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The Voice

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“The Voice” is an introduction to the DARK·MATTER™ campaign setting for the Alternity®

Science Fiction Roleplaying Game, a world not unlike our own – at least on the surface. Underneath
lies a shadowy world of mystery, magic and strangeness – a complex web of conspiracies covered up
by the organisations and individuals who know the truth. The heroes in the world of DARK·MATTER
are looking to find that truth, often as agents of the Hoffmann Institute and other secret organisations.

The
By Stephen Kenson
Illustrated by Alan Rabinowitz

First Published on Dragon #265, November 1999


First Electronic Release by Spicer
Current Electronic Release by IlCorvo
1 WHAT DO YOU NEED? success, 6-4 is a Good success, and 3 or less is
an Amazing success.
To play this solo adventure, all you need is
a pencil and some dice. Keep the hero sheet
for Diana Hunter, agent of the Hoffmann Insti- THE CALL
tute, handy as you play; you'll need to refer to You're beginning to think your contact
it often in the adventure. Just start at “The won't call, that you've wasted over an hour sit-
Call”, below, and read through it as the text ting in your car in one of the most run-down
WHAT DO YOU NEED? | THE VOICE

directs; you’ll learn the game mechanics as sections of town in the dead of night. It would-
they're needed. Important game information is n't be the first lead that turned out to be a dead
set apart from the main adventure text in side- end—and probably not the last, either. Then
bars. your cell-phone rings, breaking the silence.
"Hunter,” you answer.
The Alternity game uses the following
"Hello, Diana,” comes the quiet voice from
dice: d20, d12, d8, d6, and d4. The d20 is the
the other end of the phone. It's your informant.
“control die.” You always roll the control die
You call him the Voice. You don't know his
when you need to make a roll. The other dice
real name or anything else about him, except
are “situation dice”, which are added to or sub-
that his information has been accurate so far.
tracted from the control die depending on the
He knows things about secret U.S. government
situation's difficulty. First read “The Game
projects, things nobody should know, but
Mechanics” in the sidebar; other game me-
which match information in the Institute's most
chanics are explained as the adventure unfolds,
secret files. All efforts to track him down have
starting with “The Call.”
failed, but that's not surprising. If anyone knew
the things that the Voice was telling the Insti-
THE GAME MECHANICS tute, the Voice would have been killed by now.
"All right,” you tell the Voice. “I'm here.
Using the dice described above, the basic Now what?"
Alternity game rule is fairly simple. Roll "I'm glad you came, Diana,” the Voice says,
a number equal to or less than your target his calm tone reflecting some genuine appre-
score to succeed at an action. Target scores ciation. “I'm glad you decided to trust me."
include your ability scores, skill scores, and "Don't push it,” you reply. “Get to the
action check scores. If you roll higher than the point."
target score, your hero fails. You always want "Of course,” the Voice says. “I want to
to roll as low as possible — the lower the roll, show you something important."
the more likely the hero succeeds. "What's that?” you ask.
The scores on the hero sheet are divided "I can't tell you over an open line,” Voice
into three categories by slash marks. These says. “You have to trust me."
represent the target scores for three possible Easier said than done... Still, the Voice has
results, respectively: Ordinary, Good, and been right so far, and the knowledge he has is
Amazing. Rolling the appropriate score or tantalizing. “All right,” you say.
lower is an Ordinary success, one-half the "Good. Just follow my directions. Did you
score or lower is a Good success, and one- receive the package I sent you?"
quarter of the score or lower is an Amazing Your hand drops down to rest on the small
success. Any roll greater than the target score cardboard box on the passenger seat. It arrived
is a Failure (or, in the case of an action check, this morning from a post-office box registered
a Marginal success). under a false name.
"Yes."
Example: Diana Hunter has an action "Good. Put on the headset from the box,
check score of 13. A 14 or greater is a Mar- then hang up your phone."
ginal success. A roll of 13-7 is an Ordinary The box contains a small, sophisticated
®
ALTERNITY / DARK MATTERTM 2
SCIENCE FICTION ROLEPLAYING GAME
SOLO ADVENTURE HERO SHEET: DIANA HUNTER (FRONT)

