A brief overview of the sport (including rules in 
  case you want to play it as a side game) is given in 
  the sourcebook, Urban Decay.
  BETTING 
  Since the characters aren’t actually participating in 
  tonight’s game (of course), they can legally bet on the 
  outcome of the match.  This would be a good way to 
  make some extra credits.
  Currently the odds are in favor of the title-holding 
  “Titan” team (Derek’s team), though the “Giants” 
  team has been steadily rising in the ranks since their 
  defeat in the championship last year.  As a result the 
  payoff odds are 2-1 for the Titans, 3-1 for the Giants.  
  All bets must be made before the match begins, 
  and are paid out only when the match is ofﬁcially 
  declared “over”.
  MEETING IN THE LOCKER ROOM
  Whether or not the PCs watch and bet on the match, 
  at the end of the game the characters spot Steve 
  Derek leave the ﬁeld with his surviving teammates 
  to retire to the locker room.  The whole stadium 
  reverberates with cheering, the sound of bloodthirsty 
  fans winding down from the rush brought on by this 
  immensely popular sport.
  For the next 10-20 minutes the Coliseum becomes 
  packed as exhilarated spectators cheer the victors, 
  then slowly begin to leave in crowds.
  The PCs can get to the locker room by showing 
  their badges around to stadium security.  Many of 
  the men who work as security are former athletes 
  themselves, so attempting intimidation will likely 
  result in the party being in thrown out (or beaten up).  
  As such only a professional approach will work.
  The characters ﬁnd Steve Derek in the locker room 
  after being treated for minor injuries suffered in 
  tonight’s game.  When they enter they get stares from 
  the other players, but they quickly disappear into 
  the showers when the PCs again show their badges.  
  Though he is their teammate (and meal ticket), if 
  Derek is in trouble with the Enforcers, none of them 
  wants to be part of it.
  Derek immediately suspects the PCs are here 
  because he is, in fact, a mutant, regardless of what 
  they say or claim.  He has practiced for this dreaded 
  moment all his life, and smoothly slips into a well-
  rehearsed defensive posture while questioned.  He is 
  blufﬁng (he has a Bluff modiﬁer of +2, so DC 12), 
  and the PCs may be able to realize this when they ask 
  him questions.
  Derek appears willing to answer the party’s 
  questions, though he doesn’t hesitate to remind them 
  he has “places to go” now that the game is over.  He 
  will stay for a few minutes, however, if they insist.
  • 
  If the line of questioning gets hostile or 
  accusatory, Derek reminds the PCs that he is one 
  of the Titans' star players, and that he regularly 
  has dinner with the Mayor.  This is a none-too-
  subtle hint that if they annoy him, he won’t be 
  afraid to use his popularity to get back at them.
  • 
  If the PCs ask what he was doing at Sodom, 
  Derek turns angry (see above).  He denies 
  knowing Morton, and if pressed tries to leave.
  • 
  If asked about the Mayor's betting on him, 
  Derek looks annoyed.  He assures the PCs that 
  he has never been asked to throw a ﬁght - one 
  look at his record (24 wins, no losses) proves 
  that to be true.
  • 
  If the PCs ask him about Durante (or show 
  his picture), Derek says he does not recognize 
  him.  He is blufﬁng, however, and a Sense Motive 
  check may reveal this.
  • 
  If the PCs press Derek about Durante (including 
  threatening him - note, however, that mere 
  physical threats are not enough to intimidate 
  Steve Derek), he may relent, though he still 
  remains guarded.  He says Durante was "a rich 
  fan", who helped ﬁnance Derek's rise to stardom.  
  
  22
  They never had actual face-to-face contact, 
  however ("Durante was some kind of eccentric"), 
  and he hasn't heard from Durante in a while.
  • 
  If they mention Durante was murdered, Derek 
  merely stares at the PCs, hiding his emotions.  
  If the PCs make a Sense Motive check (DC 12) 
  they can tell he is devastated.  But he will say 
  nothing of it.
  • 
  If asked about Dr. Reginald Cole, Derek 
  pretends not to recognize the man.  In reality 
  Derek knows Cole from the University, where 
  Derek receives treatments for his genetic illness.
  • 
  If asked about Dr. Orson Grant, Derek 
  likewise feigns ignorance.  In reality, however, 
  he knows Dr. Grant’s name and remembers him 
  stopping by now and again at the University to 
  treat him and other patients.  He will not pass 
  this information on willingly, however.
  • 
  If any of the PCs insinuates that Derek's rise 
  to fame - and success in the games - has been 
  nothing short of "miraculous", Derek becomes 
  angry.  Barely able to contain his anger (he is 
  afraid they are insinuating he is a mutant, since 
  he does in fact have a mutation that makes him 
  especially effective in the Bloodsport arena), the 
  PCs can make a Sense Motive check (with a +4 
  circumstance bonus) to tell he is insulted and, 
  more importantly, paranoid that they might know 
  more than they are letting on.
  • 
  At this point Derek rises to leave.  If they try to 
  stop him, Derek again reminds them about "who 
  he is".  This should be enough to keep the PCs 
  off him...for now.  If not, he will call security, 
  and unless the PCs have solid grounds to bring 
  him in (more than just being seen talking to 
  Morton at the Sodom club), he will be free to go.
  AFTER THE GAME
  If the PCs wait until Derek comes out of the locker 
  room (through a guarded door at the rear of the 
  stadium) they can discreetly follow him home and 
  monitor his activities.  At roughly eight o’clock he 
  leaves the Coliseum in his sleek (and expensive) 
  Mustang Veil Slide hovercar, driving to his expensive 
  penthouse apartment in the Slam quarter, just 20 
  minutes away.
  At 8:19 p.m. Derek parks on the north side of 
  the building and enters at 8:20, greets the doorman 
  (also a trained guard with the authority to prevent 
  characters from entering the building uninvited), and 
  takes the elevator to his apartment on the top ﬂoor 
  (a posh bachelor pad with a breathtaking view of the 
  city with Titan Tower shining brightly over it all).  
  He stops only momentarily to check his answering 
  machine for important messages (there are none).  
  He then retrieves a second set of keys, locks up, and 
  returns to the elevator, taking it down to the basement 
  garage.  Here he unlocks a different car (a sleek black 
  SUV), and drives out the south side of the building.
  PURSUIT
  If the PCs have followed him they now realize he 
  is up to something.  If they pursue, however, Derek 
  proves to be a bit careless, though he may still make 
  a Spot check (with a +0 modiﬁer) to notice the party 
  following him.  The PCs can use either the Hide or 
  Drive skills (their choice) to avoid being seen.
  If Derek catches on that the PCs are following him 
  he tries to lose them in trafﬁc and along dark and 
  dirty side streets.  The characters must make three 
  Drive checks (opposed by Derek’s Drive checks; he 
  makes his checks with a +3 modiﬁer) to stay on his 
  tail.
  If Derek beats the PCs with any of these checks he 
  loses them in the Metropolis trafﬁc.  However if the 
  PCs are successful, they manage to catch up to Derek 
  without tipping him off that they’re back on his trail.
  Once he is sure he has shaken any pursuers, Derek 
  heads to the University of Metropolis Rho.
  STOPPING DEREK (EL 4)
  If the PCs stop Derek he will pretend to be going out 
  for a night on the town (check his Bluff of +2 vs. the 
  party’s Sense Motive).  If the PCs attempt to arrest 
  him or accost him, the Bloodsport hero will panic, 
  thinking they are too close to ﬁnding out about the 
  activities at the University.  Unwilling to let them 
  close down the University labs (see later for details), 
  he will attack.
  If there is some distance between Derek and the 
  characters he will pull his Colt Python and ﬁre, 
  hoping to tie the party down until he can get into the 
  back of his truck.  If he can reach his truck he pulls 
  out his trademark ripper stick from the back (he 
  always keeps it with him), and exchanges his pistol 
  for this more familiar weapon.  He then attacks the 
  PCs using ruthless Bloodsport tactics, ﬁghting to 
  either cripple or kill them by hacking them apart.
   Steve Derek (1):  HP 54.
  AWARDING PPPS
  Police Popularity Points should be awarded once 
  their visit to Steve Derek is over (for better or worse).  
  Possible awards for this episode include:
  -1 for the visit (the PCs automatically get a 
  negative reputation for harassing the city’s favorite 
  sports hero).
  -2 for insulting or threatening Derek.
  -5 for killing Derek, even in self-defense.
  
  23
  UNIVERSITY OF METROPOLIS RHO
  Tie In:  The PCs visit the University after following 
  Steve Derek from the Metropolis Coliseum.
  THE UNIVERSITY
  The University of Metropolis Rho was once one of 
  the great institutions of the city, a center of learning 
  and advanced research into various experimental 
  sciences.
  The University is now situated in a run-down, 
  abandoned part of the outer Zones.  During the Fall, 
  when the city was ﬁrst abandoned, the University 
  and the entire region around it was deserted and left 
  to decay.  Fires that claimed much of the city during 
  the chaos of the war also claimed many of these 
  neighborhoods, leaving entire blocks of burnt-out 
  shells and collapsed rubble.
  When the survivors of the Fall returned to the 
  Metropolis the reconstruction of the University was 
  one of the few long-term plans they accomplished 
  before their society began to break down.  Intended 
  to preserve the core of knowledge their elders still 
  remembered, and pass it on to future generations 
  so that Metropolis culture could be preserved, the 
  University served as the city’s sole institution of 
  higher learning for several generations.  But over 
  time, and with the disintegration of law and order 
  in the Metropolis, the University was once again 
  abandoned as funding - and interest - dried up.
  Today the University grounds are abandoned; its 
  mighty buildings (once erected as a monument to 
  human knowledge) turning gray and crumbling under 
  the withering clouds of smog that ﬁll the city.  Huge 
  statues of ancient philosophers (Socrates, Plato, 
  Aristotle), at one time serving as grand reminders of 
  what humankind can achieve with its intellect alone, 
  are now merely faceless, featureless ﬁgures worn 
  away by the caustic Metropolis elements.
  VAGRANTS
  Some of the outer buildings (most mere shells) are 
  still used by individual vagrants and small groups 
  of homeless for shelter, and their meager campﬁres 
  can be seen by the party if they wander the campus 
  by night.  During the day most of these camps 
  are abandoned, as the homeless travel to other 
  neighborhoods to beg for food, rummage through 
  tenement dumpsters, etc...
  Most of the squatters found here come from 
  the city’s Unproductives, and are thus terriﬁed of 
  Enforcers, gangers, or anyone else who doesn’t look 
  like he is living out of a cardboard box.  Used to 
  being preyed on by such types (or at least knowing 
  better than to interfere when they’re around), they 
  will abandon their hovel-like camps at the ﬁrst sign 
  of visitors.
  The inner buildings of the University complex, 
  while larger and more foreboding are no longer 
  ventured into.  If the PCs manage to catch a vagrant 
  (and either intimidate him or bribe him into talking), 
  they learn that the homeless generally avoid going 
  into the central part of the old complex.  If asked 
  why, the bum makes bizarre references to reported 
  sightings of “strange ﬁgures” sneaking in the 
  shadows, the coming and going of “small covert 
  groups” under the cover of darkness, and the odd 
  arrival of unmarked vans in the middle of the night 
  that vanish into the University - only to emerge days 
  later.
  If the PCs describe Steve Derek’s Mustang Veil 
  Slide the vagrants laugh and say they’ve never seen 
  anything like that before.  However if they describe 
  his black SUV, they seem to recognize its description.  
  But they are also clear to point out that other vans 
  often arrive here as well, not just Derek’s...
  TAKING DEREK DOWN
  If the PCs end up ﬁghting Derek, they may endanger their chances of ﬁnding the University clinic.  
  However, this can easily be ﬁxed.  Once Derek is brought to zero or lower hit points, assume he is 
  incapacitated.  As the PCs move in, he raises a weak, blood-soaked arm for them to come close.  His eyes 
  betray his desperation, and he drops his weapon, begging them to take him “to the University”.
  At ﬁrst this should be a surprise to the PCs, since he isn’t asking to be taken to the Hospital.  Yet he 
  insists they take him to the old University.  If they ask him why, he tells them weakly that “they” can’t ﬁnd 
  out... his “secret”.
  Derek is referring to his mutation, which may be in danger of discovery if he is taken to a regular 
  hospital for the treatment of his wounds.  He wants the PCs to take him to the University where Dr. Cole 
  can treat him in secret.
  If the PCs do as he asks, you may need to adjust the encounter at the University as a result.  If the PCs 
  show up with a wounded Derek, the Underground ﬁghters there, while suspicious, will not deny Derek 
  treatment.  They will demand the PCs surrender their weapons, but will otherwise allow the PCs to enter 
  the hideout and meet with Dr. Reginald Cole.
  
  24
  THE UNDERGROUND
  Unbeknownst to most inhabitants of Metropolis Rho 
  the University is not in fact abandoned - at least not 
  completely.  The old medical center that was once 
  the crown jewel of the University has been a secret 
  hideout of the city’s mutant Underground for several 
  years.
  In the beginning, however, the University was not 
  intended as an Underground hideout.  Dr. Reginald 
  Cole and Dr. Orson Grant, both members of the 
  Fetchﬁeld Club (and friends of Nathaniel Durante), 
  originally set up a small-scale operation here in the 
  ruins of the medical center looking for a place to 
  continue their research into the city’s growing rate of 
  genetic mutation.  They brought with them research 
  and data stolen from their former employers (the city 
  government), hoping to plot the city’s genetic future 
  and possibly create cures for the treatable illnesses 
  that they knew were forthcoming.
  At ﬁrst Cole and Grant began treating only a 
  small group of people that they personally knew, 
  individuals whom they had met through their 
  individual medical practices and been privy to their 
  genetic secrets.  Since all of the men and women 
  would be euthanized by law if their genetic defects 
  were discovered, they were more than willing to keep 
  Cole and Grant’s “secret clinic” unreported.
  In time Cole and Grant began seeing more and 
  more patients, including Commissioner Thorwal 
  of the Enforcers, his wife, and their son.  Nathaniel 
  Durante also came to them with his young mistress 
  Therese, in a hope of ﬁnding out the cause of her 
  illness - and to discover a cure.
  The men received a great deal of clandestine 
  funding, mostly from donations given by the 
  concerned families of those being born with genetic 
  problems.  The entire operation continued for several 
  years on this money (and the promised secrecy of its 
  benefactors) alone.
  A few months ago, when Durante ﬁrst came to 
  the clinic, Dr. Grant took on Therese’s case with 
  an unusual fervor.  Cole, on the other hand, began 
  to shift gears.  Plagued by his conscience over past 
  experiments done on the city’s youth (see Fetchﬁeld 
  Club), Cole began hitting the streets, blending in 
  with the city’s Unproductives, and looking for signs 
  of genetic deformity there.  He began bringing the 
  homeless and others to the clinic for treatment, 
  believing everyone (not only a small group of rich 
  patrons) had the right to get better.
  A number of these “homeless” were in fact 
  members of the “Underground”, a group of various 
  street people who have secretly banded together to 
  help hide their mutations and defects for their own 
  survival.  They ﬁrst came here looking solely for 
  treatment; now that they have seen how dedicated Dr. 
  Cole is (and recognize his genius), they have taken 
  on the mission of protecting him and his priceless 
  endeavors.
  Dr. Grant vanished a few months ago when the ﬁrst 
  members of the Underground started to arrive, telling 
  Cole he needed to focus on Durante and Therese 
  in private, and that her problem was something 
  “unusual”.  Cole couldn’t stop him, and allowed him 
  leave.
  Cole continues to operate the clinic alone, to this 
  day.  Morton, leader of the Underground, often visits 
  the clinic (along with other members of Metropolis 
  society, such as the Bloodsport player Steve Derek) 
  for treatments as well as to deliver the things Cole 
  needs to continue his research.
  CHASING STEVE DEREK
  If the PCs followed Steve Derek from his apartment 
  after the Bloodsport game he comes here for his 
  monthly treatment for skeletal deterioration.  As he 
  nears the University he turns off his headlights and 
  drives onto the campus, avoiding areas, which are 
  known to be inhabited by vagrants.  He drives to 
  the Loading Dock (see below) where he parks and 
  gets out.  He looks around once to make sure no one 
  is following, before going to the Receiving door, 
  knocking, and being admitted.  He proceeds to the 
  Hospital to greet Dr. Cole and undergo treatment.
  KEYED ENCOUNTERS TO THE UNIVERSITY 
  (AREAS A-R)
  The following lists the various locations of the 
  University.
  A. LOADING DOCK
  At the rear of the old University medical building is 
  a concrete vehicle ramp descending underground.  
  It ends at a huge warehouse door, large enough for 
  dump trucks to pass through.  There are no lights 
  here, so the shadows are especially long and deep.  
  Parked outside is a single unmarked van (the plates, if 
  run, reveal this to be a van stolen from the LifeCenter 
  a few weeks ago).
  Development:  If the PCs have followed Steve 
  Derek from his apartment, his SUV will be parked 
  here as well.
  B. RECEIVING (EL 3)
  The tunnel leading to this area is blocked by a heavy 
  metal door, which resembles a typical maintenance 
  door.  However the door is ﬁrmly locked from the 
  inside, and features a sliding hatch allowing the 
  sentry on duty to view anyone at the door before 
  opening.
  Knocking at the receiving door will summon a 
  sentry from the receiving room in 1d2 rounds.  He 
  will be armed and on edge; the other men in the 
  
  25
  receiving room will also be armed, but will only rise 
  from their table if there is trouble.
  GM’s Note:  The sentry will automatically raise 
  the alarm if he spots uniformed Enforcers.  If the PCs 
  come without uniforms he merely tells them to “get 
  lost” (brandishing his weapon through the peephole), 
  assuming them to be curious vagrants easily 
  intimidated by a show of arms.  If the PCs persist or 
  try to get in by force he will raise the alarm and the 
  other guards will move to defend the front entrance.
   Underground Fighters (4):  HP 13 each.
  C. BARRICADE
  This hallway has been barricaded due to its proximity 
  to the receiving area.  The barricade is made of 
  debris, an old hospital bed, a burnt-out deﬁbrillator, 
  etc…  It is jammed tight, so anyone wishing to clear 
  the barricade must spend time (or use an explosive 
  device) to do so.
   Barricade:  Hardness 10; hp 30; Break DC 30.
  D. GARAGE
  This large area echoes with any sound of intrusion.  
  Formerly an underground garage, it now contains 
  rows of cardboard boxes and hexicrates piled almost 
  to the ceiling.  An unmarked van sits here as well 
  (this proves to have been stolen from a Tech Union 
  vehicle pool, if the PCs care to check).
  If the PCs open some of the crates they ﬁnd 
  only chemical supplies, equipment, and mundane 
  medicinal supplies (tongue depressors, bandages, 
  syringes, glass bottles, rubbing alcohol, iodine), 
  stolen from various legitimate medical centers across 
  the city.
  E. LECTURE HALL
  This area echoes with the sound of footfalls, but 
  proves to be empty.  This was once a lecture hall for 
  medical students, but was abandoned centuries ago.
  F. GUARD AREA 1 (EL 2)
  This area resembles an old nurse station.  Now it is 
  used by members of the mutant Underground as a 
  guard post.  Sitting here at any given time are a trio 
  of armed Underground ﬁghters, playing cards or 
  drinking beers.  If they hear the sound of combat they 
  will be in a more ready state of alert; otherwise the 
  PCs may have a chance of surprising them.
   Underground Fighters (3):  HP 13 each.
  G. GUARD AREA 2 (EL 2)
  As Area F above, this was once used as a nurse 
  station but is now a guard post.  The Underground 
  
