TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-1101
  Version 1.0 – February 2009
  ®
  Written by W.G. ARMINTROUT
  Edited by ANDREW HACKARD
  Illustrated by DENIS LOUBET
  Map Graphics by BEN WILLIAMS, ELISABETH ZAKES, and DENIS LOUBET
  TM
  LAIR OF THE
  FAT MAN
  
  CONTENTS
  2
  CONTENTS
  Playtesters: (Utah Team) Rich “Rasputin” Davis, Tracy “The Swede” Dustin, Bill “Yorski” Jackson, Alex “Thermite” Orton, and Paul “Tojo” Potter;
  (Texas Team) Norman Banduch, Scott Bowles, Tonya Cross, John Defibaugh, Hal Frazier, Kelly Grimes, Kerry Grimes, 
  Alvin Johnson, Ron Jorgenson II, Larry Miller, and Chris Smith, Agents of MAGE
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Lair of the Fat Man, e23, and the names 
  of all  products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. 
  GURPS Lair of the Fat Man is copyright © 1982, 2009 by Steve Jackson Games Incorporated. All rights reserved. 
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  INTRODUCTION. . . . . . . . . . 3
  The Plot (Such as It Is) . . . . . . . . . . 3
  Some Cautions. . . . . . . . . . . . . . . . . . 3
  0. PRELIMINARIES . . . . . . . 4
  THE UNISTOMP TEAM . . . . . . . . . 4
  A Note on NPC Stats . . . . . . . . . . . . . 5
  THE BRIEFING. . . . . . . . . . . . . . . . . 5
  Equipment. . . . . . . . . . . . . . . . . . . . . 6
  Information Table . . . . . . . . . . . . . . . 6
  1. ON THE RIVER . . . . . . . 7
  EXPLORING THE JUNK . . . . . . . . . . . 8
  Guards . . . . . . . . . . . . . . . . . . . . . . . . 8
  Stairs . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Cabin . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Diving Lock . . . . . . . . . . . . . . . . . . . . 8
  Hold . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Foc’sle. . . . . . . . . . . . . . . . . . . . . . . . . 9
  Fleet Alert . . . . . . . . . . . . . . . . . . . . . 9
  What They Know . . . . . . . . . . . . . . . 9
  Willpower . . . . . . . . . . . . . . . . . . . . . 9
  Vasnacuri. . . . . . . . . . . . . . . . . . . . . . 9
  2. BENEATH YELLOW
  WATERS . . . . . . . . . . . 10
  THE FAT MAN’S PLAN . . . . . . . . . . 10
  EXPLORING THE SEA SPECTRE . . . . 11
  Special Rules . . . . . . . . . . . . . . . . . . 11
  Deck One (Bottom). . . . . . . . . . . . . 11
  Deck Two . . . . . . . . . . . . . . . . . . . . . 12
  The False Fat Men . . . . . . . . . . . . . . 13
  Deck Three . . . . . . . . . . . . . . . . . . . 14
  Deck Four . . . . . . . . . . . . . . . . . . . . 14
  Deck Five (Top). . . . . . . . . . . . . . . . 15
  Conning Tower . . . . . . . . . . . . . . . . 16
  THE SEA SPECTRE – LOWER DECKS. . . 17
  THE SEA SPECTRE – UPPER DECKS . . . 18
  3. THE FAT MAN, 
  AT LAST . . . . . . . . . . . 19
  FINAL THOUGHTS. . . . . . . . . . . . . . 19
  Aftermath and Sequels. . . . . . . . . . 20
  Secret of the Fat Man . . . . . . . . . . . 20
  APPENDIX A: THE
  FAT MAN’S TEAM . . . . 21
  The Fat Man . . . . . . . . . . . . . . . . . . 21
  Simba, the African Master Spy . . . 22
  Sorra Lee, the Fat Man’s 
  Daughter. . . . . . . . . . . . . . . . . . . 22
  APPENDIX B: MAPS OF
  THE SEA SPECTRE . . . . 23
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  begin with B refer to that book, not this one.
  About GURPS
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  e23 Manager ❚ STEVEN MARSH
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  JUSTIN DE WITT
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  MacLAUCHLAN McKENZIE
  GURPS FAQ Maintainer ❚ –––––––
  VICKY “MOLOKH” KOLENKO
  
  INTRODUCTION
  3
  This is a 1980s Cold War espionage adventure – but not an
  ordinary one. It’s not a mission in the grim tradition of Ian
  Fleming’s James Bond. This adventure has all the nail-biting
  drama of several super-spy movies released years ago – the
  gritty realism of the original film version of Casino Royale, the
  dramatic integrity of The President’s Analyst, the film noir qual-
  ity of The Silencers, and the hard-hitting tragedy of Our Man
  Flint. In short . . . it’s silly.
  GMs, take note: This does not mean that it’s safe. If you
  intend to use the adventure as written, don’t run it as part of
  an ongoing campaign; it works best as a one-shot change of
  pace. This adventure is most appropriate for four players and
  requires at least a day or two of pre-game time to build agents.
  (GMs should feel free to conceal the true nature of this adven-
  ture from their players until the last possible moment.)
  THE PLOT (SUCH AS IT IS)
  A madman, calling himself the Fat Man, is stealing the
  world’s most precious military secrets from the great powers.
  He claims to be working unilaterally to disarm the world . . .
  but who can believe him?
  At last, four major world powers, alarmed by this threat,
  locate what seems to be the lair of this incredibly dangerous
  man. They send in their top team to smoke him out – a
  UNISTOMP action team, from a top secret United Nations
  anti-terrorist agency.
  Can the action team, composed of agents from the KGB,
  CIA, and other spy agencies, forget their hostilities long
  enough to deal with the Fat Man? Will it work?
  This scenario is intended as a short adventure lasting one or
  two evenings, and makes an interesting break from the usual
  sort of adventuring. (Indeed, Lair can be the excuse for a really
  different sort of party.) Although this adventure is not meant to
  link with an ongoing campaign, an inventive GM could design
  a serious game around the UNISTOMP agency.
  ABOUT THE AUTHOR
  W.G. (Bill) Armintrout began his game design career in
  1978 with the publication of Hot Spot, a Metagaming
  microgame. In addition to his freelance work, he has worked
  for Steve Jackson Games, Bard Games, Origin Systems,
  Electronic Arts, Turbine, Psygnosis, Vicarious Visions; design-
  ing, developing, and programming board games, RPGs, com-
  puter games, and video games. He currently is the proprietor
  of The Miniatures Page (www.theminiaturespage.com), a
  website for miniature wargamers.
   INTRODUCTION
  As soon as most players hear the name “UNISTOMP,”
  they’ll know that this is not an especially serious scenario.
  The agent briefings at the start of the adventure, if played
  correctly, should reinforce this feeling. GMs can go too far
  if they try for exaggerated, obviously fake accents, or overt
  national stereotypes; it’s better to underplay things a bit
  and let the humor come naturally. (GMs who are gifted
  with accents are certainly welcome to use them, of course!)
  Players should get into the spirit of things as the game pro-
  gresses without overly broad prompting from the GM.
  The issue of stereotypes is one to be careful of through-
  out this adventure. Several encounters have the potential
  to give offense if not played with tact and sensitivity to the
  players’ feelings. For that reason, GMs are advised not to
  use this scenario with unfamiliar players; save this for a
  group of old friends getting together or when your estab-
  lished group wants a break from your usual game. Even
  then, be aware of where your friends’ “line” is, and be sure
  you stay on the good side of it.
  Fine-Tuning the Funny
  Not every group appreciates humorous adventures.
  (Heathens!) It is relatively simple to change this to a seri-
  ous scenario, just by altering a few details – starting with
  UNISTOMP’s name – and making the Fat Man a genuine
  menace rather than a twisted puppet master. In a serious
  game, probably none of the PCs would be double agents,
  which right there would go a long way toward taking some
  of the silliness out of the game. In fact, GMs might discard
  the “enemies working for a common goal” aspect alto-
  gether, presenting this as a NATO or Warsaw Pact team, or
  possibly even a strike team from a single nation. This will,
  of course, also change the Fat Man’s motives.
  Conversely, a group might choose to ramp up the
  absurdity, pushing the game toward, or all the way into,
  farce. In such a game, everyone might be a double (or even
  triple!) agent. These turncoats could well be grotesquely
  inept at maintaining their cover identities – the only thing
  saving them is that everyone else is more concerned about
  their own transparent cover stories than in poking holes in
  everyone else’s. GMs who are fond of movies such as the
  Austin Powers series do not need any more advice on run-
  ning such a game.
  Finally, another way to change up this scenario is to
  change the setting. There’s nothing in here that absolutely
  requires a Cold War timeframe. Lair of the Fat Man could
  work equally well as a future special ops team sent into a
  satellite junkyard, a dungeon-crawling adventure party try-
  ing to outsmart an evil wizard, or a group of Illuminati
  University grad students tasked by the Archdean with
  retrieving certain items of IOU property before Parents-
  and-Guardian Spirits-and-Fairy Uncles Weekend. (That
  last game would probably redefine the boundaries of
  “farce,” but that’s no reason not to try it!)
  Some Cautions
  
