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	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Elliot</id>
	<title>RPGnet - User contributions [en]</title>
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	<updated>2026-05-15T05:23:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=2348</id>
		<title>Talk:MEANWHILE: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=2348"/>
		<updated>2005-05-25T14:36:34Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hay guysz, wuts goin on in dis setting?&lt;br /&gt;
&lt;br /&gt;
Anyway, I added the Cameks to the species page.&lt;br /&gt;
&lt;br /&gt;
Elliot&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Added the Sufi 9 Media empire to the Galactic nations page.  I think it needs some work and I might revise it to provide more gaming hooks.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 07:46, 20 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Anyone out there reading this?  Any feedback?&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 06:50, 25 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Added Locus 5 to Galactic Nations&lt;br /&gt;
--[[User:Elliot|Elliot]] 07:36, 25 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MEANWHILE:_Galactic_Nations&amp;diff=10175</id>
		<title>MEANWHILE: Galactic Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MEANWHILE:_Galactic_Nations&amp;diff=10175"/>
		<updated>2005-05-25T14:35:55Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* Galactic Nations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Galactic Nations=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most the interstellar nations of galaxy were founded on the idea of a species-state.  This is the idea that every species should govern its own members. This idea is currently in decline around the galaxy, but still holds alot of sway. Most states within the galactic federation have a large majority of one species that rules and controls the society, with others living in the periphery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sufi 9 Media Incorporated==&lt;br /&gt;
&lt;br /&gt;
GalFed Govfile 546&lt;br /&gt;
&lt;br /&gt;
Systems Controlled: 1&lt;br /&gt;
&lt;br /&gt;
Government: Oligarchy: Most Likely Not Applicaple&lt;br /&gt;
&lt;br /&gt;
Exports: Media of all forms and types&lt;br /&gt;
&lt;br /&gt;
Imports: Data, Media and Copyrights&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The media empire of Sufi 9 is known for the incredible amount of media they export to the rest of the galaxy. But despite this, very few beings in the galaxy know much about Sufis.  This lack of knowledge comes from the fact that empire personalizes all of its media content to the area where it is exporting it too. So humans get sitcoms while Rhyinoids get 9D para-puritan interpretive dance.  No one but the Sufis apparently receive content designed for their culture. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The one system controlled by the media empire seems to be their home system, it is called Sufi 9 and lies within the Daronis cluster. The worlds of Sufi 9 are all heavily mechanized and all but 2 of them have been completely reconstructed as vast technological spheres that are tended too by trillions of small robots. These metal worlds are said to house the robotic brains behind the media empire.  It is speculated that the only true independent beings in the system are the 7 artificial intelligences contained within the 7 metal worlds.  Of course this is mostly conjecture as the Sufis do not permit outsiders into their system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Sufis are reclusive in their own system, they have many robotic agents scouting the universe for more media.  These agents have some freedom of thought and can make decisions.  Agents such as these can be found in almost every inhabited cubic light year of the known galaxy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 07:47, 20 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Locus 5==&lt;br /&gt;
&lt;br /&gt;
GalFed Govfile 976EC (Considered Extinct)&lt;br /&gt;
&lt;br /&gt;
Systems Controlled: NA&lt;br /&gt;
&lt;br /&gt;
Government: Not Applicable&lt;br /&gt;
&lt;br /&gt;
Exports: None &lt;br /&gt;
&lt;br /&gt;
Imports: None &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capsule&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Locus 5 is the historical and common name for the society of Greys that has been operating illegally on earth since the 1700s.  Locus 5 and the Galactic Federation’s actions against it were the talk of the galaxy throughout the 20th century.  Locus 5 is considered responsible for illegal DNA trafficking, poaching humans, poaching cultural information from protected worlds, megalarceny and a few hundred thousand counts of manslaughter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History and Activities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Locus 5 was originally a fleet of Grey spacecraft about 10 or 15 strong.  Once they found the sol system, they established bases on the moon, mercury and a number of large asteroids.  It was from their largest base on the moon that they launched raids on earth.  Once they had established a beachhead in the cold wastes of Siberia, they began recruiting humans to help them manipulate societies around the world, as well as to gather cultural information for export.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But human groups have a strange way of getting away from their masters, especially secretive Greys.  Many of the early manipulators found their plans and even themselves gradually being taken over by their human servants.  The Greys would work through secret societies, religious sects and political movements, but then would have to abandon them once the humans started taking control.  In the waning days of the 19th century, Locus 5 was a group of very secretive Greys with some support from a vast array of secret societies that may or may not be under their control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 20th century saw the official breakup of Locus 5 due to a secret war with the GalFed.  After a series of disastrous manipulations, which were broadcast around the globe and beyond, the Galactic Federation started to take more interest in the activities of the protected world of Earth. Outraged when they found Grey influence, the GalFed hired a number of mercenary groups to get the aliens out of the Sol system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The war started in space but quickly moved to the earth.  The Greys were forced to abandon their space outposts and retreat into secrecy on earth.  The mercenaries followed and suddenly there was a covert war going on in the most dangerous time in Earth’s history. The campaign was viewed as a success by the Galaxy, but the actions of some mercenaries have become a black stain on the reputation of the Galfed. A GalFed monitor ship had to shoot down Soviet, American and French ICBMs on 7 separate occasions when either the Mercenaries or the Greys would be less then discreet about their actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern Locus 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The war had been reduced near the end of the century to Greys frantically trying to stay hidden while alien mercenaries (often with duped human allies) searched them out.  When first contact came and humans were informed on the Grey’s activities, it suddenly became much more dangerous to be a Grey on earth.  They are no longer an alien, independent of human concerns; they are now simply a criminal with big eyes and grey skin. Locus 5 nowadays is extremely secretive, using extremely secretive agents to ferry information between its extremely secretive subgroups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mercenaries are all gone from earth now.  No longer must a Grey hide from a occasional scaly Rangoon with a electro-disintegrator, now they must hide from a constant stream of sharp eyed primates with submachine guns.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 07:35, 25 May 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=1538</id>
		<title>Talk:MEANWHILE: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=1538"/>
		<updated>2005-05-25T13:50:11Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hay guysz, wuts goin on in dis setting?&lt;br /&gt;
&lt;br /&gt;
Anyway, I added the Cameks to the species page.&lt;br /&gt;
&lt;br /&gt;
Elliot&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Added the Sufi 9 Media empire to the Galactic nations page.  I think it needs some work and I might revise it to provide more gaming hooks.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 07:46, 20 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Anyone out there reading this?  Any feedback?&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 06:50, 25 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MEANWHILE:_Alien_Species&amp;diff=10170</id>
		<title>MEANWHILE: Alien Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MEANWHILE:_Alien_Species&amp;diff=10170"/>
		<updated>2005-05-24T15:06:02Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* The Greys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Alien Species=&lt;br /&gt;