  26
  ﬁghters have managed to ﬁx the old monitor here to 
  receive television signals from outside the University, 
  and so there is a 50% chance that they will be 
  watching a T.V. show or Bloodsport game when the 
  PCs show up.  Like the guards at Area F, however, 
  they will be armed and ready if they were alerted by 
  the sound of combat.
   Underground Fighters (3):  HP 13 each.
  H. BOILER ROOM
  This area is a combination maintenance and boiler 
  room.  The two huge industrial boilers that once 
  provided heat and power for the building in ancient 
  times have been renovated, providing a modest 
  stream of electricity to the lights and air conditioners 
  in the underground complex.
  GM’s Note:  The boiler room is currently 
  unoccupied, but since it is dark (and there are lots of 
  places to hide), Underground ﬁghters from Area G 
  may come here if they are forced to ﬂee.
  I. HYDROTHERAPY
  This deep chamber echoes with the sound of 
  swimmers and bathers.  This used to be an Olympic-
  sized swimming pool, constructed for the training of 
  the University’s prestigious swim team (the tunnel to 
  the north once connected the University Hospital with 
  the Athletic Center).  Today it has been renovated 
  by Dr. Cole’s small staff to serve as a hydrotherapy 
  chamber for his patients suffering from the most 
  painful genetic bone disorders.
  At any given time the large tepid pool will have 
  3d4 men, women, and elderly swimming in it, 
  beneﬁting from the carefully-maintained balance of 
  minerals in the warm water.  None of them are armed.
  GM’s Note:  If the PCs enter the people here will 
  scream in panic and try to ﬂee.  If the PCs have not 
  been discovered, however (for instance, they are 
  undercover) they will merely be ignored instead.
  Development:  If the PCs tracked Steve Derek 
  here, he will be found here, swimming the other 
  patients.  When the PCs start a panic he will climb 
  out of the pool and attack them with his ﬁsts, hoping 
  to buy the other patients time to escape.
  J. MAIN LAB (EL 1)
  This enormous lab served a number of purposes 
  during the University’s heyday, but today it has 
  been taken over as the home of Dr. Cole’s research 
  computer.  The computer has a catalog of every 
  genetic disorder currently ﬂoating around in the 
  collective gene pool of Metropolis Rho, as well as a 
  list of people currently afﬂicted by genetic illnesses 
  (and receiving treatment at the University).  The 
  former part of this accurate and complete list was 
  compiled by Cole and Dr. Orson Grant over the 
  course of 20 years, originally a project commissioned 
  by the city government during deliberations on 
  the moral and ﬁnancial necessity of implementing 
  euthanasia for “mutants”.
  When Cole and Grant retired from public life 
  they stole this research and continue to use it for 
  projections and computer models calculating the 
  future of the city’s genetic integrity.
  GM’s Note:  By and large this room will be empty, 
  the only sound being the deafening whir and hum 
  of the computer and the air conditioning system that 
  keeps it cool.  A single assistant of Dr. Cole’s will 
  be here, but the noise of the computers give him a -4 
  penalty to his Listen check (leaving him with a total 
  of -1) to notice the PCs as they enter behind him.  If 
  he detects the PCs, the assistant attacks to defend the 
  research computer.
   Assistant (1):  HP 8.
  K. RADIOLOGY LAB
  Like several of the old labs here this used to be 
  part of the University’s own medical center.  It has 
  been refurbished and brought back into operation, 
  being used to take X-rays of patients for a variety of 
  purposes - diagnosing deformities, ﬁnding tumors, 
  mapping out internal mutation and aberrations, etc…  
  Because the power drain of the machinery here is 
  considerable, Dr. Cole refuses to take X-rays unless it 
  is absolutely necessary.
  This lab is generally empty, but there is a 1 in 6 
  chance one of Cole’s volunteer assistants will be here 
  maintaining the equipment when the PCs enter.  He/
  she will ﬂee when the PCs are seen, moving to Area 
  N to warn Dr. Cole.
   Assistant (1):  HP 8.
  L. MEDICAL SYNTHESIS LAB
  This lab complex was once a state-of-the-art test 
  laboratory for synthetically-produced medicines 
  during the time of the Fall, one of many universities 
  actively involved in researching vaccines, cures, and 
  treatments for the diseases of the day.
  With the efforts of his wealthy colleagues Dr. Cole 
  has only barely managed to get the lab equipment 
  here back up and running.  With a variety of street 
  contacts he gathers medical supplies (including raw 
  chemicals) on a regular basis and brings them here 
  to manufacture the medicines he needs to treat the 
  genetic illnesses of his patients.  The operation is 
  small-scale at best, and because of the faulty nature 
  of the equipment (and the fact that the process is 
  currently unreﬁned) roughly 70% of the doctor’s 
  supplies are wasted with each production run.  Still 
  Dr. Cole persists in his efforts, producing just enough 
  medicine to help the people who really need it.
  Like Area K there is a 1 in 6 chance one of Cole’s 
  volunteer assistants will be here running the machines 
  
  27
  when the PCs enter.  He/she will ﬂee when the PCs 
  are seen, moving to Area N to warn Dr. Cole.
   Assistant (1):  HP 8.
  Treasure:  The medicines produced and kept here 
  are not combat drugs or recreational drugs, and thus 
  would have no value on the street.
  M. GENETICS LAB
  The lab has a collection of advanced equipment 
  scavenged from throughout the ruins of the city, as 
  well as some crafted by various hands over the years 
  as part of an “underground railroad” of scientiﬁc 
  minds dedicated to the cause of preserving medical 
  technology.  Equipment here includes advanced 
  apparatus for DNA sampling, analysis, and genetic 
  reproduction, allowing Dr. Cole to perform stem-cell 
  research, cellular cloning, and other operations vital 
  to the treatment of his patients.
  At any given time there will be one assistant 
  here working on analyzing test results or peering at 
  samples through a microscope.  This assistant will 
  ﬂee to warn Dr. Cole at Area N.
   Assistant (1):  HP 8.
  N. HOSPITAL (EL 4)
  The heart of the clinic is this large hospital ward, 
  once the bottom ﬂoor of a multi-level hospital 
  complex that rivaled the nation’s ﬁnest institutions.  
  Today Dr. Cole uses it to house his most serious 
  patients, those men and women who can no longer 
  live in their own homes due to chronic disabling pain, 
  mental incompetence brought on by genetic disease, 
  or blatant physical deformities that would get them 
  killed if they were to walk about in public.
  GM’s Note:  Though there are some twenty or 
  thirty patients here at any given time, none of them is 
  capable of engaging in combat with the party.
  Development:  When the PCs arrive Dr. Cole will 
  be here, tending to various patients.  He will move to 
  help people escape if the alarm is raised; otherwise he 
  can found here at all times.
  Once the PCs catch up to Cole proceed to the 
  section titled Catching Cole.
   Dr. Reginald Cole (1):  HP 37.
  O. BLOOD BANK
  This lab has been converted to a makeshift blood 
  bank.  Generally speaking mothers, fathers, and 
  trusted family members are brought here to give 
  blood (or in some cases marrow or other tissue 
  donations) to be cultivated, replicated, and stored 
  for patients who require transplants or infusions.  
  In addition to these sources, Dr. Cole regularly 
  hits the streets and pays (out of his own pocket) 
  bums and others all over the city to donate blood 
  for his research.  The blood bank is equipped 
  with microfuges, salvaged analysis equipment, 
  blood testing supplies and chemicals, and several 
  refrigerators (both medical as well as regular kitchen 
  fridges - times are tough and Cole has to make do 
  with whatever he can get) for storing packets of 
  blood and plasma.
  When the PCs enter a volunteer nurse will be 
  found here taking blood from a young mother who 
  has recently delivered.  Both will surrender without 
  a ﬁght.
   Assistant (1):  HP 8.
  P. MATERNITY WARD
  This large area has been set aside as an all-in-one 
  birthing center, maternity ward, and long-term care 
  facility for infants born with genetic defects.  This is 
  the true “center” of Dr. Cole’s entire efforts, focusing 
  on giving what little care he and a handful of caring 
  individuals can to those who are destined for short, 
  painful lives.
  The ward is outﬁtted with two birthing suites, 
  a minor surgical suite, an incubation center (for 
  premature babies), and a maternity room with cribs, 
  life support equipment, etc...
  At any given time there will be 1d3 nurses here 
  monitoring the babies here or cleaning up after a 
  delivery.  They will ﬁght (with whatever weapons are 
  available) to defend the maternity ward from armed 
  intruders, but will not pursue the party if they leave 
  the room.
  GM’s Note:  PCs searching the room will ﬁnd 
  a cardboard box being used as a trash bin for 
  old swaddling clothes.  A Search (DC 14) of the 
  soiled clothes turns up a few plastic hospital tags, 
  identifying many of the infants here as having been 
  “stolen” from the LifeCenter.
   Assistants (3):  HP 8 each.
  Q. ESCAPE TUNNELS
  These tunnels once led to underground service areas 
  and maintenance passages.  They now serve as 
  secret escape tunnels in the event the activities of the 
  Underground are compromised.
  If the PCs raid this place a number of Morton’s 
  men (1-2 per tunnel) will move to the tunnel 
  entrances to guide the ﬂeeing civilians out of 
  the complex as the battle rages, and to help with 
  any patients who fall behind.  These men will 
  immediately open ﬁre on the PCs if they are spotted, 
  willing to sacriﬁce their lives to buy more time for 
  the ﬂeeing civilians.
  R. ELEVATORS
  These old elevators are, in fact, still operable, 
  thanks to an illegal hookup to the city power grid.  
  The elevators lead to the upper works of the old 
  University medical building.
  If the PCs start a ﬁreﬁght many civilian non-
  
  28
  combatants will move from the Hospital to these 
  elevators to escape.  They go to the ground ﬂoor and 
  ﬂee through the dark halls of the medical building 
  and out into the ruins.
  PLAYING THIS SCENE
  The encounter with Dr. Cole and the Underground 
  ﬁghters defending the clinic is one of the most 
  important in the adventure.  Here the PCs get the 
  chance to learn of Dr. Cole’s secret involvement 
  with the Underground, and of Nathaniel Durante’s 
  personal quest to remedy Therese’s illness.
  When the PCs arrive chances are they will attack or 
  be attacked at the front entrance.  The Underground 
  ﬁghters do not know the PCs’ mission (and don’t give 
  them a chance to explain), and thus automatically 
  assume this is a raid.  They ﬁght the PCs as soon as 
  they are spotted.
  The battle should be played as a confusing one; 
  in addition to ﬁghting vagabonds and mutants in 
  the tight halls of the old hospital, a large number of 
  civilians will be present, panicking at the sound of 
  gunﬁre and trying to ﬂee.
  Morton, leader of the Underground, is not currently 
  here.  But during the battle his Underground ﬁghters 
  (who are present at all times to keep Dr. Cole safe, 
  even when Morton is absent) will stand and ﬁght the 
  PCs head-on, hoping to buy time for the civilians 
  to escape.  While individual groups of ﬁghters are 
  committed to keeping the PCs busy, they also hope to 
  keep them distracted as reinforcements from the other 
  guard stations (if any remain) move in behind the 
  party and catch them in a crossﬁre.
  Dr. Cole will be in the Hospital (Area N) when the 
  ﬁghting breaks out.  He will move about during the 
  battle, helping civilians to the escape tunnels and 
  elevators; as a result he may not be in one place for 
  very long.
  If Steve Derek is present at the clinic he will want 
  to ﬁght to defend Cole, but at the doctor’s behest ﬂees 
  with the other civilians so as not to be discovered.
  Eventually the PCs will capture Dr. Cole (unless 
  they fail).  Once this important ﬁgure is captured he 
  can be interrogated.
  CATCHING COLE
  It is vital to their mission for the party to capture 
  Dr. Cole rather than kill him - he has important 
  information concerning not only their investigation, 
  but also the very future of the Metropolis.
  When the PCs attack the clinic Dr. Cole will be 
  working with patients in the Hospital.  When any of 
  the Underground ﬁghters raise the alarm (or when 
  they hear gunshots), the people here begin to panic, 
  fearing an Enforcer sweep to eradicate them all.  Dr. 
  Cole (with the help of his assistants) begins showing 
  them to the emergency escape tunnels and elevators.
  If the lives of his patients are in danger Dr. 
  Cole will ﬁght so that he can buy them some time 
  to escape.  The PCs will have to knock him out 
  or subdue him to stop him from ﬁghting to buy 
  his people time.  Capturing Dr. Cole under these 
  circumstances is an EL 4 encounter.
  If, however, the PCs corner Dr. Cole after most 
  innocents have escaped (he will try to return to Area 
  J to erase the database there), he may be made to 
  surrender, if only to prevent further violence, by 
  reasoning with him.  Capturing Dr. Cole under these 
  circumstances is not worth experience points, since 
  he surrenders willingly.
  SPEAKING WITH COLE
  When the PCs capture Cole he is both surprised and 
  enraged:
  “I thought we had this arranged.  Apparently 
  the Commissioner is just as corruptible as 
  anyone else.  Did he forget what I did for him?  
  Did he give in to the Mayor too? “
  • 
  If the PCs ask what he's talking about, Cole 
  laughs at their "pretend ignorance" - but 
  explains anyway.  Cole was a good friend of 
  Commissioner Thorwal for many years, in 
  fact a friend of his entire family.  When the 
  Commissioner's wife got pregnant they came 
  to him on a professional basis.  Cole explains 
  that operating from his old ofﬁce in the city he 
  diagnosed that the child the Commissioner's wife 
  was carrying had ataxia-telangiectasia, a rare 
  but not unknown fatal genetic disorder.  By law 
  (as the Enforcers well know) the child had to be 
  aborted to prevent the continued pollution of the 
  Metropolis’ already strained gene pool, should 
  he ever reach maturity (for more on the prevalent 
  attitudes against mutants in Metropolis Rho, see 
  the Urban Decay sourcebook).
  • 
  Cole admits that the Commissioner and his wife 
  petitioned him privately to deliver the baby in 
  secret; they wanted their child to be given a 
  chance, even if the odds were against it surviving 
  past the age of ﬁve.  After years of guilt over his 
  past (if the PCs have not learned of his past yet, 
  see the Fetchﬁeld Club), Cole agreed, seeing 
  in the Commissioner’s request a way to make 
  up for his unforgivable misdeeds.  The baby 
  was delivered here at the University (doing it 
  anywhere else would involve too much scrutiny).  
  After its birth the family raised the child in secret 
  until the Commissioner’s wife died a few years 
  ago of an unrelated illness.  The Commissioner 
  continued to care for his son until the boy died of 
  his disorder at the age of seven.
  
  29
  • 
  Cole thought he and the Commissioner had 
  an understanding about the activities at the 
  University, but now that the bronzes are here 
  he assumes the Commissioner has sold him 
  out.  This enrages Cole, who can't believe the 
  Commissioner was capable of beneﬁting from 
  the illegal research done here, only to betray the 
  man that gave his son seven years of joyful life.
  Though the PCs may be surprised by this 
  information, if they make a Diplomacy check (DC 
  14) they convince Cole that they are not here on the 
  Commissioner's orders.  Cole remains wary, but waits 
  for them to explain.  If the PCs explain why they 
  came here, Cole is angry at their methods (especially 
  if they killed or injured any of his guards), but ﬁnally 
  relents to answer their questions if only to get rid of 
  them.
  • 
  If the PCs ask about the University and the 
  "secret clinic", Cole paraphrases the description 
  above (see The Underground), relating to the 
  PCs the history of the University as well as he 
  and Grant’s mission in setting up the clinic.
  • 
  If asked about Dr. Orson Grant, Cole admits he 
  and Grant were friends, as well as partners in 
  setting up the clinic.  They had worked together 
  before, compiling a database that mapped out 
  the genetics of the entire Metropolis Rho gene 
  pool - in other words, a catalog of every bad 
  gene ﬂoating around in the DNA of every citizen 
  in the city.  If the PCs ask how this is possible 
  he explains that every fetus' DNA contains 
  information that basically tells the story of his or 
  her life; what gender the baby will be, what her 
  hair color will be, if she will have bad eyesight, 
  or even whether or not the child is genetically 
  pre-disposed to develop a disease 10, 20, even 50 
  or more years in the future.  The study involved 
  mapping out the DNA of every citizen of the 
  city, so that the government could get an idea of 
  what diseases might pop up in the future as the 
  population became more and more inbred.
  • 
  They did this over the course of a decade at the 
  behest of the city government, which then used 
  the research to push through legislation requiring 
  euthanasia for mutant-born babies.  Grant and 
  Cole both felt betrayed by the government's 
  actions; they had always believed the project 
  would lead to programs to cure the genetically 
  ill, not kill them.  When they eventually retired 
  from public life they stole copies of their old 
  research and brought it here.
  • 
  Cole refers to the computers in the Main Lab, 
  saying these hold records of the city's genetic 
  legacy.  With these computers he can predict 
  what genetic disorders are going to become more 
  and more abundant in the coming years, as the 
  people of the city become more and more inbred.  
  Without "outside blood", the city is doomed to 
  degenerate - it's an unavoidable part of living in 
  isolation.
  • 
  If the PCs ask how many mutants there already 
  are in the city, Dr. Cole gives them a startling 
  number; about 20% of births are now mutant 
  births.  Of these 80% to 90% are caught early 
  and aborted or later euthanized after birth by 
  the government.  The others somehow escape 
  destruction; either by concerned nurses who 
  whisk them away in secret, or by being delivered 
  in private, out of the scrutiny of government 
  clinics like the "abominable" LifeCenter.  
  However, Cole shows the PCs evidence (in the 
  form of stolen medical records from various 
  hospitals in the Metropolis) that show mutant 
  birth rates are climbing steadily at a rate of 1% 
  per year.
  • 
  If asked about the "Underground", and his 
  involvement with Morton, Dr. Cole tells the PCs 
  (with a cold stare) that he will treat anyone who 
  asks for it, criminals included.  He tries to tell the 
  PCs they have it all wrong about Morton, that he 
  and his "Underground" are just normal people, 
  albeit ones born with genetic deformities.  Yet 
  they are treated like outlaws, and are marked 
  for death.  They can't even emerge in the 
  light of day, for fear of being rounded up and 
  exterminated.  If the PCs argue, Cole refers them 
  to the research in the Main Lab - that despite 
  what the city government is doing with its strict 
  euthanasia laws, mutation is an unavoidable part 
  of the Metropolis' future.
  • 
  If the PCs mention Morton sent some of his men 
  to kill them (see Mutant Ambush), Dr. Cole is 
  incredulous and angered.  Though he doesn’t 
  want to believe it, he knows Morton is capable of 
  it.  He assures the PCs he had nothing to do with, 
  in fact having no knowledge of the assassination 
  attempt whatsoever.
  • 
  If they ask where Morton can be found, Dr. 
  Cole honestly tells them he doesn't know.  "If 
  Morton wants something he comes to me - not 
  the other way around".  If the PCs press Cole, he 
  admits that Morton is planning to visit the clinic 
  tomorrow for treatments of his own genetic 
  illness (if they ask, Morton suffers from skeletal 
  deterioration).
  • 
  If asked about Fibroxinin, Dr. Cole admits he 
  knows of it, a drug used to treat cystic ﬁbrosis.  
  He says Dr. Grant tried to use the Medical 
  Synthesis Lab to recreate the drug here in the 
  clinic, but was unable to do so successfully.  
  Grant would not explain why he needed the drug.
  • 
  Cole refuses to give the PCs Dr. Orson Grant's 
  
  30
  private address, no matter how hard they try to 
  get it from him.  He pretends not to know, then, 
  if his bluff is discovered, simply refuses to tell.  
  However, he will part with this information 
  following the Raid on The University (see 
  below).
  Once their interview with him is over Dr. Cole asks 
  the PCs to leave - they’ve done enough damage here 
  already.  If the PCs exhibited any kind of remorse for 
  their actions, or otherwise came here without starting 
  a ﬁght (for example, bringing Steve Derek in after 
  mortally wounding him), before they leave Dr. Cole 
  tries to get the party’s word that they won’t speak of 
  the clinic or report what they’ve seen while down 
  here.  While he won’t lie to the PCs and tell them 
  that he’ll readily submit to the law (which he won’t, 
  he believes in his cause), he does ask that they give 
  him some time to abandon the University and scatter 
  his patients so they aren’t killed when the Enforcers 
  come.
  GM’s Note:  Despite what the PCs promise, 
  however, it is too late for Dr. Cole and his people.  
  Sanderson, the party’s Peacemaker driver, has 
  already decided to report what he’s seen at the 
  University (even if they left him in the vehicle, it’s 
  not hard to put two-and-two together; Steve Derek 
  seen in the company of mutants, comes here, the 
  perfect site for a mutant hideout).  By the next day 
  his secret report to Captain Nelson puts into motion 
  an event that will spell catastrophe for the clinic’s 
  operations...
  RAID ON THE UNIVERSITY
  This dramatic event only takes place after the PCs 
  have visited the secret clinic beneath the ruins of the 
  University of Metropolis Rho.  Unbeknownst to the 
  PCs, Sanderson (their Peacemaker driver and fellow 
  squad mate) has come to question the party’s motives 
  - and secretly reported them to Captain Nelson.
  With the Commissioner losing his grip on reality 
  more and more, the Captain has decided to take 
  control of precinct resources without his knowledge.  
  With what Sanderson has told him (of the clinic and 
  the mutants hiding out there), Nelson plans to deal 
  a decisive blow to the Underground and earn the 
  Mayor’s appreciation at the same time.  On top of 
  this he also wants to see where the PCs’ loyalties lie; 
  he knows they are investigating a case that the Mayor 
  has put pressure on to be closed, and any breach in 
  the Enforcer code by the PCs will give him all the 
  justiﬁcation he needs to kill them off.
  Using Sanderson’s information Captain Nelson 
  has organized a raid to sweep the University, kill 
  the Underground ﬁghters there, and hopefully even 
  nab Morton and the rogue Dr. Cole.  In return for 
  Sanderson’s information he has promised to transfer 
  him to another unit.
  The PCs become aware of the plot when, early the 
  next day (following their ﬁrst visit to the University), 
  they receive a message on their Peacemaker 
  computer (note that Sanderson is not present; if the 
  PCs ask about this, they are told Sanderson has been 
  “reassigned”, and as such one of their own number 
  will have to drive; any other NPCs will be present, 
  however):
  TO -  All Squads of Precinct 15
  SITUATION -  Code 407 (Unlawful Assembly)
  Recent information from one of our informants has 
  identiﬁed the old University grounds as being a 
  hideout for a group of militants associated with the 
  so-called “Underground”.  Since the Commissioner 
  is currently out of touch, after some consultation with 
  the Mayor, Captain Nelson has decided to perform a 
  sweep of the University to clean it out.
  Our precinct has been given this opportunity, and all 
  Enforcers involved will receive double rations for 
  the entire month if successful, in addition to standard 
  bounties.
  All squads are to report in full assault gear at the 
  University immediately.  Captain Nelson will be 
  commanding on-site.
  THE RAID
  When the players are ready, read the following out 
  loud: 
  The news comes as a shock over the radio.  All 
  squads are preparing for a major assault of the 
  University.
  When you arrive on scene you see red and 
  blue lights ﬂashing all over the ruins of the 
  old University, despite the steadily growing 
  fog cover.  More a dozen Terminators and 
  Peacemakers are arranged in a tight circle 
  around the ruins of the medical center.  Over 
  one hundred Enforcers have gathered in assault 
  armor with tactical weapons at the ready.  
  Squads have been placed in strategic positions 
  throughout the cordon, with snipers on nearby 
  rooftops and recon elements split up among the 
  neighborhoods looking for secret escape tunnels 
  and exits concealed in the rubble.
  The Captain is present in body armor, 
  directing the battle from his command center 
  in the rear of one of the Peacemakers.  When 
  he sees you he and a few heavily armed assault 
  ofﬁcers come over.
  “Squad 16,” he says, “you’re late.  Get your 
  assault gear and join the others.”
  