  On October 12, 1982, the United Nations Security Council
  met in secret session and resolved that international terrorism
  had threatened the world for long enough. They created a
  secret agency, the United Nations International Strategic
  Taskforce On Mutual Protection – UNISTOMP. Action teams
  were formed, each composed of agent pairs from as many as
  six different countries, ready to set aside their missions for
  their own countries and report to UNISTOMP Headquarters in
  Belgrade in case of a terrorist crisis.
  Since UNISTOMP action teams are “on call,” ready to
  respond to any emergency, the players should form their action
  team before they know the details of the adventure. There are
  only three steps to get started, all of which should be done in
  private sessions before the adventure is to be played. Because
  several of these require exclusive choices, GMs are recom-
  mended to find some random way to put the players in order.
  First, each player must pick a country of origin. There are
  four to choose from: U.S.S.R., United States, United Kingdom,
  and the People’s Republic of China. There may only be one
  player from each country unless there are more than four play-
  ers in the game. The number of western countries in play
  (United States and United Kingdom) must equal the number of
  Communist countries (U.S.S.R. and China) in play. A player
  with a good reason may choose another country – for instance,
  France rather than the U.K., or East Germany rather than
  China – as long as the balance between Communist and non-
  Communist countries is maintained. (This will, of course,
  require some adjustment to the story.)
  Second, each player must create his PC, the Senior Agent
  from his country. Each PC should be built on 250 points, as the
  Senior Agents are hardened professionals. The GM should steer
  the players toward creating well-rounded characters, rather
  than mere combat-and-espionage monsters; think about James
  Bond’s skill at the gaming table and his appreciation of fine
  liquor, for instance. GMs should also consider allowing the
  agents to take several levels of the Super-Spy Talent (see box).
  GMs who enjoy extremely cinematic games may choose instead
  to allow the wildcard skill Spy! (see box). Junior Agents should
  not have access to either trait; that’s why they are Junior Agents.
  Third, each player may assist the GM in creating the Junior
  Agent from his country. (If there are more than four players,
  the players of the Junior Agents should create their PCs on
  their own.) This assistance should be limited to generic sugges-
  tions, and the GM should feel free to add his own twists, espe-
  cially where disadvantages are concerned! Unless there are
  more than four players for this adventure, Junior Agents 
  are NPCs under the control of the GM, and all die rolls for 
  NPC Junior Agents will be made by the GM, in secret.
  However, Junior Agents are supposed to obey the orders of the
  Senior Agent from his country. Senior Agents should have a
  general idea of the capabilities of NPC Junior Agents, but may
  not be aware of those of PC Junior Agents unless those players
  elect to share. (Even in UNISTOMP, sometimes you get thrown
  together at the last minute.)
  PRELIMINARIES
  4
  PART ZERO
  PRELIMINARIES
  New Talent: Super-Spy
  15 points/level
  This Talent covers the skills Acting, Current Affairs
  (Geopolitics), Detect Lies, Disguise, Escape, Fast-Talk,
  Holdout, Interrogation, Observation, Pickpocket,
  Search, Shadowing, Sleight of Hand, Stealth, and
  Tracking. Reaction bonus: All members of the PC’s
  organization below his rank, as well as enemy agents
  of roughly equal rank who are aware of his identity.
  New Wildcard Skill: Spy!
  see p. B175
  This IQ-based wildcard skill can be used for any
  skill roll that would reasonably, in the GM’s opinion,
  fall under the typical activities of a spy. Note that this
  does not include any combat skills! All skills listed
  under the Super-Spy Talent, above, can be replaced
  with the Spy! skill, and the GM may allow others as
  well. Creative players will probably try to interpret this
  as broadly as possible, so GMs should rule that activi-
  ties not directly related to the business of intelligence-
  gathering are not covered by this skill (e.g., no
  Carousing or Gambling, no matter how obsequiously
  the player begs).
  THE UNISTOMP TEAM
  It is the 1980s, and the peace
  of the entire world is at stake.
  
  After all agents have been created, the players must choose
  a team language that all agents can speak. If no such language
  exists, Junior Agents may have to be used as translators. The
  players may also share information about their characters to
  ensure that the team has a good balance of languages and
  skills. The GM should explain that most Senior Agents are
  well-known to the other intelligence services, and whatever
  information is shared between players is the result of routine
  agent briefings, off-stage before the start of the adventure. On
  the other hand, players are not required to share any informa-
  tion . . . and, their PCs being spies, might even lie. Junior
  Agents should not be part of this briefing.
  Once this information exchange has concluded, move
  directly into the start of the adventure.
  PRELIMINARIES
  5
  THE BRIEFING
  The GM gives each Senior Agent a quick briefing from that
  agent’s national spy agency. (An American will talk to the CIA
  chief; a Russian, the KGB chief; etc.) Each Senior Agent will
  receive certain secret information relevant to his country. Italic
  text should be read aloud or paraphrased, and should be the
  same for all Senior Agents.
  “The peace of the entire world is at stake.
  “A madman calling himself the Fat Man has decided to do
  away with the world’s weaponry. He is, of course, completely
  insane. Unfortunately, he is crazy like a fox . . . he has struck a
  vital blow to our national security.”
  The GM now reads the appropriate secret to the agent.
  • American: “No doubt you are familiar with plans for the
  Stealth aircraft series? Operatives working for this Fat Man
  have gotten their hands on a sheet of plastic film, one meter
  square, containing the electrical blueprint for an electronic
  chip essential to the Stealth II series. This sheet must not
  remain in enemy hands – you must bring it back, or see that it
  is destroyed.”
  • Soviet: “Agents for this imperialist, capitalist terrorist have
  somehow managed to make off with one of our most secret
  weapons. We call it the Micro-Bomb. It is a tactical nuclear
  device, small enough to fit into the glove compartment of most
  automobiles. This must be recovered – we cannot allow other
  countries to know what we have developed.”
  • British: “You’ll understand that Her Majesty’s Government
  is rather upset over the loss of a submersible, the Sea Spectre,
  and her crew. She’s a research submarine designed for under-
  water oil prospecting. The sticky part of this is that she is heav-
  ily armed. After this Falklands episode, you understand, it was
  felt that she would need a full array of torpedoes and missiles.
  Well, it’s a pretty mess. We must retrieve this sub, which we
  know the Fat Man possesses, before any other country can
  guess that the U.K. has taken the very first steps towards an
  underwater oil war . . .”
  • Chinese: “Our country has been shamed. Wing Pau,
  acupuncturist to the Chairman himself, has been abducted by
  this Fat Man. We know this to be true. But why? It is a great
  mystery. Wing Pau is merely an acupuncturist, with no knowl-
  edge of political or military secrets – so far as we know. But we
  cannot be sure. Your mission is to bring back Wing Pau . . . so
  we can question him.”
  “At last we’ve made a break in this case. Our government has
  learned, and so informed UNISTOMP, the possible location of
  this Fat Man’s lair. We know that he is linked to a fleet of pirate
  junks operating out of a river in Southeast Asia. This is the
  chance we’ve waited for – infiltrate that junk fleet, locate the Fat
  Man, get our secrets back, and kill him – or better yet, you and
  the rest of the UNISTOMP team take him back to Belgrade for
  questioning! Alive!”
  At this point, roll 2d to discover what to reveal to the player
  from the Information Table (p. 6).
  After you divulge the information, continue with the briefing:
  “Your mission, first and foremost, is to defang this Fat Man.
  Stop him in his tracks! Prevent him from holding your country
  hostage! Cooperate as much as you dare with your UNISTOMP
  partners.
  “Secondly, recover our secrets from the madman without
  exposing them to the rest of the world.
  “Thirdly, we’re certainly not the only country this madman
  has stolen secrets from! Your government would appreciate it if
  you could pick up any other secrets that you might find lying
  around . . . understand?
  “This mission is one of stealth and secrecy, not one of simple
  gunfire and explosives. I have full confidence in you. Good luck!”
  (Shake the agent’s hand as though the briefing is over, 
  then . . .)
  “Oh, yes, I almost forgot . . . If you can manage to dispatch
  any of the enemy agents on the UNISTOMP team and lay the
  blame at the Fat Man’s door – that would certainly be nice. But
  don’t allow yourself to cripple team strength before your objec-
  tives are in sight, and do not allow yourself to be blamed. And
  remember – the Fat Man comes first.”
  A Note on 
  NPC Stats
  Most NPCs in this scenario are “mooks,” not
  intended to be serious, long-term antagonists. (The
  impolite term is “cannon fodder.”) As a result, their stat
  blocks are sketchy, and include neither point values
  nor for the most part any trait not immediately useful
  during this adventure. GMs who find this objection-
  able are welcome to stat out all foes; it is recom-
  mended that you use a base of 75 points for the junk
  crew and the Fat Man’s “zombies,” and 100-125 points
  for named adversaries such as Black Charlie or Carter.
  
  So ends the private briefing.
  Next comes the briefing of all agents on the team by the
  UNISTOMP chief in Belgrade.
  “Thanks to the work of one of the national spy agencies, and
  confirmed by other sources, UNISTOMP has located the lair of
  an international terrorist, the Fat Man. He appears to be operat-
  ing in conjunction with a pirate fleet of junks run by a bandit
  chieftain named Black Charlie. These junks are anchored just
  upriver from a river mouth in Southeast Asia.
  “We have made arrangements for a
  Japanese submarine to take your team as far
  as the approaches to the river mouth. The sub
  cannot proceed upriver due to dangerous shal-
  lows and shifting mud banks. You will then
  penetrate the river and do your best to locate
  and pull the fangs of this Fat Man.
  “Good luck!”
  EQUIPMENT
  The players may now equip their Senior
  and Junior Agents. Money is no object. Each
  Senior Agent receives:
  • One two-man torpedo. This vehicle is
  capable of transporting two divers in scuba
  gear. The forward passenger has all maneu-
  ver controls – speed, rudder, diving controls –
  as well as two forward-mounted spearguns
  (stats identical to the hand-held model,
  below). Between the forward and rear seats
  is a 2’ ¥ 3’ hatch to a storage area 2’ deep. It
  can carry a maximum of 40 lbs. cargo. The
  forward passenger also has controls for the
  nose-mounted spotlight and flashing red
  lights on the tail fins. Move is 3 underwater,
  2 on the surface; +1 Move with only one
  rider; half Move in reverse. Torpedoes are
  silent running; they are 15’ long, 3’ in diame-
  ter, and do not carry a warhead. Maximum
  range is 10 hours; maximum depth is 60 ft.
  for purposes of this adventure.
  • One standard speargun (Damage 1d
  imp, Acc 2, Range 100/150, Weight 3.5/0.4,
  RoF 1, Shots 1(10), ST 8†, Bulk -6; divide
  Range by 10 underwater).
  • One scuba suit (two tanks, 3 hours per
  tank; otherwise as on p. B288).
  • Other gear chosen from weapon and
  equipment lists in the GURPS Basic Set or
  other sources approved by the GM (notably
  GURPS High-Tech). All equipment other
  than the scuba gear and the spearguns must
  be able to fit in the torpedo cargo space. Total
  weight of this extra equipment must come to 20 lbs. or less.
  Each Junior Agent receives the same equipment except for
  the two-man torpedo (they share this with their Senior Agent).
  The adventure begins when all UNISTOMP team agents
  and their torpedoes are offloaded by a Japanese diesel sub-
  marine just off a river mouth somewhere in Southeast Asia.
  All equipment other than scuba gear and personal spearguns
  begins the game stowed in the cargo hatch of the agents’ 
  torpedoes.
  PRELIMINARIES
  6
  Information Table
  Roll 2d and consult the table.
  2-4 – Receive a clue about your ally. (U.S. and the U.K. are allies; the
  U.S.S.R. and China are allies.)
  5 – The Junior Agent for China or the U.K., whichever is hostile, is a dou-
  ble agent in your employ!
  6 – Receive a clue about China or the U.K., whichever is hostile.
  7 – Receive a clue about the United States or U.S.S.R., whichever is hostile.
  8 – The agent’s country has already sent its own agent into the area after
  the Fat Man. That agent has either been captured or killed. To deter-
  mine if a person is this agent, say to him or her: “Do you ever go fish-
  ing?” The agent will reply: “I thought fish were out of season.”*
  9 – The Junior Agent for the United States or U.S.S.R., whichever is hos-
  tile, is a double agent in your employ!
  10 – Your informants indicate that the Fat Man is just a front for a notori-
  ous Indonesian bandit queen, the famed Dragon Lady. (GM: This clue
  is false. Instead, this means that this agent’s Junior Agent is a double
  agent in the employ of the Fat Man!)
  11-12 – The Junior Agent for your ally is actually a double agent in your
  employ! (For this event, the U.S. and U.K. are allies, and the U.S.S.R.
  and China are allies.)
  * If this roll comes up more than once, make up new passwords.
  Clues
  These are the clues referred to in the table:
  • U.S.: “The Yankees have lost a vital technological secret to the Fat
  Man, some sort of blueprint or master plan to a military vehicle or device.”
  • U.S.S.R.: “The Kremlin is frantic! Some sort of top secret terrorist
  device has been run off with by the Fat Man – something small,
  extremely portable, and terribly powerful in some way that we haven’t yet
  determined.”
  • U.K.: “The British have a top secret naval base in the Orkneys, and one
  of the docks is standing empty. Our hypothesis is that whatever was in it
  has been stolen, perhaps by the Fat Man. It must be some sort of naval ves-
  sel, but we have no idea precisely what kind.”
  • China: “Sources in Beijing indicate that a key man in the Chinese
  hierarchy has been abducted by the Fat Man. Whoever he is, the Chinese
  are making every effort to get him back. He must be important.”
  The Fat Man is crazy like a fox . . . he has struck a vital
  blow to our national security.
  