&lt;br /&gt;
==The Cameks==&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 06:05, 19 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Robotic and Often Symbiotic Media Content Finders&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation:&#039;&#039;&#039; Sufi 9 Media Inc, all copyrights retained&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description and Activities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cameks come in many different shapes, but earth based ones usually resemble cat sized insectoid robots. The Cameks exist to find and record material for vidshows produced by the Sufi 9 media empire in the Daronis Cluster.  Although they are technically subunits of the great robotic brains of Sufi 9, they have a good deal of free thought and work extremely hard to get their stories. Cameks can be found in most parts of the galaxy gathering news and information.  Earth is a prime spot for their activity and over a million individuals have been sighted on the blue sphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some Cameks simply rove around the earth, looking for stories and drama to record as they happen, but these individuals are a minority.  Most Cameks instead find a human of some interest, and then work out a deal with the human for rights to their life story, both past and future.  The Camek often physically accompanies the human, usually tucked in a backpack, whenever they might go. Once a human subject is acquired, the Camek records their lives with its own commentary and after action interviews with the subject human and others. No drama in a human’s life is too insignificant for the Robobrains of Sufi 9, so the Camek makes sure to record all of it, whether the human likes it or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The subject humans are usually paid rather well for the inconvenience, plus they get to be the star of a vidshow that is seen by billions in the galaxy.  The pay is usually enough to make it worthwile, but not enough so that the human can just sit at home all day.  Finally, sometimes having a sociopathic metal guardian angel whose livelihood depends on your pulse can be a big advantage.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cameks, especially new arrivals, often have VERY limited knowledge about how humans and human society works.  This ignorance is obscured by the fact that Cameks can download very specific skills and knowledge from a Sufi 9 satellite in orbit, for a price. So a given Camek may know exactly how the French revolution happened in every detail, but might not know why people put food in their mouths a few times a day, or how to ask a human for the current time without mortally insulting them. Cameks are fairly boring to talk to, and usually come off as obsessed with their subjects. A Camek will usually fill a conversation with dull acendotes about their subject&#039;s mundane lives.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cameks can be very annoying, especially for interesting humans with interesting social lives or jobs. Cameks can be extremely forward in its desire to record and document a person’s life.  This can be exploited by wily humans to get more money or benefits from the Camek. Cameks are not very dangerous compared to some other types of aliens; they generally abide by local laws and try to keep out of way.  But this all changes if their subject’s life or livelihood is in danger.  When this happens, Cameks have very little regard for human or even galactic laws and will go very far to protect their star subjects.  This may include digging up dirt on enemies, vaporizing potential muggers and sabotaging their subject’s coworker’s careers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commentary by Camek ES-981 on the Director&#039;s Cut of &amp;quot;Nathan &#039;Blackjack&#039; Johnson Episode Module 9: Females ahoy&#039; Matey&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C-ES-981: Nate had just had a fight with Kim and was feeling pretty low. I had to cheer him up, I mean this is sweeps season.  Anyway, I called up a old friend of mine, a shaper nanoid named... well I don&#039;t want to screw up her modelling job, so I&#039;l just call her Missy.  Anyway, I called Missy up and asked her to take Nate out to dinner. Hehe, look at me I&#039;m talking like an ape, of course shaper nanoids don&#039;t have genders, but Missy looked like a female human. Back to the story: Missy said fine and went to dinner with Nate. Sparks flew and soon they were both back at Nates apartment sharing a romantic evening watching some movie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is where it all starts to go wrong. I fired up the instant messenger and messaged Kim to come around. I figured that I could use the already romantic evening to rekindle Kim and Nate&#039;s romance. Apparently, romance share less in common with fire then I&#039;ve been led to believe. On the plus side, the breakup scene made this week&#039;s top million over at HQ.&lt;br /&gt;
&lt;br /&gt;
==The Greys==&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 08:05, 24 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Alien nomads who travel to primitive worlds and sell off their genetic and cultural heritage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation:&#039;&#039;&#039; Independent Fleets of Spacecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description and History&#039;&#039;&#039;&lt;br /&gt;
The Greys are a nomadic species that traverses the space lanes in search of business opportunities and primitive worlds.  They used to be a much bigger player in galactic politics, but their planets were all scorched to ashes in a great war about 500 years ago.  Since then, the Greys have been a shadow people, small in number and fairly inconspicuous in the galaxy.  The stereotype of the Greys is that they rove the galaxy for primitive worlds.  Upon finding one, they sell the world’s genetic and cultural information for profit.  Over time, they use their technology to manipulate the society to suit their aims.  This stereotype is not without some justification, but it is hardly universal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Greys are tall spindly grey humanoids with smooth skin and big black eyes.  They usually wear no clothes but a belt or a backpack for carrying supplies, as their tough skin protects them from the environment.  These aliens travel in fleets of stealthy spacecraft.  Each fleet functions as a government of sorts for the Greys traveling in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activities on Earth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Greys have been active on earth since the 1700s, but only in large numbers in the early 20th century.  In that time, the Greys sold human DNA and the DNA of most terrestrial animals to corporations and governments across the galaxy. They have also disseminated art and culture products far and wide.  Finally, the Greys made several attempts to manipulate human society, but these were extremely poorly done and often blew up in their face.  The galactic federation learned of their meddling in the 1950s. Since then, the GalFed has sponsored numerous covert groups to sneak unto earth and root out Grey influence.  Many of the UFO sightings in the late 20th century can be blamed on this covert war.  After contact, the Greys became even more hunted, this time by humans as well as aliens.  Nowadays, there are still Greys on earth, but they are secretive and more dangerous then ever.&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MEANWHILE:_Alien_Species&amp;diff=1534</id>
		<title>MEANWHILE: Alien Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MEANWHILE:_Alien_Species&amp;diff=1534"/>
		<updated>2005-05-24T15:05:39Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* The Greys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Alien Species=&lt;br /&gt;
&lt;br /&gt;
