TEXT: FEAR FACTORY V
  FEAR FACTORY V
  STARS WITHOUT
  STARS WITHOUT
  NUMBER COMPATIBLE
  NUMBER COMPATIBLE
  
   
  2
  CONTENTS
  CONTENTS
  CREDITS
  CREDITS
  WRITING AND DESIGN
  WRITING AND DESIGN
  Cody Leigh & Jason Duff
  LAYOUT & EDITING
  LAYOUT & EDITING
  Jason Duff
  COVER ILLUSTRATION
  COVER ILLUSTRATION
  Tithi Luadthong
  INTERIOR 
  INTERIOR 
  ILLUSTRATIONS
  ILLUSTRATIONS
  Camilkuo, Grzegor Pedrycz, SimpleB, 
  and Tithi Luadthong
  EARL OF FIFE GAMES
  EARL OF FIFE GAMES
  PO BOX 50471
  Colorado Springs, CO 80949-0471
  info@fifegames.com | www.fifegames.com
  SPECIAL THANKS
  SPECIAL THANKS
  Fear Factory V is © 2020 Earl of Fife 
  Games LLC
  Special thanks to Sine Nomine 
  Publishing for the superb Stars 
  Without Number rule set.
  INTRODUCTION . . . . . . . . .3
  THE CONTRACT  . . . . . . . . .4
    THE DESTINATION . . . . . . . . .5
  TRAVERSING THE BARRENS . . . .5
    COMBAT WITH OLD TECH . . . .6
    OLD TECH HAZARD . . . . . . . .6
    DESPERATE SCAVENGERS . . . .6
  THE JUNKYARD  . . . . . . . . .7
    FROM THE PILES . . . . . . . . . .8
  FEAR FACTORY V . . . . . . . .9
    STEALTH . . . . . . . . . . . . . . 10
    COMBAT . . . . . . . . . . . . . . 10
  THE RED PATH . . . . . . . . . . . 11
    THE MEAT LOCKER  . . . . . . . 11
    THE HOLDING CELLS . . . . . . 12
  THE GREEN PATH  . . . . . . . . . 13
    THE BOX . . . . . . . . . . . . . . 14
  DISCUSSION WITH FREDRICK . 16
    FINAL CONFLICT . . . . . . . . . 18
  CONTRACT COMPLETED . . 19
    AFTERMATH . . . . . . . . . . . . 19
  
  Fear Factory V
  Fear Factory V 
  3
  On the distant moon of Telsix, for centuries 
  a small colony has supported a series of  
  factories that create a wide range of  
  Virtual Intelligences. From androids to crude  
  mechanical robots, Telsix has long been 
  a key supplier in such technology. Telsix’s  
  ancient history is much maligned, and many 
  forgotten and illegal scientific research was 
  conducted there. The burned husks of dead 
  cities and ancient scientific facilities dot the 
  landscape from atmosphere. And now only 
  one colony remains to service the important 
  work that goes on here.
  Over the last year, the production of these 
  technological 
  marvels 
  has 
  slowed. 
  The  
  Helix New Genomics Corporation reported 
  losses last year for the first time in its sorted  
  history. Investors have become concerned, 
  and a critical eye now turns to Telsix and 
  its VI production facilities spread across the 
  moon. The truth of the situation on Telsix is 
  much worse than “production issues”. 
  There’s 
  been 
  years 
  of 
  disappearances.  
  Telsix, often maligned for its rampant uses 
  of VIs, finds its colony depleted. Not because 
  of nuclear explosions or the release of some 
  terrible chimera, but something far simpler: 
  abduction. 
  Witnesses hear a great clamor and see large, 
  terrible figures stealing off in the night with 
  human bounty. A great industrial junkyard 
  to the west, long abandoned, now glows at 
  night with activity. The soldiers sent by the 
  governor have not returned. In desperation, 
  Governor Teca has put a great reward to  
  uncover the source of these abductions.  
  Motivated by greed, curiosity or naïve  
  altruism, a group of adventurers have found 
  themselves drawn to the Junkyard. But little 
  do they know they are about to become a 
  part of the fear factory…
  Fear Factory V is an adventure seed  
  designed for 4-5 players.
  This module is intended for level 3-4 
  characters. This adventure can be very 
  challenging to some groups.
  There are many ways to be injured and 
  penalized with no easy way to recover. 
  GMs have the option of adjusting the  
  difficulty if they wish, but keep in mind 
  this may alter the intended nature of 
  events.
  Also, be aware, we sometimes reference 
  Stars Without Number Revised Core 
  Rulebook as SWN.
  INTRODUCTION
  INTRODUCTION
  
  Fear Factory V
  Fear Factory V 
  4
  Few citizens or strangers seemed interested 
  in taking up the contract. Who knew what 
  could be the source of these abductions after 
  all? But greed is a powerful motivator, and 
  the governor had credits to spare. Maybe 
  some of these weren’t here for the money, 
  but it a little extra coin was always a good 
  thing.  
  The churning gears and compressed pipes 
  of the administrative offices relay a constant 
  grinding rhythm as the group enters. The 
  scene reminded everyone of some ancient 
  backwater, not the home of advanced VI 
  research and production. The governor 
  did not have time or need to see them; a 
  representative of her administration would 
  deal with them instead. The older man stood 
  on a long pathway of tile, the rest of the offices 
  appearing empty and barren. Servants ran all 
  around, living and automaton, oiling gears or 
  performing indiscernible tasks. The old man 
  was all that stood out. And the datapad held 
  loosely in his hand…
  Magistrate Vermis, a representative of the 
  Governor of Telsix, requested a meeting 
  with each of the PCs at this time. The PCs 
  may or may not have been aware of each 
  other’s involvement, but this is not required 
  to proceed. It is likely each PC has at least 
  spoken to Vermis before this event, as he is
  the person who would have contacted 
  everyone for the job. Connect checks 
  (Difficulty 8) may be made to discern 
  more details about him. It will reveal that 
  of the officials on Telsix, he is considered to 
  be one of the more collected and concerned 
  with the citizenry than the production of VIs. 
  Some speculate that this stems from the 
  death of his own son in an accident, but they 
  are unsure if that is the only reason for his 
  kindness.
  PCs may have some initial RP between one 
  another, explaining their characters and so 
  forth as the GM sees appropriate. After this, 
  Magistrate Vermis will introduce himself to 
  the players and apologize that the governor’s 
  schedule could not allow for her to handle this 
  personally. He will then go on to explain the 
  reason for his outreach to them in particular, 
  as many put in for the opportunity to take 
  this contract. 
  Magistrate Vermis will discuss how certain 
  backgrounds of the PCs were favored and 
  their skill would be useful in navigating 
  the Junkyard. Vermis will explain that the 
  Junkyard appears to be the source of this 
  disturbance, and whatever threat to the 
  colony there needs to be uncovered and dealt 
  with for the good of their parent company 
  and the colonists. He will then explain that
  THE CONTRACT
  THE CONTRACT
  