  First, some recommendations for the GM.
  • Playing area: This adventure will require at least two areas
  where players and/or the GM can go and confer out of earshot
  of the other players (when the party splits up, when certain
  countries’ agents have a powwow, when one agent has special
  instructions to the GM, for giving orders to a double agent,
  etc.).
  • Secret messages: The GM must be prepared to accept and
  give secret messages to any of the players, using index cards in
  plain sight, folded notes in secret, a Magic Slate, text messages
  on a cell phone, whatever. The GM should be adept at making
  it look like he wants to talk to the players, even when one of
  them passed the note asking the GM to call them out of the
  room.
  • Junior Agents: Junior Agents do not attend the private
  briefings, and therefore do not start the adventure knowing
  which of their own national secrets have been stolen by the Fat
  Man, nor which enemy agents are double agents working for
  their country. Unless they are double agents, Junior Agents will
  always obey orders from a Senior Agent. (A GM may call for a
  Quick Contest of Will under severe situations.) All die rolls for
  Junior Agents are made in secret, by the GM for an NPC and
  by the player of a PC.
  If a Junior Agent is a double agent for another country, he will
  give priority to orders from the Senior Agent he really works
  for rather than the Senior Agent from his own country. For
  instance, a Chinese Junior Agent working for British intel-
  ligence would obey an order from the British Senior Agent
  to shoot his own Chinese Senior Agent! (A double agent
  will also follow orders from anyone else authorized by his
  Senior Agent – a Senior Agent could tell his traitor to obey
  orders from his Junior Agent.)
  In some cases, a Junior Agent could be a traitor to more
  than one other country. The GM must randomly determine
  the foreign country to which the agent is most loyal, or
  simply ignore any double agent results after the first.
  If a Junior Agent is a double agent for the Fat Man, he is
  automatically loyal to the Fat Man over any other countries
  for whom he might be a traitor. An agent for the Fat Man
  will always miss when shooting at agents of the Fat Man.
  If detected and forced to talk, a Fat Man agent will reveal
  the truth about the junk fleet, the presence of the subma-
  rine, and the fact that the setup is a trap. He knows noth-
  ing else, including the layout of the submarine or the
  nature and locations of the traps.
  At sunset, the Japanese diesel submarine releases the
  action team and its two-man torpedoes just beyond the
  river mouth and will wait for their return. The torpedoes
  are designed to home in on their destinations, and the
  team will have no trouble negotiating the winding, muddy
  channels of the river delta toward the junk fleet upstream.
  Two hours upstream (roughly 10:00 p.m.), the many riv -
  ulets of the delta converge to form a large lake. The much
  larger river continues to lead west from this lake. On the north
  shore of the lake is a dense jungle rising into shallow hills. A
  native village sprawls at the base of these hills. To the south, a
  cliff rises from the water for a thousand feet, topped by more
  jungle. The bandit fleet of junks is in this lake (see the map
  below). Almost all of the lights in the village have gone out, and
  the moonless night is almost impenetrably black. There are no
  signs of life from the fleet – no drunken shouts, whoops of
  laughter, or waving torches.
  The water is muddy and clogged with floating logs and
  debris in the river, in the lake, and in the delta. Visibility is
  severely restricted – agents can see clearly for 10 feet underwa-
  ter, and can make out lights at 20 feet underwater. Sonar is
  effectively useless.
  Agents will find nothing of use in the jungle, on the cliff, in
  the hills, in town, or in the main junk fleet. In the unlikely
  event that the team ventures to these locations, the GM is free
  to extemporize situations and confrontations. (Be sure to note
  that it is dark! – agents who do not have night-vision gear must
  use illumination sources . . . which will be noticed.) There are
  no military or police in the village.
  ON THE RIVER
  7
  PART ONE
  ON THE RIVER
  SITE
  MAP
  0
  200
  N
  feet
  
  All junks may be considered identical in layout and crew to
  the one detailed below, except that the others have an engine
  room rather than a diving lock. The sailors in the main junk
  fleet know no secrets except that cargo is taken to the solitary
  junk in the center of the lake, but none is ever taken away . . .
  (and all shipments are in the dead of night!).
  The only real point of interest is the solo junk. (See the
  schematic on p. 9.) This junk is a secret relay point for the Fat
  Man. On the bottom of this junk is a hatch leading to an air-
  tight diving lock. Divers for the Fat Man enter the ship through
  this hatch, unlock the hatch leading to the rest of the ship, and
  allow the crew to load food, small arms, and other supplies
  into the lock. Afterward, the divers relock the hatch and trans-
  port the goods . . . somewhere.
  ON THE RIVER
  8
  EXPLORING THE JUNK
  GUARDS
  Each X on the map marks a guard’s location. The fellow at
  the base of the foremast is usually sitting down, out of sight of
  the casual observer, and has a .45 Thompson submachine gun;
  the two fellows aft both have 9mm Uzis (see p. B278 for stats
  for these SMGs, and do not include the civilian modifications).
  All others have .44 Magnum revolvers (also found on p. B278).
  Assume that all guards have fully loaded weapons and a spare
  clip or revolver speedloader ready for quick access. The guard
  at the front of the aft deck is the Mate and is in charge of the
  ship; he has an Uzi and a wicked large knife (p. B272).
  Guards
  ST 10; DX 10; IQ 9; HT 11.
  Damage 1d-2/1d; BL 20 lbs.; HP 10; Will 9; Per 10; FP 11.
  Basic Speed 5.25; Basic Move 5; Dodge 8; Parry 9 (Brawling).
  5’6”-6’; 150-170 lbs.
  Advantages/Disadvantages: Cantonese (Native).
  Skills:
  Brawling-13; 
  Guns/TL8 
  (Pistol)-12; 
  Guns/TL8
  (SMG)-12; Knife-14.
  The Mate
  ST 11; DX 12; IQ 10; HT 11.
  Damage 1d-1/1d+1; BL 24 lbs.; HP 11; Will 10; Per 12; FP 11.
  Basic Speed 5.75; Basic Move 5; Dodge 9; Parry 10 (Knife).
  5’8”; 155 lbs.
  Advantages/Disadvantages: Acute Hearing 2; Cantonese
  (Native); Combat Reflexes.
  Skills:
  Brawling-14; 
  Guns/TL8 
  (Pistol)-14; 
  Guns/TL8
  (SMG)-14; Knife-15.
  STAIRS
  The door leading down from the rear of the main deck is on
  the right side of the ship. Three steps lead down to the door of
  the cabin. The stairs then go across the width of the ship until
  they reach the bottom of the ship. A door to the left then leads
  to the diving lock; to the right is the hold.
  CABIN
  This is Black Charlie’s living quarters. Unlike the rest of this
  ship, this cabin is clean and well-furnished. The deck is split-
  level to follow the curvature of the hull. Aft is office space with
  desk and shelves. There are potted plants along the inside of
  the aft picture window (which is generally closed, but can be
  opened). The forward portion of the cabin contains a single
  bed (not a cot), closets, and a card table with a game of chess
  in progress. The door is not locked. There are two sealed port-
  holes on each side of the cabin; they are covered with embroi-
  dered curtains.
  If Black Charlie is surprised, he is playing chess by himself
  at the card table. He wears a sleeping robe, black silk cap, and
  fur slippers, and is unarmed. If he is alerted, Black Charlie
  arms himself with the .44 Magnum revolver (p. B278) in his
  desk drawer and ambushes anyone entering his room.
  On the desk is a panel in plain sight with two buttons. One
  button causes a wooden panel in the wall to rise, revealing a
  closed circuit monitor (which is not working). The second but-
  ton apparently does nothing. Wires from it lead through the
  deck to the diving lock below, but inspection shows that the
  wires have been chewed apart or otherwise broken. Black
  Charlie believes the second button sounds an alarm to the Fat
  Man and activates the connection between the closed circuit
  monitor and one of the Fat Man’s henchmen. He will be disap-
  pointed when this button doesn’t seem to work.
  Black Charlie’s contact in the Fat Man’s organization is
  Simba, the African Master Spy. He knows very little useful
  information about him, but can provide a reasonably detailed
  description if induced to do so.
  Black Charlie
  ST 11; DX 13; IQ 8; HT 12.
  Damage 1d-1/1d+1; BL 24 lbs.; HP 11; Will 10; Per 9; FP 12.
  Basic Speed 6.25; Basic Move 6; Dodge 10; Parry 11 
  (Brawling).
  6’1”; 175 lbs.
  Advantages/Disadvantages: Cantonese (Native); Combat
  Reflexes; English (Broken); Russian (Broken).
  Skills:
  Brawling-15; 
  Guns/TL8 
  (Pistol)-15; 
  Guns/TL8
  (SMG)-14; Knife-14.
  DIVING LOCK
  The door leading to this room is locked from the inside.
  Battering the door wears away its wooden covering, revealing
  a metal sliding door. The room itself is sheathed in metal walls.
  (Give any PCs with suitable skills a chance to notice that the
  room is airtight when the sliding door is closed.) Wires enter-
  ing from the ceiling of this room lead to the edge of the square
  hatch, 4’ ¥ 4’, in the center of the floor. The hatch is unlocked.
  Opening the hatch reveals lake water and an exit from the ship.
  