HERO SHEET | THE VOICE


®
3 ALTERNITY / DARK MATTERTM
SCIENCE FICTION ROLEPLAYING GAME
SOLO ADVENTURE HERO SHEET: DIANA HUNTER (REAR)
HERO SHEET | THE VOICE
throat-mike and headset. You take it out and Make a Skill Check: To approach the ware-
put it on, then hang up the phone.
"Can you hear me?” the Voice says over the
house unseen, make a Stealth skill check for
Diana. It's dark, and Diana is wearing dark
4
headset. You reply, “Yes." clothing, so roll a d20, then roll a d4 and sub-
"Now drive as I direct..." tract it from the d20 roll. Compare the result to
You start up the car as the Voice guides you Diana's Stealth skill (11).
through the darkened streets toward an area • If the roll is a success, go to 1.
filled with warehouses standing in dark rows. • If the roll is a failure, go to 2.

THE CALL | THE VOICE


You stop the car in a nearby alley and kill the
headlights. -1-
"Go to the third warehouse building,” the
You make your way cautiously to the ware-
Voice says. “There's a side entrance with a
house door. It looks like reinforced metal with
coded lock, but I'm sure that won't prove too
a small electronic keypad. The door is locked,
difficult for a woman of your talents."
but you should be able to decode the keypad to
"Then what?” you ask.
get it open.
"Get inside, and you'll see,” the Voice says.
Make a Complex Skill Check: Diana has to
The headset falls silent.
overcome the electronic lock to open the door
You pause to check your equipment before
into the warehouse. Fortunately, she has the
heading out, your 9mm semiautomatic fully
Knowledge-computer operations skill to allow
loaded and ready to go. You've also got a
her to do so. Roll against Diana's skill of 13
small flashlight, and you took the precaution
with a d20.
of wearing some light body armor under your
Overcoming the computerized lock is a
dark clothing, just in case. You're as ready as
complex skill check, so Diana must accumulate
you'll ever be. You just hope that this isn't
more than 1 success. In this case, she must roll
some kind of trap.
skill checks until she achieve 5 successes be-
Stepping out of the car, you approach the
fore rolling 2 failures. Each roll of the dice
warehouse carefully. There's no sign of anyone
represents 1 minute of work on the lock. An
outside. Still, you approach cautiously.
Ordinary result counts as 1 success, a Good

COMBAT AND DAMAGE


Secondary Damage: For every 2 points of mortal damage Diana causes to an opponent, she
also inflicts 1 point of wound damage and 1 point of stun damage. For every 2 points of wound
damage, she also causes 1 point of stun damage.

Results of Damage: For each point of damage inflicted, mark off one point of durability from a
character (stun, wound, or mortal, depending on the type of damage). If all of a character's stuns or
wounds are marked off, the character falls unconscious. If all of a character's mortal points are
marked off, the character dies.

Recovery: Stun damage is temporary, and any stun damage a character has disappears at the end
of a scene. (Each of the numbered sections is one scene.) Wound damage remains until healed by
rest and medical attention. Mortal damage requires the use of Medical Science-surgery and medi-
cal attention to recover.

Armor: Some characters wear armor. After a successful attack, roll to see if the armor protects.
For example, Diana's armor offers d6-2 points of protection against high impact (HI) weapons like
guns. Any result of 0 or less means no protection. Any positive result is subtracted from the
amount of damage inflicted.
result counts as 2 successes, and an Amazing two attacks, then see “The Guard Attacks” and
5 result counts as 3 successes.
• If you achieve 2 failure results before achiev-
continue with the following rounds until the
guard is defeated (go to 6), or Diana is de-
ing 5 successes, go to 8. feated (go to 7).
• If you achieve 5 successes before accumulat-
ing 2 failure results, go to 12. -4-
You draw your own gun and level it at the
-2-
THE CALL | THE VOICE