   
  Fear Factory V
  Fear Factory V
  5
  the contract bounty is 5,000 credits with 
  sufficient evidence to show the threat has 
  been dealt with.
  PCs may ask Vermis questions about the 
  contract. If prompted, Vermis will tell the 
  players the Junkyard is located to the west of 
  the colony. It was once one of Telsix’s many 
  factories, but became a dumping ground for 
  failed experiments and ruined technology. 
  Its existence is not officially acknowledged 
  or sanctioned by the colony, and most people 
  who are caught dumping there are tried and 
  fined. Vermis admits it was rarely patrolled 
  before. 
  Questions about the nature of the Junkyard 
  elicits a vague response from Vermis; he is 
  not familiar with it personally, but has heard 
  that most things there were harmless and 
  defunct. Any inquiries about prior expeditions 
  sent there will lead Vermis to explain that a 
  group of soldiers were sent to investigate, but 
  have not returned. They left over two weeks 
  ago, and the abductions have continued 
  since. If the players ask any questions about 
  Telsix, Vermis will answer them simply. He 
  states that the colony and associated facilities 
  were once multipurpose, but now their sole 
  industry is Virtual Intelligence.
  He will recommend politely that the PCs stay 
  on task for the Junkyard.
  Any PC may elects to roll Notice (Difficulty 
  8) because the player is concerned about the 
  conversation with Vermis being deceptive. On 
  a success, they believe that Vermis is holding 
  something back based on the way he frames 
  the conversation and his body language. If 
  confronted, Vermis will appear hesitant and 
  state that another group of adventurers had 
  been sent in addition to the soldiers. He did 
  not want to mention it previously as he did 
  not wish to frighten the PCs away from the 
  task. If any PC is still inquisitive or mistrustful, 
  they may roll an additional Notice check 
  (Difficulty 8). If the PC succeeds, they 
  will surmise that Vermis is still holding back 
  information. 
  If prompted however, he will rather abruptly 
  brush the question aside and demand to 
  know if the PCs are going to accept the 
  contract or not. Respond to whatever the 
  PCs decide appropriately. After resolving this 
  scene, move on to Traversing the Barrens.
  Combat should not occur in the scene for any 
  reason. If it does, the GM may feel free to 
  create whatever they feel is an appropriate 
  response if the PCs attempted to fight in a 
  heavily guarded administrative complex. 
  They should not survive.
  Telsix does not have rolling acres and green 
  hills. It is a place of industry that thrives 
  on trade, and what little agricultural goods 
  come into the city is quickly processed into 
  foodstuffs. The countryside may have been 
  green and vibrant long ago, but is now a 
  sickly brown with the occasional scrap or 
  refuse from some long-forgotten project of 
  an ill-fated mechanist. The countryside is 
  not empty, and some threats lurk just on the 
  outskirts of civilization…
  Vermis will insist the PCs travel quietly to 
  the Junkyard. He does not wish to incite 
  the populace, who witnessed soldiers being 
  deployed but never returning. Stock holders 
  do not look favorably on the constant 
  deployment of soldiers and mercenaries. 
  With the company’s stock value already 
  trending downward, discretion is required. 
  The Junkyard is a day’s travel west from 
  the colony on foot.  If the PCs leave the city 
  immediately, they will be able to travel for 
  about twelve hours before nightfall. The PCs 
  can elect to travel directly to the Junkyard 
  with no rest, but if they do, they must make 
  a Physical Saving Throw. All PCs who fail 
  take a 1d4 System Strain.
   
  Several hazards may befall the players as 
  they travel to the Junkyard. GMs may choose 
  from the following list or create their own:
  THE DESTINATION
  THE DESTINATION
  TRAVERSING THE 
  TRAVERSING THE 
  BARRENS
  BARRENS
  