  However, opening the hatch while the airtight door is open
  also causes the room to flood with water. This room is other-
  wise empty, except for two metal benches bolted to the floor. A
  steel-cored rope is bolted to the junk just outside the hatch;
  this rope leads down to the deeper parts of the lake.
  HOLD
  This hold contains nothing but a few scattered cartons of
  food and 14 sleeping crew members in hammocks. These
  crewmen are heavily sedated; a PC with appropriate medical
  skills can roll at +1 to determine that they have been drugged.
  They do not awaken for any stimulus short of nearby gunfire,
  explosions, or vigorous shaking by a fellow crew member, and
  must succeed on a Will-3 roll to do anything other than turn
  over and go back to sleep. A sedated crewman who is awak-
  ened suffers the effects of the Slow Riser disadvantage
  (p. B155) for 20 minutes and must also make an IQ roll. If the
  roll is successful, he investigates what woke him; otherwise, he
  tries to jump overboard and swim for shore. At the head of
  each hammock is a cotton bag containing personal posses-
  sions, a large knife (p. B272), and a .44 Magnum revolver
  (p. B278). (Use the Guard stats from p. 8 for these crewmen.)
  FOC’SLE
  The door leading into this part of the ship is locked. Inside,
  it is dark and smells like oil. It contains anchor chains, tools,
  oily rags, and frightened, non-attacking rats. If there are any
  captured agents in this adventure (event 8 on the Information
  Table, p. 6), they are here, gagged and bound and suffering
  from multiple rat bites.
  FLEET ALERT
  If unsilenced gunfire breaks out, or if the junk moves, a
  small boat from the main fleet sails over to investigate from the
  main pirate fleet. There are three mildly curious sailors aboard
  (this is not the first time for either event). In the case of heavy,
  sustained gunfire, a fire or explosions, or if the junk starts to
  sink, two other junks with fully alerted crews come over to
  investigate (and remain in the area of the solitary junk). (Stats
  for the sailors are the same as the guards on p. 8, led by a sen-
  ior crewman equivalent to the Mate.)
  WHAT THEY KNOW
  Crew members know only that cargo is taken into the div-
  ing lock under the command of mysterious divers who appear
  from nowhere. They also know about the vasnacuri (see
  below). Only Black Charlie knows that everyone works for the
  Fat Man and can explain what they are doing. He has never
  met the Fat Man himself, as he deals only through Simba, the
  African master spy. Captured agents know nothing except that
  they were ambushed by the junk crew.
  WILLPOWER
  Whenever any crewman other than Black Charlie or the
  Mate is wounded, make a Will roll for him. If the roll fails, the
  character attempts to jump overboard and swim for shore.
  VASNACURI
  Vasnacuri are vicious, two-foot-long river fish, similar to a
  shorter barracuda. Whenever blood is released in the water,
  roll 1d; on a result of 1 or 2, 2d vasnacuri swim over to inves-
  tigate within 1d minutes. Up to six vasnacuri can attack a sub-
  merged adult human simultaneously, and as more blood is
  released into the water, more fish swim over to investigate.
  ST: 4
  HP: 4
  Speed: 5.25
  DX: 11
  Will: 10
  Move: 5 (Water)
  IQ: 2
  Per: 10
  Weight: 15 lbs.
  HT: 10
  FP: 10
  SM: -2
  Dodge: 9
  Parry: N/A
  DR: 0
  Bite (11): 1 point cutting. Reach C.
  Traits: Combat Reflexes; Discriminatory Smell; Doesn’t
  Breathe (Gills); Ichthyoid; Wild Animal.
  Skills: Tracking-17.
  ON THE RIVER
  9
  70 feet
  30 feet
  
  The steel-cored rope outside the diving lock leads down
  through the murk for 20 yards before meeting a metal beam
  that holds the rope with articulated metal pincers/fingers. The
  rope is slack beyond this point; continuing to follow it down
  leads to a coil of rope on the bottom of the lake. (Recall that
  visibility is only 10’ in the murky water, with lights visible for
  20’.)
  Following the beam takes the agents to a universal joint
  between the first beam and another. The new segment contin-
  ues to slope downward, but very gently. If they follow the sec-
  ond beam, the agents are able to see some sort of metal plating
  (the hull) within 10 feet. This is the side of the submarine. The
  beam leads to a bulge on the bottom of the submarine. Other
  beams (“arms”) lead away from this bulge.
  The GM should not give the game away by referring to a
  “submarine,” “vessel,” or “ship”! Let the players discover this
  themselves, through exploration. For all they know, this object
  is some kind of underwater building or base. (The U.K. Senior
  Agent might be allowed an IQ roll to figure out that this is the
  Sea Spectre, but unless he has a nonverbal method of commu-
  nication, he cannot pass this knowledge along to his Junior
  Agent, much less the rest of the team . . . assuming he would
  even want to.)
  BENEATH YELLOW WATERS
  10
  PART TWO
  BENEATH
  YELLOW WATERS
  THE FAT MAN’S PLAN
  The truth of this adventure is not that the players are stalk-
  ing the Fat Man . . . instead, he has deliberately tipped off the
  spy agencies in order to toy with their UNISTOMP action
  team. His goal is to humiliate the agents and to impress the
  world governments with his capabilities.
  The Fat Man is linked to hidden sensors all over the ship,
  and knows every action the PCs take. His governor in the
  Control Room controls everything on the ship, short of a
  power or air shut-down at the source.
  The Fat Man and his lieutenants (Carter, Simba, and Sorra
  Lee) use alien travel discs to move about the ship. Each travel
  disc is three feet in diameter, one inch thick, and looks like a
  green rubber mat on the floor. There is one disc with each false
  Fat Man (usually hidden under a rug or mat), one in the
  stowage (1E), and one on the mini-sub, as well as a few others
  throughout the ship. They allow anyone implanted with a
  strange alien “chip” to move instantly from any portal to any
  other. Unless the agents manage to acquire these “chips” (an
  extremely unlikely occurrence – remember that this takes place
  decades before RFID is common technology, so the agents may
  not even know to look for them, and they don’t resemble any-
  thing a human would consider a tracking device), they cannot
  use the discs. The discs can be picked up and moved easily,
  however; they weigh 25 lbs. apiece, and cannot be used as
  travel platforms unless they are flat against a floor.
  In addition, the Fat Man has four-man teams of human
  “zombies” under his command. These Chinese soldiers have
  been brainwashed to obey every order from the Fat Man.
  They know no fear. Each carries a .44 Magnum revolver and
  three speedloaders. In addition, each has an implant which
  the Fat Man can trigger to cause instant death, with blood
  flowing out the mouth, nose, eyes, and ears (making prison-
  ers useless). Zombie teams begin at the locations marked on
  the map, but may then be moved freely by the GM (Fat Man)
  via the intercoms.
  The purpose of the zombies is to herd the characters into
  the traps of the ship, wound all of them (but not to kill them!),
  and to direct the characters to the five false Fat Men. The Fat
  Man considers the teams totally expendable.
  “Zombies”
  ST 11; DX 11; IQ 8; HT 10.
  Damage 1d-1/1d+1; BL 24 lbs.; HP 11; Will 8; Per 8; FP 10.
  Basic Speed 5.25; Basic Move 5; Dodge 8; Parry 9 (Brawling).
  5’4”-5’10”; 150-180 lbs.
  Advantages/Disadvantages: Cantonese (Native); Fearlessness;
  Fit; Sense of Duty (The Fat Man); Slave Mentality.
  Skills: Brawling-13; Guns/TL8 (Pistol)-14; Knife-14; Sol-
  dier/TL8-11; Stealth-10.
  The Fat Man’s goal is to
  impress the world governments
  and humiliate the action team.
  
  Eventually, the agents must reconnoiter the submarine.
  There are only a few potential entrances:
  Conning Tower: There is a hatch in the deck on top of the
  conning tower. It is locked and does not open from the outside.
  Top Forward: There is an unlocked hatch on the top forward
  hull. It leads to a water-filled airlock which cycles to allow the
  agents access to the ship. The airlock holds six people at one
  time (the torpedoes will not fit).
  Docking Lock: On the right top of the hull is a set of huge
  double doors leading to the docking lock. These doors are
  locked from the inside, and can be detected only as seams in
  the hull of the ship. There is a hatch in one of these doors, but
  it has been welded shut.
  Missile and Torpedo Hatches: Locked.
  Pressure Lock: Double doors on the forward bottom of the
  ship, locked.
  Forward Diving Lock: 20’ square hatch. Next to it is a con-
  trol panel with one button and two lights (one red, lit; one
  green, unlit). Five minutes after the button is pressed the red
  light will go out and the green light come on (pressurizing the
  diving lock). When the green light is on, the hatch can be
  opened; otherwise, it is locked. (Pressing the button again will
  depressurize the lock.)
  Aft Diving Lock: 10’ square open hatch. Five divers
  with spearguns are patrolling within 20’ of this hatch.
  A bright light from just inside the hatch comes on
  when it opens, revealing the divers as silhouettes to
  anyone approaching.
  It is also possible to create a new entrance with a
  shaped charge of plastic explosive. Other methods may
  be considered, and the GM is encouraged to allow cre-
  ative solutions to succeed. (Details on all kinds of explo-
  sives, including some that are useful underwater, can be
  found in GURPS High-Tech. Rules for underwater
  explosions are on p. B415.) Blowing a hole in the sub
  will cause flooding, causing the nearest watertight doors
  to close. As would be expected, this also alerts the crew.
  The interior of the submarine – five decks, the con-
  ning tower, and a minisub on board – is detailed in the
  sections that follow; small maps are on pp. 17-18;
  larger maps are on pp. 23-27. Important rooms are
  described below, after their key number. Locations of
  NPCs are given in this section. Rooms without a code
  number are left to the GM to furnish on the spur of the
  moment as the adventure unfolds.
  DECK ONE (BOTTOM)
  (1A) Pressure Tank
  Locked double doors at the bottom of the tank are an
  exit from the ship. Locked double doors in the ceiling
  lead to the Pressure Workroom on Deck Two (room 2B).
  This lighted tank contains four vasnacuri (p. 9) and sea-
  water. The inspection hatch leading to the hallway does
  not open while the tank is full.
  (1B) Arms
  The Sea Spectre has a number of arms that extend into the
  water for remote manipulation. Nine waldo-like arms extend
  from the forward compartment – one of these, the fourth, has
  the Soviet mini-nuke in a watertight casing at its end. (The
  Micro-Bomb is an enigmatic device with the Cyrillic notation,
  “Patushkin Military Reservation.” It has been tampered with
  and cannot be detonated.) Seven arms extend from the aft
  compartment – one of these holds the rope from the junk. Both
  compartments are sealed from the rest of the ship and contain
  only the arm machinery. The arms are 150’ long, with joints
  every 30’ for lateral fit into the compartment. The first, second,
  and fourth joints lock upon extension; the third joint, counted
  from the ship, is the main use-joint (the “elbow”). Arms 1-3 for-
  ward and 1-4 aft currently hold the sub in place on the lake
  bottom. The arms not in use are retracted.
  (1C) Research Control
  Research Control is a saucer-like projection on the bottom
  of the hull. It is divided into six sections – each has wide win-
  dows covered with crash-protective metal plates (which can be
  slid back for an outward view; each section has its own con-
  trols) and a series of instrument consoles.
  BENEATH YELLOW WATERS
  11
  EXPLORING THE SEA SPECTRE
  Special Rules
  Hatches: All hatches are shown on the map, marked opened
  or closed. Ceiling hatches are always closed when found, and
  have a permanent ladder beneath them. Hatches may be
  remotely locked or opened by the Control Room or the Fat Man.
  Leaks: The walls of the sub are 1/2” steel, so it is very unlikely
  that the action team will be able to breach them accidentally.
  However, they can certainly attempt a concentrated assault to
  overcome the steel’s DR 30 in a specific spot. Acetylene torches
  or certain acids will ignore the DR and cause immediate damage.
  It is up to the GM’s discretion how fast a leak will flood an area.
  If the sub’s interior pressure monitors detect a leak, an automatic
  security system closes and locks the hatches leading to the
  afflicted area. The hatches will take one minute to close and lock.
  Intercoms: Each room, each major instrument console, and
  each section of hallway contains an intercom station (speaker on
  wall, controls, microphone).
  British Advantage: Once the agents have boarded the subma-
  rine, the GM should take the British Senior Agent out of the
  room and brief him on the layout of the submarine. The agent is
  assumed to know the entire layout of the sub, but not locations
  of NPCs, hidden secrets, or whether hatches are locked or
  unlocked. The GM may require an IQ roll to recall specific details
  (“Where does this ladder go?”), unless the British agent has
  Eidetic Memory.
  Moving the Sub: It should become evident to the agents that
  the submarine was brought into the lake via the western river
  opening, back along the western river where it intersects another
  major river leading to the sea.
  