guard as he does the same. You only hope that


As you make your way along as quietly as this place has enough budget problems that it
possible, you suddenly spot a guard dressed in can't afford the finest security. Otherwise, this
a nondescript dark jumpsuit and armed with a could be a problem.
9mm pistol. The guard spots you at the same Make a Skill Check: Diana acts in the same
moment, reaching for his weapon and ordering action phase as the guard, the Ordinary phase.
you to halt. You can't afford to be caught. See “Diana Attacks” and “The Guard At-
You'll have to fight. tacks,” then apply damage simultaneously.
Make an Action Check: Action rounds are Continue with the following rounds normally
broken down into 4 phases. Each phase is until the guard is defeated (go to 6), or Diana
about 3 seconds long, enough time for a char- is defeated (go to 7).
acter to perform a single action. The phases
are Amazing, Good, Ordinary, and Marginal, -5-
just like the results of skill and action checks.
The security guy catches you off guard. As
Characters can act in as many phases as they
you move to bring your gun to bear, the guard
have actions per round, depending on the re-
already has his out and trained at you. You're
sult of their action checks.
playing for high stakes here, a matter of life or
Diana has two actions per round and an ac-
death.
tion check score of 13. If you roll a Marginal
You're just hoping that it doesn't turn out to
success, she acts only once, in the Marginal
be your death.
phase of the round. If you achieve an Ordi-
Make a Skill Check: The guard acts before
nary, Good, or Amazing success, choose
Diana in the Ordinary phase. If Diana sur-
which two phases Diana acts in, starting with
vives, then she acts in the Marginal phase of
the phase that matches the degree of success.
the round. Since she acts in the Marginal
The guard acts in the Ordinary phase of
phase, Diana gets only one action this round,
each round and can perform only one action.
rather than two.
Using a d20, make an action check for
First see “The Guard Attacks” and make the
Diana.
necessary rolls there. Then move on to “Diana
• If you achieve a Good or Amazing success,
Attacks” to resolve her action. Continue with
go to 3.
the following and subsequent rounds until the
• If you achieve an Ordinary success, go to 4.
guard is defeated (go to 6), or Diana is de-
• If you achieve a Marginal success, go to 5.
feated (go to 7).

-3- -6-
You manage to get the drop on the guard
Your shot catches the guard and spins him
before he can draw his weapon, grabbing your
to the side. He crumples to the floor in a heap,
own 9mm pistol and taking aim. You can fire
his gun dropping from his hand. You holster
two shots before he realizes what's happening.
your pistol and keep heading for the door of
Make a Skill Check: Diana acts before the
the warehouse. You only hope that you haven't
guard and can use both of her actions before
already raised the alarm.
he can react. First, read “Diana Attacks” in the
• Go to 1.
adjacent sidebar. If the guard survives the first
-7- hope you're the better shot as you both level
Burning pain stabs through you, and the
your weapons at each other and fire.
Make a Skill Check: See the “Fighting the
6
world seems to tilt out from under you as you Guards” sidebar to resolve combat. Diana and
spin and drop toward the ground. As you start the guard act at the same time, in the Ordinary
to black out, you hear the Voice speaking to phase. Then Diana acts again in the Marginal
you over the headset. “Diana? Diana, what's phase. Continue the combat until the guard is
happening? I need your help. You don't know