  31
  As you go to prepare, not knowing what else 
  to do, the Captain picks up a megaphone and 
  speaks to the assembled forces.
  “This morning we received credible 
  information that this place is the hideout of the 
  Underground leader ‘Morton’ and a number of 
  mutants who have somehow evaded the law for 
  years.  These men and women are criminals, 
  wanted by the city government for crimes 
  threatening the stability of the Metropolis’ 
  genetic legacy.  Today we put an end to their 
  reign of lawlessness.
  “I have been authorized by the Mayor to offer 
  a bounty of 200 credits for every mutant killed in 
  this raid.”
  At that you see helmeted Enforcers all 
  across the line look to each other and nod in 
  acknowledgement.  Greedy grins adorn every 
  visible face.
  The Captain gives the megaphone to one of his 
  subordinates, and then turns to your squad.
  “There have been...rumors...that members of 
  the force may be sympathetic to these mutants.”  
  He looks directly at you, but you can’t tell 
  whether or not his intimidation is directed at 
  you deliberately.  “I expect every man to do his 
  job today, to join the team, and to make sure no 
  mutants escape this time.”
  Once he has spoken the Captain gives the 
  order over his headset radio for all teams to 
  move out...
  PLAYING THE BATTLE
  The PCs are expected to participate in the ﬁghting; 
  the Captain watches them to make sure they join the 
  other Enforcers on the line.  The Captain knows they 
  came here before (Sanderson told him), and is rightly 
  suspicious of their loyalties.
  Use the map of the University hospital for this 
  battle.  The setup is the same as the previous 
  encounter, except now the Underground ﬁghters are 
  prepared for an attack.
  Morton will be present here, along with Dr. Cole 
  (though Steve Derek will not).  Any guards killed by 
  the PCs in their previous visit will have been replaced 
  by more ﬁghters; this time they are split up into 
  four-man teams in the following areas:  Receiving, 
  Garage, Guard Area 1, Guard Area 2, the hallway 
  between the Medical Synthesis Lab and the Genetics 
  Lab, and in the Hospital.  Morton will be with the 
  men at Guard Area 1, while Dr. Cole will be with the 
  men guarding the Hospital.
  There will be a large number of Enforcers in this 
  battle, arranged in ﬁve-man squads.  Team 1 will 
  assault the Receiving area, while Team 2 assaults 
  the vehicle doors leading to the Garage and Guard 
  Area 2.  Once these locations are secured additional 
  teams move up.  Teams 3 heads north towards Guard 
  Area 1, while Teams 4 and 5 move to clear the 
  Boiler Rooms.  Team 5 then goes on to take the south 
  Elevator, leaving Team 4 with the Boilers.  Team 6 
  (the PCs’ team) is sent down the central hall, through 
  the Barricade, and towards the labs and the Hospital.
   Team 1 Enforcers (5):  Three Typical 
  Enforcers, two Assault Enforcers; HP 23 each.
   Team 2 Enforcers (5):  Three Typical 
  Enforcers, two Assault Enforcers; HP 23 each.
   Team 3 Enforcers (5):  Three Typical 
  Enforcers, two Assault Enforcers; HP 23 each.
   Team 4 Enforcers (5):  Three Typical 
  Enforcers, two Assault Enforcers; HP 23 each.
   Team 5 Enforcers (5):  All Typical Enforcers; 
  HP 23 each.
   Team 6 Enforcers (4):  The player characters.
  ENFORCER BRUTALITY
  Whether or not the PCs participate in the slaughter, 
  they may be witness to the atrocities committed 
  by the other Enforcer teams as they move through 
  the building.  To add ﬂavor (and tragedy) to this 
  encounter, you can use the following ideas to 
  describe what the PCs see whenever they pass near 
  another Enforcer team in action:
  • 
  A group of Enforcers (from any of the squads 
  listed under Playing The Battle) having fun 
  smashing priceless laboratory equipment.  Using 
  their stun batons they break, bash, and shatter 
  glass screens and lab equipment, while they ﬁre 
  their sidearms wildly to destroy the valuable 
  computers.  
  • 
  The PCs stumble upon a room right after the 
  Enforcer have ﬁnished "sweeping" it.  The dead 
  bodies of over a dozen elderly men and women, 
  still wearing nothing but hospital gowns, are not 
  yet cold.
  • 
  The PCs see an Enforcer enter the Maternity 
  Ward.  After looking around at the infants the 
  coldly efﬁcient ofﬁcer takes his submachinegun 
  and strafes the incubators, killing the defenseless 
  infants within.
  • 
  The PCs come into a room to ﬁnd a team of 
  Enforcers beating a naked old man to his knees.  
  Using stun batons on their highest setting they 
  proceed to sodomize him and, eventually, shock 
  him to death.
  • 
  After shooting both hands and legs of a captured 
  Underground ﬁghter, a group of Enforcers stand 
  back and watch as their sergeant walks up and 
  puts a bullet through his forehead, execution-
  style.
  
  32
  WHAT TO DO
  What the PCs do is up to them.  It is possible they 
  will realize the position they are in and swallow their 
  guilt, going along with the raid.  There is certainly 
  a large enough presence of Enforcers that to turn on 
  their comrades now would be tantamount to suicide.  
  The only real option they have is join in the sweep 
  and enter the University underground with the other 
  teams.
  Once the Enforcer teams begin to split up the PCs 
  will be left to their own devices.  If they are afraid 
  of being caught committing mutiny they can either 
  perform their mission as ordered (!), or they can 
  attempt to slip ahead and warn Cole and Morton, 
  helping them escape.
  Note that each time the party encounters 
  Underground ﬁghters; the ﬁghters will open ﬁre 
  assuming them to be enemies.  The PCs will have to 
  pass a Diplomacy check (DC 18) to get the ﬁghters to 
  hold their ﬁre and trust them instead.  If they do, the 
  ﬁghters will let the PCs past, but they will otherwise 
  hold their ground to keep the other Enforcer teams at 
  bay.
  If the PCs decide to turn now, they can ambush 
  other Enforcer squads easily (the number of 
  Enforcers in each squad is given above); while 
  the Captain may be suspicious of them, the other 
  Enforcers are oblivious to their change of heart.  In 
  game terms, assume the PCs automatically win a 
  surprise round when they ambush/attack any other 
  Enforcer squads in the underground.  Note that the 
  PCs will have to be quick when killing other squads; 
  if they are able to escape, ﬂeeing Enforcers will 
  inform the Captain of the party’s betrayal and from 
  then on the PCs will be hunted!
  Hopefully the PCs will be able to save Morton and 
  Dr. Cole without being discovered.
  RESCUING COLE & MORTON
  If the PCs make it to Dr. Cole (in the Hospital) or 
  Morton (at Guard Area 1), these men will refuse to 
  give up the ﬁght until all civilians have managed to 
  escape.  They ask the PCs to split up and join the 
  Underground ﬁghters in holding off the Enforcers at 
  Guard Area 1, Guard Area 2, or wherever the current 
  ﬁghting is taking place.  Morton will go with them.  
  Cole will remain, leading any civilians towards the 
  escape areas.
  Assuming everything goes as planned (that is, the 
  PCs and Underground ﬁghters manage to hold the 
  Enforcers back), the remaining civilians will have 
  escaped after six rounds.  At that point Morton will 
  sound the retreat, with all remaining men pulling 
  back to the Hospital.
  Before he will agree to ﬂee, Dr. Cole will tell 
  the PCs that the computer in the Main Lab must be 
  destroyed.  He reminds them that it contains a list of 
  names of people who have been hiding their genetic 
  illnesses from the law.  If the computer were captured 
  it could be used to hunt down dozens of innocent 
  people.
  Dr. Cole will go by himself unless the PCs agree 
  to go to the Main Lab and destroy the computer.  
  Morton will give the PCs a small explosive charge to 
  take out the computer (if present; otherwise Dr. Cole 
  will have it on himself).
  Destroying The Computer (EL 3):  When the 
  PCs get to the Main Lab they are confronted by the 
  following scene:
  As you enter the Main Lab you see a number 
  of helmeted Enforcers standing by the computers.  
  Two are on guard, holding their pistols at the 
  ready.  When you enter they order you to leave.
  “We’re in the middle of downloading the data 
  ﬁles as evidence.  The Captain has ordered no 
  interference.  Move out!”
  The PCs will have to attack to prevent the team from 
  accomplishing their task.  Since the team is on guard, 
  they will not automatically be surprised if the party 
  attacks.
  Once the Enforcers have been killed, the PCs 
  can set the explosive charge anywhere on the main 
  console and detonate it.  The device acts like a 
  IMPORTANT CONSIDERATION
  If the PCs attack other Enforcers they must be sure no one in the enemy squad is left alive to report what 
  they’ve done.  This is an opportunity to force the players into compromising their moral high ground to 
  save their own skins; for example, wounded or terriﬁed Enforcers may surrender to the PCs, hoping for 
  mercy.  But the PCs will have to kill them to prevent them from talking.
  The only alternative is for the PCs to bribe the boys in ballistics.  While there may be one or two 
  eyewitnesses, without solid proof it’s one Enforcer’s word against another.  If the PCs get to the forensics 
  lab before any ﬁndings are reported, they can drop a bribe to make sure evidence of their involvement in 
  the deaths of other Enforcers is covered up.  The GM should devise the nature of a suitable bribe, either in 
  credits or in “favors”.  If they don’t, the PCs may not be trusted by their fellow bronzes from that point on 
  (the party’s Police Popularity Points drop to zero), but by then they probably don’t even care.
  
  33
  thermite grenade, coring out the computer and 
  destroying it completely.
  Once they’ve done this, the PCs can escape.
   Typical Enforcers (3):  HP 15, 12, and 10.
  Returning To The Hospital (EL 3):  When the PCs 
  return, Dr. Cole and Morton will be waiting.  The 
  rest of the Underground ﬁghters have ﬂed (if any 
  survived) except for three assigned by Morton to 
  guard the doctor.
  The PCs can lead Cole and Morton out any way 
  they like.  However, as they prepare to leave a team 
  of Enforcers scouting the perimeter of the University 
  ruins will have spotted civilians ﬂeeing from what 
  they assumed to be an empty building.  Rushing to 
  the scene they are unable to stop the escapees, but do 
  ﬁnd the escape tunnel.  They immediately head down 
  the tunnel hoping to join in on the bloodbath (and 
  earn some bounty money).
  As the PCs lead Cole and Morton down the 
  tunnel (or up in the elevator), the Enforcer scouts 
  will meet them as they near the exit to the surface.  
  Immediately recognizing Morton and Cole (from the 
  pre-mission brieﬁng), they will realize the PCs are 
  renegades and open ﬁre at once.
  GM’s Note:  If the PCs took an elevator, the scouts 
  will be in the ruins above, waiting with guns ready 
  when the door opens.  If the PCs took a tunnel, the 
  battle will occur in the darkness of the underground 
  passage.
   Assault Enforcers (3):  HP 23 each.
  Reaching The Surface:  Once the PCs lead Cole and 
  Morton out, read the following:
  Emerging into the light of day you lead the others 
  out into the fog.  Morton, gun in hand, crouches and 
  peers around through the ruins, looking for any sign 
  of Enforcers.  Finally he speaks.
  “Looks like we made it out alright.  Let’s get 
  moving”.
  Dr. Cole begins to follow, but both notice you aren’t 
  coming.
  “Come on!” Morton hisses.  “Don’t worry, the 
  Underground will keep you safe now.”
  Somehow the prospect of living the rest of your 
  life as a renegade in the tunnels beneath the city 
  doesn’t seem appealing.  Besides, there are still more 
  questions that need to be answered.
  Cole is the ﬁrst to recognize your resolute stares.  
  He nods.
  “Morton, let’s go.  They’re not coming.  I don’t 
  think anyone saw them helping us.  If we go now they 
  can rejoin their comrades without raising too much 
  suspicion.”
  Morton gives you one last look; a look that lingers 
  for what seems an eternity.  Finally he nods in 
  respect, and then sneaks off.
  Dr. Cole smiles a weak smile.  “Thank you.  For 
  what it’s worth.  Maybe we’ll meet again.  The clinic 
  may be ﬁnished, but we can always start again.  Try 
  to ﬁnd Dr. Orson Grant - he lives in a ﬂat between 
  Eighth and State in the East Side Zones.  He may 
  have the answers you’re looking for.  I don’t know if 
  they are what you want to hear...but I think he’s the 
  only one who can put your curiosity to rest.
  “Goodbye.”
  With that he joins Morton as they vanish into the 
  gloomy morning fog.
  KILLING DR. COLE (EL 4)
  If the PCs don’t try and help the Underground, they’d 
  better be prepared to kill Cole or else be singled 
  out for their sudden (and suspicious) inability to 
  participate in the raid.  Only if the PCs kill Cole (or 
  don’t stop him from being killed) will the following 
  apply.
  Morton will certainly escape (he appears later, so 
  he should get away by any means possible; by now 
  the PCs should be used to his slippery ability to get 
  out of danger so this should be no surprise), but Cole 
  is not necessarily quite so lucky.
  If Cole is brought to zero or lower hit points in 
  the battle he begins to die.  Once the ﬁghting is over 
  the PCs can approach him as the other members of 
  the Underground (including Cole’s non-combatant 
  staff of volunteers) are ruthlessly shot to make sure 
  they are dead.  Cole looks up as the PCs approach, 
  his eyes slowly glazing over as the last of his life 
  begins to slip away.  Despite his injuries, however, he 
  manages to blurt out a few ominous last words before 
  the PCs are ordered (by Nelson, or by whichever 
  ranking ofﬁcer is present) to put a bullet into his 
  miserable head:
  “You fools...you don’t know what you’ve done...the 
  City...is dying...Orson knows...Orson Grant...ﬁnd 
  him...you have to...His address...a ﬂat between Eighth 
  and State in the East Side Zones...ﬁnd him...get him 
  to talk to you...he’ll explain everything...”
  With these last words Cole passes on vital 
  information to the PCs, despite what they have done 
  to him.  In his dying moments Cole hopes to at least 
  force the PCs to investigate the elusive Dr. Grant, and 
  in doing so stumble upon the truth whether they like 
  it or not.
  AWARDING PPPS
  Police Popularity Points should be awarded after the 
  raid.  Possible awards for this episode include:
  +1 for every civilian killed in the raid.
  +1 for every Underground ﬁghter killed in the raid.
  +2 for killing Dr. Cole.
  
  34
  INVESTIGATIONS
  The only real investigation in this chapter involves 
  a visit to the Zones residence of Dr. Orson Grant, 
  the enigmatic genetic scientist the PCs have heard 
  much about, but who appears to have disappeared 
  completely.  With information given them by Dr. 
  Reginald Cole after the Raid on The University (see 
  above), the PCs can now track him down.
  Also, in this chapter the PCs can hunt down the 
  rumors of “bad Cat” being manufactured by someone 
  in the city (see Rumors; an optional investigation, 
  Rumors of Bad Cat, is detailed in this section in case 
  the PCs chase this rumor down), as well as rumors 
  suggesting a visit to the Enforcers’ research and 
  development division; here the PCs may get a chance 
  to acquire some unique new items.
  Finally, a brief section is included here detailing 
  what the PCs ﬁnd (if anything) if they try to learn 
  more about Stavros, a ruthless and inhuman killing 
  machine.
  DR. ORSON GRANT
  Tie In:  The PCs learn of Dr. Orson’s Grant address 
  from Dr. Reginald Cole after their visit to the 
  University.
  DR. ORSON GRANT
  Dr. Orson Grant is (or was) Durante’s personal 
  physician.  He retired and disappeared from public 
  life just a few months ago.  But no one seems to 
  know where he has gone.
  Dr. Grant lives in a small ﬂat in the southeast 
  part of the Zones, a dirty but largely abandoned 
  neighborhood that seems forgotten by the rest of 
  the city.  Here, the prevalent gunshots of the violent 
  Metropolis can barely be heard.  Grant lives on the 
  second ﬂoor of an old decaying tenement, the lights 
  in his windows permanently shaded from view by 
  heavy curtains (and bars on the windows), day and 
  night.
  Dr. Grant lives alone, and prefers to be left alone 
  as well.  He will refuse the PCs even if they present 
  credentials, and nothing short of bashing down his 
  door will get him to cooperate in conversation.
  Orson is a small, elderly gentleman, accustomed 
  to wearing comfortable, humble tweeds and 
  slacks.  When the PCs engage him, he is quick to 
  pour himself a glass of real scotch from a mini-bar 
  ingeniously concealed behind a shelf of books in his 
  warm, dimly lit living room.  A crackling ﬁreplace 
  adds a strange, antique feeling to the cramped nature 
  of Dr. Grant’s private hideaway in the Zones.
  If interrogated, Dr. Grant will prove difﬁcult; he is 
  also obviously afraid of something.  He persistently 
  alludes to being a man of “no import”, a “retiree” 
  who only wants to be left alone.  He even goes so far 
  as to accuse the PCs, as policemen, of wasting their 
  time with badgering him when they should be out 
  in the streets ﬁghting the “real” criminals.  But then, 
  he adds, Enforcers are often no better than the street 
  scum themselves...
  Certain to be threatened, a few facts can be 
  throttled from the man:
  • 
  Without much difﬁculty, Dr. Grant admits he 
  was a physician who tended to patients in the 
  Metropolis for most of his life.  His patient 
  base shrunk over the years to a few wealthier 
  individuals, as need for long-term care like his 
  became less important.  Here he goes off on 
  a tangent about the violence in the streets, the 
  abominable ratio of gunshot wounds to less 
  violent illnesses among the populous, etc.  It is 
  obvious he became a bitter man as society broke 
  down; his skills were seldom needed except to 
  treat the odd gangster dying of violent injury.  
  Pathology and the study of genetic diseases (his 
  forte) have become moot, and as a result the 
  ability to treat disease has all but vanished.  This 
  might alarm the party, since it speaks volumes of 
  the grim future of the city.
  IF COLE IS KILLED
  If the PCs kill Dr. Cole and Morton ﬁnds out about it (or witnesses it), you may need to adjust future 
  encounters with him since he will no longer view the PCs as allies, or even moral equals.  When he shows 
  up to bargain with Fargo Dan in Meeting In The Warehouse, he will be much cooler to the PCs than the 
  text describes.  Still, despite viewing the PCs as little more than assassins (for killing the one man who 
  showed promise for alleviating the pain and illness of many of his followers), he will not allow Fargo 
  Dan to make his coup attempt alone - the potential for securing the legitimacy of the Underground by 
  participating alongside the East Side Boys is too great to ignore.  While he may be cold to the PCs, and 
  even antagonistic towards them during the negotiations, his appearance at the Meeting will still occur; now, 
  more than ever, he will demand to be given respect and a chance to strike out not only at Mayor Morrison, 
  but at the Enforcers his people will face on the streets during the revolution.
  