==The Cameks==&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 06:05, 19 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Robotic and Often Symbiotic Media Content Finders&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation:&#039;&#039;&#039; Sufi 9 Media Inc, all copyrights retained&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description and Activities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cameks come in many different shapes, but earth based ones usually resemble cat sized insectoid robots. The Cameks exist to find and record material for vidshows produced by the Sufi 9 media empire in the Daronis Cluster.  Although they are technically subunits of the great robotic brains of Sufi 9, they have a good deal of free thought and work extremely hard to get their stories. Cameks can be found in most parts of the galaxy gathering news and information.  Earth is a prime spot for their activity and over a million individuals have been sighted on the blue sphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some Cameks simply rove around the earth, looking for stories and drama to record as they happen, but these individuals are a minority.  Most Cameks instead find a human of some interest, and then work out a deal with the human for rights to their life story, both past and future.  The Camek often physically accompanies the human, usually tucked in a backpack, whenever they might go. Once a human subject is acquired, the Camek records their lives with its own commentary and after action interviews with the subject human and others. No drama in a human’s life is too insignificant for the Robobrains of Sufi 9, so the Camek makes sure to record all of it, whether the human likes it or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The subject humans are usually paid rather well for the inconvenience, plus they get to be the star of a vidshow that is seen by billions in the galaxy.  The pay is usually enough to make it worthwile, but not enough so that the human can just sit at home all day.  Finally, sometimes having a sociopathic metal guardian angel whose livelihood depends on your pulse can be a big advantage.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cameks, especially new arrivals, often have VERY limited knowledge about how humans and human society works.  This ignorance is obscured by the fact that Cameks can download very specific skills and knowledge from a Sufi 9 satellite in orbit, for a price. So a given Camek may know exactly how the French revolution happened in every detail, but might not know why people put food in their mouths a few times a day, or how to ask a human for the current time without mortally insulting them. Cameks are fairly boring to talk to, and usually come off as obsessed with their subjects. A Camek will usually fill a conversation with dull acendotes about their subject&#039;s mundane lives.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cameks can be very annoying, especially for interesting humans with interesting social lives or jobs. Cameks can be extremely forward in its desire to record and document a person’s life.  This can be exploited by wily humans to get more money or benefits from the Camek. Cameks are not very dangerous compared to some other types of aliens; they generally abide by local laws and try to keep out of way.  But this all changes if their subject’s life or livelihood is in danger.  When this happens, Cameks have very little regard for human or even galactic laws and will go very far to protect their star subjects.  This may include digging up dirt on enemies, vaporizing potential muggers and sabotaging their subject’s coworker’s careers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commentary by Camek ES-981 on the Director&#039;s Cut of &amp;quot;Nathan &#039;Blackjack&#039; Johnson Episode Module 9: Females ahoy&#039; Matey&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C-ES-981: Nate had just had a fight with Kim and was feeling pretty low. I had to cheer him up, I mean this is sweeps season.  Anyway, I called up a old friend of mine, a shaper nanoid named... well I don&#039;t want to screw up her modelling job, so I&#039;l just call her Missy.  Anyway, I called Missy up and asked her to take Nate out to dinner. Hehe, look at me I&#039;m talking like an ape, of course shaper nanoids don&#039;t have genders, but Missy looked like a female human. Back to the story: Missy said fine and went to dinner with Nate. Sparks flew and soon they were both back at Nates apartment sharing a romantic evening watching some movie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is where it all starts to go wrong. I fired up the instant messenger and messaged Kim to come around. I figured that I could use the already romantic evening to rekindle Kim and Nate&#039;s romance. Apparently, romance share less in common with fire then I&#039;ve been led to believe. On the plus side, the breakup scene made this week&#039;s top million over at HQ.&lt;br /&gt;
&lt;br /&gt;
==The Greys==&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 08:05, 24 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Alien nomads who travel to primitive worlds and sell off their genetic and cultural heritage&lt;br /&gt;
&#039;&#039;&#039;Affiliation:&#039;&#039;&#039; Independent Fleets of Spacecraft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description and History&#039;&#039;&#039;&lt;br /&gt;
The Greys are a nomadic species that traverses the space lanes in search of business opportunities and primitive worlds.  They used to be a much bigger player in galactic politics, but their planets were all scorched to ashes in a great war about 500 years ago.  Since then, the Greys have been a shadow people, small in number and fairly inconspicuous in the galaxy.  The stereotype of the Greys is that they rove the galaxy for primitive worlds.  Upon finding one, they sell the world’s genetic and cultural information for profit.  Over time, they use their technology to manipulate the society to suit their aims.  This stereotype is not without some justification, but it is hardly universal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Greys are tall spindly grey humanoids with smooth skin and big black eyes.  They usually wear no clothes but a belt or a backpack for carrying supplies, as their tough skin protects them from the environment.  These aliens travel in fleets of stealthy spacecraft.  Each fleet functions as a government of sorts for the Greys traveling in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activities on Earth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Greys have been active on earth since the 1700s, but only in large numbers in the early 20th century.  In that time, the Greys sold human DNA and the DNA of most terrestrial animals to corporations and governments across the galaxy. They have also disseminated art and culture products far and wide.  Finally, the Greys made several attempts to manipulate human society, but these were extremely poorly done and often blew up in their face.  The galactic federation learned of their meddling in the 1950s. Since then, the GalFed has sponsored numerous covert groups to sneak unto earth and root out Grey influence.  Many of the UFO sightings in the late 20th century can be blamed on this covert war.  After contact, the Greys became even more hunted, this time by humans as well as aliens.  Nowadays, there are still Greys on earth, but they are secretive and more dangerous then ever.&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MEANWHILE:_Alien_Species&amp;diff=1533</id>
		<title>MEANWHILE: Alien Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MEANWHILE:_Alien_Species&amp;diff=1533"/>
		<updated>2005-05-24T15:05:00Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* Alien Species */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Alien Species=&lt;br /&gt;
&lt;br /&gt;
==The Cameks==&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 06:05, 19 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Robotic and Often Symbiotic Media Content Finders&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation:&#039;&#039;&#039; Sufi 9 Media Inc, all copyrights retained&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description and Activities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cameks come in many different shapes, but earth based ones usually resemble cat sized insectoid robots. The Cameks exist to find and record material for vidshows produced by the Sufi 9 media empire in the Daronis Cluster.  Although they are technically subunits of the great robotic brains of Sufi 9, they have a good deal of free thought and work extremely hard to get their stories. Cameks can be found in most parts of the galaxy gathering news and information.  Earth is a prime spot for their activity and over a million individuals have been sighted on the blue sphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some Cameks simply rove around the earth, looking for stories and drama to record as they happen, but these individuals are a minority.  Most Cameks instead find a human of some interest, and then work out a deal with the human for rights to their life story, both past and future.  The Camek often physically accompanies the human, usually tucked in a backpack, whenever they might go. Once a human subject is acquired, the Camek records their lives with its own commentary and after action interviews with the subject human and others. No drama in a human’s life is too insignificant for the Robobrains of Sufi 9, so the Camek makes sure to record all of it, whether the human likes it or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The subject humans are usually paid rather well for the inconvenience, plus they get to be the star of a vidshow that is seen by billions in the galaxy.  The pay is usually enough to make it worthwile, but not enough so that the human can just sit at home all day.  Finally, sometimes having a sociopathic metal guardian angel whose livelihood depends on your pulse can be a big advantage.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cameks, especially new arrivals, often have VERY limited knowledge about how humans and human society works.  