THE CALL | THE VOICE


what they've done to me. Please ..."
The desperate plea is the last thing you hear
as the darkness smothers your senses and over-
DIANA ATTACKS
takes you completely…
- The End - Diana's Modern Ranged Weapon-pistol
score is 12. Because the fight with the guard
takes place at short range, and the guard has no
-8- resistance modifier, roll a d20 and a d4, sub-
You work feverishly over the electronic tracting the result of the d4 from the d20.
keypad to decipher the code to enter the ware- On Diana's hero sheet, notice that the dam-
house complex. First, you try cross-circuiting age for the 9mm pistol is divided into three
the system, but you must have picked the categories, representing the effects of an Ordi-
wrong wires. A red light flashes at the top of nary, Good, and Amazing attack. If you roll
the panel and you step back from it in alarm. higher than Diana's score of 12, the attack
Suddenly, a security guard comes running misses.
around the corner. He spots you and charges in Roll an attack. If successful, roll damage
your direction. against the guard. So, if Diana rolls a Good
Make an Action Check: The security guard attack against the guard, roll d4+2 to deter-
acts in the Ordinary phase and has one action. mine the number of wounds the guard takes.
Roll a d20 for Diana's action check. The guard has a durability of 8 stuns, 8
• If you achieve a Good or Amazing success, wounds, and 4 mortals. This is the amount of
go to 9. damage the guard can endure before being
• If you achieve an Ordinary Success, go to 10. knocked out or killed. Note how much damage
• If you achieve a Marginal Success, go to 11. Diana does to the guard using the boxes below.

-9- Guard #1
When the guard comes charging around the Stun 8
comer, you're ready for him. You fire twice at Wound 8
him before he even has a chance to react. If
Mortal 4
you can take him down quickly, this mission
might still succeed.
Make a Skill Check: See the “Fighting the
Guards” sidebar to resolve combat. Diana acts GUARD ATTACKS
twice before the guard, then the guard returns
fire in the Ordinary phase, if he is still alive If the guard is still able, he can make an at-
and able to act. Continue the combat until the tack against Diana. The guard has a skill score
guard is defeated (go to 12) or Diana is de- of 11 and rolls a d20 and “d0” because of
feated (go to 7). Diana's resistance modifier. If the guard man-
ages to hit, Diana's armor offers some protec-
- 10 - tion. (See “Combat and Damage.") The guard
The guard is expecting trouble, but he does- has a 9mm pistol that does the same damage as
n't know who he's dealing with here. You only Diana's: d4+1 w/d4+2w/d4m.
7 FIGHTING THE GUARDS the combat until the guard is defeated (go to
12) or Diana is defeated (go to 7).

Diana has a Modern Ranged Weapons-


pistol skill of 12. Roll a d20 and a d4, subtract-
- 12 -
ing the d4 from the d20. If Diana hits, her pis- You manage to override the computerized
tol inflicts the damage listed on her hero sheet. locking mechanism on the door and get it
The guards have Modern Ranged Weapons- open. Behind it is a nondescript corridor lit
THE CALL | THE VOICE

pistol skill of 11 and roll a d20 and a d0 be- with pale fluorescent lights. You close the
cause of Diana's resistance modifier. Their pis- door carefully behind you and look around. No
tols inflict the same damage as Diana's, They one is in sight.
each have a durability of 8 stuns, 8 wounds, "Okay” you whisper into your throat-mike.
and 4 mortals. “I'm inside. Now what?"
"There's a way to close down the security
systems from in here,” the Voice says in your
ear. “I'll guide you. Go down the hall, take a
Guard #2 right, and go to the first door on the right.
That's the security station. There should be two
Stun 8 guards on duty there."
Wound 8 Following the Voice's directions, you move
Mortal 4
quickly and quietly down the hall pressing flat
against the wall to avoid being seen. You gen-
tly grasp the knob and twist, then fling open
Guard #3 the door and level your pistol into the room.
Stun 8 The two guards inside react with surprise.
Make a Surprise Check: When it is possi-
Wound 8
ble for one side to get the drop on the other, a
Mortal 4 surprise check is required. Make an Aware-
ness-intuition check for the guards (their target
score is 8).
Guard #4 • If the guards fail the surprise check, go to 13.
Stun 8 • If the guards make the surprise check, go to
Wound 8 14.
Mortal 4
- 13 -
You've caught the guards by surprise. Be-
defeated (go to 12) or Diana is defeated (go to fore they can even blink, you have a chance to
7). fire off a shot.
If an opponent fails a surprise check, a spe-
- 11 - cial phase called the Surprise phase is added to
the beginning of the combat round. Diana can
The sudden appearance of the guard throws
take one action in this phase, then the normal
you off-balance, and you turn toward him just
round begins. See the “Fighting the Guards”
as the guard raises his gun at you and fires.
sidebar, then go to 14.
You just hope that he's a lousy shot.
Make a Skill Check: See the “Fighting the
Guards” sidebar to resolve combat. The guard - 14 -
acts first in the Ordinary phase. Then Diana Two guards, one of you—not very even
acts in the Marginal phase. She gets only one odds. But then, you're hardly going to let them
of her usual two actions this round. Continue go and get more guards to even things out!
Make an Action Check: The security - 18 -
guards act in the Ordinary phase and have one
action each. Make an action check for Diana After taking down the guards, you check 8
using a d20. out the security console in the room. You
• If you achieve a Good or Amazing success, should be able to shut down the security sys-
go to 15. tems from here, enough to give you access to
• If you achieve an Ordinary success, go to 16. the rest of the facility.
• If you achieve a Marginal success, go to 17. “The guards are neutralized,” you say into