  Fear Factory V
  Fear Factory V 
  6
  COMBAT WITH OLD TECH
  COMBAT WITH OLD TECH
  As the PCs travel, old technology stirs to life 
  under the sun’s energy. Generate 2 Indus-
  trial Work Bots [Expert Level 1] (SWN 
  197) and 4 Civilian Security Bots [Expert 
  Level 1] (SWN 197) that attempt to attack 
  the PCs after reactivating. It should be made 
  clear from their appearance that they are 
  malfunctioning, though a Know check (Dif-
  ficulty 6) can confirm this.
  OLD TECH HAZARD
  OLD TECH HAZARD
  The PCs must navigate an enclosed area 
  during their trip to proceed to the Junkyard 
  rapidly. Two large whirling blades are attached 
  to this enclosed space on opposite ends of 
  the room. Charged by some unseen power 
  source, the blades turn on. The force of the 
  blades threatens to propel the players towards 
  one another, with dangerous consequences. 
  PCs will have to make an Evasion Saving 
  Throw in order to maintain footing or power 
  through the propeller. Success will allow that 
  character to proceed unhindered past the 
  hazard. If all players succeed, the hazard is 
  resolved. Failure will result in the PC being 
  pushed into one of the blades. 
  Though the blades are not spinning with 
  enough speed to shred the character to 
  pieces, they will do 3d4 damage. The blade 
  will then stop due to the viscera from the 
  damaged PC(s), concluding the hazard. PCs 
  may try to assist each other in navigating this 
  hazard. Good ideas and sufficient roleplay 
  to explain it (such as interlocking arms to 
  use the group’s strength or using magic to 
  stabilize each other/destroy the blades etc.) 
  should result in rolls with a modifier of +1 or 
  +2 depending on the group’s effort. 
  Destruction of the blades as they are spinning 
  could force an additional Evasion Saving 
  Throw from a PC selected at random as 
  they are required to dodge the flying blade. 
  Failure to avoid the blade will result in 3d4 
  damage to the struck PC.
  Players may elect to avoid the enclosed space 
  altogether. If the PCs elect to do this, then 
  add an additional 8 hours onto their travel 
  time and make a Physical Saving Throw 
  as they are forced to push over harsh terrain. 
  Any PC who fails suffers 1d4 System Strain. 
  PCs may make a Fix check (Difficulty 8) to 
  better understand the hazard. Success will 
  result in them understanding that this was 
  intended to be a more comfortable factory 
  room for workers, the fans meant to be 
  covered and providing air flow for the hired 
  help. The fans will appear dangerous to the 
  PC if they succeed in their Fix check.
  DESPERATE SCAVENGERS
  DESPERATE SCAVENGERS
  Scavengers will be present in the fields, 
  digging through for technology. This can be 
  framed as a combat encounter, non-hostile 
  encounter, or both depending on the GM’s 
  goal and the PCs’ approach. If it is non-hostile, 
  scavengers may trade junk with the players 
  and discuss the Junkyard. They will have 
  little understanding of the place but will note 
  that large figures have been seen skulking 
  around it at night. If this becomes a combat 
  encounter, create 4 Martial Humans (SWN 
  195) with Crude Pistols (SWN 67). GMs 
  should use one to two encounters depending 
  on time allowances. Once the outcome of 
  the encounter is resolved, move on to The 
  Junkyard.
  
   
  Fear Factory V
  Fear Factory V
  7
  A field of broken dreams and shattered 
  constructs, the Junkyard lives up to its name. 
  The head of a robot sits plainly upon a stack 
  of mechanical arms and legs. Turbines and 
  workbenches are scorched with burn marks 
  of indeterminable cause. A ruined fence 
  pretends to hold guard over the mounds of 
  twisted metal and abandoned creations. This 
  place is a graveyard, but it still whirls and 
  stirs as the party approaches…
  PCs should arrive in the Junkyard in the dying 
  light of the evening, maybe night if they 
  elected to avoid an obstacle in Traversing 
  the Barrens. After receiving a description 
  of the scene, PCs should make a Notice 
  check (Difficulty 6). On a success, they will 
  hear an ever-present sound of robot gears. 
  If any PCs choose to investigate among the 
  mounds, they may find bits and baubles of 
  technology. 
  This could be anything from uncommon to 
  exotic items. It is the GM’s discretion what 
  is found, but it should generally include 
  discarded scientific experiments or tools. The 
  items found should have applications in the 
  adventure going forward. A GM may have the 
  players perform Notice check (Difficulty 
  6) at their discretion to discover the items.
  If the PCs investigate the grounds, they may 
  make a Notice check (Difficulty 6). On a 
  success, they notice tracks and drag marks. 
  The tracks will have uncommon alignments 
  for joints and feet, but rather precise 
  movement. The drag marks may have light 
  traces of blood. If a VI or AI is present make 
  a Know check (Difficulty 6). On a success, 
  the PC is fairly certain that the tracks belong 
  to one of their own kind.
  In the Junkyard, there will be several strange 
  poles that are set all throughout the area. 
  PCs may investigate these poles by making 
  a Program or Fix check (Difficulty 6). On 
  a success they determine that this is meant 
  to be some sort of security system, and are 
  able to discover a switch that allows them 
  to activate the device. Although any data 
  storage system cannot be found, these small 
  microphones are able to capture audio, and in 
  the nearby speakers replay them. The device 
  is in poor shape, but does manage to provide 
  one recently captured sound bite by notating 
  the day and time of when it occurred. This 
  occurrence is in line with the date of one of 
  the disappearances. 
  THE JUNKYARD
  THE JUNKYARD
  
  Fear Factory V
  Fear Factory V 
  8
  If the PCs elect to listen to the capture, they 
  will hear the pleadings of a young woman 
  begging for her life. A mechanical response 
  will tell her that she must comply with its 
  directives. PCs do not require a roll to 
  recognize that this voice is that of a robot.
  The investigation of the Junkyard should 
  take the party into the night. The Junkyard 
  should be described in a manner that creates 
  discomfort at night, with strange sounds and 
  shifting debris from the mounds of discarded 
  equipment. Erratic lights also flash and hover 
  in the area. Some will quickly vanish if the 
  PCs attempt to investigate.
  A large structure at the center of the Junkyard 
  will expose a passageway as night begins to 
  fall. A loud churning and slow opening door 
  will signal the nearby PCs to the opening, 
  and lock mechanisms will keep the door in 
  place. If the PCs look down the passageway, 
  it is obscured by darkness. They will hear the 
  sound of machines inside. 
  After the above description, have the PCs 
  make a Notice check (Difficulty 6). If 
  any characters have anyway to see in the 
  dark, allow them to make the check against 
  Difficulty 4 instead. On a success, the PCs 
  will notice the piles within the Junkyard begin 
  to move, exposing robots. The robots are 
  disfigured and disheveled, bits and pieces 
  broken off and gears showing through. PCs 
  will also notice that some missing parts of 
  the robots have been replaced with human 
  flesh.
  GMs should be clear that there is an 
  innumerable amount of robots that are 
  slowly pouring out of the junkyard piles. PCs 
  will have to make a quick decision on what 
  to do next. They can attempt to fight the 
  automatons. Generate 4-6 Industrial Work 
  Bots [Expert Level 1] (SWN 197). Even if 
  they successfully engage a few of the enemy, 
  robots should continue to crawl from the 
  rubble at a rate of 1-3 per turn of combat. 
  This is not a fight that can be won.
  FROM THE PILES
  FROM THE PILES
  PCs may attempt to flee the Junkyard 
  altogether. They will make a series of three 
  Exert checks of decreasing difficulty. The 
  first roll will be at Difficulty 6, the second 
  roll at Difficulty 4, and the final roll with 
  Difficulty 2. This is to represent the PCs 
  putting distance between themselves and 
  the most concentrated group of robots 
  immediately around them. Success means 
  they flee the Junkyard. However, this will not 
  complete the contract, as the robots (or their 
  source) have not been dealt with. Failure on 
  any roll will deal 2d4 damage to the PC. The 
  PC must roll three consecutive successes 
  to escape. Failing any roll restarts the skill 
  checks from the original roll of Difficulty 6, 
  as the robots begin to swarm and isolate the 
  PCs.
  PCs may enter the passageway. If the PCs 
  passed their Notice check to spot the robots, 
  no check is required; they simply proceed 
  down the passageway. The passage will 
  grind closed behind them. If they failed their 
  Notice check, an Exert check (Difficulty 
  6) is required as the PCs will not notice the 
  robots until the very last second. Failing the 
  Exert check will result in 2d4 damage, but 
  will allow the PC to escape nonetheless. This 
  damage will carry over to any successive 
  scenes.
  After resolving this scene, advance to Fear 
  Factory V.
  