  35
  • 
  If the PCs ask about Dr. Cole, Grant admits to 
  having known him.  He explains that more than 
  two decades ago he met Dr. Cole on a research 
  project both men had been assigned to by the city 
  government.  His story is essentially the same as 
  Dr. Cole's (see The University).
  • 
  An Intimidate check (DC 17) gets Dr. Grant 
  to quietly admit that Nathaniel Durante was 
  his patient.  His eyes glaze over but he does 
  not seem surprised when he hears Durante is 
  dead.  He suggests he may have heard about it 
  “in the paper”.  In any event, Dr. Grant insists 
  his relationship with Durante was more like 
  friendship; he had been Durante’s personal 
  physician for more than ﬁfteen years, and they 
  both shared a concern for the decay of life in the 
  Metropolis over the decades.
  • 
  Although deﬁant, an Intimidate check (DC 
  17) forces Dr. Grant to admit to having met 
  the elusive “Therese” on several occasions.  
  Unwilling to speak further, additional physical 
  threats (DC 17) get him to reveal the fact that he, 
  in fact, was treating her and not, in fact, Durante.
  • 
  With that, Grant takes a deep drink of scotch 
  and begins a guilty, frightened monologue.  He 
  relates to the PCs that Therese was Durante’s 
  mistress, a beautiful young woman with “the 
  strangest blue eyes” he’d ever seen.  Durante 
  brought Therese to Grant for medical care 
  – Therese was suffering from cystic ﬁbrosis, a 
  rare genetic disorder that hasn’t been seen in the 
  Metropolis for generations.  Grant immediately 
  knew the signiﬁcance of this development, and 
  told Durante to keep Therese in hiding.  He 
  immediately attempted to start treating Therese 
  with Fibroxinin, hoping to use the facilities at 
  the secret University clinic to reproduce the old 
  medicine.
  • 
  When Grant was unable to recreate the medicine 
  with the primitive tools at the clinic, Durante 
  refused to be discouraged.  He went to Dream 
  Chemicals (a legitimate drug company in the 
  city) and paid them an undisclosed amount to 
  start small-scale production of the drug.  With 
  the newly created supply of Fibroxinin he 
  returned to Grant and again asked him to treat 
  Therese.
  • 
  Though initial treatments were promising and 
  the results seemed to help alleviate the girl’s 
  suffering, Grant secretly knew it was only 
  prolonging the inevitable.
  • 
  Durante mysteriously stopped coming to Grant 
  about a month or so ago.  He has not heard from 
  Durante (or Therese since).  This coincides 
  with the time Durante found and purchased a 
  BFT from Jim Lambert (see the Sweep of The 
  Unproductives), hoping to use it to get him and 
  Therese out of the city.
  • 
  If the PCs persist in asking the signiﬁcance of the 
  girl’s cystic ﬁbrosis, Grant suddenly ﬂares up in 
  anger.  He throws his glass dramatically into the 
  ﬁreplace, watching it shatter on the hard-baked 
  brick with watering eyes.  He is afraid.  He turns 
  and looks the PCs in the eyes...
  “Because the disease is a genetic disease.  
  Because it is something she inherited from her 
  father, or mother.  Because no one has had that 
  disease in the Metropolis since, since, since 
  God knows when!  I know - Dr. Cole and I spent 
  years compiling a database of every genetic 
  anomaly in the city’s population.  Don’t you see 
  – she couldn’t have that disease!  No one from 
  Metropolis Rho could have that disease!”
  Looking away, he stares once more into the 
  ﬁre.
  “She...Therese...isn’t from the Metropolis.  
  She’s...from the Outside.”
  With those words, Dr. Grant has made it all too clear 
  the truth of the entire mystery.  If they hadn’t already 
  suspected it, the PCs now realize what Durante 
  himself realized – that this girl, Therese, wasn’t 
  from the Metropolis.  That she, somehow, had come 
  from the Outside and into the city by some agency.  
  Which meant that there were others, living and dying, 
  beyond the limits of the great city that for generations 
  the Metropolis people thought they were alone, that 
  no one was left in the entire world!
  Dr. Grant, for the ﬁrst time, sympathizes with the 
  PCs, seeing the looks of disbelief and shock in their 
  faces.  But he won’t let them rest there.
  “Someone knew that little secret as well.  And 
  someone wanted her dead – and Durante dead 
  too.  They killed Nathaniel because he knew 
  the truth – that beyond our city, beyond all this 
  hellish chaos, there may actually be a world 
  outside.  People.  Life.  All our lives we’ve 
  believed that we of the Metropolis alone survived 
  the Fall; but now...now we know it isn’t true.
  “Someone doesn’t want the public to know 
  about this.  If the people knew...God knows what 
  would happen.  Even more chaos.  The gangs 
  would lose their hold on the people.  A mass 
  exodus; everyone would leave.  Civilization as 
  we know it would collapse!
  “If I were you, I’d forget it.  I have.  I’ve tried 
  to.  Just...just go.  This city isn’t so bad.  It’s 
  probably safer than the world outside.  Just 
  forget the name Nathaniel Durante.  Pretend you 
  never saw that girl’s face...those eyes.  Do what 
  you bronzes do best – declare the case closed 
  and move on.  I beg you!”
  
  36
  Dr. Grant has nothing more to tell the PCs, and can 
  offer no help.  A broken, embittered man, he only 
  wants to live out the last days of his life in peace and 
  isolation, pining away for a world, society, and way 
  of life long gone.
  RUMORS OF BAD CAT
  Tie-In:  The PCs hear rumors of an illegal drug lab in 
  the Zones and go to investigate (see Rumors).
  During the adventure the PCs can attempt to follow 
  up on the rumors of “bad Cat” ﬂoating around 
  the precinct (see Rumors).  Once the PCs begin 
  asking around about the rumor (who ﬁrst heard 
  about it, where the story came from, etc.), word 
  spreads around the precinct that they’re looking for 
  information.
  A little while later (perhaps after some 
  investigations, or one or two side missions later) 
  the PCs are approached by an Enforcer from their 
  precinct, an ofﬁcer by the name “Duke”.  Duke 
  comes to them when they’re off-duty (at a favorite 
  Enforcer bar, for example) and lets them know he has 
  the information they’re looking for.  He’ll give it to 
  them, for a price (at least one beer to get him talking, 
  and another 300 credits for the whole story).  If the 
  PCs pay his price, Duke nods and begins talking:
  • 
  Duke was assigned to a patrol squad in the same 
  precinct as the PCs until a few months ago, when 
  his comrades were killed in a gangland battle 
  against the Chrome Cadre.  Without a squad to 
  hitch a ride with, he found himself out of work 
  and unable to pay the bills.  To make a long story 
  short he started moonlighting as a gun-for-hire.  
  First it was just for minor gangs like the Lifers, 
  working the streets collecting money and putting 
  pressure on local business owners to pay for 
  protection.  He eventually heard someone was 
  hiring guards for a drug lab being run out in the 
  Zones.  He jumped at the chance and left the 
  Lifers in a heartbeat.
  • 
  After a few drinks he continues.  He tells the 
  PCs that the drug lab was way out in the Zones, 
  in an area most people think is still abandoned.  
  It's a small operation, with only a handful of 
  outsourced guards babysitting a small team 
  of whacko scientists in a makeshift lab.  They 
  produce the "bad Cat" night and day, 24/7.  
  Unmarked trucks come and pick the stuff up 
  regularly and ship it out to who knows where.
  • 
  If asked about the rumored "bad Cat", Duke says 
  its real.  He saw the scientists give it to some 
  vagrant and he died within minutes of taking 
  it.  He doesn't know why they were making the 
  stuff, but they are.
  • 
  If asked who ran the place, Duke says there 
  was a head scientist, some young punk named 
  "Dougal".  Real whack-job, according to Duke.  
  In addition, every once in a while a guy would 
  come in on the trucks to check on the operation 
  and pick up the product.  This guy was no 
  whacko like the scientists, but a cool-headed 
  gun toting "made man" that was probably a real 
  professional.
  • 
  If asked to describe the guy, Duke describes a 
  tall, militaristic-looking individual, perhaps a 
  former Enforcer, with white hair.  Duke does not 
  know his name.  He says the guy had a "stutter", 
  though.
  • 
  Duke can give the PCs directions to the drug lab 
  if they want to check it out for themselves.
  Duke has no more information for them.  Once 
  they're satisﬁed he ﬁnishes his last drink, scoops up 
  his money, and leaves the bar as quickly and quietly 
  as possible, vanishing into the back alleys under the 
  cover of darkness.
  THE ZONES LAB
  Though only a handful of individuals know it, the lab 
  rumored to exist in the Zones was in fact set up by 
  the Mayor’s West Side Gang.  The scientists assigned 
  to this secret lab were intended to begin production 
  of a toxic variation of Cat to be marketed directly 
  to those parts of the city under the East Side Boys’ 
  control.  The idea is to destroy the East Side Boys’ 
  reputation in the drug manufacturing market, since 
  the “bad Cat” is to be peddled in the part of the city 
  that is traditionally East Side Boys turf.  The Mayor 
  likes to think of it as a new form of warfare.  What of 
  the innocent lives lost in the process?  Well, that’s all 
  a part of politics.
  The Lab is located way out in the Zones, in a part 
  of the city that was largely leveled in the chaos of 
  the Fall.  In this part of town there are few buildings 
  over two stories, and those that do rise higher are in 
  imminent danger of collapse.  Most interior spaces 
  of the buildings in this area were stripped long ago; 
  in fact, most ﬂoors have collapsed, leaving those 
  structures standing as hollow shells.  Many roads are 
  congested with rubble from fallen buildings, though a 
  labyrinth of streets are clear allowing pedestrians and 
  even large vehicles to pass through.
  The PCs can travel to the Lab following Duke’s 
  directions, and can choose any time of day or night 
  to pay a visit.  If they come by night there is a 1 
  in 6 chance that they spot a small convoy of 1-3 
  unmarked trucks coming from the Lab after picking 
  up a shipment of Bad Cat, winding their way through 
  the ruined streets.  If the party is seen one of the men 
  
  37
  on the trucks radios back to the Lab warning them 
  that the Enforcers are nearby; as such the encounters 
  below should be tweaked to reﬂect a higher state of 
  readiness.
  KEYED ENCOUNTERS TO THE ZONES LAB 
  (AREA A-E)
  The following lists the various locations of the zones 
  drug lab.
  A. GUARD (EL 3)
  Outside of the lab building are a number of extra 
  crates of laboratory equipment and chemical supplies, 
  stored here under tarpaulins when there isn’t room 
  indoors.  A single guard patrols the perimeter here by 
  day, keeping an eye out for trespassers and scanning 
  the upper story windows of nearby buildings for 
  anyone who might be surveying the building from 
  afar.
  The guard here is armed, but if he spots or hears 
  anything he will immediately go to the other guards 
  (Area C) and raise the alarm.
   Hired Guard (1):  HP 13.
  Treasure:  A search of these crates only turns up 
  mundane laboratory supplies, and nothing of any real 
  value.
  B. SUPPLY STORES
  The western part of the interior of the old building 
  was hollowed out when the story above collapsed 
  long ago, making it a convenient storage space 
  (almost like a warehouse interior).  The gang keeps 
  a large number of supply crates here to keep the 
  operation running.  Most of the crates line the walls 
  from ﬂoor to ceiling, but a few have been left in the 
  middle of the warehouse in towering stacks as well.
  Treasure:  As above, these crates only contain 
  supplies used in the production of the toxic form of 
  Cat, including beakers, test tubes, Bunsen burners, 
  various low-potency acids, chemicals in crystal and 
  powder form, etc...  None of these items have any 
  real street value.
  C. GUARDS (EL 6) 
  The guards assigned to watch over the Lab generally 
  congregate next to a ten-foot hole in the outer brick 
  wall.  Here the guards have set up several stools, a 
  small woodstove (currently fueled by newspapers 
  and soiled porno magazines), a camping cooler (with 
  a few beers inside), and even a television set so the 
  
  38
  guards can watch the weekly Bloodsport game live.
  The guards here are generally not alert, relying 
  on the sentry (see Area A) to warn them of trouble.  
  If the PCs took out the sentry without making any 
  noise, they may be able to take these guards by 
  surprise.
  If the Lab is attacked the guards immediately 
  retreat into the building, taking up defensive positions 
  at the various entrances.  One of them moves to Area 
  B, taking cover among the crates and looking out 
  of the holes in the walls.  One remains at the guard 
  station, while the last goes to the Lab to warn the 
  scientists.
   Hired Guards (3):  HP 17, 17, and 15.
  Treasure:  One of the guards has his pay stuffed 
  in his boot, amounting to 175 credits in cash.  In 
  addition, a milk crate by the television set contains 
  old newspapers and porno magazines used by the 
  guards as fuel for their stove.  While most of these 
  are trash, one of the magazines is a black-and-white 
  pinup magazine from the 1950s in relatively good 
  condition.  Such an item might be worth something 
  to a collector of antiquities (see Research & 
  Development).
  D. TRUCK
  Parked just inside a huge hole in the outer brick wall 
  is an unmarked moving truck.  This area is used as 
  a garage (the truck is used to ship guards in for each 
  shift), and as a loading area when truck convoys from 
  the inner city arrive to pick up shipments of Bad Cat.  
  During these times (usually anywhere between 10 
  p.m. and midnight) the guards will be a little more 
  alert, and there will be 3-6 additional hands present 
  (coming in on the trucks) to help load the product 
  onto the trucks before leaving within the hour.
  GM’s Note:  The truck is in perfect working order, 
  with a quarter tank of gas.
  E. LAB TENT (EL 5)
  The heart of the operation is here, in a large tent-
  like extension branching off from the ruined 
  building.  Though outwardly resembling a military 
  ﬁeld hospital or MASH unit, the activities here are 
  bent solely on creating cunningly disguised toxic 
  substances.
  Several folding metal tables occupy this area, 
  each cluttered with bubbling and boiling chemical 
  apparatus that seem right out of a mad scientists’ 
  laboratory.
  A trio of men (the head scientist, Dougal, and 
  his two assistants) in white lab coats wearing green 
  rubber gloves and full-on gas masks work here 
  night and day, producing the toxic substance known 
  as “Bad Cat”.  Anyone with prior experience in 
  the drug world will recognize the same equipment 
  used to make legitimate Cat, suggesting that the 
  process of making “Bad Cat” is quite similar.  The 
  only difference seems to be the addition of several 
  chemicals that, while not normally deadly in their 
  own right, combined makes the new drug a quick and 
  efﬁcient killer.
  The scientists here will be angry at any intrusion, 
  mistakenly assuming the PCs are merely new 
  hirelings interrupting their work.  If the PCs brandish 
  arms, threaten them, or attack them, the scientists will 
  grab their weapons (submachineguns lying on nearby 
  tables) and prepare to defend the operation.
  If forewarned by the sound of combat outside, 
  Dougal will inject himself with a dose of Psycho (see 
  New Drugs) once each round to pump up his Strength 
  and Dexterity (and, in turn, his ability to hit the PCs) 
  before the battle.  He has three syringes, and will 
  use them all to enhance his Str and Dex scores if 
  possible.
  GM’s Note:  Any ﬁghting here will attract 
  attention from the guards (if they haven’t already 
  been alarmed).
   Dougal (1):  HP 29.
   Scientists (2):  HP 5 each.
  Treasure:  There is a lot of Bad Cat here, waiting 
  for the next shipment, all of it with a steep street 
  value.  If the PCs are so inclined they could take 
  the product (a few plastic packages ﬁlled with the 
  stuff would never be missed), and since it is easily 
  mistaken for regular Cat they could conceivably sell 
  it on the open market.  There are roughly 50 hits of 
  Bad Cat here, each with a street value of 200 credits.
  QUESTIONING DOUGAL
  Once the raid is over the PCs are free to question the 
  suspects operating the drug lab.  None of the guards 
  (if any are still alive) has any information beyond 
  what Duke already told them, but the scientists 
  (and Dougal in particular) may have additional 
  information concerning the lab’s operation.
  • 
  Immediately Dougal strikes the PCs as an 
  unbalanced individual; his very appearance 
  suggests a young man on the verge of a psychotic 
  breakdown.  Thick-lensed glasses are worn 
  lopsided on his nose, his hair is a total mess, 
  and his nostrils, tear ducts, and even the corners 
  of his mouth are red and inﬂamed, suggesting a 
  habitual use of the drug Cat.
  • 
  Dougal mocks the PCs if they attempt to 
  intimidate him.  High on Cat, he has no fear of 
  mere Enforcers.  The only way to get Dougal to 
  talk is to recognize his own egomania, a deluded 
  sense that he is all-important.  Dougal believes 
  the Mayor owes his position to him (not true, but 
  the Mayor lets Dougal have his fantasies), and 
  claims credit for the West Side Gang's successes 
  and rise to power.  The PCs should recognize this 
  early in their dealings with Dougal, and realize 
  
  39
  he is totally insane.  Only by playing to his 
  insanity (complementing him on the operation 
  here, acting awed by his intellect, etc.) will they 
  get him to speak.
  Each question the PCs ask must be accompanied 
  by a Bluff check (Dougal's Sense Motive is +1).  
  If Dougal senses the PCs are lying, or worse, 
  patronizing him, he ﬂies into a rage and will try to 
  kill them, regardless of whether or not they have him 
  subdued or even held at gunpoint.
  • 
  If the PCs ask who set this operation up, Dougal 
  claims it was set up on the Mayor's orders.  He 
  claims the Mayor is producing the toxic version 
  of Cat to sell exclusively in the heart of East Side 
  Boy territory.  If asked why, Dougal snickers 
  uncontrollably for a few moments and says the 
  Mayor is doing it out of spite.  Since the East 
  Side Boys were his gang's rivals, the Mayor is 
  doing all he can to devastate them.  When people 
  start dying off from the drug, the reputation of 
  the East Side Boys as dealers will be ruined.
  • 
  Dougal can give the PCs speciﬁcs about the 
  drug, saying that they've tested it on numerous 
  vagrants over the past month.  Those that have 
  taken a hit generally die of nervous system shock 
  within a few minutes.
  • 
  If asked if he would testify against the Mayor, 
  Dougal laughs mockingly.  There's no way 
  he's going to do that.  So long as the Mayor is 
  in power there's no touching him, and Dougal 
  knows it.  By staying loyal (and keeping his 
  mouth shut) he'll simply ride the Mayor's wave 
  of success "all the way to the bank".  He won't 
  relent even if the PCs threaten his life.
  • 
  If the PCs ask about the man who usually 
  accompanies the pick up convoy, Dougal shrugs 
  and says his name is "Stavros".  He says Stavros 
  is one of the Mayor's top men (in case they didn't 
  know), a real cold-hearted professional killer.  
  He doesn't do the pickup route anymore now that 
  the operation has been going successfully for a 
  while; if the PCs ask where he is now, Dougal 
  honestly doesn't know.
  RESEARCH & DEVELOPMENT
  Tie-In:  The PCs may choose to visit the R&D boys 
  some time during the adventure; at least one rumor 
  hints at the wisdom of a possible visit.  Stopping off 
  to see the R&D team gives the PCs a chance to make 
  a new contact, and the potential to acquire some 
  interesting equipment.
  The Enforcers have their own research and 
  development branch that has long been integral to 
  the organization’s survival in the vicious climate of 
  the Metropolis.  A small group of highly intelligent 
  (and highly-paid) technicians are kept on the payroll 
  with all the rights and privileges of regular ofﬁcers, 
  GOING TO THE MEDIA
  After the raid the PCs may surprise you and do more than just sit on the information they found at the 
  Zones lab.  They may either report it to their superiors (namely Captain Nelson or Commissioner Thorwal), 
  or they may go to the press - seeking to expose the Mayor.
  While this may seem to throw a wrench into the course of the adventure, it doesn’t have to.  You can use 
  this as an excellent opportunity to accentuate how slippery the Mayor really is, and how untouchable he 
  is by the long arm of the law.  For example, Captain Nelson will certainly accept the information from the 
  PCs and pretend to care - then let it slide when he contacts friends of his in the government who pressure 
  him to “forget” the information.  As for Thorwal, he will be genuinely concerned, but what the PCs are 
  telling him is no real surprise; and by now he is giving up all hope on the world anyway (and he commits 
  suicide at the start of Chapter 3 anyway).
  If the PCs go to the city’s various media sources (there still is a government-sponsored television 
  network that broadcasts news and sports every evening, as well as a daily newspaper), their hopes will be 
  dashed.  Few will believe the information they bring forward, assuming the PCs to be just another group 
  of thugs with a grudge or some other agenda against the Mayor.  Even if they do ﬁnd a sympathetic ear 
  among the reporters, any story of this magnitude (implicating the Mayor in killing innocent people) will 
  likely be hushed up - and fast.  Their story of the Zones lab will be taken down, but it won’t get past the 
  interview; it certainly won’t end up on the news, at least not in the way the PCs described it.  The news 
  media of the city exists only at the whim of the Mayor, and as such it will be censored to please him and, 
  more importantly, protect him.
  When the story does come out (if at all), it will be heavily modiﬁed (by the Mayor himself, as the editor 
  passes the story on to him), and blame for the construction of the Zones lab could very well be shifted from 
  his gang back onto the East Side Boys!
  