THE CALL | THE VOICE


your throat-mike.
"Good work,” the Voice says. “Now you
- 15 - can deal with the security systems. Don't shut
The guards are reacting fast, but not fast them down; there's another option. Just do as I
enough! You fire twice before either of them tell you."
manages to regain his bearings and return fire "How did you know I was thinking about
at you.. shutting the system down?” you ask.
Make a Skill Check: See the “Fighting the "There's no time to explain,” the Voice re-
Guards” sidebar to resolve combat. Diana acts plies. “Trust me."
in the Amazing and Good phases, or in the Yeah, sure, “trust you,” you think. Your
Good and Ordinary phases, while the guards fingers fly over the keyboard as you set to
return fire in the Ordinary phase, if they are work.
still able. Make a Complex Skill Check: To over-
Continue until the guards are defeated (go come the security countermeasures, Diana
to 18) or Diana is defeated (go to 7). must override the computer's security lockouts
and make some programming adjustments.
- 16 - This is a complex skill check using her Knowl-
The guards recover from their surprise edge-computer operations skill. Diana is get-
fairly quickly, drawing their weapons and ting some help from the Voice for this one, so
opening fire on you. You have some cover she gains a positive situation die. Roll a d20
from the doorway and return fire. and a d8 against Diana's skill of 13. The roll
Make a Skill Check: See the “Fighting the on the d8 subtracts from the roll on the d20 to
Guards” sidebar to resolve combat. Diana acts determine the result.
in the Ordinary phase along with the guards, Making the necessary changes to the system
then again in the Marginal phase. is a complex skill check. Diana needs to accu-
Continue until the guards are defeated (go mulate 8 successes before she accumulates 3
to 18) or Diana is defeated (go to 7). failures. Each roll of the dice represents 30
seconds of work in this situation. An Ordinary
result counts as 1 success, a Good result counts
- 17 - as 2 successes, and an Amazing result counts
The guards' surprise lasts for only a mo- as 3 successes.
ment, then they're moving into action in- • If you achieve 3 failure results before earning
stantly. You're caught a little off guard by their 8 successes, go to 19.
sudden response, and they both shoot at you • If you achieve 8 successes before earning 3
before you can return fire. failure results, go to 20.
Make a Skill Check: See the “Fighting the
Guards” sidebar to resolve combat. The guards - 19 -
go first in the Ordinary phase, then Diana acts
in the Marginal phase, if she is still conscious. Once you make the modifications to the
Diana acts only once this round. security system as the Voice instructs, you put
Continue until the guards are defeated (go on a white lab coat you find in the closet, right
to 18) or Diana is defeated (go to 7). where the Voice said it would be. Slipping
your pistol and headset into the large side
pockets and clipping a security pass from one don't think you're authorized to be here.” He
9 of the guards on the breast pocket, you make
your way down the hall as you've been in-
takes a step toward you, giving you a momen-
tary opening.
structed, passing various closed-off doors Make an Action Check: The security tech-
marked with security warning signs. You spot nician acts in the Ordinary phase and has one
the door the Voice men-tioned at the end of action. Roll a d20 for Diana's action check.
the corridor. Just then, the door opens and a • If you achieve a Good or Amazing success,
white-coated technician steps out into the cor- go to 22.
THE CALL | THE VOICE

ridor. • If you achieve an Ordinary Success, go to 23.