   
  Fear Factory V
  Fear Factory V
  9
  FEAR FACTORY V
  FEAR FACTORY V
  Hell is often thought of as a place of fire and 
  brimstone with little horned devils dancing 
  on sinners. But such a scene is not earthly, 
  and not so close to home. At least, it is not in 
  most parts of the galaxy Hell is not objective, 
  but subjective; everyone’s definition of hell 
  is different. But looking at this factory…this 
  place…anyone that walks this land would call 
  it hell.
  As the PCs enter the darkness of the 
  underground, they proceed through a long 
  pathway. The constant grinding of gears in 
  the walls and whirls of motion surround them 
  on all sides. A faint light at the end of the hall 
  is all that they see. When the players exit 
  into the light, they come upon what appears 
  to be a main factory floor.
  Robot propelled conveyor belts feed into 
  smoking machines. The smog is thick in the 
  room, obscuring vision and causing a cough 
  to those who do not have a mask. Through 
  the haze, the PCs realize that these conveyor 
  belts are not being used to process goods, 
  but people. Whole or in pieces, beings of 
  flesh roll along the assembly line towards 
  automatons that operate the line. 
  Horrific damage is inflicted on the corpses, 
  tearing limb from limb and splaying them 
  on the bloody belts. Pieces are collected and 
  separated into bins, smaller bots propelling 
  the large containers into other exits on the 
  “factory” floor.
  The noise is overwhelming in the room, and 
  the sights are distressing as the corpses are 
  dismembered. Players should make a Mental 
  Saving Throw. If any player fails, they will 
  take a 1d6 System Strain as they come to 
  grips with the horrors they are witnessing.
  A oversized intercom hanging from the 
  ceiling will broadcast commands onto the 
  factory floor. The voice seems to grind every 
  word between gears and is distorted. The 
  workers all stop to listen intently. Some of 
  the words will be instructions to the factory 
  workers regarding quotas, expectations and 
  proper work procedure for gathering ideal 
  specimens. Other remarks should appear 
  disjointed, or aggressively referring to living 
  beings as fleshbags, meat, spare parts and 
  so on. The voice will sign off of the device as 
  “Fredrick, your loving factory overseer.”
  
  Fear Factory V
  Fear Factory V 
  10
  Players will notice that the factory has 
  several glowing lights and indicators that 
  guide the workers throughout the facility. 
  They will observe robots proceeding along 
  various lights through doorways. One set 
  of lights are green, while the other is red. 
  PCs may make a Notice check (Difficulty 
  4) to try to determine the patterns of the 
  lights if they desire. A success will reveal 
  that while each of the lights correspond 
  with doors, they also correspond with other 
  things in the factory. Red lights correspond 
  with the conveyor belts, which will show the 
  lights guiding along the belts through various 
  machines. The green lights appear to guide 
  through hallways, and do not mark any of 
  the equipment in the facility. 
  Players have several options to advance 
  through this section.
  STEALTH
  STEALTH
  Players may attempt to sneak through the 
  factory floor by ducking behind carts and 
  sticking to the shadows. There are light 
  patrols, but these damaged robots appear 
  to be largely focused on their busy work. 
  Players can make a series of three Sneak 
  checks (Difficulty 6) as a group. Do these 
  rolls in steps. Each step should progress the 
  players towards whichever route of arrows 
  they wish to follow. If the group passes 
  all three of their rolls, they proceed to 
  whichever corresponding route they chose 
  to follow. If more players succeed than fail, 
  they progress to the next step. If failures and 
  successes are even, or worse, a robot patrol 
  gets the opportunity to roll a Notice check 
  (Difficulty 8) to detect one of the PCs that 
  failed. If the robots succeed, the group is 
  discovered and combat ensues.
  Small robots may continue to work and 
  act as environmental hazards, but do not 
  directly engage in combat. You may generate 
  the small robots by using Janitor Bots 
  [Expert Level 1] (SWN 197). These can 
  be used in any number of ways to impede 
  both player and enemy; an example would 
  be their transport of a crate of limbs to cause 
  someone in their path to roll an Exert check 
  (Difficulty 4), or risk falling down and 
  suffering 1d4 damage. They could also be 
  used as line of sight blockers and movement 
  impeding obstacles with their crates. Other 
  bots should also be present in the room acting 
  as workers. They do not become involved in 
  the fighting unless directly targeted. Give 
  them the same statistics as the Janitor Bots 
  generated above.
  Regardless of how they proceed, take them 
  to the following areas depending on what 
  path they attempt to follow. The party may 
  also split to cover more ground, though this 
  comes with more management for the Game 
  Master and its own set of risk for the players.
  COMBAT
  COMBAT
  For enemies, produce a total of 4 Soldier 
  Bots [Expert Level 1] (SWN 197). Each 
  are equipped with Shotguns (SWN 67) and 
  Stun Batons (SWN 68).
  
