Doctor Kleinler, A.I.

The characters face two related threats while exploring the Leopold. The first is the aliens who have infested much of the ship. The second is the insane genius which is the A.I. based on Dr Adolf Kleinler's personality. At the start of the adventure the A.I.'s abilities are limited as he is trapped in the small section of computer bank he could keep running when the A.I.M. was shut down.

As long as the Kleinler A.I. believes the characters are planning to restart the ship, undoing the Chief Engineer Heinlein's excellent sabotage, he will do little to interfere with their plans. In fact he will help them by keeping many of the aliens trapped in their own areas. The Kleinler A.I. will go on the offensive once the characters have made the ship fully operational by:

  • Restarting the Quantum Flux Drive on deck 5
  • Reconnecting the plasma conduits on deck 9
  • Restarting the A.I.M. on deck 3

Alternatively if the characters either attempt to leave the ship, destroy it, kill all the aliens or wipe the Kleinler A.I. he will attack. Kleiner A.I. can hinder the team's ability to access vital computer systems, funnelling aliens (particularly the Hive Lord) towards them and make direct attacks using the ship.

Once on the offensive, any attempts to access the computers or their data gains a 2d6+0 bonus to the resistance. Even simple tasks such as opening doors becomes more difficult as control panels mysteriously turn off or display error messages. Assyl is constantly fighting Kleinler's hacking and this is already factored in to the resistance.

Deleting Kleinler

The only way to destroy the Kleinler A.I. is to delete him from the core. This requires some form of computer hacking by the characters which will be resisted. In essence, hacking turns into combat with each party taking turns to attack, recouping potential and then resisting the other side's attack. Successful attacks on the A.I. cost him Life advantages as parts of his systems are disabled. Damage to characters from the A.I. is physical as jolts of electricity surge through consoles or down neural jacks.

Destroying the Core

A physical attack on the A.I.M. (Deck 3) can destroy Kleinler. It will also wipe Assyl from the core, as well as vital programs needed to control the ship, causing the Leopold to start an unstoppable fall into the planet's atmosphere.

Kleinler Attacks

The A.I.'s most direct attack is via electrocution. Anyone working on a console or other piece of electrical equipment can be attacked by a 2d6+2 power surge. The target can defend against it by hacking (preventing it from happening) or jumping clear. The power surge will destroy the console.

Alternatively the A.I. will attempt to split the team and trap characters in locations with the aliens by shutting bulkhead doors. Once they are trapped Kleinler will sound alarms, attracting the attention of any aliens in the vicinity. Game Leaders can ad-lib these encounters in any locations (including areas the players think are clear) using Alien, Larva or Alien, Raptor Young mooks and an adult Alien, Raptor.

Airlock Incident

Space is dangerous and that danger is never far away. As the characters move down a corridor they discover exactly how close it is as the Kleinler A.I. overrides safety systems and opens a nearby airlock.

A sudden thud from a nearby airlock opening is instantly followed by the scream of air exiting the ship and sirens warning of depressurisation. The airlock's inner door stands open and the outer door is slightly open, letting some air into space. The only things stopping the airlock opening completely are a few points where it has been welded shut.

Air is escaping from the ship but it is not serious enough to be a threat. However the pressure difference between inside and outside is placing a great deal of strain on the welding which will shortly fail and an explosive decompression will follow. The bulkhead doors protecting the rest of the ship have not yet shut.

The Kleinler's A.I. has chosen his point of attack well. Ask the players to indicate the order they were moving through the ship's 10' wide corridors. The nearest bulkhead door is 60' (12 squares) behind the last member of the team while the air lock is only 10' (2 squares) from the front member of the team.

Now switch into combat rounds. Unless the players can come up with a good reason why they were expecting this the characters are likely to be at a passive or busy state of readiness. Allow each character to take a turn, but after the last character acts the airlock door gives way and is lost into space. This has several consequences. Firstly, each character is attacked by 2d6+3 of sucking depressurisation. Failure does no damage but moves the character one square towards the airlock plus one square per every additional four points of success. Secondly the bulkhead doors slams shut. Anyone in the same squares as the doors is attacked by 3d6+3 of slamming, crushing door. Finally, all characters on the wrong side of the door who are not wearing pressure suits with the helmet sealed gain the Asphyxiation status effect at CP 10. The depressurisation continues at 2d6+3 in the second round but reduces to 1d6+3 in the third and final round.

Character attempts to shut either the inner airlock door or open the bulkhead doors are resisted by the Kleinler A.I. making their resistance 5d6+0. Opening the bulkhead door will cause further depressurisation with an additional two rounds of 2d6+3 attacks. Characters sucked out of the airlock are lost into space unless they have functioning vacuum suits and the rest of the team swiftly use the shuttle to recover them.

Gravity Failure

In a routine corridor, anywhere on the ship, the Kleinler A.I. will try to kill the team using the aliens.

As you walk down the corridor the power cuts out. Emergency lights come on with a feeble yellow glow. Struggling to maintain balance, you realise the gravity field has failed. Now comes the all-too-familiar sound of aliens from behind.

There are two 1d6+1 Alien, Larvae mooks per character plus one 1d6+6 Alien Rapter Young mook per character. The alien screech warns the players and all combatants start at a full state of readiness. Combat starts with the aliens only 30 feet (6 squares) behind the last character.

Combat in zero-g is no different from normal combat except for Newton's third law: Every Action has an Equal and Opposite Reaction. Recoil-based weapons such as the Pulse Rifle or the Hull Rivet Gun automatically move the attacker one square back for each round fired. With melee combat, a successful attack moves the defender back one square but a failed attack moves the attacker back one square. Any character unable to move because of a wall is attacked by a secondary 1d6+0 impact. Characters and aliens can end up in the same square; see Proximity Resistance Actions in the 6d6 Core for more details.

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open/oneshots/quantumflux/the_kleinler_a.i.txt · Last modified: 2013/12/07 15:43 by darth_tigger
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