He eyes you suspiciously as you approach. • If you achieve a Marginal Success, go to 24.
You prepare to hand him a line and your pass
when he suddenly holds out a hand. - 22 -
“Hold it right there”, he says.
When the technician moves toward you,
• Go to 21.
you get the drop on him. You use a karate
move to take him down.
- 20 - Make a Skill Check: See the “Fighting the
Once you make the modifications to the Technician” sidebar to resolve combat. Diana
security system as the Voice instructs, you put acts twice before the technician, then the tech-
on a white lab coat you find in the closet, right nician attacks in the Ordinary phase, if he is
where the Voice said it would be. Slipping still alive and able to act. If you want, Diana
your pistol and headset into the large side can draw her gun using one of her actions to
pockets and clipping a security pass from one fire at the technician. Continue the combat un-
of the guards on the breast pocket, you make til Diana or the technician defeats the other.
your way down the hall as you've been in- • If Diana defeats the technician, go to 25.
structed, passing various closed doors marked • If the technician defeats Diana, go to 7.
with security warning signs. You spot the door
the Voice mentioned at the end of the corridor. - 23 -
Just then, the door opens and a white-coated
The technician is expecting trouble, but he
technician steps out into the corridor.
doesn't know just what kind of trouble he's got
He eyes you suspiciously as you approach.
on his hands. When he approaches, you lash
You smile and hope your security modifica-
out with a hand and try to take him down.
tions pass muster.
Make a Skill Check: See the “Fighting the
'Transport orders,” you mutter, indicating
Technician” sidebar to resolve combat. Diana
your pass with a wave
and the technician act at the same time, in the
Make a Skill Check: Diana has to bluff her
Ordinary phase. Then Diana acts again in the
way past the technician. Make a skill check
Marginal phase. Continue the combat until
against Diana's Deception-bluff score of 10.
Diana or the technician prevails.
The technician has no resistance modifier, and
• If Diana defeats the technician, go to 25.
Diana's disguise and adjustments to the secu-
• If the technician defeats Diana, go to7.
rity system give her a situation die bonus of
d8. Roll a d20, then roll a d8 and subtract the
result from the d20 roll. Compare the result - 24 -
against Diana's skill of 10. You make your move, but the technician
• If you fail, go to 21. sees it coming and tries to hit you. 1t looks
• If you succeed, go to 22. like he's taken a few self-defense courses, but
you're better.
Make a Skill Check: See the “Fighting the
- 21 - Technician” sidebar to resolve com-bat. The
technician acts first in the Ordinary phase.
The technician glares at you and says, “I
Then Diana acts in the Marginal phase. She
gets only one of her usual two actions this FIGHTING THE TECHNICIAN 10
round. Continue the combat until Diana or the
technician wins. Diana's Unarmed Attack skill is 9. Roll a
• If Diana defeats the technician, go to25. d20 and a d4 (for using a broad skill). Add the
• If the technician defeats Diana, go to 7. result of the d4 to the d20.1f she hits, her un-
armed attack inflicts the following damage:
d4s/ d4+1s/d4+2s. She can also choose to draw
- 25 -