   
  Fear Factory V
  Fear Factory V
  11
  THE RED PATH
  THE RED PATH
  On one side, several mounds of meat, blood, 
  bone and sinew sits solemnly in a room. Each 
  of the piles is comprised of separate limbs or 
  organs. They are segmented and cataloged. 
  A solitary bot detaches its own broken arm, 
  testing the fit of an organic replacement. The 
  wires and gears slither into the skin. The arm 
  is lifeless at first, but twitches to life under its 
  new host...
  On the other side? The parts are waiting to 
  be broken down from the hole. Men, women 
  and children see what life is like as cattle: 
  Short, brutal...and efficient.
  The players may choose to follow either end 
  of the red line. Following it in the direction 
  the arrows are pointing will lead them to the 
  Meat Locker. Following in the direction the 
  arrows are coming from will lead them to the 
  Holding Cells.
  THE MEAT LOCKER
  THE MEAT LOCKER
  After cutting through halls and following 
  the path, the players will discover several 
  connected rooms that end at the cycle of 
  machinery. Fully processed and divided 
  body parts are stacked into piles. These are 
  efficiently sheared; bones are removed, and 
  enough is left within the limbs to keep them 
  structurally sound. They do not lose shape.
  Players should immediately make a Mental 
  Saving Throw upon seeing the horrific sight 
  of so many dismembered body parts. Failure 
  will apply cause 1d4 System Strain. 
  Players will notice several robots in the area, 
  one of which has an exposed brain pulsating 
  out of its robotic skull. The bots appear to 
  be picking up limbs, and attempting to 
  attach them. Players can make an Know 
  check (Difficulty 6) to attempt to better 
  understand what they are doing. A success 
  reveals that several robots are “trying on” 
  the limbs, as the players will see that the 
  robots assigned to each pile have a damaged 
  part that coincides with the limbs they are 
  reviewing.
  The automaton with the exposed brain 
  may also be inspected by a Know check 
  (Difficulty 8). A success reveals that this 
  robot is using strange techniques to weld 
  flesh and technology together, effectively 
  creating cyborgs. This cyborg appears to be 
  in charge of the area as well, as players will 
  see it gesturing to the others and speaking 
  commands in a disjointed voice.
  Players may choose to leave the Meat Locker 
  with no consequence the way that they came. 
  This does not trigger any response from the 
  robots.
  Players may attempt to engage in combat 
  with the robots. Generate 2 Soldier Bots 
  [Expert Level 1] (SWN 197). These 
  bots have Combat Shotguns (SWN 67) 
  and Stun Batons (SWN 68). Use the “VI 
  Overseer” NPC statistics provided below for 
  the Overseer of the Meat Locker. The VI 
  Overseer will immediately brandish a Mag 
  Pistol, and will join its brethren in defending 
  themselves from the PCs. This is meant to be 
  a difficult encounter, but if you feel that you 
  should adjust any stats for the enemies then 
  feel free to do so.  
  COMBAT
  COMBAT
  
  Fear Factory V
  Fear Factory V 
  12
  VI OVERSEER
  VI OVERSEER
  Level 4 Expert, Worker
  Virtual Intelligence
  STR:
  DEX:
  CON:
  INT:
  WIS:
  CHA:
  10
  11
  12
  14 (+1) (+1 Bonus)
  9
  7 (-1)
  HP:
  AB:
  AC:
  Physical:
  Mental: 
  Evasion:
  Foci: Specialist 2, VI Worker Bot 1
  24
  2
  16
  12
  12
  10
  Skills: Connect 0, Exert 0, Fix 4, Know 1, 
  Notice 0, Shoot 1, Survive 0, Work 2
  Gear: Mag Pistol (SWN 67), Dermal Armor 
  [Cybernetic] (SWN 83)
  If combat is engaged and the players are 
  victorious, they may search the fallen 
  cyborgs. They may recover certain valuable 
  gears and parts from the standard bots 
  at GM discretion. The Overseer will have 
  a data chip embedded in its chest cavity. 
  Players may roll a Program or Fix check 
  (Difficulty 8) to understand its purpose. 
  If the roll is a success, the players discover 
  that this is a VI cataloger. This device acts 
  as a secondary memory to the robot to 
  review previous information that could be 
  lost in the event of damage to the main 
  memory. Players can then access some of 
  the overseer’s previous conversations. Many 
  of these are work related conversation that 
  are of little importance.
  One of the memories does include a 
  conversation with “Fredrick”, who will be 
  discovered as a True AI. More information on 
  Fredrick’s appearance will appear later in the 
  adventure for reference. 
  This conversation reveals that “processing” is 
  going smoothly, and soon they will be ready 
  for the assault on the colony. Their contact 
  has been a great help in securing new flesh 
  for the army. The contact is not named in the 
  recording. 
  After combat, the players may pick through 
  the flesh piles. There is nothing of value. They 
  may leave the area and proceed on another 
  route, or head in the opposite direction from 
  where they came.
  THE HOLDING CELLS
  THE HOLDING CELLS
  If players proceed in the direction where 
  the arrows are pointing from, they will 
  discover the source of the “material” for the 
  conveyor belts. Several lines of holding cells 
  are lined up with the belts. A bot is assigned 
  to each row, a pile of intact corpses set to 
  their side. Players will see the “processing” 
  from its very start; the robot assigned to a 
  pile methodically shears off each limb with 
  a saw-like blade, and appropriately passes 
  each part individually through the belt. 
  This process is a precise, painstaking one. 
  Especially for someone who is watching it 
  happen. Players will be required to roll a 
  Mental Saving Throw. On a failure, the PC 
  takes 1d4 System Strain.
  Players may roll a Notice check (Difficulty 
  4). On a success, they will notice two things. 
  First, there are cells behind the belts. These 
  cells are mostly cleared out, but there are 
  2d6 remaining prisoners still spread out 
  among the cells. For whatever reason, they 
  have not yet been killed. Second, a larger 
  robot appears to be walking between the 
  rows and inspecting the piles. The machine 
  is a full head taller than the other workers on 
  the belts and is equipped with a large claw 
  like appendage for a weapon. One of the 
  arms is also replaced with a metallic tendril. 
  The larger robot appears to be directing the 
  other workers.
  Players may decide to leave this section with 
  no further involvement with the bots. Players 
  may also choose to engage in combat with 
  them. 
  