  Moving clockwise around the saucer,
  the sections and their functions are Drill
  Control, which supervises drilling
  experiments; 
  Cartography 
  Control
  makes computer-drawn maps of the
  ocean bottom (not currently function-
  ing, due to the bad water); Biology
  Control 
  directs 
  sea-life 
  research;
  Geology Control records sea-bottom
  samples; and Arm Control is the control
  center for the arms (including TV mon-
  itors connected to cameras on each arm
  . . . but the camera on forward arm 4,
  the one with the Micro-Bomb, is out of
  order). In the center of the saucer is a
  spiral staircase leading up (sealable by a
  hatch in case of flooding).
  (1D) Dive Control
  This section supervises human div-
  ing parties. Seated at a table examining
  charts of sea bottoms off mainland China is an immensely fat
  Japanese lady in traditional costume, wearing an unplugged
  headset. This is a false Fat Man, the “Japanese Queen.”
  The “Japanese Queen” is a flamboyant transvestite. The GM
  should allow all agents a Per+3 roll to detect this fact; 
  the Queen is not doing a lot to hide it. Unknown to the
  Japanese Queen, the Fat Man controls a small flamethrower in
  each cup of the false brassiere, surrounded by a foam that the
  weapons use as fuel. Although there are two flamethrowers,
  they are not independently targetable, so treat them as one
  weapon: Damage 2d burn, Range 5/10, RoF Jet, Shots 3, Bulk
  0. The real Fat Man will attempt to injure any hitherto-undam-
  aged agent (because the weapons are nonstandard and are
  being operated remotely, the skill level for the attack is only 8),
  or turn them on just to be showy.
  Japanese Queen
  ST 10; DX 10; IQ 12; HT 10.
  Damage 1d-2/1d; BL 20 lbs.; HP 10; Will 12; Per 12; FP 10.
  Basic Speed 5.00; Basic Move 5; Dodge 8; Parry 10 (Karate).
  5’11”; 125 lbs.
  Advantages/Disadvantages: Appearance (Handsome); Delu-
  sion (“I am the Fat Man”); English (Broken); Fashion
  Sense; Japanese (Native); Mandarin (Accented); Skinny.
  Skills: Disguise-15; Karate-15; Knife-13.
  (1E) Stowage
  This cargo area contains heavy engineering supplies: steel
  plate, valves, cartons of equipment, and pipe. The only
  entrance is a 10’ square hatch (closed but not locked) in the
  ceiling that goes to Engineering (room 2E); a ladder descends
  from the hatch. An electric crane (currently powered down) is
  used to hoist supplies. In the aft portion of the room, hidden
  behind several feet of cartons, is a clearing containing the
  (real) Fat Man, Carter, four plastic chairs, and a travel disc. If
  the agents should discover them there, the Fat Man and Carter
  use the disc to teleport themselves away.
  Carter is a Pentagon traitor who believes he has a massive
  grudge to settle with Americans. After each false Fat Man is
  encountered, the GM should roll
  1d: on a 1 or 2, Carter deserts the
  Fat Man and goes after the
  American agents. He is not
  armed – yet – but has no com-
  punction about looting bodies or
  breaking into the strong room
  (3E). Once he has left the Fat
  Man, Carter has no special infor-
  mation about the team’s loca-
  tions or abilities. If captured, he
  knows everything about the sub
  and the Fat Man’s trap, but does
  not talk unless forced or coerced.
  Carter
  ST 10; DX 10; IQ 11; HT 10.
  Damage 1d-2/1d; BL 20 lbs.; HP
  10; Will 9; Per 11; FP 10.
  Basic Speed 5.00; Basic Move 5;
  Dodge 8; Parry 8 (Brawling).
  5’9”; 145 lbs.
  Advantages/Disadvantages: Bad Temper; English (Native);
  Intolerance (Americans); Russian (Native).
  Skills: Brawling-11; Intelligence Analysis-16.
  DECK TWO
  (2A) Pressure Lab
  This is a normal laboratory for high-pressure undersea
  research except that seated at a desk near the hatch is an
  immense (almost 7’ tall) black man wearing a leopard cape and
  gold lamé shorts. This is a false Fat Man, the “African Giant.”
  The African Giant appears to be a shaman. Hanging around
  his neck is a chain with a huge glassy gem in a thick setting.
  On a signal from the real Fat Man, a light inside this gem
  begins to blink (regardless of the condition of its wearer), pos-
  sibly affecting all within three yards who look in its direction.
  An agent within this distance must fail a Perception roll each
  minute he spends facing the gem or catch the flashing in the
  corner of his eye and become paralyzed. (Anyone attempting
  to avert his gaze gets a penalty to the roll, but still runs the risk
  of glimpsing the gem. Anyone who completely covers his eyes
  – not just closes them – is exempt from this roll. He is also
  effectively blind.) Once out of range of the gem, an agent may
  make one HT roll every five minutes to come out of paralysis.
  Anyone left in the presence of the flashing gem for 10 minutes
  must make a Will-2 roll or become a “zombie” servant of the
  Fat Man. The African Giant is immune to this effect.
  African Giant
  ST 14; DX 9; IQ 10; HT 12.
  Damage 1d/2d; BL 39 lbs.; HP 14; Will 10; Per 10; FP 12.
  Basic Speed 5.25; Basic Move 5; Dodge 9; Parry 11 (Spear).
  6’8”; 245 lbs.
  Advantages/Disadvantages:
  Arabic 
  (Broken); 
  Combat
  Reflexes; Delusion (“I am the Fat Man”); Swahili (Native);
  Xhosa (Accented).
  Skills: Brawling-15; Knife-13; Spear-14.
  BENEATH YELLOW WATERS
  12
  
  (2B) Pressure Workroom
  Rooms 2A and 2B can be pressurized so that the top and
  bottom doors of the pressure tank can be opened without
  flooding the ship (so long as the airlock to the forward diving
  lock is closed). This room is set as a trap. The sliding double
  doors on top of the tank are covered with a red carpet. On this
  carpet, at the juncture of the doors, is a desk. The top of the
  desk is bare except for a one-yard-square sheet of plastic film
  (the American secret). When any agent is at the desk, the slid-
  ing doors open. Anyone standing within three feet of the seam
  must make a DX roll or fall in the tank with the vasnacuri (stats
  are on p. 9). Leaving the tank before the trap is triggered also
  requires a DX roll. If anyone falls into the trap, the other agents
  must help the victim escape before he passes out from blood
  loss and drowns. The vasnacuri are not especially interested in
  any victims who are not bleeding, but there is a 1-in-6 chance
  per turn that 1-3 fish will attack each agent in the water. If an
  attack is successful, the vasnacuri swarm the victim, as
  described earlier.
  (2C) Forward Diving Lock
  Like rooms 2A and 2B, this room can be pressurized so that
  its hatch can be opened without flooding the ship. The room
  has airlocks to connect the diving lock to the rest of the ship
  when it is pressurized. This room contains drilling equipment,
  a crane, and a bathysphere.
  (2D) Aft Diving Lock
  There are three rooms here: the airlock, the diving lock
  (where the open hatchway is), and the divers’ ready room.
  There is one diver sitting on a bench in the ready room, armed
  with a speargun (see p. 4 for stats). These rooms are pressur-
  ized; therefore, the team must cycle through the airlock before
  entering the unpressurized part of the ship.
  (2E) Engineering
  This mammoth room contains the engines that propel the
  ship. Power comes from the reactor, which is in this room but
  is controlled from the control room (4D). A 10’ hatch in the
  floor, closed but not locked, leads to the stowage on Deck One
  (1E). Agents who have appropriate skills (GM’s option) can try
  to operate the engines, which run only briefly before a “low
  power” shutdown occurs. The reactor is not running; an agent
  with Mechanic/TL8 (Fission Reactor) can attempt a roll at -4 to
  “hotwire” the reactor and commence its two-hour automated
  cold-start procedure. This room is three stories tall; from here,
  the team can look up at the Deck Three overhead engineering
  section (3G).
  BENEATH YELLOW WATERS
  13
  The false Fat Men are bizarre decoys placed by the real
  Fat Man. Each has been brainwashed to believe that he is
  the real Fat Man, and pridefully surrenders to the action
  team while continuing to assert his complete superiority
  over the agents. However, each is also equipped with a spe-
  cial device (of which they are unaware) and a lethal
  implant, controlled by the real Fat Man.
  The GM, acting for the Fat Man, should allow the false
  Fat Men to converse with the characters as long as it is
  “amusing” or until he has worked the characters into a
  good “shot” – and then trigger the surprise.
  The first fake Fat Man contacted by the action team sur-
  renders, confesses that he is the Fat Man, allows the char-
  acters to chain him, tie him, etc . . . . and then detonates in
  a shower of blood (harmless to everyone else, but very
  icky). The real Fat Man then chuckles over the intercom,
  “Fools . . . fools . . . fools . . .”
  Once the first false Fat Man has detonated, the real Fat
  Man will continue to make snide remarks on the intercom
  system (see Sample Remarks, below). The GM must be
  careful to maintain distance between himself and his Fat
  Man remarks.
  The other false Fat Men, once the first has detonated,
  act according to their personalities. Each continues to
  believe that he is the real Fat Man and the loudmouth on
  the intercom is a posturing imposter. GMs are encouraged
  to roleplay to the hilt. No more of them detonate after the
  first, however.
  Sample Remarks
  Following are examples of the types of remarks the Fat
  Man will be making across the intercom system. The GM
  is by no means limited to these; the more, the better.
  (To the American, if the American secret hasn’t yet been
  discovered): “Looking at what’s before me, I have to admire
  your attempts at stealth.”
  (In Russian): “Comrade, I consider your little toy quite
  a marvel. Which reminds me – please don’t press too many
  buttons while you are aboard.”
  (When anyone is in the vicinity of 3C): “Look about care-
  fully, gentlemen, and you’ll find adversaries of your own
  kind. Do be careful.”
  (When the British agent is in 4B): “My British ally, I
  hope you can appreciate my humble modifications to your
  vessel.”
  (After the Japanese Queen trap in 1D is sprung): “Not
  exactly a case of ‘burning desire,’ eh, my friends?”
  There are a number of other audio nuisances the Fat
  Man can play over the intercom – the sillier or more
  bizarre, the better. Musical cues are an obvious example:
  attempts to rescue agents falling into the vasnacuri tank
  can be greeted with a chorus of “Octopus’ Garden” or
  “Love Bites,” or the first encounter with the faux zombies
  could be fought to the strains of “Monster Mash.” Anything
  to lend a sense of unreality to a normally straightforward
  moment is appropriate.
  The False Fat Men
  