THE CALL | THE VOICE


her gun, but she takes a d4 penalty drawing
Getting past the technician, you open the and firing in the same action; roll a d4 and add
door and move into the room. It's dimly lit it to the result on the d20.
with fluorescent tubes running along the ceil- The technician has an Unarmed Attack
ing, filled with a strong smell of antiseptic and score of 8 and inflicts the same damage as
the faint bubbling and humming of machinery. Diana's attack. Roll a d20 plus a d4 for his
There's no one else inside as you sweep the skill check. The technician has a durability of
room with your gaze. You come to the rear 6 stuns, 6 wounds, and 3 mortals. He is other-
wall of the room and stop dead in your tracks. wise unarmed. Unarmed attack damage is con-
Resting on top of a complex bank of ma- sidered low impact (LI) for purposes of
chinery is a row of three glass jars filled with a Diana's armour.
greenish liquid that gurgles and bubbles
slightly. Inside of each jar, connected to the Technician
bottom by trailing wires, is a human brain,
floating freely in the liquid. As you stand and Stun 6
stare in shock at the disembodied brains, you Wound 6
hear the Voice speaking to you again. Mortal 3
“Hello, Diana,” it says. “I’m glad you’re
finally here. I knew you couldn't resist a mys-
tery.”
clone duplicate, programmed with my memo-
Your hand automatically reaches up to
ries, to infiltrate the Institute. That's you.
touch the headset when you realize that it's
"There's a tiny implant in your brain that
still in the pocket of your lab coat. The Voice
allows them to send you commands. You're
is coming entirely from inside your head.
working for the enemy, Diana, and you don't
“Who... what are you?” you ask, “and how
even know it.
do you know about me?”
"What they underestimated was the power
“I knew you'd come because it's what I
of the human brain. Somehow, outside of our
would have done,” the Voice says. “You see,
bodies, we've learned to harness certain mental
Diana, I am you. The real you.”
abilities, the way I'm speaking with you now.
• Continue with 26.
They allowed us to learn things about the
pro-ject, and to make certain things happen.
- 26 - They also allowed me to contact you and con-
"What?” you exclaim. You've seen some vince you to come here. I'm sorry to trick you,
weird stuff in your time working for the Insti- but I couldn't tell you the truth."
tute, but never a brain in a jar that claimed to "Obviously,” you mutter. “Do you really
be you. expect me to believe this?"
"It's true,” the Voice says. “You're the re- "It doesn't matter what you believe,” the
sult of an experiment in cloning and memory Voice says. “You're here, and we need your
implantation. I'm the real Diana Hunter. I was help."
investigating this project when I slipped up "To do what?"
and got cap-tured. As far as I can tell, they re- "To put an end to our existence. We need
moved my brain from my body and created a you to shut down the equipment here so we
can finally escape from this half-life. I know - 29 -
11 you don't want us to suffer, Diana, because
that's not what I would want." You and your double move at the same
"Will you stop saying that!” you reply. time, almost like mirror images of each other.
“You're not me!" You try to figure out how this could possibly
"Believe whatever you want,” the Voice be, but you're too busy fighting for your life at
says. “But will you help us?" the moment. Let's just hope she's not as good
• If you agree to help, go to 27. as you are, or at least not as lucky.
THE CALL | THE VOICE

• If you refuse to help, go to 32. Make a Skill Check: See the “Fighting the
Doppelganger” sidebar to resolve combat.
Diana and her duplicate act at the same time,
- 27 - in the Good and Ordinary phases. Continue the
"All right. I'll do it,” you say. combat until one character wins.
"Thank you,” a chorus of Voices replies in • If the duplicate is defeated, go to 33.
your mind. Suddenly you know how to shut • If Diana is defeated, go to 7.
down the equipment in the room. You start
moving toward the control panel when you - 30 -
hear a noise from the doorway.
"Hold it right there, Diana,” a familiar You make a move, but your duplicate has
voice says. “Don't do anything foolish.” You the drop on you. She shoots once before you
spin to see a figure standing in front of the can bring your own weapon to bear. You hope
door, holding a 9mm pistol leveled in your di- she's not as good a shot as you are.
rection. A cruel smile crosses her face as you Make a Skill Check: See the “Fighting the
face off against… yourself. Doppelganger” sidebar to resolve combat.
Make an Action Check: Diana's duplicate Diana's duplicate acts first, in the Good phase,
acts in the Good and Ordinary phases. Roll a then again in the Ordinary phase with Diana.
d20 for Diana's action check. Continue the combat until one character wins.
• If you achieve an Amazing success, go to 28. • If the duplicate is defeated, go to 33.
• If you achieve a Good success, go to 29. • If Diana is defeated, go to 7.
• If you achieve an Ordinary Success, go to 30.
• If you achieve a Marginal Success, go to 31.