This ignorance is obscured by the fact that Cameks can download very specific skills and knowledge from a Sufi 9 satellite in orbit, for a price. So a given Camek may know exactly how the French revolution happened in every detail, but might not know why people put food in their mouths a few times a day, or how to ask a human for the current time without mortally insulting them. Cameks are fairly boring to talk to, and usually come off as obsessed with their subjects. A Camek will usually fill a conversation with dull acendotes about their subject&#039;s mundane lives.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cameks can be very annoying, especially for interesting humans with interesting social lives or jobs. Cameks can be extremely forward in its desire to record and document a person’s life.  This can be exploited by wily humans to get more money or benefits from the Camek. Cameks are not very dangerous compared to some other types of aliens; they generally abide by local laws and try to keep out of way.  But this all changes if their subject’s life or livelihood is in danger.  When this happens, Cameks have very little regard for human or even galactic laws and will go very far to protect their star subjects.  This may include digging up dirt on enemies, vaporizing potential muggers and sabotaging their subject’s coworker’s careers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commentary by Camek ES-981 on the Director&#039;s Cut of &amp;quot;Nathan &#039;Blackjack&#039; Johnson Episode Module 9: Females ahoy&#039; Matey&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C-ES-981: Nate had just had a fight with Kim and was feeling pretty low. I had to cheer him up, I mean this is sweeps season.  Anyway, I called up a old friend of mine, a shaper nanoid named... well I don&#039;t want to screw up her modelling job, so I&#039;l just call her Missy.  Anyway, I called Missy up and asked her to take Nate out to dinner. Hehe, look at me I&#039;m talking like an ape, of course shaper nanoids don&#039;t have genders, but Missy looked like a female human. Back to the story: Missy said fine and went to dinner with Nate. Sparks flew and soon they were both back at Nates apartment sharing a romantic evening watching some movie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is where it all starts to go wrong. I fired up the instant messenger and messaged Kim to come around. I figured that I could use the already romantic evening to rekindle Kim and Nate&#039;s romance. Apparently, romance share less in common with fire then I&#039;ve been led to believe. On the plus side, the breakup scene made this week&#039;s top million over at HQ.&lt;br /&gt;
&lt;br /&gt;
==The Greys==&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 08:05, 24 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
‘’’Type:’’’ Alien nomads who travel to primitive worlds and sell off their genetic and cultural heritage&lt;br /&gt;
‘’’Affiliation:’’’ Independent Fleets of Spacecraft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description and History&#039;&#039;&#039;&lt;br /&gt;
The Greys are a nomadic species that traverses the space lanes in search of business opportunities and primitive worlds.  They used to be a much bigger player in galactic politics, but their planets were all scorched to ashes in a great war about 500 years ago.  Since then, the Greys have been a shadow people, small in number and fairly inconspicuous in the galaxy.  The stereotype of the Greys is that they rove the galaxy for primitive worlds.  Upon finding one, they sell the world’s genetic and cultural information for profit.  Over time, they use their technology to manipulate the society to suit their aims.  This stereotype is not without some justification, but it is hardly universal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Greys are tall spindly grey humanoids with smooth skin and big black eyes.  They usually wear no clothes but a belt or a backpack for carrying supplies, as their tough skin protects them from the environment.  These aliens travel in fleets of stealthy spacecraft.  Each fleet functions as a government of sorts for the Greys traveling in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
‘’’Activities on Earth’’’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Greys have been active on earth since the 1700s, but only in large numbers in the early 20th century.  In that time, the Greys sold human DNA and the DNA of most terrestrial animals to corporations and governments across the galaxy. They have also disseminated art and culture products far and wide.  Finally, the Greys made several attempts to manipulate human society, but these were extremely poorly done and often blew up in their face.  The galactic federation learned of their meddling in the 1950s. Since then, the GalFed has sponsored numerous covert groups to sneak unto earth and root out Grey influence.  Many of the UFO sightings in the late 20th century can be blamed on this covert war.  After contact, the Greys became even more hunted, this time by humans as well as aliens.  Nowadays, there are still Greys on earth, but they are secretive and more dangerous then ever.&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Main_Page&amp;diff=2537</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Main_Page&amp;diff=2537"/>
		<updated>2005-05-20T15:38:18Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some tips, &lt;br /&gt;
&lt;br /&gt;
I don&#039;t like the amount of space the wiki gives for a space, like between this and the &amp;quot;Some tips,&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So I&#039;ve started using double spaces, they look a bit big, but I think looking too big is better then looking to small.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 08:38, 20 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MEANWHILE:_Galactic_Nations&amp;diff=1537</id>
		<title>MEANWHILE: Galactic Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MEANWHILE:_Galactic_Nations&amp;diff=1537"/>
		<updated>2005-05-20T14:47:22Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Galactic Nations=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most the interstellar nations of galaxy were founded on the idea of a species-state.  This is the idea that every species should govern its own members. This idea is currently in decline around the galaxy, but still holds alot of sway. Most states within the galactic federation have a large majority of one species that rules and controls the society, with others living in the periphery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sufi 9 Media Incorporated==&lt;br /&gt;
&lt;br /&gt;
GalFed Govfile 546&lt;br /&gt;
&lt;br /&gt;
Systems Controlled: 1&lt;br /&gt;
&lt;br /&gt;
Government: Oligarchy: Most Likely Not Applicaple&lt;br /&gt;
&lt;br /&gt;
Exports: Media of all forms and types&lt;br /&gt;
&lt;br /&gt;
Imports: Data, Media and Copyrights&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The media empire of Sufi 9 is known for the incredible amount of media they export to the rest of the galaxy. But despite this, very few beings in the galaxy know much about Sufis.  This lack of knowledge comes from the fact that empire personalizes all of its media content to the area where it is exporting it too. So humans get sitcoms while Rhyinoids get 9D para-puritan interpretive dance.  No one but the Sufis apparently receive content designed for their culture. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The one system controlled by the media empire seems to be their home system, it is called Sufi 9 and lies within the Daronis cluster. The worlds of Sufi 9 are all heavily mechanized and all but 2 of them have been completely reconstructed as vast technological spheres that are tended too by trillions of small robots. These metal worlds are said to house the robotic brains behind the media empire.  It is speculated that the only true independent beings in the system are the 7 artificial intelligences contained within the 7 metal worlds.  Of course this is mostly conjecture as the Sufis do not permit outsiders into their system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Sufis are reclusive in their own system, they have many robotic agents scouting the universe for more media.  These agents have some freedom of thought and can make decisions.  Agents such as these can be found in almost every inhabited cubic light year of the known galaxy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 07:47, 20 May 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=1536</id>
		<title>Talk:MEANWHILE: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=1536"/>
		<updated>2005-05-20T14:46:42Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hay guysz, wuts goin on in dis setting?&lt;br /&gt;
&lt;br /&gt;
Anyway, I added the Cameks to the species page.&lt;br /&gt;
&lt;br /&gt;
Elliot&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Added the Sufi 9 Media empire to the Galactic nations page.  I think it needs some work and I might revise it to provide more gaming hooks.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 07:46, 20 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=1445</id>
		<title>Talk:MEANWHILE: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=1445"/>
		<updated>2005-05-20T14:46:29Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hay guysz, wuts goin on in dis setting?&lt;br /&gt;