  DECK THREE
  (3A) Stores
  All “stores” are immense storage areas, mostly empty, con-
  taining conventional naval supplies – food, paint, spare parts,
  etc. – but no weapons or ammunition.
  (3B) Missile Room
  This room, three stories tall (and also accessible from Deck
  Five), is dominated by six missile silos containing conventional
  vertical-launch missiles. Missiles cannot be launched without
  codes from the launch center (CA) and the controls in this
  room. Agents with Computer Hacking skill can attempt to
  break through the security firewalls and operate the launch
  controls from here; the roll is at -6. (Neither of the British
  agents has been given the passwords for the system.) The
  hatch leading to 3A is locked from the inside of this room.
  (3C) Lab Stores
  This is an ordinary laboratory stores room, containing
  counters with cupboard space where lab samples are cata-
  logued and stored . . . except that nine chimpanzees are caged
  in the center of the room. A moaning sound also emanates
  from this room – Wing Pau, the Chinese acupuncturist, is tied
  up in one corner. When characters enter the room, the hatches
  close and all the lights go out . . . and the chimps are released,
  each armed with a fully loaded .44
  Magnum revolver and a bad atti-
  tude from mistreatment by the
  Fat Man’s zombies. Chimpanzee
  stats can be found on p. B456.
  They have a Guns (Pistol) skill of
  only 4, because of lack of training
  and Bad Grip. However, in such a
  confined space, if they fire, they
  are very likely to hit something
  . . . or someone. They may choose
  to forgo gun attacks and use their
  natural weaponry instead (espe-
  cially if the action team is run-
  ning low on weapons or ammo
  and could resupply from those in
  this room).
  The lights come on and the
  hatches open when the fight is
  over.
  Wing Pau is very confused. He
  has never seen the Fat Man and
  does not know his way around
  the Sea Spectre, having been
  brought in while unconscious.
  However, he tells his rescuers
  that he was kidnapped to provide
  treatment for a beautiful young
  Caucasian girl, who has black,
  shoulder-length hair, a mental
  problem, and a bizarre biology;
  and he can identify Simba, the
  African Master Spy.
  Wing Pau
  ST 7; DX 11; IQ 13; HT 8.
  Damage 1d-3/1d-2; BL 9.8 lbs.; HP 7 (4, currently); Will 13; Per
  13; FP 8.
  Basic Speed 4.75; Basic Move 4; Dodge 7.
  SM 0; 5’3”; 115 lbs.
  Advantages/Disadvantages: Cantonese (Native); Japanese
  (Accented); Mandarin (Native).
  Skills: Esoteric Medicine-18.
  (3D) Life Support Room
  From this room, any character with Mechanic/TL8 (Life
  Support) can attempt a skill roll at -3 to turn off fresh air for
  any (or all) ship decks. This cannot be stopped by the Fat Man.
  GMs may allow rolls on other skills, if the player makes a con-
  vincing argument.
  (3E) Strong Room
  This room has a distinctive black hatch. It is locked. If the
  agents force open the hatch, or enter this room from the ceil-
  ing hatch, they find two dozen unloaded .44 Magnum revolvers
  and 20 boxes of ammunition (48 rounds per box).
  (3F) Battery Room
  Any character with Electri cian/TL8 or Engineer/TL8
  (Electrical) skill may attempt to shut off power to the entire
  ship (except the engines, which run off the
  reactor) from here. The Fat Man cannot
  override this. GMs may allow rolls on
  other skills, if the player makes a con-
  vincing argument.
  (3G) Engineering
  See 2F. On this deck there are railed
  walkways which look down on the first
  level of the room (from Deck Two).
  Stairs by the turbines lead up to cat-
  walks around the turbines shown on
  Deck Four; a ladder leads to a ceiling
  hatch.
  DECK FOUR
  (4A) Torpedo Room
  The Sea Spectre fires conventional
  torpedoes from two firing tubes. Arming
  and firing the torpedoes requires cooper-
  ation between an operator here and one
  in the launch center (CA). Agents with
  Computer Hacking skill can attempt to
  break through the security firewalls and
  operate the launch controls from here;
  the roll is at -2. (Neither of the British
  agents has been given the passwords for
  this system.) A large floor hatch leads to
  torpedo storage on Deck Three.
  BENEATH YELLOW WATERS
  14
  
  (4B) Hallway
  The “*” marks a four-foot-tall
  silvery box at one end of the hall-
  way. The walls, ceiling, and floor
  of this hallway are made of an
  extremely reflective metal. Five
  seconds after two or more people
  have entered the hallway, a laser
  rises from the top of the silver box
  and starts firing (one shot per
  turn, always first in the combat
  sequence), targeting the person
  closest to the laser with an effec-
  tive skill of 10. Resolve attacks as
  follows:
  • Any hit does 2d-2 tight-beam
  burning damage to the targeted
  agent.
  • A regular miss means the beam reflects off a surface and
  has a 9 or less chance of hitting the closest person to the cur-
  rent target. If there are no other people in the room, the beam
  dissipates.
  • On a roll of 17, the beam hits a nonreflective surface and
  dissipates.
  • On a roll of 18, the beam bounces back to the laser,
  destroying it.
  The laser housing has DR 5; the laser itself has 10 HP.
  (4C) Mini Dock Lock
  The mini dock lock is accessed by the giant double doors on
  the top of the sub. The lock is currently flooded with lake water
  and contains one mini-sub, currently powered down. The lock
  is two decks tall. The hatches leading to dock control (4F) and
  the double hatch leading to stores may only be opened when
  the lock is drained and pressurized.
  If the action team finds a way to reach the mini-sub, they
  notice that all its hatches have been welded shut. The only way
  to get inside the mini-sub is to use a travel disc . . . or try to cut
  or blast the sub open, which attracts the attention of the Fat
  Man, who dispatches Simba (p. 22) to prevent them. Simba
  arrives via a secret travel disc. He tries to attack the agents
  from behind while they are focused on getting the mini-sub
  open, and does not hesitate to use deadly force. Sorra Lee
  (p. 22) also teleports into the fray, one minute later, and may
  draw the real Fat Man out of hiding if she is threatened.
  (4D) Control Room
  This is the command center of the ship – all equipment
  (arms, hatches, flood control, power, air) can be controlled
  from here. Control room permission is required before mis-
  siles and torpedoes may be launched. However, all controls 
  can be overridden by a governor installed by the Fat Man,
  remote-controlled from his
  position in the stowage area
  (1E). Any character with
  Engineer/TL8 
  (Electrical)
  skill can locate this governor
  and trace its wiring to the
  stowage room, but he will be
  unable to remove it.
  (4E) Scientists’
  Quarters
  These rooms are identical
  two-bunk cabins for the sci-
  entific staff. All are empty.
  (4F) Dock Control
  This room contains the
  controls to the main double doors and other dock lock doors.
  DECK FIVE (TOP)
  (5A) Chapel
  Unlike all other rooms, this room has a heavy black curtain
  hanging in its doorway. Inside this chapel, seated in a folding
  director’s chair beneath a golden Buddha, is a suave elderly
  Englishman with a false handlebar mustache and the clothing
  of an Anglican priest. He is a false Fat Man, the “Cleric.”
  The “Cleric” is a slightly well-known English churchman
  (either U.K. agent recognizes him on a successful IQ-6 roll;
  other skills might also apply, if the GM approves). He wears
  nose plugs and holds a hand to his mouth (concealing a thin
  plastic tube connected to an air supply). His room is flooded
  with convulsion-inducing gas; the heavy curtain keeps it
  within the room. Each agent who enters the room notices a
  slight citrus smell on a successful Per-4 roll (modified for
  appropriate advantages or disadvantages, of course). An agent
  who spends more than two minutes in the room must succeed
  at a HT-2 roll or suffer the seizure incapacitating condition
  (p. B429); this condition persists as long as the agent stays in
  the room, and afterward until the agent succeeds at another
  HT-2 roll (roll once per minute).
  Part of the Cleric’s Delusion is that modern society is cor-
  rupt, and the PCs – as agents of the governments who have
  done the most to create and support that society – cannot be
  truly innocent. As a result, the Cleric’s Pacifism does not come
  into play, except for roleplaying purposes (“My son, I truly
  regret my actions, but your kind have debased the pure inno-
  cence God demands of us for too long.”). The Cleric is
  unarmed, but does his best to entice as much of the action
  team as he can to stay in the chapel to discuss the issues, hop-
  ing that they will fall victim to the gas. The real Fat Man
  watches all of this with considerable amusement.
  BENEATH YELLOW WATERS
  15
  Look about carefully, and you’ll find adversaries of your own
  kind.
  