- 28 - FIGHTING THE DOPPELGANGER


Although you're confused by all that you've
seen and heard, you don't hesitate when faced Diana's opponent has the exact same skill
with danger. You spin toward your doppel- and ability scores as she does. See Diana's
ganger and bring up your pistol. Your sudden hero sheet for this information. The duplicate
burst of action seems to have startled her. is armed with a 9mm pistol that does the same
Funny, you think you'd be smarter than that. damage as Diana's, but she is not wearing any
Make a Skill Check: See the “Fighting the armour. Since both Diana and her double have
Doppelganger” sidebar to resolve combat. a +1 resistance modifier for their Dexterity,
Diana acts before her double in the Amazing roll a d4 and add it to the d20 when making
phase, then again in the Good phase. The du- Modern Ranged Weapons-pistol skill checks
plicate Diana acts first in the Good phase, if for either of them in the fight.
she is still alive and able to act. Continue the
combat until one character wins.
Doppelganger
• If the duplicate is defeated, go to 33. Stun 9
• If Diana is defeated, go to 7. Wound 9
Mortal 5
- 31 - nite in a whoosh of flames, sending a searing
Too slow! You're too confused by what's
wave of heat across the room to slap you in the
face. Fire alarms suddenly begin blaring inside
12
going on here. Even as you start to move, your the complex.
doppelganger starts shooting at you. The "Run, Diana!” the Voice says in your mind.
Voice speaks loudly in your head “Get it to- “Save yourself! There's nothing more you can
gether, Diana! Don't give up now!" do for us.” You begin to protest, but you real-
Make a Skill Check: See the “Fighting the ize that it's true. There's nothing you can do.

THE CALL | THE VOICE


Doppelganger” sidebar to resolve combat. You head out of the room, pausing for a mo-
Diana's duplicate acts first, in the Good and ment by the door to look back at the disembod-
Ordinary phases. Diana acts in the Marginal ied brains, then down at your double, lying on
phase (if she is still able) and gets only one the floor. Then you turn and don't look back.
action this round. Continue the combat until The place is in chaos, so it's an easy matter
one character wins. for you to slip past the guards and make it out-
• If the duplicate is defeated, go to 33. side. By the time you're out of the complex,
• If Diana is defeated, go to 7. the fire appears to be spreading rapidly You
make it to your car and call the fire department
- 32 - on your cell phone. When the authorities show
“I’m sorry Diana, but you give us no up, some people are going to have a lot of ex-
choice,” the Voice says in your head. Sud- plaining to do. They'll manage to cover it up—
denly you feel a powerful stabbing pain in they always do—but at least the people in-
your mind as the disembodied brains try to volved in this project will know that someone
force their will upon you. You try to concen- is on to them.
trate and shut them out. What were you think- As you drive away from the darkened ware-
ing? Oh, yes, that's right… house, with flames and smoke rising from one
• Go to 27. side, you hear a faint voice speak into your
mind.
- 33 - "Thank you, Diana. Thank you for our free-
dom. Take your life and live it well.” The
As your duplicate drops to the floor, you
Voice fades and is gone. You may never know
become aware of a snapping and crackling
for sure if what it told you is true, but you plan
sound. You turn to see that a couple of stray
to find out.
shots have damaged some of the machinery.
Leaking chemicals pouring onto the floor ig-

What happens next? Pick up a copy of the DARK·MATTER campaign setting and search for the
truth!
Stephen Kenson is a freelance writer and a fan of conspiracy theories and high weird-ness. He's
fairly sure that he’s really who he thinks he is, although he occasionally has doubts.

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