清道夫指挥官

Kilroy won’t trust a crew of unproven strangers with critical operations immediately. Won’t even tell them what she’s after, until they have helped with multiple missions. Working out what she’s up to can be a fun investigation for the players. Here are a few sample missions she may give, in order of growing trust:

  1. Corporate Espionage (False Objective) - Kilroy: “Break into Floor 3 Pseudoflesh Farms and download manufacturing specifications. I’ll provide specific terminal access codes and data I need you to retrieve: valuable corporate IP that sells for millions. You’ll get your share.” She will communicate with them during the mission, hoping that Monarch will intercept comms. Her goal is for Monarch to get wrong intel about her objectives and believe she’s just after money.

  2. Distract Monarch - Kilroy’s team is moving critical equipment through Floor 3 and she needs Monarch’s attention elsewhere: “I need you to create chaos on Floor 6 starting at 1345. Hack terminals, attack Security Androids, trigger environmental alarms, detonate small explosives… Whatever keeps Monarch focused on your location for two hours minimum. I will provide EMP grenades and override codes for environmental controls. I can’t give you more details, but know that if you fail, people die.”

  3. Scout the Secret Hangar - Kilroy has located what she believes is a concealed hangar entrance on the Deep’s exterior. “I need you to EVA to these coordinates, confirm it’s accessible, and map what’s inside, how it connects to the rest of Floor 3, what’s stored there, security measures. Take recording equipment. Document everything.” She provides spacewalk gear and precise coordinates but doesn’t explain why a hidden hangar matters to her mission. When the crew gets in, they discover something that reframes everything: Monarch’s diaspora. The ships. The scale of the threat. Suddenly Kilroy’s ruthlessness makes terrible sense.

  4. Silence the Generator (see Skeleton Works): Kilroy wants the nuclear generator in Skeleton Works disabled, permanently, no repairs possible. It’s the kind of damage that makes Monarch’s own production line a liability. She frames it as crippling Monarch’s manufacturing capacity. She doesn’t mention the radiation, the androids who’ll go erratic in its wake, or what’s actually fueling her interest.

  5. Quiet the Dispatch (see Dis/Assembly): Security androids are dispatched from somewhere in Dis/Assembly. Kilroy wants to know where from precisely and if it’s possible to block it, quietly if possible. She calls it reconnaissance, a chance to see how the crew handles a real engineering problem before she trusts them with something bigger. She’s not wrong, but it’s also a test of whether they leave evidence behind.

  6. Eliminate the Deserter - Kilroy: “Former Troubleshooter Lars Visser deserted three weeks ago. Saw one of my operations and panicked. He’s hiding somewhere in the Deep, I have leads pointing to Floor 2. Find him. Kill him. No witnesses, no evidence. If he talks to the Board or trades information to Monarch, everything collapses.” The deserter is nowhere to be found in the Deep, but they’ll find him at the Bell when they return. Problem is, he’s under Arkady’s protection.

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