  The Cleric
  ST 11; DX 9; IQ 13; HT 10.
  Damage 1d-1/1d+1; BL 24 lbs.; HP 11; Will 13; Per 13; FP 10.
  Basic Speed 4.75; Basic Move 4; Dodge 7.
  5’6”; 165 lbs.
  Advantages/Disadvantages: Delusion (“I am the Fat Man”);
  English (Native); Latin (Accented); Pacifism (Cannot Kill
  Innocents).
  Skills: Fast-Talk-16; Lip Reading-14; Public Speaking-14; The-
  ology (Church of England)-18.
  (5B) Crew Quarters
  This space contains 25 double-decker bunks. Each bunk
  contains an apparently slumbering English female sailor.
  Unfortunately, two of these (identical twins) are only playing
  ’possum – they are Fat Man agents armed with blowpipes
  (p. B275) loaded with sleeping darts, and do their best to drug
  the agents while no one is watching. On a successful hit, even
  one that does exactly 0 damage, the victim must succeed on a
  HT-1 roll or fall immediately unconscious.
  The other sailors are under the effect of a sleeping drug and
  cannot be awakened for at least eight hours.
  The Fat Man’s English Sailors
  ST 9; DX 12; IQ 10; HT 10.
  Damage 1d-2/1d-1; BL 16 lbs.; HP 9; Will 10; Per 10; FP 10.
  Basic Speed 5.50; Basic Move 5; Dodge 9.
  5’7”; 140 lbs.
  Advantages/Disadvantages:
  Combat
  Reflexes; English (Native).
  Skills: Acting-13; Blowpipe-17; Hold -
  out-15; Sleight of Hand-15.
  (5C) Navigation
  All sailing orders come from this
  room. A hatch leads upward to the con-
  ning tower.
  (5D) Officers’ Quarters
  These are officers’ quarters, identical
  to 4E.
  (5E) Captain’s Cabin
  This is the captain’s cabin, comfort-
  ably furnished with a coffee table, easy
  chair, aquarium, single bed . . . and a
  grossly fat man in white tropical clothes,
  with a Russian accent, sitting in the chair
  sipping from a cocktail. He is a false Fat
  Man, the “Cocktail Soviet.”
  The “Cocktail Soviet” is a renegade
  KGB officer (the Soviet Senior Agent rec-
  ognizes him on a successful IQ+2 roll, the
  Soviet Junior Agent on a straight IQ roll,
  and other agents on an IQ-4 roll). He has
  a wire running up his pants leg, and his
  clothes have been sprayed with a conduc-
  tive chemical. Any agent who touches his
  body, alive or dead, receives 1d burning damage from electri-
  cal shock. (The Cocktail Soviet is insulated from this shock.)
  However, the conductive coating is fragile. Roll 2d after each
  shock; on a roll of 2-4, it neutralizes and becomes harmless.
  Cocktail Soviet
  ST 11; DX 8; IQ 11; HT 7.
  Damage 1d-1/1d+1; BL 24 lbs.; HP 11; Will 11; Per 11; FP 7.
  Basic Speed 3.75; Basic Move 3; Dodge 6.
  SM 0; 5’8”; 230 lbs.
  Advantages/Disadvantages: Delusion (“I am the Fat Man”);
  Russian (Native); Unfit; Very Fat.
  Skills: Fast-Talk-13; Guns/TL8 (Pistol)-10; Knife-10.
  CONNING TOWER
  (CA) Launch Center
  Any agent with Artillery/TL8 (Guided Missile) and
  Navigation/TL (Land or Sea) skills may program a missile tar-
  get from here. In addition, firing any missile or torpedo
  requires a confirmation from these controls (which anyone
  can do).
  (CB) Sonar and Radar
  Due to the murky, debris-filled water, these controls are use-
  less until the submarine surfaces or breaks into the open sea.
  (CC) Bridge
  This room, an auxiliary con-
  trol room, contains a repeat of
  the important controls and
  instruments from 4D and 5C
  . . . and a dead man, holding a
  .44 Magnum revolver with
  which he has shot himself. He
  is (er, was) a false Fat Man,
  known as the “Suicide Stiff.”
  This room has windows, cur-
  rently shuttered, that look out
  on the ocean, and a hatch to
  the conning tower deck, which
  can be opened only when the
  sub is on the surface.
  The “Suicide Stiff” left a
  note: “You were too much for
  me, so I’ve ended it all. Ignatius
  Flatt, The Fat Man.” As soon as
  an agent reads this note, the
  body bursts into flames (agents
  can easily dodge the conflagra-
  tion without taking damage). A
  voice on the intercom will
  cackle, “Wrong, wrong again.”
  (If encountered as the first Fat
  Man, the Stiff is obviously
  unable to surrender since he is
  already – though recently –
  dead.)
  BENEATH YELLOW WATERS
  16
  
  BENEATH YELLOW WATERS
  17
  The Sea Spectre – Lower Decks
  Fore
  Fore
  Fore
  
  BENEATH YELLOW WATERS
  18
  The Sea Spectre – Upper Decks
  Fore
  Fore
  Fore
  Fore
  Conning
  Tower
  Mini-Sub (in 4C)
  80 feet
  
  On board the mini-sub are two more vital characters:
  Simba, the Fat Man’s right-hand man, whose loss or capture
  will be horrendous for the Fat Man; and Sorra Lee, the Fat
  Man’s beautiful 26-year-old daughter. Sorra Lee is apparently
  brain-damaged, and does not answer questions coherently or
  understand threats . . . but she will use her 9mm automatic pis-
  tol (see p. B278, and use the TL7 version) if attacked. Simba
  also carries a 9mm automatic pistol (TL7), as well as a
  7.62mmS assault rifle (p. B279), but he will not use the rifle
  inside the sub except to cover Sorra Lee and the Fat Man’s
  retreat. Simba wears a khaki combat uniform, without identi-
  fying insignia, while Sorra Lee is in a sky-blue jumpsuit and
  boots.
  Eventually, the action team will neu-
  tralize all the fake Fat Men, or will pose
  a serious threat to the safety of Simba or
  Sorra Lee after trying to break into the
  mini-sub. At that point, the Fat Man
  joins the group and sets the endgame in
  motion. The Fat Man prefers not to sac-
  rifice Simba, but is willing to do so to
  ensure his own safety. However, the Fat
  Man will do anything for Sorra Lee, if
  she is captured or threat  ened, even if it
  means giving up his “game.”
  If things go according to plan, the Fat
  Man intends to materialize on the disc in
  the room with the last dying false Fat
  Man (he tries to do it when no one can
  see him materialize, but this may not be
  possible). He launches into a speech (see below). If he is
  attacked or otherwise interfered with, he teleports out to one
  of the other travel discs (probably the one in 1E, if it is still
  there) and continues the speech via the intercom.
  The duration of the speech is the action team’s only real
  opportunity to stop the Fat Man if they have not lured Simba
  and Sorra Lee out of hiding or collected all the travel discs so
  the Fat Man cannot use them. When the speech is done, the
  Fat Man transports to the mini-sub, starts all systems, and uses
  his governor to open the lock doors and seal all other exterior
  exits. It takes him 10 minutes to bring the mini-sub up to full
  power and escape the Sea Spectre; if he is not stopped in that
  time, he escapes into the lake and cannot be tracked.
  “Gentlemen, you haven’t won.
  “I have seen the cold fires of a thousand worlds, danced
  among the stars, glimpsed the mysteries of a universe you can
  only guess at. I am millions of your years old,
  and my intellect is ten times greater than
  yours.
  “Puny humans, I bid you farewell. But I
  shall return.”
  If the agents attack him, the Fat Man is
  defended by a DR 10 force screen. Excess
  damage points will wound the alien, caus-
  ing him to seep brown liquid on the floor
  . . . at which point he transports out, fol-
  lowed by Sorra Lee and probably Simba, if
  they came out of the mini-sub. The Fat Man
  will probably not be killed or captured in
  this adventure, but UNISTOMP and the
  national governments will be satisfied, if
  not elated, with the return of their stolen
  items basically intact. If the action team
  can bring back the travel discs for analysis, so much the better.
  Of course, there was one on the mini-sub . . . the Fat Man may
  be looking forward to his newfound access to the greatest intel-
  ligence agencies on the planet!
  THE FAT MAN, AT LAST
  19
  PART THREE
  THE FAT MAN,
  AT LAST
  FINAL THOUGHTS
  Good luck running this adventure! It is designed to be easy
  at first (luring players to lower their guard) and then exasper-
  ating (but not super-lethal!). The object is to wound, injure,
  and frustrate the PCs, not necessarily to kill them. However,
  use your discretion to increase or decrease the danger as your
  players require – either in your capacity as GM (by altering the
  adventure) or as the Fat Man (by beefing up or pulling your
  punches). The zombie squads are best used as blocking forces,
  in good cover, preventing the players from traveling in the
  direction they choose. On the other hand, don’t cry when the
  players shoot them away – that’s what they are there for. (In
  fact, if the players are having a tough time, you might have the
  zombies stage a “charge” to allow characters to kill them more
  easily.)
  
  Victory is somewhat loosely defined in this scenario, espe-
  cially as it is designed to allow the Fat Man to escape. This may
  frustrate some players. You should reward success in preserv-
  ing a secret, penalize exposure of a double agent, and amply
  reward those who are smart enough to bring back samples of
  the travel discs or the “blood” of the Fat Man. Prisoners are
  also valuable, particularly Simba (to all agents) and Carter (to
  the Americans).
  AFTERMATH AND SEQUELS
  Assuming that the adventure ends
  pretty much as the Fat Man has
  attempted to arrange it – with the
  Sea Spectre and the government
  secrets recaptured, but with the
  escape of the Fat Man, Simba, and
  Sorra Lee – the door is wide open for
  unusual repercussions and sequels.
  The action team may have cap-
  tured several travel discs. The
  attempt to decipher their technology
  could bring about a host of new
  adventures, especially depending
  upon who ended up with the discs.
  And was the Fat Man really an
  alien? If so, what are his plans now
  that he has shown his true nature?
  So far he’s acted primarily to
  frighten and alarm the major government powers of the world.
  If he plans to further his demands for unilateral disarmament
  of the world – or to pursue other, more sinister goals – it could
  provide for a fascinating rematch between the Fat Man and the
  agents who opposed him before. Oh, yes, and . . . how did he
  get here? If he came in a spaceship, where is it? Is he alone?
  In any case, if the GM decides to continue this adventure –
  in effect, to start a full-fledged, obnoxious “camp” spy cam-
  paign – he’ll find plenty of material to work with in the next
  Lair of the Fat Man.
  THE FAT MAN, AT LAST
  20
  The Fat Man’s secret is that he is not human. Carter and
  Simba are aware that he is an alien. If Carter was forced to
  surrender, he probably gave up this bit of information,
  although there’s a good chance he was not believed. 
  Simba does not reveal it under any circumstances. Sorra
  Lee doesn’t even understand what an alien is, much less
  that it describes her and her father.
  The Fat Man does not casually reveal his alien nature
  but does not go to huge lengths to hide it, either. The agents
  have a decent chance to figure out the truth, especially if
  they are able to breach his defenses and wound him (or
  wound Sorra Lee, which is certainly much easier). If the
  GM has access to GURPS Ultra-Tech, he should feel free
  to use any TL9 technology, as well as any TL9 or lower
  superscience that relies on matter transmission. Moving
  the Fat Man up to TL10 or higher puts him too far above
  the action team (to say nothing of Cold War Earth).
  Alternate Secrets
  If having the Fat Man be an alien does not fit your con-
  ception of the adventure, or does not fit within your game,
  the scenario does not suffer much from making him an
  Earth-born criminal genius. The “alien” transport discs
  could simply be a TL8^ invention that he has just put into
  use, or they could be genuine alien technology that the Fat
  Man somehow lucked into. The chips that allow passage
  via the discs could easily be RFID or something equivalent.
  The final encounter may have to be changed slightly to
  account for the lack of a force screen. (Or, for that matter,
  to account for the presence of a force screen!)
  Conversely, perhaps having the Fat Man be an alien
  isn’t weird enough. Perhaps you want to stir a little In
  Nomine weirdness into your game. The Fat Man could
  well be an Impudite of the Game, stirring up trouble just
  because he was bored. A bolder choice is to make him an
  angel rather than a demon, carrying out this twisted 
  plan because he truly wants to save people, and this is
  the first step.
  Infinite Worlds games could easily have the Fat Man be
  a world-jumper (in which case the travel discs might be
  superscience devices from another timeline). There are
  plausible reasons for him to work for Infinity Unlimited,
  for Centrum, or even to be a free agent. In this case, he may
  have fitted the mini-sub to be a conveyor, and when he’s
  gone, he’s really gone.
  Finally, the Fat Man might be a mage, tapping into Gate
  magic in a world that’s completely unaware magic exists.
  Cold War Earth is very likely to be a low-mana zone in this
  scenario, so the Fat Man may have some Powerstones or
  other items stashed away. The biggest challenge for the
  action team in this version could well be writing their
  reports for UNISTOMP . . .
  Secret of the Fat Man
  