&lt;br /&gt;
Anyway, I added the Cameks to the species page.&lt;br /&gt;
&lt;br /&gt;
Elliot&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Added the Sufi 9 Media empire to the Galactic nations page.  I think it needs some work and I might revise it to provide more gaming hooks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MEANWHILE:_Galactic_Nations&amp;diff=1446</id>
		<title>MEANWHILE: Galactic Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MEANWHILE:_Galactic_Nations&amp;diff=1446"/>
		<updated>2005-05-20T14:45:10Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Galactic Nations=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most the interstellar nations of galaxy were founded on the idea of a species-state.  This is the idea that every species should govern its own members. This idea is currently in decline around the galaxy, but still holds alot of sway. Most states within the galactic federation have a large majority of one species that rules and controls the society, with others living in the periphery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sufi 9 Media Incorporated==&lt;br /&gt;
&lt;br /&gt;
GalFed Govfile 546&lt;br /&gt;
&lt;br /&gt;
Systems Controlled: 1&lt;br /&gt;
&lt;br /&gt;
Government: Oligarchy: Most Likely Not Applicaple&lt;br /&gt;
&lt;br /&gt;
Exports: Media of all forms and types&lt;br /&gt;
&lt;br /&gt;
Imports: Data, Media and Copyrights&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The media empire of Sufi 9 is known for the incredible amount of media they export to the rest of the galaxy. But despite this, very few beings in the galaxy know much about Sufis.  This lack of knowledge comes from the fact that empire personalizes all of its media content to the area where it is exporting it too. So humans get sitcoms while Rhyinoids get 9D para-puritan interpretive dance.  No one but the Sufis apparently receive content designed for their culture. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The one system controlled by the media empire seems to be their home system, it is called Sufi 9 and lies within the Daronis cluster. The worlds of Sufi 9 are all heavily mechanized and all but 2 of them have been completely reconstructed as vast technological spheres that are tended too by trillions of small robots. These metal worlds are said to house the robotic brains behind the media empire.  It is speculated that the only true independent beings in the system are the 7 artificial intelligences contained within the 7 metal worlds.  Of course this is mostly conjecture as the Sufis do not permit outsiders into their system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Sufis are reclusive in their own system, they have many robotic agents scouting the universe for more media.  These agents have some freedom of thought and can make decisions.  Agents such as these can be found in almost every inhabited cubic light year of the known galaxy.&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=1444</id>
		<title>Talk:MEANWHILE: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=1444"/>
		<updated>2005-05-19T13:13:00Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hay guysz, wuts goin on in dis setting?&lt;br /&gt;
&lt;br /&gt;
Anyway, I added the Cameks to the species page.&lt;br /&gt;
&lt;br /&gt;
Elliot&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=1428</id>
		<title>Talk:MEANWHILE: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=1428"/>
		<updated>2005-05-19T13:12:44Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hay guysz, wuts goin on in dis setting?&lt;br /&gt;
&lt;br /&gt;
Anyway, I added the Camek&#039;s to the species page.&lt;br /&gt;
&lt;br /&gt;
Elliot&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=1427</id>
		<title>Talk:MEANWHILE: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:MEANWHILE:_Main_Page&amp;diff=1427"/>
		<updated>2005-05-19T13:12:20Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:http://server2.uploadit.org/files/Elliot68-foxy6rd.jpg]]&lt;br /&gt;
Hay guysz, wuts goin on in dis setting?&lt;br /&gt;
&lt;br /&gt;
Anyway, I added the Camek&#039;s to the species page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MEANWHILE:_Alien_Species&amp;diff=1532</id>
		<title>MEANWHILE: Alien Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MEANWHILE:_Alien_Species&amp;diff=1532"/>
		<updated>2005-05-19T13:05:03Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* The Cameks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Alien Species=&lt;br /&gt;
&lt;br /&gt;
==The Cameks==&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 06:05, 19 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Robotic and Often Symbiotic Media Content Finders&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation:&#039;&#039;&#039; Sufi 9 Media Inc, all copyrights retained&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description and Activities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cameks come in many different shapes, but earth based ones usually resemble cat sized insectoid robots. The Cameks exist to find and record material for vidshows produced by the Sufi 9 media empire in the Daronis Cluster.  Although they are technically subunits of the great robotic brains of Sufi 9, they have a good deal of free thought and work extremely hard to get their stories. Cameks can be found in most parts of the galaxy gathering news and information.  Earth is a prime spot for their activity and over a million individuals have been sighted on the blue sphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some Cameks simply rove around the earth, looking for stories and drama to record as they happen, but these individuals are a minority.  Most Cameks instead find a human of some interest, and then work out a deal with the human for rights to their life story, both past and future.  The Camek often physically accompanies the human, usually tucked in a backpack, whenever they might go. Once a human subject is acquired, the Camek records their lives with its own commentary and after action interviews with the subject human and others. No drama in a human’s life is too insignificant for the Robobrains of Sufi 9, so the Camek makes sure to record all of it, whether the human likes it or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The subject humans are usually paid rather well for the inconvenience, plus they get to be the star of a vidshow that is seen by billions in the galaxy.  The pay is usually enough to make it worthwile, but not enough so that the human can just sit at home all day.  Finally, sometimes having a sociopathic metal guardian angel whose livelihood depends on your pulse can be a big advantage.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cameks, especially new arrivals, often have VERY limited knowledge about how humans and human society works.  This ignorance is obscured by the fact that Cameks can download very specific skills and knowledge from a Sufi 9 satellite in orbit, for a price. So a given Camek may know exactly how the French revolution happened in every detail, but might not know why people put food in their mouths a few times a day, or how to ask a human for the current time without mortally insulting them. Cameks are fairly boring to talk to, and usually come off as obsessed with their subjects. A Camek will usually fill a conversation with dull acendotes about their subject&#039;s mundane lives.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cameks can be very annoying, especially for interesting humans with interesting social lives or jobs. Cameks can be extremely forward in its desire to record and document a person’s life.  This can be exploited by wily humans to get more money or benefits from the Camek. Cameks are not very dangerous compared to some other types of aliens; they generally abide by local laws and try to keep out of way.  But this all changes if their subject’s life or livelihood is in danger.  When this happens, Cameks have very little regard for human or even galactic laws and will go very far to protect their star subjects.  This may include digging up dirt on enemies, vaporizing potential muggers and sabotaging their subject’s coworker’s careers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commentary by Camek ES-981 on the Director&#039;s Cut of &amp;quot;Nathan &#039;Blackjack&#039; Johnson Episode Module 9: Females ahoy&#039; Matey&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C-ES-981: Nate had just had a fight with Kim and was feeling pretty low. I had to cheer him up, I mean this is sweeps season.  Anyway, I called up a old friend of mine, a shaper nanoid named... well I don&#039;t want to screw up her modelling job, so I&#039;l just call her Missy.  Anyway, I called Missy up and asked her to take Nate out to dinner. Hehe, look at me I&#039;m talking like an ape, of course shaper nanoids don&#039;t have genders, but Missy looked like a female human. Back to the story: Missy said fine and went to dinner with Nate. Sparks flew and soon they were both back at Nates apartment sharing a romantic evening watching some movie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is where it all starts to go wrong. I fired up the instant messenger and messaged Kim to come around. I figured that I could use the already romantic evening to rekindle Kim and Nate&#039;s romance. Apparently, romance share less in common with fire then I&#039;ve been led to believe. On the plus side, the breakup scene made this week&#039;s top million over at HQ.&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MEANWHILE:_Alien_Species&amp;diff=1426</id>