  40
  but without any of the risk or danger.  Instead of 
  putting their lives on the line for their fellow ofﬁcers, 
  these men’s sole task is to scrounge, salvage, repair, 
  and constantly ﬁne-tune the dwindling supply of 
  technology in the Enforcers’ hands.  In addition to 
  being responsible for recognizing valuable items 
  conﬁscated by ﬁeld patrols, the men in R&D also 
  bring old technologies back to life; repair vehicles 
  and equipment damaged in raids, and even manage to 
  development new gizmos with each passing year.
  The main labs of the R&D branch are located in 
  a separate building from Enforcer headquarters; a 
  sub-letted ten story building that is used (in addition 
  to R&D) by the Enforcers for administrative matters.  
  Much of the two basement levels and the ground 
  level are taken up by the development labs, while the 
  upper stories are used for other police-related affairs.
  The PCs can secure a visitation pass either with 
  ofﬁcial business, or by throwing around sincere 
  admiration for “what the boys in R&D do”.  If they 
  make it known they’re interested in seeing the latest 
  gadgets being dreamed up by the “R&D wizards”, 
  they may ﬁnd themselves invited once their Police 
  Popularity Points reach 100 or more.  Or they can 
  merely secure entrance by offering a somewhat good 
  reason (Bluff or Diplomacy check at DC 17, or a 
  bribe of 100 credits or more).  Once inside, read the 
  following:
  Passing the checkpoint you descend into a 
  large garage area, apparently taken over as a 
  development lab.  The sound of heavy machinery 
  echoes through the place, and the deep 
  shadows are interrupted now and then by the 
  brilliant glow of sparks streaming from welding 
  equipment.  Faded placards on the bunker-like 
  walls warn against entering without protective 
  goggles and helmets.  A few technicians in lab 
  coats walk by carrying crash-test dummies for 
  some automobile experiment being conducted in 
  the basement garage.  Others push carts loaded 
  with gear to and fro in every direction; moments 
  later an electric-powered golf cart whizzes by 
  with an amber light pulsing on its roof, carrying 
  a team of scientists down the hall and out of 
  sight.
  Asking around you are ﬁnally directed to the 
  lead R&D tech, an elderly man named Gavin.  
  Dressed in a grease-stained lab coat and 
  holding a clipboard under one arm, you feel as 
  if you’ve just disturbed him from an important 
  project.  But as soon as he hears of your interest 
  in his department’s work a proud, almost child-
  like smile takes over his face and he gleefully 
  proceeds to give you the “grand tour”.
  “We’re really doing miracles here,” he says, 
  “You have to understand we have very little to 
  work with these days; the resources we need are 
  often being conﬁscated or appropriated by the 
  city government for public projects.  Granted 
  we’re reimbursed with more than enough credits, 
  but credits can only do so much.  The technology 
  we once had in such abundance is just no longer 
  there; constant ﬁghting, destruction, all of it 
  has taken its toll.  Take the Barrier for example 
  - a wonder of technology, a true monument to 
  the abilities of our predecessors.  Guess what?  
  We couldn’t do it again.  Neither the equipment 
  nor the skills to construct such a vast wall exist 
  anymore.
  “But we are making progress,” he says, 
  leading you through several test chambers where 
  new devices are being tested for production.  
  “Let me show you some of our latest ideas.  I 
  think you’ll be as excited as we are when you see 
  them - the future of our law enforcement work 
  could very well be changed by some of these 
  devices.”
  The ﬁrst item Gavin shows you resembles a 
  typical stun baton, but with a metal coil wrapped 
  around the exterior and a noticeably larger 
  power pack attached to the handle.
  “We call this the Manprod Mk2,” he says, 
  “based on the stun baton that is currently 
  standard equipment of all Enforcers.  The Mk 2 
  is an improvement, however.”  Pointing to the 
  power pack he continues.  “It features a much 
  higher capacity discharger that is magniﬁed 
  along these exterior coils.  When the ‘prod 
  strikes a citizen the jolt experienced is 33% 
  greater.  In preliminary ﬁeld-testing we’ve seen 
  gang members totally wasted on Psycho brought 
  down in one or two blows.  This is deﬁnitely the 
  riot control weapon of the future.”
  Gavin moves on, leading you into another 
  room.  Standing there is a team of technicians 
  ﬁtting a shiny new suit of Enforcer armor to a 
  test pilot.
  “Here we’ve been developing what we call 
  Enforcer Armor ‘Plus’.  The police commission 
  has speciﬁed a new suit of armor for the future 
  that will build upon the civil security suits 
  already in use by the ‘force, to provide greater 
  tactical abilities, as well as survivability.  We 
  currently have two prototypes, one in police blue 
  and the other in night black.  As you can see 
  the basic mobility and ﬂexibility has remained 
  unchanged.  Most of the material is also the 
  same.  The difference is the built-in gas mask 
  and rebreather, which will ﬁlter out gas and 
  other chem agents in the air.  Perfect for riot 
  situations or raids where tear gas may be used.  
  The rebreather recharges itself in about an hour.  
  The suit also has a headset radio with a one-mile 
  
  41
  range, so that all units can remain coordinated 
  in action.
  “The really neat feature lies here, in the 
  helmet-mounted ‘eyesight camera’.  This camera 
  works like a turret cyberlink, except that instead 
  of controlling a weapon’s direction, the eye 
  movement of the wearer directs a camera in the 
  helmet.  The armor’s voice and face recognition 
  software matches the image of a suspect’s 
  features - or voice patterns - and compares 
  them with the City Computer CrimNet database 
  via a cellular link.  The usual time between the 
  transmission of a suspect’s image or voice and 
  receiving a match from the City Computer is 
  between 30 and 60 seconds.  This will be crucial 
  in picking out wanted criminals from a lineup, or 
  even from a crowd of rioters.  If you think about 
  it, the typical Enforcer on the street corner can 
  scan crowds of civilians and literally ‘see’ the 
  criminals among the masses.”
  Gavin leads you on to a ﬁnal garage.  Here, 
  covered in a shroud of gray cloth, is the outline 
  of a vehicle.
  “This,” Gavin says, “is the future of Enforcer 
  vehicle technology.  We call it the Punisher 
  patrol car.”
  With that two technicians pull the shroud 
  off, revealing a sleek and menacing police car, 
  covered in angular armor plate, ominous tinted 
  windows, and the vivid markings of the MetRho 
  Enforcers.
  “This is the only prototype.  The Punisher is 
  designed to stand up to everything the people 
  of the Metropolis can throw at it.  It has an up-
  armored body, solid tires, and a computerized 
  weight distribution system that makes it virtually 
  impossible to push over by rioters.  See here?  
  Behind these slide-away plates are smoke 
  dischargers that can lay down a spread of 
  irritant gas in seconds - perfect for dispersing 
  mobs.”
  Gavin opens the door and sits in the driver’s 
  seat, allowing you to peer in with him.
  “You know how in most food riot situations 
  the gas builds up and pretty soon everyone has 
  to leave ‘cause they can’t see a damn thing?  
  Cops included?  Well here we think we have 
  the solution.”  He pushes a button and a few 
  red lights blink on, followed by a whirring.  An 
  armored periscope rises several inches off the 
  roof.
  “A television periscope with full nightvision 
  and IR capabilities.”
  He motions to a few other things in the front 
  seat.  “It also has a standard two-way radio and 
  a fully-stocked ﬁrst aid kit for immediate medical 
  assistance in the ﬁeld.  Hopefully all future 
  Enforcers will be trained in EMT techniques.
  “The real upgrade,” he says, “lies here.”  
  He points to a strange device mounted in the 
  front passenger seat.  “This is a state-of-the-art 
  surveillance package.  It includes a camera, X-
  ray video lens, and laser-directed microphone, 
  with a range of several dozen yards.  The mike 
  allows you to listen in on conversations through 
  solid glass, by detecting vibrations.  You can 
  literally ‘hear’ past obstructions and snoop in 
  on private conversations.  The X-ray lens on the 
  camera allows you to see through building walls, 
  so you can see how many perps are waiting for 
  you, or track a suspect’s movements even after he 
  slips out of sight.  Perfect for hostage situations, 
  or even stakeouts.” 
  If the PCs ask Gavin to lend them or sell them any of 
  this equipment, he just laughs, slightly embarrassed 
  but ﬂattered by their interest.  However, he assures 
  them that these are only prototypes, and they aren’t 
  ready to be used yet.
  If the PCs persist, Gavin drops a subtle hint that 
  he may be willing to part with these items - on a 
  temporary basis - if the PCs make it worth his while.  
  After all, if they’re caught it will be his butt on the 
  line.  Obviously he is suggesting a bribe.
  If the PCs offer credits, Gavin balks, reminding 
  them “credits can only do so much”.  Offering booze 
  or similarly crass items will be met by a negative 
  reaction.  Instead what Gavin wants are relics - rare 
  items from the past that the PCs may (or may not) 
  have taken from previous crime scenes.
  In short, Gavin explains he is a collector of 
  “older things”, and that if the PCs were to bring 
  truly “unique” items, they may be able to reach an 
  understanding.
  In game terms, the following lists the items Gavin 
  will accept in trade.  Each of the experimental items 
  described in the text will require a different amount 
  in traded goods.  What Gavin will accept, and their 
  general value, cannot be changed through persuasion 
  or intimidation:
  Unique Items
  Barter Value
  Coke memorabilia from the Unproductives
  500 cr
  License plate collection from the 
  Unproductives
  100 cr
  Enforcer comic books from the 
  Unproductives
  500 cr
  Jigsaw puzzle from the Unproductives
  50 cr (-5 per 
  piece missing)
  Phonograph from the Unproductives
  500 cr
  Records from the Unproductives
  1 cr each
  Original Picasso from Unproductives
  5,000 cr
  Laser discs from Durante’s collection
  1 cr each
  Fancy biscuit tin from Durante’s kitchen
  50 cr
  Sport memorabilia from Durante’s 
  apartment
  500 cr
  
  42
  1950s pinup magazine from the Zones Lab
  250 cr
  Police poster from Commissioner’s ofﬁce
  1,000 cr
  Original Picasso from Titan Tower
  10,000 cr
  Experimental Device
  Barter Value
  Manprod
  1,000 cr
  Enforcer Armor Plus
  5,000 cr
  Punisher Patrol Car
  15,000 cr
  INVESTIGATING “STAVROS”
  Tie-In:  The PCs hear the name “Stavros” from 
  Dougal at the Zones Lab.  They also encounter 
  Stavros at the Midtown Trading Post in Chapter 3, 
  and may try to investigate him later.
  At some point during the adventure the PCs will 
  encounter Stavros, or at least hear of him and learn 
  his name.  A shadowy ﬁgure, those in the know will 
  tell the PCs he is the Mayor’s right-hand man and 
  do-all, a kind of bodyguard and personal thug that 
  somehow has managed to not only stay alive and in 
  the Mayor’s favor, but also out of the limelight.
  As a result ﬁnding information about this 
  mysterious man will be difﬁcult.  However, at least 
  for the time being, the PCs have the full resources of 
  the Enforcers at their disposal.
  The Enforcers have access to a special computer 
  network known as the CrimeNet.  A carry-over from 
  Ancient times, this system was once used to track 
  criminals during the era of old.  The Enforcers have 
  kept the system ever since, using it to not only keep 
  track of criminals and wanted individuals throughout 
  the city, but also to stockpile snippets of information, 
  both open and conﬁdential, for possible future use.
  The PCs can access the CrimeNet once they have 
  55 or more PPPs.  While The CrimeNet repository 
  itself is located in the City Control Computer 
  building, terminals can be found closer to home in 
  the R&D Division; as such a visit for information 
  may also lead the PCs to see the new gadgets R&D is 
  developing (see Research & Development).
  If the PCs visit the CrimeNet labs they will 
  be given access to a computer terminal by a 
  technician.  Actually searching for individual pieces 
  of information requires a series of Research checks 
  (DCs vary; see below).  Searching the CrimeNet for 
  instances related to “Stavros” uncovers the following 
  leads concerning this mysterious man:
  • 
  Research DC 14.  The name Stavros calls up 
  only one individual, with no known ﬁrst name, 
  but it is certainly the man the PCs are looking 
  for.  “Stavros” has a considerable record working 
  for the West Side Gang, ﬁrst as a contracted 
  troubleshooter (i.e. someone sent to ﬁx the 
  gang’s “problems”), then later as the Mayor’s 
  personal bodyguard and right-hand man.
  • 
  Research DC 14.  Remarkably Stavros appears 
  to have earned the Mayor’s trust right from the 
  start; unlike most lieutenants, he does not appear 
  to have had to work his way up the gang ladder 
  to the Mayor’s side.  From the ﬁrst instance of 
  his name it appears Richard Morrison placed him 
  at his right hand.
  • 
  Research DC 18.  Stavros appears to have joined 
  the West Side Gang several years before Richard 
  Morrison became mayor.  His ﬁrst appearance 
  on the West Side Gang’s payroll - and in fact all 
  public record - coincides with one of the Mayor’s 
  earliest land acquisitions, the purchasing of a 
  condemned plot of land in the Zones.
  • 
  Research DC 18.  This plot of land, if 
  researched, proves to have been the site of a 
  large factory complex, the former manufacturing 
  facility of a now-defunct company known as 
  AIT, Alternative Industrial Technologies.
  • 
  Research DC 21.  A search of AIT brings up 
  only some limited information.  The company 
  appears to have been an Ancient-era producer of 
  technologies intended to make “industry more 
  productive”.  The company was resurrected 
  two decades ago through the efforts of the 
  Metropolis’ technician caste, only to be shut 
  down again ten years ago by government order.  
  Apparently the projects undertaken by AIT 
  were considered a waste of the city’s already 
  dwindling resources, and the company was 
  closed.
  • 
  Research DC 14.  With a successful check the 
  PCs can ﬁnd the address of the AIT facility.
  ALTERNATIVE INDUSTRIAL TECHNOLOGIES
  Following the address gleaned from the CrimeNet, 
  the PCs can ﬁnd the former site of AIT’s 
  manufacturing plant in the Zones skirting the edge of 
  Midtown.
  The former plant is now little more than a 
  crumbling concrete structure, its former grandeur 
  ground down to nubs by the acidic smog of the 
  city.  Truly massive, the plant consists of acres and 
  acres of ruins, with one large central building that is 
  almost 200 yards long and 100 yards wide.  Towering 
  smokestacks once crowned the plant, but these have 
  collapsed over time leaving only shortened towers 
  painted in black and ugly colors.
  When the Enforcers arrive at the old plant they ﬁnd 
  the place largely abandoned.  An eerie wind carries 
  through the maze of ruins, causing ancient turbines 
  exposed by the collapse of old exterior walls to spin 
  and create a constant groaning that ﬁlls the air.  Only 
  once they enter the main building do they ﬁnd any 
  sign of habitation.
  When the PCs enter they ﬁnd a colossal interior, lit 
  
  43
  with a gloomy light through huge banks of dirt-caked 
  windows along the roof.  Rusted conveyors run like a 
  meandering racetrack through the massive plant ﬂoor, 
  covered in old machines that have collected rust, 
  dust, and spiderwebs.  The dripping of water echoes 
  everywhere.
  A small “camp” appears to have been set among 
  the ruins, suited, perhaps, for one man.  When the 
  PCs arrive they ﬁnd a single middle-aged man here, 
  washing his clothes in a murky, dirty pool in the 
  center of the factory, beneath a massive hole in the 
  roof.
  When the PCs appear the man looks surprised, but 
  unafraid.  He is willing to talk.
  • 
  The man identiﬁes himself as Malcolm.  He is 
  a squatter.  He's lived in the ruins of the factory 
  for several years.  He used to be a technician 
  with the Tech Union, but was laid off due to 
  what they called an "over-specialization in 
  defunct sciences" (namely, robotics).  He became 
  an "unproductive" (this he says with some 
  amusement), and had to ﬁnd a place to live.  He 
  returned here, taking shelter in the ruins.  He tells 
  the PCs that if they've come to kick him out, he'll 
  be more than happy to move along.
  • 
  If the PCs assure Malcolm they mean no harm, 
  and that they're here for other reasons, he laughs 
  with relief.  If the PCs ask what he knows about 
  the site, he explains that he actually used to work 
  for AIT, the company that ran the production 
  plant here almost twenty years ago.  He explains 
  he was hired when the plant was ﬁrst revived, 
  and stayed almost until it was shut down again 
  ten years later.  At the time he was a young and 
  ambitious engineer, and was excited about the 
  work they were doing here.
  • 
  If the PCs ask what "work" AIT was involved in, 
  Malcolm smiles proudly, with a glint of pleasure 
  in his eyes.  He offers to give the PCs a tour:
  Malcolm leads you through the darkened 
  factory ﬂoor, past huge columns of now-dormant 
  machinery, along the massive assembly line 
  that snakes its way through the gloomy building 
  interior.
  “AIT was originally in the business of 
  streamlining mass-production industry during 
  the time of the Ancients,” he says, “AIT is short 
  for ‘Alternative Industrial Technologies’.  The 
  plant was rediscovered and refurbished 20 
  years ago by an ambitious team of scientists 
  who thought we might solve the city’s resource 
  problems by creating ways to make the 
  production of goods on a large-scale a reality.”
  Malcolm takes you through a large open 
  doorway into another machine assembly area.  
  Here all sorts of bizarre machines still sit on 
  the assembly line, covered in dust and cobwebs.  
  Many appear to have rusted completely in place, 
  becoming a virtual part of the conveyor belt they 
  sit on.
  “We managed to revive a lot of the 
  technologies of the past.  The main focus of AIT 
  was on robotics, the creation of machines that 
  could perform repetitive functions endlessly 
  without fatigue - or any of the factors that plague 
  human labor.  When we came to work here the 
  goal of the company was to begin producing 
  robots again, to provide a workforce that didn’t 
  need food rations or even pay, and who would 
  work tirelessly to create the things the city’s 
  population needs.  The Ancients employed 
  robotics on a vast scale, and the old AIT plant 
  was geared for the creation of robots and 
  androids of all types.”
  Walking along Malcolm stops beside the 
  conveyor belt, a proud look on his face.  He pats 
  a huge chunk of metal that vaguely resembles a 
  humanoid torso.  It is covered in rust, pitted and 
  disintegrating.
  “This is the chassis of an LU-36, a pre-Fall 
  labor unit.  Four fully manipulative arms, and 
  heavy-duty treaded base allowing it to transport 
  heavy machinery, parts, and raw materials 
  for the production lines.  By the time we were 
  closed down we were set to begin production 
  of perhaps ten a week.  Imagine what we could 
  have done...”
  Malcolm looks slightly sad as he pats the old 
  ‘bot, before moving on.  A few moments later he 
  stops at another unﬁnished chunk of metal and 
  wires, sitting upright on the broad metal rollers 
  of the conveyor.
  “Ah, the APR-10.  Area paciﬁcation robot, 
  the tenth model in a series of unfortunate 
  failures.  We were trying to create a robot that 
  could perform security functions for the defense 
  of key installations in the city.  At the time the 
  idea was real popular with the politicians and 
  many of the gangs.  Mounted a 20 millimeter 
  autocannon; recoil was controlled by its four-
  wheeled base and shock-resistant suspension.  
  We were asked to install a few in Titan Tower in 
  secret emergency response bays throughout the 
  building, but the series was ultimately a total 
  failure.  The trouble was with the logic circuits 
  - we couldn’t get the damn thing to differentiate 
  between friend and foe.  Even after ten different 
  designs the thing was still blowing away 
  anything that moved.”
  Finally Malcolm brings you to another 
  assembly line, this one smaller and in a much 
  darker part of the factory.  As you enter he turns 
  