  Here follow full GURPS Fourth Edition write-ups for the
  Fat Man, Simba, and Sorra Lee.
  THE FAT MAN
  250 points
  The Fat Man is morbidly obese, bald, and has a sallow com-
  plexion that makes him look very faintly East Asian. He has
  extremely pale gray-green eyes. He wears a chartreuse jumpsuit
  with a belt festooned with gadgets (hence the Gizmo advan-
  tage). He is unarmed, trusting in his teleport discs to get him
  away and his loyal minions to cover his escape, if necessary.
  Note to the GM: This is the “secretly an alien” version of the
  Fat Man. His traits will need to be adjusted if you choose
  another explanation for his
  actions in this adventure. Also,
  there is considerable room for
  expansion in this write-up; the
  Fat Man could easily be a 300- or
  even 350-point adversary for the
  UNISTOMP team. In particular,
  with his IQ and Language Talent,
  the GM can easily justify giving
  him any language spoken by the
  agents in this adventure. (The
  Fat Man could also have some
  sort of superscience universal
  translator, but that’s so much less
  impressive . . .)
  ST 14 [40]; DX 10 [0]; IQ 17
  [140]; HT 11 [10].
  Damage 1d/2d; BL 39 lbs.; HP 14
  [0]; Will 17 [0]; Per 17 [0]; FP
  11 [0].
  Basic Speed 5.25 [0]; Basic Move
  5 [0]; Dodge 8.
  Social Background
  TL: 9 [5].
  CF:
  Alien Homeland [0];
  Communist Bloc [2]; Western
  Bloc [2].
  Languages:*
  Cantonese
  (Native) [4]; English (Native) [4];
  Japanese (Native) [4]; Russian (Native) [4]; Swahili (Native)
  [4].
  Advantages
  Charisma 1 [5]; DR 10 (Force Field, +20%) [60]; Gizmos 1
  [5]; Language Talent [10]; Social Regard 1 (Terrorist master-
  mind; Feared) [5]; Unusual Background (Alien) [20]; Versatile
  [5].
  Disadvantages
  Dependent (Sorra Lee; 0 or fewer points; Loved One; 15 or
  less) [-90]; Gluttony (12) [-5]; Overconfidence (12) [-5]; Secret
  (Alien; Possible Death) [-30]; Very Fat [-5].
  Quirks: Taunts his victims incessantly. [-1]
  Skills
  Beam Weapons/TL9 (Pistol) (E) DX+3
  [8]-13; Brainwashing/TL9 (H) IQ+2 [12]-19;
  Brawling (E) DX+3 [8]-13; Computer Opera-
  tion/TL9 (E) IQ [1]-17; Computer Program-
  ming/TL9 (H) IQ-2 [1]-15; Electronics
  Operation/TL9 (Comm) (A) IQ-1 [1]-16; Elec-
  tronics Operation/TL9 (Force Shields) (A)
  IQ-1 [1]-16; Electronics Operation/TL9 (Mat-
  ter Transmitters) (A) IQ-1 [1]-16; Electronics
  Operation/TL9 (Sensors) (A) IQ-1 [1]-16;
  Engineer/TL9 (Electronics) (H) IQ-2 [1]-15;
  Geography/TL8 (Cold War Political) (H) IQ
  [4]-17; Guns/TL8 (Pistol) (E) DX+1 [2]-11;
  Guns/TL8 (SMG) (E) DX [1]-10; Liquid Pro-
  jector/TL8 (Flamethrower) (E) DX [1]-10;
  Mathematics/TL9 (Applied) (H) IQ-2 [1]-15;
  Navigation/TL9 (Sea) (A) IQ-1 [1]-16; Naviga-
  tion (Space) (A) IQ-1 [1]-16; Psychology (H)
  IQ-2 [1]-15; Submarine/TL8 (Mini-Sub) (A)
  DX+2 [8]-12; Tactics (H) IQ-2 [1]-15;
  Traps/TL9 (A) IQ-1 [1]-16.
  * All languages modified for Language
  Talent.
  Equipment
  Governor for all systems aboard the Sea
  Spectre.
  THE FAT MAN’S TEAM
  21
  APPENDIX ONE
  THE FAT MAN’S
  TEAM
  
  SIMBA, THE AFRICAN
  MASTER SPY
  250 points
  Simba is an extraordinarily imposing character. He should
  easily be a match for any one of the UNISTOMP agents, and
  – having the advantage of knowing exactly what is going on –
  could well present a formidable adversary for the entire
  team, if they ever actually meet him. His primary job in this
  scenario is to guard Sorra Lee, and secondarily to prevent the
  action team from gaining access to
  the mini-sub, the Fat Man’s only
  method of escape.
  Simba has coal-black skin, hair,
  and eyes. If he survives this adven-
  ture, he will almost certainly dedi-
  cate himself to making life for the
  UNISTOMP agents extremely diffi-
  cult, at least when the Fat Man does-
  n’t require his services. Simba is
  completely unprincipled, with the
  sole exception of unwavering loyalty
  to whoever signs his checks . . . at
  least until he gets a bigger one.
  ST 14 [40]; DX 15 [100]; IQ 10 [0];
  HT 12 [20].
  Damage 1d/2d; BL 39 lbs.; HP 14 [0];
  Will 12 [10]; Per 11 [5]; FP 16 [12].
  Basic Speed 7.00 [5]; Basic Move 7
  [0]; Dodge 11; Parry 11 (Brawl-
  ing).
  Social Background
  TL: 8 [0].
  CF: Western Africa [0].
  Languages: Arabic (Accented/None) [2]; English (Accented)
  [4]; French (Native) [6]; Russian (Accented) [4]; Swahili
  (Native) [0].
  Advantages
  Combat Reflexes [15]; Gunslinger [25]; High Pain
  Threshold [10]; Super-Spy 2 (p. 4) [30]; Very Fit [15].
  Disadvantages
  Bloodlust (9) [-15]; Callous [-5]; Compulsive Carousing (9)
  [-7]; Greed (15) [-7]; Lecherousness (9) [-22]; Overconfidence
  (12) [-5]; Reputation -4 (Unprincipled spy-for-hire; Other mas-
  ter spies; 10 or less) [-3]; Selfish (12) [-5].
  Quirks: Distinctive Features; Proud; Staid; Uncongenial.
  [-4]
  Skills
  Armoury/TL8 (Small Arms) (A) IQ+1 [4]-11; Axe/Mace (A)
  DX-1 [1]-14; Brawling (E) DX [1]-15; Carousing (E) HT+1
  [2]-13; Detect Lies (H) Per [1]-11*; Escape (H) DX [1]-15*;
  First Aid/TL8 (E) IQ [1]-10; Guns/TL8 (Pistol) (E) DX [1]-15;
  Guns/TL8 (Rifle) (E) DX [1]-15; Guns/TL8 (SMG) (E) DX
  [1]-15; Holdout (A) IQ+1 [1]-11*; Intimidation (A) Will+1
  [4]-13; Shadowing (A) IQ [1]-10†.
  * Includes +2 for Super-Spy.
  † Includes +2 for Super-Spy and -1 for Distinctive Features.
  SORRA LEE, 
  THE FAT MAN’S DAUGHTER
  -19 points
  Sorra is a 26-year-old woman. At some point in her youth,
  she suffered a brain injury that stunted her mental develop-
  ment. The Fat Man claims she is his daughter, but no one
  knows their true relation-
  ship. Sorra firmly believes
  that the Fat Man is her
  father, having known him
  as far back as she can
  remember. She is utterly
  devoted to him, and
  almost as loyal to Simba,
  who 
  has 
  been 
  her
  “babysitter” for a couple
  of years now.
  Sorra is a natural shot
  with a pistol; she has
  never tried long arms, but
  chances are she would 
  be a sharpshooter with
  those, too. Most of the
  time, Sorra stays with the
  Fat Man as he meets with
  his lieutenants and plots
  his next job.
  ST 10 [0]; DX 11 [20]; IQ
  6 [-80]; HT 10 [0].
  Damage 1d-2/1d; BL 20 lbs.;
  HP 10 [0]; Will 6 [0]; Per 6 [0]; FP 10 [0].
  Basic Speed 5.25 [0]; Basic Move 5 [0]; Dodge 8.
  Social Background
  TL: 9 [5].
  CF: Western Bloc [0].
  Languages: English (Native) [0].
  Advantages
  Charisma 3 [15]; Empathy [15]; Unfazeable [15]; Unusual
  Background (Alien) [20].
  Perks: Deep Sleeper; Honest Face. [2]
  Disadvantages
  Absent-Mindedness [-15]; Confused (12) [-10]; Curious (12)
  [-5]; Gullibility (15) [-5]; Secret (Alien) [-30]; Short Attention
  Span (12) [-10]; Truthfulness (12) [-5].
  Quirks: Distractible; Dreamer; Follows Simba everywhere.
  [-3]
  Skills
  Guns/TL8 (Pistol) (E) DX+5 [16]-16; Hobby Skill
  (Needlework) (E) DX+4 [12]-15; Mimicry (Animal Sounds) (H)
  IQ+4 [20]-10; Swimming (E) HT+2 [4]-12.
  THE FAT MAN’S TEAM
  22
  
  THE SEA SPECTRE MAPS
  23
  APPENDIX TWO
  MAPS OF THE
  SEA SPECTRE
  MINI-SUB (IN 4C).
  Fore
  CONNING TOWER
  Fore
  80 feet
  
  THE SEA SPECTRE MAPS
  24
  Fore
  Fore
  
  THE SEA SPECTRE MAPS
  25
  Fore
  
  THE SEA SPECTRE MAPS
  26
  Fore
  
  THE SEA SPECTRE MAPS
  27
  Fore
  
  STEVE JACKSON GAMES
  STEVE JACKSON GAMES
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SOURCE: textdata/thevault/GURPS [multi]/GURPS - 4th Edition - Lair Of The Fat Man.pdf