		<title>MEANWHILE: Alien Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MEANWHILE:_Alien_Species&amp;diff=1426"/>
		<updated>2005-05-19T12:53:34Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Alien Species=&lt;br /&gt;
&lt;br /&gt;
==The Cameks==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Robotic and Often Symbiotic Media Content Finders&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation:&#039;&#039;&#039; Sufi 9 Media Inc, all copyrights retained&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description and Activities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cameks come in many different shapes, but earth based ones usually resemble cat sized insectoid robots. The Cameks exist to find and record material for vidshows produced by the Sufi 9 media empire in the Daronis Cluster.  Although they are technically subunits of the great robotic brains of Sufi 9, they have a good deal of free thought and work extremely hard to get their stories. Cameks can be found in most parts of the galaxy gathering news and information.  Earth is a prime spot for their activity and over a million individuals have been sighted on the blue sphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some Cameks simply rove around the earth, looking for stories and drama to record as they happen, but these individuals are a minority.  Most Cameks instead find a human of some interest, and then work out a deal with the human for rights to their life story, both past and future.  The Camek often physically accompanies the human, usually tucked in a backpack, whenever they might go. Once a human subject is acquired, the Camek records their lives with its own commentary and after action interviews with the subject human and others. No drama in a human’s life is too insignificant for the Robobrains of Sufi 9, so the Camek makes sure to record all of it, whether the human likes it or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The subject humans are usually paid rather well for the inconvenience, plus they get to be the star of a vidshow that is seen by billions in the galaxy.  The pay is usually enough to make it worthwile, but not enough so that the human can just sit at home all day.  Finally, sometimes having a sociopathic metal guardian angel whose livelihood depends on your pulse can be a big advantage.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cameks, especially new arrivals, often have VERY limited knowledge about how humans and human society works.  This ignorance is obscured by the fact that Cameks can download very specific skills and knowledge from a Sufi 9 satellite in orbit, for a price. So a given Camek may know exactly how the French revolution happened in every detail, but might not know why people put food in their mouths a few times a day, or how to ask a human for the current time without mortally insulting them. Cameks are fairly boring to talk to, and usually come off as obsessed with their subjects. A Camek will usually fill a conversation with dull acendotes about their subject&#039;s mundane lives.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cameks can be very annoying, especially for interesting humans with interesting social lives or jobs. Cameks can be extremely forward in its desire to record and document a person’s life.  This can be exploited by wily humans to get more money or benefits from the Camek. Cameks are not very dangerous compared to some other types of aliens; they generally abide by local laws and try to keep out of way.  But this all changes if their subject’s life or livelihood is in danger.  When this happens, Cameks have very little regard for human or even galactic laws and will go very far to protect their star subjects.  This may include digging up dirt on enemies, vaporizing potential muggers and sabotaging their subject’s coworker’s careers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commentary by Camek ES-981 on the Director&#039;s Cut of &amp;quot;Nathan &#039;Blackjack&#039; Johnson Episode Module 9: Females ahoy&#039; Matey&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C-ES-981: Nate had just had a fight with Kim and was feeling pretty low. I had to cheer him up, I mean this is sweeps season.  Anyway, I called up a old friend of mine, a shaper nanoid named... well I don&#039;t want to screw up her modelling job, so I&#039;l just call her Missy.  Anyway, I called Missy up and asked her to take Nate out to dinner. Hehe, look at me I&#039;m talking like an ape, of course shaper nanoids don&#039;t have genders, but Missy looked like a female human. Back to the story: Missy said fine and went to dinner with Nate. Sparks flew and soon they were both back at Nates apartment sharing a romantic evening watching some movie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is where it all starts to go wrong. I fired up the instant messenger and messaged Kim to come around. I figured that I could use the already romantic evening to rekindle Kim and Nate&#039;s romance. Apparently, romance share less in common with fire then I&#039;ve been led to believe. On the plus side, the breakup scene made this week&#039;s top million over at HQ.&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Paranoia_10pak&amp;diff=10154</id>
		<title>Paranoia 10pak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Paranoia_10pak&amp;diff=10154"/>
		<updated>2005-05-18T18:35:08Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* 10 Paranoia Modulets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 10 Paranoia Modulets =&lt;br /&gt;
&lt;br /&gt;
The following are 10 short missions for the classic game of Paranoia. They are very short, most only a page or two long. This shortness is intentional as these missions are only the bones of a good paranoia adventure. I wrote them to give GMs something to latch onto and expand on, or at least an excuse to get their hapless players killed by robots, genetic experiements, intsec or eachother.&lt;br /&gt;
&lt;br /&gt;
Each modulet contains 4 parts. Fans of the Paranoia game will reconize this 4 part format from the second edition of the game.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; This is a quick capsule of the mission. It usually outlines the problem and what the troubleshooters must do to solve it.  It may or may not be accurate.  Note that this little capsule may not be the infomation the troubleshooters recieve from the computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; This is what is really going on and outlines the actual plot of the adventure. It is usually accurate and sometimes explains what is really going on.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; This section gives several possible resolutions to the adventure, usually a sentence each. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging notes:&#039;&#039;&#039; This section gives advice on staging the mission and playing the NPCs. It may contain good battle locations, hints on how to screw with players or any number of things.  In many missions, additional material will appear after the staging notes, usually diagrams and names.&lt;br /&gt;
&lt;br /&gt;
On a final note, I swear that the whole thing looked better in a two column format.  If you can find a way to do that, or make any of this better in anyway, please do so.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 11:35, 18 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
== With Leash and Laser ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; In this mission, the troubleshooters must escort a leashed bioweapon through CPC sector to the testing areas.  This particular bioweapon has a real bad attitude and a lot of pointy ends to help everyone around it share that bad attitude.  The troubleshooters must keep this enraged bioweapon from killing large numbers of high clearance citizens, damaging Computer property and generally wreaking havoc.  The troubleshooters must also beware of traitors who seek to release or destroy the bioweapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bioweapon is called the KC-6 or Kill Claw 6.  Created by top R&amp;amp;D scientists by combining the genes of several outdoors animals together and adding their own fiendish additions, the Kill Claw is the perfect killing machine.  It resembles a creature from a nightmare, many hideous eyes, a sleek black carapace, a terrifying fang filled mouth and 6 long appendages, each topped with fearsome claws.  The monster can run fairly fast and even on the ceiling.  Directing all this awesome killing power is a devious intelligence that can rival that of even a red clearance clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters and most of alpha complex have never even seen a creature such as this.  From a distance, most clones will assume it’s a bot, albeit a strange looking one.  &lt;br /&gt;