  44
  on a ﬂashlight to show you around.
  Hanging from overhead rails are what appear 
  to be several naked men, except they are missing 
  entire arms, legs - and none has a single head 
  among them.  Other than that, however, they look 
  completely real, except for bundles of colored 
  wire hanging where missing limbs would belong.
  “This was the old android assembly line 
  during the time of the Ancients.  They used to 
  make robots that looked and acted just like 
  human beings.  Amazing.  We never could ﬁgure 
  out how to replicate the technology, though; far 
  too advanced a science in this day and age.  But 
  we sometimes scavenged parts from this place 
  for our work elsewhere in the plant.  Most were 
  in good condition when we left.  I guess after the 
  government took what it wanted, the Mayor sold 
  off the other valuable parts.  These here are just 
  mere shells now - nothing inside.”
  If the PCs count the number of cradles and compare 
  it to the actual android chassis present here, three 
  androids appear to be missing.
  • 
  If asked about the missing androids, Malcolm 
  shrugs and says maybe they were completely 
  scavenged during the strip down of the facility.  
  He honestly has no idea (or suspicions) 
  concerning the missing androids.
  • 
  If asked about the capabilities of the missing 
  androids, Malcolm tries his best to remember 
  what those models in particular were originally 
  designed for.  He remembers they were 
  "administrative androids", designed to ﬁll the 
  role of personal assistants for important city 
  administrators.  On further recollection he 
  remembers that they were designed to look like 
  humans so as not to stand out from other political 
  staff, and since they were unquestioningly 
  loyal they were also ﬁtted with "civil authority 
  overrides" that allowed them to enter most 
  restricted areas at will.  Unfortunately the 
  androids had a tendency to develop speech loops 
  ("stuttering") and even explode if seriously 
  damaged.
  • 
  If the PCs ask why AIT was shut down, Malcolm 
  again shrugs.  He explains that the efforts of 
  the technical personnel weren't moving fast 
  enough for the politicians who controlled the 
  funding.  A lot of politicians were accusing 
  AIT of squandering resources that could be 
  better used elsewhere.  In the end AIT was shut 
  down by order of the Council of Gangs, and the 
  government moved in and dismantled almost 
  everything.  The production machines were 
  stripped and scrapped for other building projects. 
  Most of the robot chassis were melted down 
  and recycled, and the advanced electronics were 
  scavenged for "who knows what".
  • 
  If asked about Richard Morrison buying the 
  plant, Malcolm laughs.  He tells the PCs that 
  the West Side Gang bought the land hoping to 
  set up a drug mill of unprecedented size, but the 
  damage to the building over the years since it 
  had closed was too extensive to repair.  The West 
  Side Gang essentially bought a "lemon".  After 
  reviewing various estimates by contractors, a few 
  weeks later Morrison appeared to lose all interest 
  in the building and had it shut down permanently 
  (in reality Morrison found something of 
  tremendous value, and had the plant shut down 
  to bury its secrets from public scrutiny - even 
  from his own superiors at the time).
  • 
  Malcolm moved in not long after that, however.  
  He has lived in the ruins for quite a while as a 
  squatter.  The West Side Gang no longer visits 
  the property, so he has lived here undetected and 
  unmolested ever since.
  • 
  If the PCs suggest the Mayor might have taken 
  something from the ruins Malcolm merely 
  laughs, telling them there was "nothing left to 
  take".  He scoffs at the idea that the Mayor might 
  have revived androids or robots for his own use.
  Malcolm is quite wrong.  The Mayor did in fact ﬁnd 
  something valuable among the ruins of AIT:  three 
  nearly-intact android bodies still perfectly-preserved 
  in this storage room, forgotten and overlooked by the 
  government when it stripped the more impressive 
  machines on the plant ﬂoor.
  Finding the three androids in such good condition 
  was a stroke of pure luck, and like always, the Mayor 
  was quick to exploit his good fortune.  By chance 
  all three surviving androids were of the same model, 
  identical in every way, and with only minimal effort 
  the Mayor (or rather, the technicians he paid to work 
  in the ruins of the factory under a veil of secrecy) was 
  able to reactivate and reprogram them to serve him.  
  The Mayor knew the strengths of androids - physical 
  as well as mental superiority, freedom from guilt or 
  other emotions, and utterly loyalty to whomever was 
  programmed as their “master”.
  Having three utterly loyal android henchmen 
  has given the Mayor an unbelievable edge over 
  his enemies.  Relying on the ﬁrst model to play 
  the role of “Stavros”, his ruthless bodyguard and 
  “troubleshooter”, he has hidden the other two in 
  a secret hiding place, keeping them in “reserve”.  
  If Stavros is ever killed in action, he plans on 
  reactivating the second to take the ﬁrst’s place.  If 
  that one is killed, there will of course be a third 
  incarnation of Stavros!
  The Mayor knows that the reappearance of Stavros 
  after being “killed” will likely raise questions, 
  
  45
  but more likely than not it will simply create a 
  “mythology” about his infamous henchman - 
  invincible, recovering from seemingly fatal accidents 
  or injuries without a scratch, etc...  And the more 
  mysterious and feared Stavros becomes, the more 
  potent a psychological tool the Mayor has to keep 
  rivals in fear of him.
  GM’s Note:  Of course there is no hard evidence 
  that any androids were ever found by the Mayor, or 
  that these androids are, in fact, the person the PCs 
  know as “Stavros”.  However, Malcolm’s “tour” 
  of the plant, and the explanation of the robots and 
  androids once created there, may give clever PCs the 
  idea that Stavros is something other than a human 
  being - and that he may have “backups” if they “kill” 
  him.
  RETURNING TO AIT LATER
  Once the PCs have killed Stavros they can return to 
  AIT with his electronic brain.  Clever PCs will realize 
  this delicate piece of technology holds a lot of clues 
  to their investigation, as well as possible access to 
  some of the Mayor’s darkest secrets.
  Getting the information out of Stavros’ brain will 
  not be easy, however, and not even the advanced tools 
  of their precinct will be adequate to hack into the 
  android brain and glean anything of use.  In addition, 
  once the PCs become hunted (after the murder of 
  Madam Tess; see later for details), they will no longer 
  have Enforcer resources to rely upon.
  However there is one individual with the technical 
  skill available to him to delve into Stavros’ brain and 
  unlock its secrets:  Malcolm.  A former high-level 
  technician at AIT, he is one of the few people left 
  in the city with any understanding of androids and 
  robots in general.  If the PCs come to Malcolm with 
  the brain and ask him to access its memory, he will 
  gladly do it, happy for the opportunity to do what he 
  loves (working with machines), show off his talent, 
  and help in what he believes to be an important 
  investigation.
  With Malcolm helping them to recognize and 
  repair certain parts, the PCs will be able to scrounge 
  through the ruins of the AIT building for the 
  electronic and computer pieces Malcolm needs to 
  access Stavros’ memory.  Slowly but surely (over 
  the course of 1-2 days) Malcolm is able to build a 
  specialized computer system from the ruins, which 
  when ﬁnished is successful in linking into Stavros’ 
  android brain.
  When Malcolm accesses Stavros’ brain, images 
  from its memory banks are displayed through a 
  virtual reality headset.  If the PCs want to see the 
  images as they are extracted, one of them will have 
  to don the headset.  The headset resembles an all-
  encompassing helmet, connected directly to the 
  computer and Stavros’ electronic brain.
  STORED IMAGERY (EL 2)
  As each image is played the character wearing the 
  helmet must make a Will save (DC 17) or suffer 1d2 
  points of temporary Wisdom damage.  This damage 
  is cumulative, and a character reduced to zero falls 
  into a coma until she naturally recuperates (1 point 
  per day of rest).  She will still continue to receive 
  images even while a coma, which will come out as 
  “ﬂashbacks” whenever she fails a Wisdom-related 
  skill check (see the Recuperating sidebar) in the 
  future.
  The character can remove the headset at any 
  time, but doing so prevents him from seeing any 
  images displayed after that point.  In addition, once 
  the helmet is removed the whole system burns out; 
  destroying Stavros’ brain irreparably (Malcolm will 
  warn them of this beforehand, so the PCs should 
  know the risk).  As such, unless the PC accepts the 
  damage, the party may miss out on certain clues!
  The PC who risks this damage sees the following 
  images, described below.  All are from the 
  perspective of Stavros himself, as if recorded through 
  his very eyes.  They play in the order arranged below, 
  but to the PC witnessing them, they seem to be 
  ﬂashing totally at random:
  • 
  Static ﬂashes, and suddenly the Mayor's face 
  comes into view, looking right into Stavros' (or 
  in this case, the PC's) eyes.  Morrison appears 
  much younger, holding a submachinegun idly 
  in one hand.  Though there is no sound to match 
  the movement of his frantic lips, his eyes are 
  alight with anticipation and excitement, as if 
  watching his own child being born.  Before the 
  image cuts out Stavros turns his head slowly as 
  he "wakes” and from the corner of his eye can 
  be made out two identical clones of himself, also 
  being awakened by the future Mayor.  This is 
  Stavros’ earliest memory of being re-activated by 
  Morrison when he was just an aspiring ganger.  
  The “clones” are in fact the other two models of 
  Stavros that now serve as his “backups”.
  • 
  Through Stavros' eyes the character sees a dark 
  rooftop, in the middle of the night, high above 
  the city.  The point of view becomes brighter 
  as Stavros moves to a nearby rooftop skylight, 
  looking down at a dimly lit apartment.  There, 
  from above, the character recognizes the Mayor 
  and a few bodyguards speaking with none other 
  than Nathaniel Durante.  It is obvious this is a 
  view of Durante's apartment.  The Mayor takes 
  something from Durante as his men level their 
  guns; it appears to be some kind of device.  
  Durante does not ﬁght back.  The Mayor then 
  turns to leave, but before he goes he casts a 
  quick glance up to the skylight, looking Stavros' 
  
  46
  right in the eye.  It is a cold, detached look that 
  carries a hidden message.  As the Mayor leaves, 
  movement can be seen in the corner of Stavros' 
  eye as he raises a gun and points in down at 
  an angle towards the top of Durante's head.  
  Suddenly there is a ﬂash from the muzzle, and 
  Durante drops dead.  This is evidence proving 
  Stavros was Durante’s killer.
  • 
  Through Stavros' eyes one can see the back 
  of a truck as the doors open, revealing a 
  ruined building that has been converted into 
  a lab, somewhere in the Zones.  A young man 
  (identiﬁable as the crazy scientist Dougal, if 
  the PCs have already met him) approaches, 
  nervously shaking Stavros' hand.  The scientist 
  says, "You can tell the Mayor that everything's 
  going as planned.  We've started production of 
  the lethal variation and have amassed twenty 
  crates already.  They're being readied for 
  shipment to the East Side Boys territory as we 
  speak.  Stay a while, and I'll give you a tour of 
  the lab..." From Stavros’ ﬁrst visit to the drug lab 
  out in the Zones.  If the PCs haven’t already been 
  there, they now know the rumors are true.
  • 
  Through Stavros' eyes the viewer sees the 
  Mayor, sitting in the back of his luxurious 
  limousine, along with two or three of his 
  bodyguards.  It is apparently nighttime, and 
  they are driving together through some part of 
  the city.  The Mayor speaks directly to Stavros 
  while casually ﬁling his nails:  "...Durante is a 
  threat whether he realizes it or not.  We're going 
  to his place to try and 'convince' him to give up 
  the girl.  She'll have to be liquidated, just to be 
  sure.  But don't kill him unless it's absolutely 
  necessary...men like him come from old wealth, 
  and the death of old wealth has a tendency to 
  attract attention".  From the night the Mayor and 
  Stavros paid a visit to Durante, an event that 
  ended in Durante’s murder.
  • 
  No image, just the Mayor's voice:  "...the Nazis 
  called it the 'Night of the Long Knives'.  They 
  sent their stormtroopers all over the city taking 
  over key installations and seizing total control 
  of the government, installing themselves as the 
  uncontested rulers in just one night.  I don’t 
  see why it wouldn’t work for us as well...we’re 
  already in ofﬁce, and we’ve got the manpower to 
  do it.  There are enough poor, hungry slobs out 
  there willing to throw it all away just for a place 
  in the hierarchy...I tell you, Stavros, this is going 
  to work!”  Evidence of the Mayor’s intention to 
  take over the city and start a dynasty for himself.
  • 
  No image, just the Mayor's voice:  "...it's called 
  a BFT, broad-frequency transmitter.  Ingenious 
  little device, Stavros; they used to use things 
  like this to control the defenses in the Barrier, so 
  crews could slip out and perform maintenance.  
  How Durante got his hands on one I have no 
  idea - must have bought it from a junk dealer, or 
  found it in the ruins of an old museum.  Probably 
  planned to use it to get out of the city with his 
  furniture.  Anyway, now that he's dead this 
  little baby's gotta disappear...Such an artifact...
  I think I'll hold onto it, you never know what 
  may become useful in the future...I think I know 
  just the place, the wall safe in my ofﬁce..." This 
  is from a conversation with the Mayor after the 
  murder; the Mayor recognizes the device Stavros 
  took from Durante, a BFT.  The PCs now know 
  where to get an operational BFT if they plan to 
  escape the city.
  • 
  Through Stavros' eyes the viewer sees the Mayor 
  walking through a dark laboratory somewhere in 
  the city.  Behind him are large standing tanks of 
  a strange liquid, within each of which can barely 
  be seen vague, indistinct shapes.  The Mayor 
  speaks:  "Once I envied you, Stavros, with your 
  ageless body.  But I will be immortal as well.  
  The experiments have been a success, the clones 
  have entered maturity.  But I believe it may 
  have been a mistake to allow others in the city 
  to invest in this project.  I suppose it's of little 
  concern now.  Only a few people know.  We have 
  them ﬁrmly in our hands.  Of course we'll have 
  to liquidate them one by one to avoid any word 
  of this getting out, but they still have some use 
  left.  As for the lab, I want you to take care of it.  
  Burn it to the ground.  There can be no evidence 
  of what we've done.  Is that understood?"  From 
  an earlier meeting concerning the Mayor’s 
  experimental foray into clone technology.  
  Having cloned himself successfully with the 
  funding of a few other city elites, the Mayor 
  decides to terminate the project - as well as those 
  who have any knowledge of its existence.
  RECUPERATING
  It is possible that a PC won’t be able to recuperate 
  all of her temporary ability damage by the end of the 
  adventure, since it only heals at a rate of one point 
  per day.  While this can cripple her perception (the 
  damage is Wisdom based), if you’re so inclined you 
  as GM can turn this penalty into a boon.
  Every time the PCs is called to make a skill 
  check based on Wisdom and fails, she is considered 
  distracted by the remnants of the experiences she 
  witnessed from her direct link into Stavros’ mind, 
  which momentarily overcome her.  This gives you 
  a chance to repeat any of the visions described in 
  the text, especially if the PCs need reminding of a 
  particular clue.
  In addition, you may give the character who is 
  recuperating from this loss a +1 bonus to all Initiative 
  
  47
  rolls when ﬁghting Stavros, to simulate her newfound 
  insights into Stavros’ mental processes.  This bonus 
  goes away when the PC recuperates that last point of 
  temporary Wisdom damage.
  NPC STATISTICS
  This section lists the game statistics for the various 
  creatures and characters featured in Humanity In A 
  Bottle. For ease of reference, the NPCs are listed in 
  order of their appearance.
  RIOTERS
  The citizens involved in the food riots in Chapter 
  2 are all drawn from the urban homeless, desperate 
  people who rely upon the regular delivery of food 
  rations to the food dispensaries throughout the city.  
  Whipped up into a frenzy by their own hunger as 
  much as Morton’s propaganda, they have formed 
  into a seething mob ﬁlling the city streets.  Individual 
  rioters are not much of a danger, but in large groups 
  they pose a dire threat to their fellow citizens.
  Rioter, Post-Apocalyptic Hero 1:  CR 1; Medium-
  size humanoid; HD 1d8+2; HP 4; Mas 15; Init +1; 
  Spd 30 ft; Defense 12, touch 12, ﬂatfooted 11 (+0 
  size, +1 Dex, +1 class); BAB +0; Grap +2; Atk 
  +2 melee (1d6+2, metal baton), or +1 ranged (by 
  weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL 
  none; SV Fort +3, Ref +2, Will +1; AP 0; Rep -3; Str 
  14, Dex 13, Con 15, Int 9, Wis 12, Cha 10.
  Occupation:  Slave (Craft [structural], Survival).
  Background:  Degenerate (Knowledge 
  [Streetwise]).
  Skills:  Climb +4, Jump +4, Knowledge 
  (Streetwise) +3, Survival +5, Treat Injury +3.
  Feats:  Brawl, Endurance, Low Proﬁle, Post-
  Apocalyptic Technology, Primitive Technology.
  Talents (Post-Apocalyptic Hero):  Necropoli 
  Lore.
  Possessions:  Rag clothes, metal baton or Molotov 
  cocktail.
  CRAZED GUNMAN
  The gunman making an appearance in the Food Riot! 
  episode (Chapter 2) is just one of many faceless 
  Unproductives driven to violence by the terrible 
  conditions on the streets.  This individual, however, 
  has some training with weapons, making him far 
  more dangerous than the rest of the mobs.  Even 
  more of a danger, however, is the fact that the loss of 
  his job (working at one of the city’s many industrial 
  plants) and a continual shortage of food rations have 
  driven him completely insane.  When he ﬁnally 
  cracks, he decides to make a point no one will soon 
  forget, taking an innocent woman hostage and hoping 
  to kill as many Enforcers as he can before they take 
  him down.
  Crazed Gunman, Strong Hero 2/Fast Hero 2:  CR 
  4; Medium-size humanoid; HD 2d8+4 plus 2d8+4 
  plus 3; HP 29; Mas 14; Init +3; Spd 30 ft; Defense 
  20, touch 19, ﬂatfooted 17 (+0 size, +3 Dex, +6 class, 
  +1 equipment); BAB +3; Grap +4; Atk +4 melee 
  (1d4+1, pistol butt), or +7 ranged (2d6, Beretta 93R); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL none; SV 
  Fort +4, Ref +5, Will +1; AP 2; Rep +0; Str 13, Dex 
  16, Con 14, Int 10, Wis 12, Cha 8.
  Occupation:  Craftsman (Repair, Survival).
  Background:  Degenerate (Knowledge 
  [Streetwise]).
  Skills:  Drive +5, Intimidate +1, Knowledge 
  (Current Events) +2, Knowledge (Streetwise) +2, 
  Knowledge (Tactics) +2, Repair +2, Survival +4, 
  Treat Injury +2, Tumble +9.
  Feats:  Advanced Firearms Proﬁciency, Improved 
  Autoﬁre, Personal Firearms Proﬁciency, Post-
  Apocalyptic Technology, Primitive Technology, 
  Toughness, Weapon Focus (Beretta 93R).
  Talents (Strong Hero):  Extreme Effort.
  Talents (Fast Hero):  Evasion.
  Possessions:  Blue-collar clothes, Beretta 93R, four 
  boxes of 9mm ammunition (80), light undercover 
  shirt, ready syringe (with one dose of Psycho).
  SODOM CLUB BOUNCERS
  Deviants themselves, the bouncers at the Sodom 
  Club are generally drawn from various gangs in the 
  neighborhood, particularly the so-called “Sodomites”.  
  Some of these thugs dress a bit more reasonably than 
  their fellow gangers, as ﬁghts are frequent at the club.
  Sodom Club Bouncer, Tough Hero 2:  CR 2; 
  Medium-size humanoid; HD 2d10+4 plus 3; HP 18; 
  Mas 15; Init +0; Spd 30 ft; Defense 12, touch 12, 
  ﬂatfooted 12 (+0 size, +0 Dex, +2 class); BAB +1; 
  Grap +3; Atk +3 melee (1d6+2, metal baton), or +1 
  ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  none; AL Sodom Club; SV Fort +4, Ref +0, Will +1; 
  AP 1; Rep +0; Str 14, Dex 10, Con 15, Int 8, Wis 13, 
  Cha 12.
  Occupation:  Predator (Intimidate).
  Background:  Degenerate (Knowledge 
  [Streetwise]).
  Skills:  Intimidate +5, Knowledge (Popular 
  Culture) +1, Knowledge (Streetwise) +1, Listen +3, 
  Spot +5.
  Feats:  Alertness, Combat Martial Arts, Post-
  Apocalyptic Technology, Primitive Technology, 
  Toughness.
  Talents (Tough Hero):  Second Wind.
  Possessions:  Fetish gear, metal baton.
  