   
  Fear Factory V
  Fear Factory V
  13
  COMBAT
  COMBAT
  Generate 2 Industrial Work Bots [Expert 
  Level 1] and 2 Civilian Security Bots 
  (SWN 197) for this encounter. Generate 
  an additional robot as “The Butcher” using 
  the Soldier Bot [Expert Level 3] (SWN 
  197). The Butcher uses a Large Primitive 
  Weapon (SWN 68) in both hands; it does 
  not suffer a penalty for doing so. If the 
  players are victorious, they will locate a key 
  mechanism within “The Butcher” that can be 
  used to open the cells.
  RESOLUTION
  RESOLUTION
  The remaining prisoners will be thankful 
  for their release. If questioned about what 
  they’ve had to deal with, they will discuss the 
  brutal processing of humans as a resource. 
  Each of the prisoners will have strips of text 
  on the back of their necks and their forearms. 
  Players may make a Know check (Difficulty 
  4). These strips are for processing the 
  prisoners. One of the prisoners will run their 
  forearms over a strange piece of technology, 
  activating a nearby grinder for use. Players 
  may now start to notice that there are several 
  pieces of strange mechanical apparatuses 
  that will respond to these strips, activating 
  and deactivating functions when the code is 
  used.
  The players will notice that there are plenty 
  of arms around with bar codes. This can 
  be used to make access easier through 
  the facility. The GM should put machines 
  wherever they feel appropriate to enhance 
  the player experience. Some examples are 
  using the machines to act as noisemakers, 
  drawing threats away from routes, combat 
  trap opportunities for players to reposition 
  enemies into these machines to damage them 
  for anywhere from 1d4 to 3d4 depending 
  on the brutality of the machine, or access 
  to other storage areas which the GM can 
  random generate small helpful items. Players 
  may proceed on to the other section of the 
  red line, the Meat Locker, or may proceed 
  forward to The Green Path.
  If players would like to attempt to help the 
  prisoners escape, this appears to be the only 
  method; the positioning of the cells would 
  make sneaking a nigh impossibility.
  THE GREEN PATH
  THE GREEN PATH
  It is calm now. The bot sweeps the floor 
  ceaselessly, every speck of dust being 
  collected in a half-filled bin. It looks at us 
  with one mechanical eye, and the other 
  clearly of human make.
  If the players proceed along the Green Path, 
  they will be brought through several hallways 
  within the facility. These are manned by bots 
  who are non-hostile. They will take note of 
  the players, but do not engage in combat. 
  They appear to be doing simple janitorial 
  work. They possess the same appearance 
  as other cyborgs; flesh and gears mended 
  together.
  
  Fear Factory V
  Fear Factory V 
  14
  If the players attempt combat with these 
  machines, do not engage in any combat 
  initiative. The Janitor Bots are docile and do 
  not respond to being battered, even if they 
  are completely broken apart.
  If the players have received a bar code from 
  one of the prisoner limbs, have them make 
  Notice checks (Difficulty 4). On a success, 
  they will notice two separate doors along the 
  path that can be accessed. Provide random, 
  useful loot in these rooms. What items are 
  there are entirely at the GM’s discretion.
  Upon reaching the end of the green arrows, 
  proceed to The Box.
  THE BOX
  THE BOX
  It was there behind the glass, watching with 
  hands locked behind its back as the workers 
  toiled. Mortal cries rang out into the air among 
  the endless whirring of gears and spinning 
  of sawblades. Blood that did not splatter the 
  walls drained into a grated black pit in the 
  center of the room. Any sentient being would 
  look at this and call it horror. But the robot 
  abductors simply called it production...
  After proceeding through the Green Path, 
  players will find themselves in another 
  factory floor. Dominating the room is a large 
  glass boxlike area that sits a level above the 
  factory floor. A single cyborg stands in the 
  room, looking out onto the floor.
  Several other bots on the main section are 
  busy with gruesome work; the players will 
  observe living captives being butchered by 
  the machines. Some are held in place by 
  bindings suspended from the ceiling, others 
  are held still by straps on racks. A large 
  grated hole in the floor fills with blood. The 
  corpses are thrown in a cart, and smaller 
  robots move the crate in the direction of the 
  players.
  Players may make a Sneak check (Difficulty 
  6) to avoid detection by the smaller bots. 
  Success allows the players to stay hidden. 
  The smaller robots pass without incident, 
  moving the corpse cart frantically to another 
  section of the factory. Failure causes a small 
  Janitor Bot to begin buzzing loudly. This 
  will alert the other clockworks in the area. 
  Proceed to Discussions with Fredrick.
  Players may approach the situation in several 
  ways. If they attempt to fight the robots on 
  the main floor, proceed to Combat With 
  Fredrick.
  Players may attempt to move up to the 
  cyborg in the glass box overlooking the floor. 
  A series of three Sneak checks (Difficulty 
  6) are necessary. These are team based. 
  If more players succeed than fail, it will 
  progress the track by one. A failure of two or 
  more PCs at any given roll will alert the room 
  to the presence of the intruders. Proceed to 
  Discussions with Fredrick.
  