&lt;br /&gt;
The Kill Claw won’t kill troubleshooters in the open, but it will try to break its leash and escape into air ducts.  Its objective is to lure troubleshooters in and kill them.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are partly responsible for everything the Kill Claw does. The creature is assumed to be loyal, if a bit zealous and the troubleshooters must rein it in.&lt;br /&gt;
&lt;br /&gt;
Anti-mutant is getting ready to smash this new mutant and the mutie lovers that are escorting it.  Of course, they need to watch out for Psion, which is planning on killing the troubleshooters and stealing the Kill Claw 6.&lt;br /&gt;
&lt;br /&gt;
The KC-6 must not be terminated.  The troubleshooters must protect it by any means possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters successfully drag the monster through CPC sector and to the testing warrens with little loss of life.  R&amp;amp;D announces that the KC-6 is a failure and orders its termination.  The Kill Claw responds by breaking loose and killing the scientists (and probably the troubleshooters).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters and the Kill Claw manage to kill legions of Anti-mutant and Psion secret society members.  An elite vulture warriors squad shows up and adopts the Kill Claw while giving the troubleshooters medals, who then fail the mission.&lt;br /&gt;
&lt;br /&gt;
Or the Kill Claw manages to create enormous amounts of chaos and carnage in CPC sector.  The troubleshooters are branded as traitors and hunted down by tons of Intsec goons.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are ripped to shreds one by one by the beast.  Posthumous investigations reveal that the troubleshooters were traitors and the beast it promoted to yellow clearance.  The Kill Claw is the troubleshooter’s next briefing officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Play the Kill Claw 6 like a combination of the aliens from the movie Predator and Alien.  It’s a smart calculating monster with a lust for destruction.  Don’t have it speak though.  &lt;br /&gt;
&lt;br /&gt;
Have the troubleshooters get hassled a lot by internal security, then they have to try and stop the KC-6 from “overeacting” to this hassling.&lt;br /&gt;
&lt;br /&gt;
If your really feeling mean, why not keep the troubleshooters in the dark about where they must take this thing.&lt;br /&gt;
&lt;br /&gt;
Have the R&amp;amp;D personnel order the troubleshooters to feed the creature about halfway through the mission. Like everyone else, it will have to go to the cafeteria.  This is a perfect place for the secret societies to attack.  Anti-mutant will have more people on its side but Psion will have a smarter attack plan.&lt;br /&gt;
&lt;br /&gt;
== Viral Marketing ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are assigned to investigate reports of defective advertising software on several bots in ADV sector.  The troubleshooters are given a suspiciously large amount of weaponry for such a minor problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; A dozen different adware programs have infected all the bots in ADV sector, altering their programming to make them into psychotic machines that worship a particular product, and want to make everyone else worship it as well.  Sector ADV is a warzone as bots and their clone brothers fight it out for brand loyalty.&lt;br /&gt;
&lt;br /&gt;
Even the comp-node in the center of ADV has been subverted by the numerous bots making The Computer even more erratic.  One minute, wearing a SnoHat™ is the mark of a communist, next minute it’s an award for patriotic behavior.  The Computer cannot even form a sentence half the time in ADV sector.&lt;br /&gt;
&lt;br /&gt;
Small flybots zoom around the corridors, planting stickers and stapling pamphlets to walls, doors, other bots and clones.  Warbots enforce brand purity mercilessly, commanding hoards of frightened citizens.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could get bot representatives from the various brands and negotiate a peace accord (yeah right).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could blow up the reactor room (controlled by bouncy bubble beverage machines), triggering an electromagnetic pulse and frying all the bots in the sector.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get drafted into one of the brand bot armies and get used as cannon fodder during the fighting.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could simply fail to do anything.  The bots and the comp-node will get more and more erratic till The Computer shuts down any links to the sector and declares it a no-go zone for complex personnel. To prevent more infection, The Computer executes anyone who has been in ADV sector in the last month.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Have the mission alert be garbled and have lots of disparate ads in it.  This will scare the players a bit.  &lt;br /&gt;
&lt;br /&gt;
Once the players get to ADV sector, you can have the computer act REALLY strange.  Fill its speech with interruptions with ads.  Its personality has been altered to give preference to one brand, but all the different adware programs have done this so The Computer is insanely confused in ADV sector.&lt;br /&gt;
&lt;br /&gt;
The bots are all psychotically	loyal to their brand of choice and very happy to perform violence.  Have the bots start by saying how great their brand is, then they start giving out flyers, then they start shooting clones who don’t take them.&lt;br /&gt;
&lt;br /&gt;
Here are some good names for brand armies, pick the best ones and say they’re the biggest: &lt;br /&gt;
Totalaser Sights, Bouncy Bubble Beverage, KommieKicker Boots, Simtreebark Snacks, CruncheeTyme Algae Chips, Symonim Food Additive, WarTV Channel, HPD&amp;amp;MC-Space Adventure Genre Show #33, HPD&amp;amp;MC-Space Adventure Genre Show #36 (uncut), Omnigum, The Truth About Power Services (TS-34).&lt;br /&gt;
&lt;br /&gt;
== Terror Wears a Carapace ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dastardly secret society has smuggled cute harmless petbots into sector TTF from the outdoors.  The troubleshooters are ordered to capture and release the petbots and punish the troublemakers.  The troubleshooters are given large nets for the operation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The Sierra club has indeed smuggled some things into sector TTF, but they are large mutant cockroaches about the size of a small horse.  They are hideous and have been misidentified as petbots.&lt;br /&gt;
&lt;br /&gt;
These mutant cockroaches are mostly unaffected by laser blasts.  A cone rifle bullet might pierce their armor, but they are built like tanks.&lt;br /&gt;
&lt;br /&gt;
The Sierra club has painted the shells of these creatures with black, red, orange and yellow, as a sign that these “gentle” bugs are now citizens of alpha complex.  The bugs and the Sierra club have largely taken over the sector.&lt;br /&gt;
&lt;br /&gt;
The Sierra club clones spend most of their time “interpreting” the cockroach’s simple if nonexistent language and blindly doing what they think they heard.  They leader is a green clearance clone named Noah-G-BBC-2.  The highest clearance cockroach is named Clickit-Y-TTF-1.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches all have names, but don’t seem to care much.  In fact, the cockroaches spend most of their time lumbering through TTF sector and eating the occasional clone or wreaking machinery.&lt;br /&gt;
&lt;br /&gt;
Noah-G has done his homework and the necessary forms so all the cockroaches are legally citizens of alpha complex. Disobeying a higher clearance one is treason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters are eaten by the cockroaches and nothing is really resolved.  The Computer largely accepts the situation and the odd giant cockroach now roams the halls of Alpha Complex.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters arrest the Sierra Clubbers for treason and capture the cockroaches.  Somehow they manage to drag the cockroaches on leashes to the nearest door and throw them out, one by one.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to drive the cockroaches outside with gunfire, or to the sewers, as long as they’re no longer on the video monitors.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to the screw up the whole operation.  The cockroaches eat the traitorous troubleshooters as well as the Sierra Clubbers.  The cockroaches are all promoted and are given positions of authority throughout Alpha Complex.  Efficiency greatly improves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; The mutant cockroaches are dumb animals, but it should be funny to have a bunch of idealistic Sierra club members following them around, trying to figure out what the cockroach wants them to do.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches are not very nice animals, but they aren’t the kind that will kill a clone for no reason.  Usually they ignore clones and troubleshooters unless they are hungry or the clone is in their way.&lt;br /&gt;
&lt;br /&gt;