  48
  UNDERGROUND FIGHTERS
  Members of the so-called “Mutant Underground”, 
  each of these men (and women) are true survivors; 
  individuals who somehow slipped through the 
  government’s grasp at birth and have lived on the 
  streets - or underground - to this day.  Born with 
  mutations of one kind or another, all of these men and 
  women live the life of the hunted, and if ever caught 
  can expect to be “liquidated”.
  Though most of these people were previously 
  unafﬁliated, living on their own and thinking they 
  were unique genetic aberrations (and, sadly, believing 
  they were monsters), Morton has brought them 
  together as a force to be reckoned with.  Members of 
  the Underground see Morton as not only a leader, but 
  almost a “messiah”, as he has given them an identity, 
  hope for a future, and taken away their shame and 
  replaced it with a sense of belonging.
  Underground Fighter, Fast Hero 2:  CR 2; 
  Medium-size humanoid; HD 2d8+4; HP 13; Mas 15; 
  Init +2; Spd 30 ft; Defense 18, touch 16, ﬂatfooted 
  16 (+0 size, +2 Dex, +4 class, +2 equipment); BAB 
  +1; Grap +2; Atk +2 melee (1d6+1, riﬂe butt), or +3 
  ranged (2d8, MAG-7); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  medical incompatibility; AL Underground; SV Fort 
  +2, Ref +4, Will +1; AP 1; Rep +0; Str 13, Dex 14, 
  Con 15, Int 10, Wis 12, Cha 8.
  Occupation:  Predator (Hide).
  Background:  Degenerate (Knowledge 
  [Streetwise]).
  Mutations and Defects:  Varies.
  Skills:  Climb +2, Escape Artist +4, Gather 
  Information +0, Hide +8, Knowledge (Streetwise) 
  +2, Listen +2, Move Silently +8, Search +1, Spot +2, 
  Swim +2.
  Feats:  Armor Proﬁciency (light), Personal 
  Firearms Proﬁciency, Post-Apocalyptic Technology, 
  Primitive Technology, Stealthy.
  Talents (Fast Hero):  Evasion.
  Possessions:  Rag clothes, MAG-7, 2 boxes of 
  12-gauge ammunition (10), light undercover shirt, 
  cyanide pill.
  CHUDS
  Almost nothing is known of the mysterious “gang” 
  known as the “Chuds”, who live beneath the streets 
  of the Metropolis in the old collapsed subway and 
  sewer systems.  Legends of Rho’s current street 
  people claim the Chuds are descended from the 
  original homeless that chose to go underground rather 
  than ﬂee the city during the nuclear war.
  Chuds live in lightless parts of the sewers, 
  seldom seen by any but the few who choose to live 
  underground alongside them.  Long ago they hunted 
  their fellow man, but recent efforts by the people 
  of the Hive (see Sodom) have appeased the Chuds, 
  allowing both groups to live in peace.  Still the Chuds 
  prefer to live in isolation, and as a result have almost 
  been completely forgotten over the years.
  Chuds always cloak themselves in rags from head 
  to toe, ashamed of their own physical deformities.  
  Their weapon of choice is the dicechain, a gruesome 
  throwing weapon that has a tendency to slice victims 
  into pieces.
   Chud, Fast Hero 2:  CR 2; Medium-size 
  humanoid; HD 2d8+2; HP 11; Mas 13; Init +2; 
  Spd 35 ft; Defense 16, touch 16, ﬂatfooted 14 (+0 
  size, +2 Dex, +4 class); BAB +1; Grap +3; Atk +4 
  melee (3d4+2, dicechain), or +4 ranged (3d4+2, 
  dicechain); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
  incompatibility, dark vision, blindness in light, 
  phobia (open spaces); AL Chuds; SV Fort +1, Ref +4, 
  Will +1; AP 1; Rep +0; Str 14, Dex 15, Con 13, Int 
  10, Wis 12, Cha 8.
  Occupation:  Predator (Hide).
  Background:  Degenerate (Knowledge [Tactics]).
  Mutations and Defects:  Sensitive Sight x2, 
  Photosensitivity, Phobia (open spaces).
  Skills:  Escape Artist +6, Hide +9, Knowledge 
  (Tactics) +1, Listen +3, Move Silently +9, Spot +3.
  Feats:  Exotic Weapon Proﬁciency (dicechain), 
  Post-Apocalyptic Technology, Primitive Technology, 
  Stealthy, Weapon Focus (dice chain).
  Talents (Fast Hero):  Increased Speed.
  Possessions:  Rag clothes, dicechain.
  GARRETT
  Garrett is a ferocious old man in his late 60s, though 
  he has kept ﬁt over the years out of necessity.  Once 
  a construction worker in the Metropolis, his wife and 
  two children were senselessly killed in a gangland 
  war.  Giving up on life Garrett sold everything and 
  lived on the streets for ﬁve years, before discovering 
  the “Hive” under the Downtown area of the city.  
  Seeing fellow misﬁts and others disenchanted with 
  the Metropolis way of life in the community there, 
  he decided to become a permanent inhabitant of the 
  “underground city”.
  Garrett has seen too many good men and women 
  branded as “mutants” and hunted down to extinction 
  by the law.  Though not a mutant himself, he sticks 
  up for the mutant population of the city if given a 
  chance.  He has a ﬁerce hatred of Enforcers (and a 
  strong dislike of surface-worlders in general), and 
  will attack the PCs fearlessly when they encounter 
  him in the Hive.
  Garrett, Strong Hero 2/Tough Hero 2:  CR 4; 
  Medium-size humanoid; HD 2d8+4 plus 2d10+4 plus 
  3; HP 31; Mas 15; Init +1; Spd 30 ft; Defense 15, 
  touch 15, ﬂatfooted 14 (+0 size, +1 Dex, +4 class); 
  BAB +3; Grap +5; Atk +5 melee (1d4+3, unarmed), 
  
  49
  or +4 ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ none; AL Morton; SV Fort +6, Ref +1, Will +0; 
  AP 2; Rep +0; Str 14, Dex 13, Con 15, Int 12, Wis 
  10, Cha 8.
  Occupation:  Craftsman (Craft [structural], 
  Repair).
  Background:  Degenerate (Knowledge 
  [Streetwise]).
  Skills:  Balance +2, Climb +6, Craft (structural) 
  +5, Gather Information +0, Hide +2, Intimidate 
  +0, Knowledge (Current Events) +3, Knowledge 
  (Streetwise) +3, Repair +5, Survival +4.
  Feats:  Brawl, Combat Martial Arts, Post-
  Apocalyptic Technology, Power Attack, Primitive 
  Technology, Streetﬁghting, Toughness.
  Talents (Strong Hero):  Melee Smash.
  Talents (Tough Hero):  Second Wind.
  Possessions:  Rag clothes.
  THE TWINS
  The “twins”, Logan and Jessica, are both only ten 
  years old.  Yet despite their youth both are extremely 
  powerful mutants with unusual mutations that 
  make them a danger not only to the enemies of the 
  Underground, but also to the Underground itself.  For 
  years their “family” (the Underground) has trained 
  them to keep their powers secret and in control, as 
  any use of their abilities would be a dead giveaway of 
  their true nature.
  When the PCs meet the twins they see the party as 
  a curiosity.  However, when it soon becomes clear 
  that they mean to do Morton harm, both children 
  become enraged and (despite warnings against 
  getting involved) decide to help Morton escape.
  Outwardly the twins resemble any other pair of 
  street kids, except for their eerie blue eyes, which 
  almost seem to glow with their own unnatural 
  radiance.
  Logan, Dedicated Hero 3/Psionic 2:  CR 5; 
  Medium-size humanoid; HD 3d6+3 plus 2d8+2; HP 
  25; Mas 12; Init +4; Spd 30 ft; Defense 13, touch 13, 
  ﬂatfooted 13 (+0 size, +0 Dex, +3 class); BAB +3; 
  Grap +2; Atk +2 melee (1d3-1 nonlethal, unarmed), 
  or +3 ranged (by weapon); FS 5 ft by 5 ft; Reach 5 
  ft; SQ medical incompatibility; AL Underground; SV 
  Fort +3, Ref +1, Will +7; AP 2; Rep +1; Str 8, Dex 
  10, Con 12, Int 13, Wis 14, Cha 14.
  Occupation:  Slave (Perform, Survival).
  Background:  Degenerate (Knowledge [Mutant 
  Lore]).
  Mutations and Defects:  Neural Mutation - 
  Telepathy, Bizarre Pigmentation (iridescent eyes).
  Skills:  Bluff +7, Concentration +11, Disguise 
  +4, Gather Information +4, Hide +2, Intimidate +8, 
  Knowledge (Mutant Lore) +7, Listen +4, Search +3, 
  Sense Motive +6, Spot +4.
  Feats:  Attraction Trigger, Charm Person, 
  Deceptive, Endurance, Improved Initiative, Mental 
  Communication, Post-Apocalyptic Technology, 
  Primitive Technology.
  Talents (Dedicated Hero):  Skill Emphasis 
  (Concentration), Faith.
  Talents (Psionic):  Neural Specialization.
  Possessions:  Rag clothes.
  Jessica, Dedicated Hero 3/Psionic 2:  CR 5; 
  Medium-size humanoid; HD 3d6+9 plus 2d8+6; HP 
  35; Mas 16; Init +2; Spd 30 ft; Defense 15, touch 15, 
  ﬂatfooted 13 (+0 size, +2 Dex, +3 class); BAB +3; 
  Grap +2; Atk +2 melee (1d3-1 nonlethal, unarmed), 
  or +5 ranged (2d6, telekinetic slam); FS 5 ft by 
  5 ft; Reach 5 ft; SQ medical incompatibility; AL 
  Underground; SV Fort +5, Ref +3, Will +6; AP 2; 
  Rep +1; Str 8, Dex 14, Con 16, Int 12, Wis 13, Cha 8.
  Occupation:  Slave (Perform, Survival).
  Background:  Degenerate (Knowledge [Mutant 
  Lore]).
  Mutations and Defects:  Neural Mutation - 
  Telekinesis, Bizarre Pigmentation (iridescent eyes).
  Skills:  Bluff +3, Concentration +7, Disguise +1, 
  Hide +4, Intimidate +1, Knowledge (Mutant Lore) 
  +7, Knowledge (Streetwise) +5, Listen +5, Move 
  Silently +4, Search +3, Sense Motive +3, Spot +5, 
  Survival +5.
  Feats:  Deceptive, Endurance, Post-Apocalyptic 
  Technology, Primitive Technology, Telekinetic 
  Disarm, Telekinetic Hand, Telekinetic Punch, 
  Telekinetic Slam.
  Talents (Dedicated Hero):  Empathy, Intuition.
  Talents (Psionic):  Neural Specialization.
  Possessions:  Rag clothes.
  STEVE DEREK
  Steve Derek is a hero of the MetRho Bloodsport 
  arena, a handsome and charismatic young man who 
  has battled his way through no less than 24 vicious 
  matches to reach his current pinnacle of fame and 
  glory.  Beloved by players and spectators alike, he is 
  a shining champion of the city’s ultra-violent sports 
  scene.
  Derek hides a secret that few people know:  he 
  was born with a genetic mutation that makes him 
  extremely difﬁcult to kill.  This has allowed him to 
  excel at his chosen ﬁeld (brutal contact sports), but 
  the discovery of his mutation has also changed him 
  into a worried, almost paranoid man.  Derek made 
  contact with Morton’s Underground through Dr. Cole 
  (a mutual friend), but sees them as far too radical to 
  fully support.  Though he was engaged in stealing 
  weapons from the Metropolis Coliseum to support 
  the Underground, he has changed his mind about 
  being involved in their militant movement.
  Though Derek carries a shiny nickel-plated Colt 
  Python for self-defense, this is as much for show 
  
  50
  as for anything else.  If attacked he will generally 
  try to retrieve his trademark ripper stick (a weapon 
  resembling a traditional hockey stick but made of 
  metal and featuring a long razor-sharp blade on the 
  end), the familiar tool he has been using for ﬁve years 
  now to win his Bloodsport matches.
  Steve Derek, Strong Hero 6/Tough Hero 2:  CR 8; 
  Medium-size humanoid; HD 6d8+12 plus 2d10+4; 
  HP 54; Mas 14; Init +1; Spd 30 ft; Defense 16, touch 
  16, ﬂatfooted 15 (+0 size, +1 Dex, +5 class); BAB 
  +7; Grap +10; Atk +12 melee (1d10+6, ripper stick), 
  or +4 ranged (2d6, Colt Python); Full Atk +12/+7 
  melee (1d10+6 ripper stick), or +4/+0 ranged (2d6, 
  Colt Python); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
  incompatibility, DR 2/- vs. piercing and ballistic, 
  increased critical threat; AL Dr. Cole; SV Fort +7, 
  Ref +3, Will +2; AP 4; Rep +4; Str 16, Dex 12, Con 
  14, Int 8, Wis 10, Cha 14.
  Occupation:  Demagogue (Knowledge [Current 
  Events], Knowledge [Popular Culture]).
  Background:  Degenerate (Knowledge [Tactics]).
  Mutations and Defects:  Aberrant Endoskeletal 
  Encasing, Critical Vulnerability.
  Skills:  Drive +3, Intimidate +6, Jump +5, 
  Knowledge (Current Events) +1, Knowledge 
  (Popular Culture) +3, Knowledge (Streetwise) +1, 
  Knowledge (Tactics) +3.
  Feats:  Armor Proﬁciency (light), Brawl, Exotic 
  Melee Weapon Proﬁciency, Heroic Surge, Post-
  Apocalyptic Technology, Power Attack, Primitive 
  Technology, Renown, Streetﬁghting, Weapon Focus 
  (ripper stick).
  Talents (Strong Hero):  Melee Smash, Improved 
  Melee Smash, Advanced Melee Smash.
  Talents (Tough Hero):  Remain Conscious.
  Possessions:  Expensive clothes, Colt Python, 
  six rounds of .357 ammunition, shoulder holster, 
  mastercraft ripper stick, 1,500 credits in cash, gold 
  necklace and medallion with the name “Steve Derek” 
  on it (worth 5,000 credits).
  ASSISTANTS
  These men and women comprise a small core 
  of former medical personnel (nurses, lab techs, 
  etc.) who have over the years come to Dr. Cole’s 
  side in a kind of “underground railroad” for the 
  saving and treatment of the city’s genetically-ill 
  population.  Some of these men and women are 
  mutants themselves, while others are healthy but 
  who perhaps had a brother, sister, parent, or loved 
  one who succumbed to genetic disorders.  Dedicating 
  their lives to ﬁnding cures, with or without the law’s 
  consent, they are people with a truly noble and giving 
  spirit.  For all their dedication, however, few of these 
  non-combatants have any real skills to offer in a ﬁght.
  Assistant, Smart Hero 1/Dedicated Hero 1:  CR 
  2; Medium-size humanoid; HD 1d6 plus 1d6; HP 
  8; Mas 10; Init +1; Spd 30 ft; Defense 12, touch 12, 
  ﬂatfooted 11 (+0 size, +1 Dex, +1 class); BAB +0; 
  Grap -1; Atk -1 melee (1d3-1 nonlethal, unarmed), or 
  +1 ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ none; AL Dr. Cole; SV Fort +1, Ref +1, Will +4; 
  AP 1; Rep +-1; Str 8, Dex 12, Con 10, Int 15, Wis 14, 
  Cha 13.
  Occupation:  Academic (DW) (Knowledge [Earth 
  and Life Sciences], Research).
  Background:  Degenerate (Treat Injury).
  Skills:  Bluff +2, Computer Use +6, Craft 
  (pharmaceutical) +9, Hide +2, Knowledge (Current 
  Events) +6, Knowledge (Earth and Life Sciences) 
  +7, Knowledge (Mutant Lore) +3, Knowledge 
  (Streetwise) +4, Knowledge (Technology) +4, Listen 
  +3, Move Silently +2, Repair +4, Research +7, 
  Search +3, Sense Motive +3, Sleight of Hand +2, 
  Spot +3, Treat Injury +11.
  Feats:  Low Proﬁle, Medical Expert, Post-
  Apocalyptic Technology, Primitive Technology.
  Talents (Smart Hero):  Savant (Research).
  Talents (Dedicated Hero):  Healing Knack.
  Possessions:  Blue-collar clothes, lab coat.
  DR. REGINALD COLE
  Dr. Reginald Cole is perhaps unique among the city’s 
  small list of people of import, a former geneticist who 
  has survived an immoral past to become a beacon 
  of hope for the future.  When Cole ﬁrst began work 
  in the ﬁeld of commercial research (for one of the 
  city’s larger civilian drug companies) he had been 
  responsible for the deaths of a dozen youngsters 
  who were under his care.  Believing himself 
  beyond redemption, he quit the industry hoping to 
  do more humanitarian work for the government.  
  Spearheading the research into the “Legacy Project” 
  (alongside Dr. Orson Grant), he felt betrayed when 
  the government used his efforts to kill even more 
  innocent people (namely, mutant infants).
  Dr. Cole is an emotionally barren man who, though 
  feeling ultimately irredeemable, has made great steps 
  since quitting public practice towards predicting 
  and preparing for the city’s inevitable genetic 
  degeneration.
  Dr. Reginald Cole, Smart Hero 3/Dedicated Hero 
  5:  CR 8; Medium-size humanoid; HD 3d6+3 plus 
  5d6+5; HP 37; Mas 12; Init +0; Spd 30 ft; Defense 
  14, touch 14, ﬂatfooted 14 (+0 size, +0 Dex, +4 
  class); BAB +4; Grap +3; Atk +3 melee (1d3-1 
  nonlethal, unarmed), or +0 ranged (2d8, MAG-7); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL Mutants; SV 
  Fort +5, Ref +2, Will +9; AP 4; Rep +0; Str 8, Dex 
  10, Con 12, Int 16, Wis 15, Cha 13.
  Occupation:  Academic (DW) (Knowledge [Earth 
  