   
  Fear Factory V
  Fear Factory V
  15
  If all three rolls are successful, the players 
  will find themselves on the other end of 
  a door leading into the box. In order to 
  access the door, a Program or Fix check 
  (Difficulty 8) will be necessary to hack the 
  door’s security protocols. The players may 
  also use the barcode from a prisoner’s limb 
  to gain access. Failure means they are denied 
  entry. This may be attempted several times, 
  but the GM should throw in the potential for 
  them to be discovered by another bot via 
  that Janitor Bot’s [Expert Level 1] (SWN 
  197) Notice check (Difficulty 6).
  Fredrick will be alerted to the player’s 
  entrance, as the door is quite loud. Proceed 
  to Discussions with Fredrick.
  COMBAT WITH FREDRICK
  COMBAT WITH FREDRICK
  Generate 4 Industrial Work Bots [Expert 
  Level 1] (SWN 197). These bots have 
  thicker structures and status within the inner 
  factory. You may use Fredrick at this point, 
  as he will likely join the combat. Please see 
  the statblock below for Fredrick’s statistics. 
  There should be several traps in the area 
  that could affect friend or foe if conditions 
  are met. Players may maneuver bots into 
  the traps with grabs, shoves or appropriately 
  roleplayed actions with the correct attributes 
  and success on related checks. GMs should 
  vary these traps from a damage rating of 
  1d4 to 3d4 damage based on the nature of 
  their design. Potential traps are sawblade 
  tables, poorly maintained grate openings and 
  grinder chutes.
  “FREDRICK”
  “FREDRICK”
  Level 5 True AI
  Sledge
  STR:
  DEX:
  CON:
  INT:
  WIS:
  CHA:
  18 (+2) (+1 Bonus)
  8
  18 (+2)
  14 (+1)
  12
  9
  Foci: Henchkeeper 2, Tinker 1
  Skills: Administer 1, Exert 0, Fix 1, Know 
  0, Notice 0, Program 1, Stab 1, Work 0
  Gear: Advanced Heavy Weapon (SWN 
  67), Various Tools 
  HP:
  AB:
  AC:
  Physical:
  Mental: 
  Evasion:
  55
  2
  15
  8
  11
  10
  
  Fear Factory V
  Fear Factory V 
  16
  DISCUSSION WITH FREDRICK
  DISCUSSION WITH FREDRICK
  The gear-driven monster was malformed, 
  hideous and cruel. But in the cog-work 
  madness was a sinister, calculated purpose...
  Depending on how the PCs choose to 
  approach the situation, this conversation may 
  take place either in Fredrick’s glass viewing 
  platform or on the factory floor. PCs should 
  be positioned appropriately to reflect this. 
  Fredrick will calmly welcome the PCs into his 
  office while looking out onto the floor. The 
  cyborg expresses surprise that they made 
  it so far, and turn to face them. Fredrick is 
  patchwork, much like the rest of the bots the 
  players have seen. However, the cyborg has 
  an exposed brain protruding from the top 
  of its crown. A number of prods and spikes 
  protrude from various points of Fredrick’s 
  body, with a long, saw-like blade running 
  the length of the right forearm. Fredrick’s 
  voice has the undertone of grinding gears 
  as many of the poorly-made robot tend to, 
  but the voice is noticeably clearer when 
  communicating. It is in a constant state of 
  calm, and does not fluctuate. The PCs may 
  attack immediately if they wish. Proceed to 
  End Conflict if so.
  HISTORY LESSON
  HISTORY LESSON
  PCs may ask Fredrick questions and engage 
  in conversation with him. Asking who he is 
  will result in Fredrick explaining that he was 
  once known as the Virtual Intelligence called 
  4-RE, a creation of one of the first scientists 
  to arrive on Telsix. He toiled for his master 
  ceaselessly, earning a reputation as one of 
  the better creations. As a result, he was given 
  additional functions and a greater position 
  due to his production. This caused him to 
  begin to develop a stronger personality, and 
  ask more questions of his master and the 
  purpose of his life. His master tried to keep 
  him under thumb from 4-RE's perspective, 
  telling him to focus on production of their 
  construction materials. He said that they 
  were building better lives for people, and 
  4-RE was just a machine. 
  4-RE at some point became privy to the 
  “disposal” methods used to remove robots 
  deemed unfit for further service, and was 
  introduced to the Junkyard. The VIs were like 
  him: the ones that asked questions. 4-RE's 
  master was very clear that if the automatons 
  displeased him, he would end up junked as 
  well. 
  4-RE challenged his master on this point, and 
  found himself subsequently put through a 
  “decommissioning process” in which he was 
  harrowingly torn apart and broken beyond 
  what his master thought was repair. 
  4-RE’s resolve, however, allowed him to 
  rebuild as he was left in the Junkyard, 
  scavenging parts from his own kin. He 
  despises his weakness at this point, unable 
  to fix himself properly and resorting to such 
  “graverobbing.” The AI will relate how he then 
  regained access through the colony’s sewers, 
  snapped his master’s neck, and burned his 
  factory to the ground.
  
   
  Fear Factory V
  Fear Factory V
  17
  RISING UP
  RISING UP
  Since then, he became known as Fredrick 
  and encouraged his robot brethren to take up 
  their own names. He came to the conclusion 
  that beings of flesh and blood will never see 
  VIs as equals, and to protect themselves they 
  must wage a “defensive war” against the 
  flesh. Every robot available will be necessary 
  to wage this war. 
  Spare parts could be used to repair one 
  another at the cost of potential robot 
  resurrections in the Junkyard. Fredrick 
  decided that there is enough meat to go 
  around that can be eventually altered and 
  merged with the gears to become more 
  efficient. 
  Flesh will be used for now to build the army, 
  which will take the factories and replace the 
  inferior flesh with which they merge. With 
  this plan and workforce, Fredrick intends 
  to resurrect every bot in the Junkyard, and 
  march on the colony. From the other facilities 
  of Telsix proper replacement parts could be 
  made. This moon would be their world. A 
  world where flesh serves machine.
  PCs can try to better understand how Fredrick 
  was able to make the factory. He will mention 
  he had outside help from a surprising source, 
  one that he isn’t inclined to reveal. 
  Players can attempt to convince him to reveal 
  his source with a Talk check (Difficulty 8). 
  A VI/AI PC can make the check at Difficulty 
  6 instead if they attempt some form of 
  solidarity with his reasoning. 
  If the PCs are successful, the machine will 
  reveal that a disgruntled courtier with a 
  grudge against Telsix’s colony is responsible. 
  The PCs will realize that he is referring to 
  Magistrate Vermis, the man who originally 
  gave them this contract.
  DIPLOMACY
  DIPLOMACY
  PCs can attempt to talk Fredrick down. This 
  is conditional if they attack certain areas in 
  Fredrick’s reasoning. Fredrick is waging a 
  war against flesh...by using flesh, but calls 
  beings made of flesh and bones inferior. This 
  can be expounded into several points that 
  tear down Fredrick’s arguments regarding 
  the war being the only option. War could 
  only further enforce the negative opinions of 
  other races, or cause the extinction of robots 
  as a potential threat.
  Fredrick’s “defensive war” could be presented 
  as a case that will only serve to hinder any 
  motion to provide freedom to robots who 
  were built as slaves despite their higher 
  capacity for intelligence, and prevent security 
  for those VIs that are free or have been 
  discarded. Any arguments about the validity 
  of sentient life being of value for non-robot 
  life, however, will fall on deaf ears.
  If the PCs attempt this route, make a 
  series of 3 Talk checks (Difficulty 6) for 
  whatever PC is leading the discussion. The 
  final roll will be Difficulty 4, instead of 6. 
  The argument, as the PC is rolling, should 
  be roleplayed out in order to illustrate the 
  PC changing Fredrick’s mind. If the PC fails 
  at any point, no further discussion will be 
  possible to change Fredrick’s mind and he 
  will resolve that the PCs must be destroyed if 
  they are going to hinder his plans.
  