  51
  and Life Sciences], Research).
  Background:  Degenerate (Treat Injury).
  Skills:  Bluff +3, Computer Use +7, Craft 
  (chemical) +6, Craft (electronic) +6, Craft 
  (mechanical) +5, Craft (pharmaceutical) +16, 
  Decipher Script +5, Diplomacy +3, Drive +1, 
  Forgery +5, Gather Information +4, Investigate +9, 
  Knowledge (Behavioral Sciences) +5, Knowledge 
  (Current Events) +7, Knowledge (Earth and Life 
  Sciences) +14, Knowledge (History) +5, Knowledge 
  (Physical Sciences) +5, Knowledge (Streetwise) +8, 
  Knowledge (Technology) +7, Listen +3, Repair +7, 
  Research +19, Search +7, Sense Motive +8, Sleight 
  of Hand +1, Survival +3, Treat Injury +17.
  Feats:  Attentive, Iron Will, Low Proﬁle, Medical 
  Expert, Post-Apocalyptic Technology, Primitive 
  Technology, Studious, Surgery, Trustworthy.
  Talents (Smart Hero):  Savant (Research), Exploit 
  Weakness.
  Talents (Dedicated Hero):  Healing Knack, 
  Healing Touch 1, Healing Touch 2.
  Possessions:  Blue-collar clothes, lab coat, MAG-
  7, 2 boxes of 12-gauge ammunition (10).
  ENFORCERS
  The Enforcers of Metropolis Rho are one of the most 
  feared organizations in the entire city, and rightly so.  
  Though little more than sanctioned mercenaries, their 
  power stems not just from their corporal presence, 
  but also from their ingrained sense of unity, fraternity, 
  and superiority over the squalid masses of “civilians”.  
  Given special privileges such as pay for collecting 
  bounties and guaranteed rations each month, as well 
  as an independent charter that frees them from paying 
  taxes or facing punishment for crimes committed on 
  the job, they are an elite organization whose morale is 
  generally excellent.
  The typical Enforcer is a motivated brute who 
  believes he is descended from the tough lawmen of 
  the past; doing his part to ensure that law and order 
  is maintained on the streets of Metropolis Rho.  He 
  generally looks down on all others as inferiors, even 
  members of the most powerful gangs, since his 
  membership in the Enforcers gives him prestige - 
  and real power.  Though a good portion of Enforcers 
  abuse this trust on a daily basis, it is this ruthlessness 
  and lack of moral character that makes them the 
  feared brotherhood that they are.  To the average 
  Enforcer, it is the good of the organization ﬁrst; the 
  precinct second, and all other concerns are tertiary.
  Typical Enforcer, Strong Hero 3/Enforcer 1:  CR 
  4; Medium-size humanoid; HD 3d8+3 plus 1d10+1; 
  HP 23; Mas 13; Init +2; Spd 30 ft; Defense 20, touch 
  15, ﬂatfooted 18 (+0 size, +2 Dex, +3 class, +5 
  equipment); BAB +4; Grap +6; Atk +7 melee (3d6+4, 
  stun baton), or +6 ranged (2d8, Wildey .44); FS 5 ft 
  by 5 ft; Reach 5 ft; SQ none; AL Enforcers; SV Fort 
  +4, Ref +4, Will +2; AP 1; Rep +0; Str 15, Dex 15, 
  Con 13, Int 10, Wis 12, Cha 8.
  Occupation:  Predator (Intimidate).
  Background:  Degenerate (Knowledge [Tactics]).
  Skills:  Climb +4, Drive +4, Gather Information 
  +0, Hide +3, Intimidate +7, Knowledge (Streetwise) 
  +2, Knowledge (Tactics) +2, Move Silently +3, Sense 
  Motive +2.
  Feats:  Intimidating Strength, Personal Firearms 
  Proﬁciency, Point Blank Shot, Post-Apocalyptic 
  Technology, Primitive Technology, Weapon Focus 
  (stun baton).
  Talents (Strong Hero):  Melee Smash, Improved 
  Melee Smash.
  Talents (Enforcer):  Riot Formation, Uniformed 
  Fighter.
  Possessions:  Enforcer armor, Wildey .44 
  Magnum, 2 boxes of .44 magnum ammunition (16), 
  stun baton, power beltpack.
  Assault Enforcer, Strong Hero 3/Enforcer 1:  CR 
  4; Medium-size humanoid; HD 3d8+3 plus 1d10+1; 
  HP 23; Mas 13; Init +2; Spd 30 ft; Defense 20, touch 
  15, ﬂatfooted 18 (+0 size, +2 Dex, +3 class, +5 
  equipment); BAB +4; Grap +6; Atk +6 melee (3d6+4, 
  stun baton), or +6 ranged (2d8, Mossberg M500 
  Bullpup); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL 
  Enforcers; SV Fort +4, Ref +4, Will +2; AP 1; Rep 
  +0; Str 15, Dex 15, Con 13, Int 10, Wis 12, Cha 8.
  Occupation:  Predator (Intimidate).
  Background:  Degenerate (Knowledge [Tactics]).
  Skills:  Climb +4, Drive +4, Gather Information 
  +0, Hide +3, Intimidate +7, Knowledge (Streetwise) 
  +2, Knowledge (Tactics) +2, Move Silently +3, Sense 
  Motive +2.
  Feats:  Intimidating Strength, Personal Firearms 
  Proﬁciency, Point Blank Shot, Post-Apocalyptic 
  Technology, Primitive Technology, Room-Broom.
  Talents (Strong Hero):  Melee Smash, Improved 
  Melee Smash.
  Talents (Enforcer):  Riot Formation, Uniformed 
  Fighter.
  Possessions:  Enforcer armor, Mossberg M500 
  Bullpup, 14 rounds of 12-gauge ammunition, stun 
  baton, power beltpack.
  MORTON “THE MUTANT”
  The enigmatic Morton, leader of the so-called 
  “Mutant Underground”, is a complex character from 
  the start.  Instigator of the Downtown food riots, 
  ringleader of a subversive terrorist movement, and 
  wanted mutant criminal, he also proves to be one of 
  the few NPCs willing to help the player characters 
  later in the campaign.  Having survived many 
  
  52
  hardships (including thirty years avoiding Metropolis 
  law), Morton is a tough individual with many ties to 
  the city’s underworld as well as his own network of 
  loyal followers, the “Underground”.
   Morton, Fast Hero 3/Dedicated Hero 3/Skulk 
  3/Demagogue 2:  CR 11; Medium-size humanoid; 
  HD 3d8+9 plus 3d6+9 plus 3d8+9 plus 2d6+6; HP 
  79; Mas 22; Init +0; Spd 30 ft; Defense 29, touch 19, 
  ﬂatfooted 29 (+0 size, +0 Dex, +9 class, +4 natural, 
  +6 equipment); BAB +7; Grap +9; Atk +9 melee 
  (1d6+2, golf club), or +7 ranged (2d8, MAG-7); 
  Full Atk +9/+4 melee (1d6+2, golf club), or +7/+2 
  ranged (2d8, MAG-7); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ medical incompatibility, immune to critical hit, 
  blindness; AL Underground; SV Fort +9, Ref +6, Will 
  +8; AP 5; Rep +4; Str 14, Dex 10, Con 16, Int 12, 
  Wis 8, Cha 12.
  Occupation:  Slave (Perform, Survival).
  Background:  Degenerate (Knowledge 
  [Streetwise]).
  Mutations and Defects:  Protective Dermal 
  Development, Extreme Resilience, Blindness, 
  Aberrant Deformity.
  Skills:  Diplomacy +7, Disguise -5, Escape Artist 
  +4, Gather Information +3, Hide +8, Intimidate 
  +3, Knowledge (Current Events) +5, Knowledge 
  (Popular Culture) +3, Knowledge (Streetwise) +8, 
  Knowledge (Tactics) +2, Knowledge (Theology 
  and Philosophy) +10, Listen +3, Move Silently +8, 
  Perform (Oration) +5, Sense Motive +3, Sleight of 
  Hand +6, Spot +3, Survival +3, Treat Injury +1.
  Feats:  Armor Proﬁciency (light), Armor 
  Proﬁciency (medium), Endurance, Heroic Surge, 
  Improved Damage Threshold (x2), Iron Will, 
  Personal Firearms Proﬁciency, Post-Apocalyptic 
  Technology, Primitive Technology, Stealthy.
  Talents (Fast Hero):  Evasion, Uncanny Dodge 1.
  Talents (Dedicated Hero):  Skill Emphasis 
  (Knowledge [Streetwise]), Faith.
  Talents (Skulk):  Sweep, Sneak Attack +1d6.
  Talents (Demagogue):  Followers, Lead 
  Followers.
  Possessions:  MAG-7, 3 boxes of 12-gauge 
  ammunition (15), golf club, tactical vest.
  HIRED GUARDS
  These men come from various gangs and even from 
  the ranks of the Enforcers, hired by the West Side 
  Gang to provide security for their illegal drug lab in 
  the Zones.  Unscrupulous and greedy, these men have 
  no loyalty to the gang and will ﬂee if confronted by a 
  determined (or overpowering) enemy.
  Hired Guard, Strong Hero 3:  CR 3; Medium-size 
  humanoid; HD 3d8+3; HP 17; Mas 13; Init +2; Spd 
  30 ft; Defense 19, touch 14, ﬂatfooted 17 (+0 size, +2 
  Dex, +2 class, +5 equipment); BAB +3; Grap +5; Atk 
  +5 melee (1d6+4, metal baton), or +7 ranged (2d6, 
  M9 Spectre); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL 
  none; SV Fort +3, Ref +3, Will +2; AP 1; Rep +0; Str 
  14, Dex 15, Con 13, Int 8, Wis 12, Cha 10.
  Occupation:  Predator (Hide).
  Background:  Degenerate (Knowledge 
  [Streetwise]).
  Skills:  Gamble +2, Hide +4, Knowledge 
  (Streetwise) +0, Listen +2, Move Silently +3, Spot 
  +2.
  Feats:  Armor Proﬁciency (light), Armor 
  Proﬁciency (medium), Personal Firearms Proﬁciency, 
  Post-Apocalyptic Technology, Primitive Technology, 
  Weapon Focus (M9 Spectre).
  Talents (Strong Hero):  Melee Smash, Improved 
  Melee Smash.
  Possessions:  M9 Spectre, one box of 9mm 
  ammunition (50), metal baton, light-duty vest.
  DOUGAL
  A kind of young “mad scientist”, the individual 
  known as Dougal is a reject from the Tech Union’ 
  cadre of trained chemical researchers.  This youthful, 
  arrogant, and utterly unethical fellow was kicked 
  out of the ‘Corps during his apprenticeship for 
  unorthodox practices that led to several questionable 
  deaths.  Since the demand for men of his genius is 
  great, this was ultimately forgivable, but since he also 
  continually displayed an arrogant disregard for his 
  superiors, he was promptly booted out onto the street.
  A truly wretched individual, Dougal is the kind of 
  young man who believes he is destined for greatness, 
  longing to be worshipped - and as a man with some 
  scientiﬁc training, he views all other people as little 
  more than “test subjects” to be used at his leisure.  To 
  make matters worse he is also addicted to many of 
  the chems he produces.  Though his kind are despised 
  by the “real” scientists who keep the Metropolis 
  drug and medical industry aﬂoat and at least quasi-
  respectable, he was quickly hired by the Mayor to 
  produce an illegal and lethal form of Crazy Cat that 
  has just recently begun hitting the streets.
  Dougal is totally unbalanced, a side effect of his 
  own monomania, drug addictions, and tendency to 
  be “high” roughly ﬁve days out of the week.  Though 
  this makes him foolish and coherent only part of the 
  time, this also makes him fearless with little regard 
  for intimidation and bodily threats.
  Dougal, Smart Hero 4/Fast Hero 2:  CR 6; 
  Medium-size humanoid; HD 4d6+4 plus 2d8+2; HP 
  29; Mas 12; Init +2; Spd 30 ft; Defense 17, touch 17, 
  ﬂatfooted 15 (+0 size, +2 Dex, +5 class); BAB +3; 
  Grap +2; Atk +2 melee (1d3-1 nonlethal, unarmed), 
  or +5 ranged (2d6, M9 Spectre); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ none; AL none; SV Fort +2, Ref +7, 
  Will +4; AP 3; Rep +2; Str 8, Dex 14, Con 12, Int 15, 
  
  53
  Wis 10, Cha 13.
  Occupation:  Academic (DW) (Knowledge [Earth 
  and Life Sciences], Research).
  Background:  Degenerate (Knowledge 
  [Streetwise]).
  Skills:  Bluff +4, Computer Use +6, Craft 
  (chemical) +13, Craft (pharmaceutical) +11, 
  Diplomacy +2, Disguise +3, Drive +3, Escape Artist 
  +3, Forgery +6, Gamble +1, Gather Information +2, 
  Hide +5, Intimidate +2, Knowledge (Behavioral 
  Sciences) +6, Knowledge (Business) +4, Knowledge 
  (Current Events) +9, Knowledge (Earth and 
  Life Sciences) +6, Knowledge (Popular Culture) 
  +4, Knowledge (Streetwise) +11, Knowledge 
  (Technology) +6, Listen +1, Move Silently +5, 
  Research +11, Sense Motive +1, Sleight of Hand +5, 
  Spot +1, Treat Injury +4.
  Feats:  Deceptive, Educated (Knowledge 
  [Behavioral Sciences], Knowledge [Earth and Life 
  Sciences]), Iron Will, Lightning Reﬂexes, Medical 
  Expert, Personal Firearms Proﬁciency, Post-
  Apocalyptic Technology, Primitive Technology, 
  Stealthy.
  Talents (Smart Hero):  Savant (Craft [chemical]), 
  Trick.
  Talents (Fast Hero):  Evasion.
  Possessions:  Lab coat, gas mask, M9 Spectre, one 
  box of 9mm ammunition (50), three ready syringes 
  (each with one dose of Psycho).
  SCIENTISTS
  These men are former members of the Tech Union 
  who for one reason or another have been thrown out 
  or censured for malpractice and/or “sub-standard 
  scruples”.  Though ofﬁcially denied work with the 
  Tech Union, there is never a shortage of demand 
  among the gangs for men with technical or medical 
  skills.  These men specialize in the production of 
  chemical substances, particularly drugs.
  Scientist, Smart Hero 1:  CR 1; Medium-size 
  humanoid; HD 1d6+1; HP 5; Mas 12; Init +2; Spd 30 
  ft; Defense 12, touch 12, ﬂatfooted 10 (+0 size, +2 
  Dex, +0 class); BAB +0; Grap +0; Atk +0 melee (1d3 
  nonlethal, unarmed), or +2 ranged (2d6, M9 Spectre); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL West Side 
  Gang; SV Fort +1, Ref +2, Will +2; AP 0; Rep +1; Str 
  10, Dex 15, Con 12, Int 14, Wis 13, Cha 8.
  Occupation:  Academic (DW) (Knowledge [Earth 
  and Life Sciences], Research).
  Background:  Degenerate (Knowledge 
  [Streetwise]).
  Skills:  Bluff +2, Computer Use +4, Craft 
  (chemical) +6, Craft (pharmaceutical) +7, Diplomacy 
  +0, Disguise +1, Drive +3, Gamble +2, Hide +3, 
  Knowledge (Behavioral Sciences) +4, Knowledge 
  (Current Events) +4, Knowledge (Earth and 
  Life Sciences) +4, Knowledge (Streetwise) +4, 
  Knowledge (Technology) +4, Listen +2, Move 
  Silently +3, Research +6, Sense Motive +2, Spot +2, 
  Treat Injury +2.
  Feats:  Deceptive, Personal Firearms Proﬁciency, 
  Post-Apocalyptic Technology, Primitive Technology.
  Talents (Smart Hero):  Savant (Craft 
  [pharmaceutical]).
  Possessions:  Lab coat, gas mask, M9 Spectre, one 
  box of 9mm ammunition (50).
  NEW ITEMS
  The following are other miscellaneous items that the 
  PCs can acquire during the course of the adventure.
  ENFORCER ARMOR “PLUS”
  The new suit of Enforcer armor has been developed 
  to give the police ofﬁcer more survivability in 
  the hazardous law enforcement environment of 
  Metropolis Rho.  Based on the stylized “Enforcer 
  armor” long used by the police ofﬁcers of MetRho, 
  the “Plus” model includes several new features.  
  These include a built-in gas mask/rebreather (this 
  system acts exactly as a gas mask but with a ﬁlter 
  that cleans and recharges itself if left off for 1 hour), 
  a head-set radio with a 1 km range (this has the 
  same capabilities as regular Enforcer armor, but with 
  longer range), voice and face recognition software 
  linked to an eyesight camera that matches a suspect’s 
  features and voice patterns with the City Computer 
  database (usual time between transmission of data 
  and receiving a match from the City Computer is 30 
  to 60 seconds), and a self-polarizing face shield that 
  makes the ofﬁcer immune to blinding ﬂashes (such as 
  from a ﬂashbang).  It otherwise protects as Enforcer 
  armor (see Urban Decay).
  Cost:  2,400 cp.   Craft DC:  28.
  
  54
  MANPROD
  Developed to give Enforcers of MetRho more hitting 
  power, the Manprod is an improvement on the stun 
  batons that have long been their standard weapon 
  of choice.  Though basically similar in appearance, 
  the Manprod makes use of a much higher capacity 
  discharger that jolts the victim with a more violent 
  charge of electricity.  Though reportedly extremely 
  painful for the victim, the increase in stunning power 
  is remarkable.
  All damage done by a Manprod is nonlethal.
  “PUNISHER” PATROL CAR
  The Punisher patrol car is just a prototype that the 
  R&D team of the Enforcers hope will become the 
  future in MetRho’s law enforcement vehicles.  A 
  much sleeker and more stylish vehicle than the 
  Terminator, the Punisher is more than an intimidating 
  reminder of the Enforcer’s presence - it offers a very 
  real upgrade in police technology.
  The main focus on the Punisher is survivability and 
  a prolonged lifespan.  As such the Punisher features 
  an armored body, puncture-resistant tires (hardness 
  3 and 5 hit points), and even a computerized (a.k.a. 
  “smart”) weight distribution system that makes 
  it almost impossible to push over by rioters.  In 
  addition the Punisher has tear gas smoke dischargers 
  concealed behind sliding plates that allow it to lay 
  down a spread of tear gas around it to clear mobs.  It 
  also features a television periscope equipped with full 
  nightvision and IR capabilities, a standard two-way 
  radio, and a fully stocked ﬁrst aid kit.
  One of the marvels of the new Punisher is a 
  sophisticated surveillance package that is new to 
  the patrol car concept.  This surveillance equipment 
  includes an X-ray video camera and laser microphone 
  suite that can be mounted on either side of the car 
  (or in front or back), and can be moved to a new 
  facing with less than ﬁve minutes effort.  These 
  allow the crew of the vehicle to spy on the contents 
  of rooms concealed behind building walls, single 
  out pedestrians in a crowd to overhear what they 
  are saying, or even look into and listen in on 
  conversations taking place in other cars while driving 
  parallel to them on the road.
  TABLE 2-1: NEW WEAPON
  Weapon
  Damage
  Critical
  Type
  Size
  Wgt
  Cost
  Craft DC
  Manprod (simple)
  4d6
  x2
  Electricity
  Medium
  3 lb.
  5,000 cp
  28
  TABLE 2-2: NEW VEHICLES
  Name
  Crew
  Pass
  Cargo
  Init
  Man.
  Top Speed
  Def.
  Hard.
  HP
  Size
  Cost
  Craft DC
  Punisher
  1
  4
  200 lb.
  -2
  +0
  310 (31)
  8
  5
  38
  H
  50,000
  25
  
  55
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Deﬁnitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Material” 
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  Open Game Content. (h) “You” or “Your” means the licensee in terms of this 
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  2. The License: This License applies to any Open Game Content that 
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  with any Trademark or Registered Trademark in conjunction with a work 
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  9. Updating the License: Wizards or its designated Agents may publish 
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  every copy of the Open Game Content You Distribute.
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  12 Inability to Comply: If it is impossible for You to comply with any of the 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Humanity In A Bottle Copyright 2005, RPGObjects; Author Dominic Covey
  OPEN GAMING CONTENT
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: 
  Darwin’s Word, Twisted Earth, Denizens of the Twisted Earth, Terrors of the 
  Twisted Earth, Artifacts of the Ancients, Cave of Life, Benders, Brethren, 
  Brotherhood of Radiation, The Cartel, Children of the Metal Gods, Clean 
  Water Clans, Far Traders, Enthropist, The Foundationist, The Movement, 
  Paradise Believers, Ravagers, The Savants, Doomriders, Brethren Follower, 
  Brotherhood of Radiation, Foundationist Paladin, Sister of the Desert, Willy 
  World, Enforcers, Metropolis Rho, Humanity In A Bottle.
  Designation of Open Gaming Content: The following sections of Humanity 
  In A Bottle are designated as open gaming content except for terms deﬁned 
  as product identity above.  All illustrations, pictures, and diagrams are 
  Product identity and property of RPGObjects™.
  All monster, npc, city, and trap statistics blocks are open content.  All new 
  weapons, vehicles, and robots are open content. All other content is closed.
  
SOURCE: textdata/thevault/Darwins World/Darwin's World Metropolis Rho - Trail of Treason.pdf