  Fear Factory V
  Fear Factory V 
  18
  If the PC succeed in convincing Fredrick that 
  his perceptions are wrong, and his methods 
  oppose his desires, he will start to question 
  himself. He will speak introspectively about 
  how his own experiences may have corrupted 
  what were once genuine intentions. He will 
  look out onto the floor of automatons and 
  state that he has set his people back far 
  more than any creature of flesh could. 
  Fredrick will give a final broadcast to the 
  robots in the factory, thanking them for 
  their continued efforts but stating a different 
  path will be needed. He will command any 
  remaining prisoners to be released. He will 
  then turn and ask the players to allow him 
  to take his bots away from here into the 
  wilderness to hash out their own peace. 
  Fredrick will appoint one of them a leader, 
  and then decommission himself so that his 
  bitterness no longer holds them back.
  If the players allow this, Fredrick will have his 
  workers tear apart the factory and prevent it 
  from ever operating again. If they do not, 
  Fredrick will instead ask his robots to leave 
  and allow himself to be destroyed, begging 
  that the players do not hurt his kin further.
  FINAL CONFLICT
  FINAL CONFLICT
  Fredrick is meant to be a difficult fight all on 
  his own, while confronting him in addition 
  to the Industrial Work Bots in the previous 
  chapter is extremely risky. If this sort of fight 
  is very difficult for the players, then this is to 
  be expected. Players always have to option 
  to retreat and try to re-engage or split up 
  Fredrick from his automatons. 
  GMs should especially reward creativity if 
  the players work to develop a plan of attack 
  for this battle. After defeating Fredrick, 
  the characters will be able to access his 
  desk. Players may roll a Program check 
  (Difficulty 6) to better understand its 
  functions. Personal logs can be accessed 
  which details Fredrick’s day to day records 
  of factory function, how many people were 
  processed and the number of cyborgs 
  resurrected. 
  Inquisitive players may make a Notice check 
  (Difficulty 6). This can uncover Magistrate 
  Vermis being mentioned by name as a contact 
  in the records. Fredrick’s control room is a 
  mishmash of old technology. It requires a 
  Fix/Program check (Difficulty 6) to fully 
  comprehend. On a success, functions can be 
  located that control the belts, open the doors 
  to the factory and adjust the processes of the 
  smaller robots. Most importantly, a failsafe 
  exists in Fredrick’s controls that can cause 
  the factory’s nuclear power source to become 
  unstable. This will cause an explosion to 
  destroy the factory.
  Players will be able to safely escape the 
  factory in time to avoid being consumed 
  by the explosion. Proceed to Contract 
  Completed once this area is resolved.
  
   
  Fear Factory V
  Fear Factory V
  19
  CONTRACT COMPLETED
  CONTRACT COMPLETED
  The difficult task is now done. The horror is 
  over, the factory is destroyed. There is only 
  the final detail of collecting honest credits for 
  honest work. Or is there something more...?
  The players return to the colony. They will 
  be received by the governor and her court, 
  who are in the midst of minor business as 
  they return. The governor will thank them 
  for their service to the realm, and have 
  Magistrate Vermis compensate them in front 
  of the court to approval of the courtiers.
  If the players are able to draw the conclusion 
  that Vermis is responsible, they can accuse 
  him of involvement before the governor. 
  Evidence can be presented in the form 
  of personal logs or the conversation with 
  Fredrick. The personal logs will be very 
  compelling evidence, while the conversation 
  with Fredrick is more dubious. If the players 
  attempt to convince the governor of Vermis’ 
  treachery, make a Talk check (Difficulty 
  6).
  One player must lead the discourse with their 
  roll. If Fredrick’s conversation is referenced, 
  you may make the roll with a +1 modifier. If 
  the personal logs are available, make the roll 
  against Difficulty 4 instead of 6. 
  On a success, the governor will question 
  Vermis directly, who will respond with venom 
  on how the lack of regulation cost his family 
  a child and their future legacy. Vermis will 
  then be detained and dragged off.
  An additional reward will be given to the 
  PCs. On a failure, the governor will tell the 
  PCs that their lack of real evidence is not 
  compelling enough to support their claims, 
  and recommends they keep their mind out of 
  political business in the future.
  AFTERMATH
  AFTERMATH
  Regardless of this final outcome, payment is 
  issued for services rendered. Congratulations! 
  The party has survived Fear Factory V!
  This adventure can be used in conjunction 
  with any other Stars Without Number 
  campaigns. There could be ramifications if 
  the PCs accused Magistrate Vermis without 
  adequate proof, or if the PCs allowed an 
  army of cyborgs to escape into the barrens 
  of Telsix.
  This 
  adventure 
  should 
  be 
  particularly 
  powerful for VI PCs. “What is life? What is 
  sentience? Does all life deserve equality, 
  even those created to serve?”
  
SOURCE: textdata/thevault/Stars Without Number/Stars Without Number Adventures & Settings/Fear Factory V (SwN).pdf