== One Hand Washes the Other ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered by power services to retrieve a fuel rod from sector TSS (which is has ample power sources) and bring it to JHY sector.  But in sector TSS, 87% of the population works for tech services.  The troubleshooters must get the fuel rod, preferably in an amicable fashion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Tech services in TSS tell the troubleshooters that the power services clones in JHY are a front for PURGE and tell the troubleshooters to go spy on them or get thrown to Intsec.&lt;br /&gt;
&lt;br /&gt;
Power services in JHY is indeed a front, but is only pretending to be PURGE, they are in fact Intsec pretending to be the Computer Phreaks pretending to be PURGE.  &lt;br /&gt;
&lt;br /&gt;
Tech services in TSS are actually controlled at the highest levels by Intsec personnel pretending that TSS is controlled by the Sierra Club secret society.  &lt;br /&gt;
&lt;br /&gt;
The two sectors have been investigating each other for yearcycles and are unaware that each is Intsec.&lt;br /&gt;
&lt;br /&gt;
The two groups try to get the troubleshooters to play double agent in exchange for either the fuel rod or other bonuses and punishments.  Intsec undercover agents have a license to terminate any clone that threatens to expose them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; Troubleshooters get tired of running around spying, so they bust into the reactor room, have an incredibly dangerous firefight against many superior opponents and remove a fuel rod.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters inform on both operations, the computer gives them all commendations for their quick wits and good judgment, then has them medicated (or terminated if they reveal a lot) for interfering with secret Intsec operations.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters do a good job at spying for one or both sectors.  The sector(s) they spied on will be raided by Vulture Warriors and blown to pieces.  The troubleshooters will get&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are gunned down while spying by the hundreds and hundreds of Intsec undercover agents trying to protect their identities.&lt;br /&gt;
&lt;br /&gt;
Staging Notes: Make this mission really confusing.  Both TSS and JHY sectors are full of Intsec personnel pretending to be secret society members pretending to be part of a service firm (and in JHY, pretending to be part of another secret society).  Some clues will be the fact that both sectors barely have anyone who can do their jobs properly and the sheer number of secret society signs being flashed.&lt;br /&gt;
&lt;br /&gt;
For maximum confusion, have the player’s secret society info on the mission reveal bits and pieces of the truth (if indeed the player is part of one of the secret societies here).  Then have the secret missions have to do with keeping that a secret at any cost.&lt;br /&gt;
&lt;br /&gt;
Sector TSS&lt;br /&gt;
               &lt;br /&gt;
Tech Services, who are secretly pretending to be...          &lt;br /&gt;
Sierra Club but in accuallity are a part of...            &lt;br /&gt;
Intsec                      &lt;br /&gt;
&lt;br /&gt;
Sector JHY&lt;br /&gt;
&lt;br /&gt;
Power Services, who secretly pretend to be...&lt;br /&gt;
PURGE but really appear to be undercover...&lt;br /&gt;
Computer Phreaks but are actually part of...&lt;br /&gt;
Intsec                               &lt;br /&gt;
&lt;br /&gt;
== The Golden Age of Film ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to protect and act as the filming crew for HPD&amp;amp;MC’s new truenews infotainment show “Unbiased Perspectives on a Commie-Free Complex”.  This new show stars a variety of higher clearance clones and is directed by an eccentric Indigo clone named Audrey-I-HEP-1.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; It is unusual for indigos to directly boss around red clearance clones and the troubleshooters must follow all of Audrey’s orders carefully.&lt;br /&gt;
&lt;br /&gt;
Many of the “scenes” that Audrey needs to film involve her and her actors committing vile treason while the troubleshooters videotape it.  She makes sure to get a few troubleshooters in on the act as well. She says that it is approved, but it isn’t, she’s just a commie mutant traitor.&lt;br /&gt;
&lt;br /&gt;
On top of that, the other three actors are complete monomaniacal attention whores and the group as a whole has the cohesion, teamwork skills and ethics of your average troubleshooter team.  &lt;br /&gt;
&lt;br /&gt;
The first actor is Harry-G-HEP-4; he is a trigger happy Death Leopard who is having a torrid affair with Audrey-I.  Of course, neither knows what “torrid” or “affair” means but it seems to annoy the other actors (especially Judy-G) and it’s a good excuse for favoritism, so they continue.&lt;br /&gt;
&lt;br /&gt;
The second actor is Judy-G-RLD-3: she is a vacuous and compulsive liar who is also having a “torrid affair” with Audrey-I, at least trying to.  She competes with Harry-G for Judy-G’s … well, she really doesn’t know what you get from torrid affairs, but it must be good.  She loves to talk endlessly about her affair, she also loves to get troubleshooters to steal from/assault/frame for crimes/terminate Harry G. &lt;br /&gt;
&lt;br /&gt;
The third actor is named Hector-Y-TRY-2 and he is most likely the most level headed of the bunch.  Of course this is a sham and Hector is actually a member of PURGE who wears a large bomb that is slaved to his heartbeat sensor.  &lt;br /&gt;
&lt;br /&gt;
Audrey-I-HEP-1 is the leader of the bunch and an obsessed artist who needs constant praise of her abilities, looks and loyalty. &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; Audrey-I and her troupe makes a treason filled news show that is the talk of the complex for a few daycycles.  Then the show is suppressed and everyone involved terminated.   &lt;br /&gt;
&lt;br /&gt;
Or Judy-G guns down Harry-G and probably some innocent bystanders, the troubleshooters return fire and the entire mission probably ends is terminations by Intsec.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters somehow turn in the actors for treason without incriminating themselves.  They need video evidence or it’s just the word of a bunch of red troubleshooters versus an indigo citizen.  If they can pull it off, they get big commendations.&lt;br /&gt;
&lt;br /&gt;
Or Audrey-I and her troupe accidentally paint communist propaganda on a vulture warrior barracks during the “Commies Cascade into Complex” segment.  The vulture warriors kick everyone’s butt all over alpha complex.&lt;br /&gt;
&lt;br /&gt;
Or somebody pushes Hector-Y too far and he blows up key mission personnel.  &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Staging Tips:&#039;&#039;&#039; Get the troubleshooters (at least a few) on film doing major traitorous acts before they get a chance to turn in Audrey and her troupe.  This will mean that going to the computer will be virtually suicide.&lt;br /&gt;
&lt;br /&gt;
Have lots of dumb infrareds standing around at all times, they both serve as groupies, treason reporters and all-purpose innocent bystanders.  Make sure the actors treat the infrareds like snot.&lt;br /&gt;
&lt;br /&gt;
== But It&#039;s a Girl&#039;s Bike ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered into the outdoors to find out what happened to 5 squads of armed forces personnel who went sent off to search a ruin and vanished before they got there.  The troubleshooters are given a rough map and supercharged hoverbikes to navigate the harsh terrain of the wasteland that is the outdoors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bikes are a new R&amp;amp;D invention.  They go fairly fast over flat terrain but if the engine is turned off, the motor starts whining and explodes like a grenade.  Further clones can be delivered by missile launch to the troubleshooter team’s location.&lt;br /&gt;
&lt;br /&gt;
The fuel efficiency of the bikes is rather lacking and they run out of the fuel just as alpha complex goes under the horizon.  Fortunately there is a bike shop nearby when they do; unfortunately, it is protected by mutant intelligent wolverines who believe they are “Girl Scouts”, a secret society from the beforetimes.&lt;br /&gt;
&lt;br /&gt;
The ruins of the city are incredibly dangerous and inhabited by such a wide variety of insane creatures that they make inhabitants of a dungeon from D&amp;amp;D look like the smurfs.  Most of these monsters and mutants are part of different orders of “Scouts” which fight each other non-stop.&lt;br /&gt;
&lt;br /&gt;
What’s worse, there are no armed forces personnel here or any sign of them.  In fact, the armed forces personnel that “vanished” never even left alpha complex.  They have been stuck in a forgotten HPD&amp;amp;MC filing vault complex for the last few weeks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could not get killed by the Girl Scout wolverines or even all the monsters in the ruins and somehow make it back alive.  Unless they lie, they will then fail the mission and get censured.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could convince the wolverines at the bike shop to work with them.  With the wolverines as allies, the troubleshooters could unify the ruins.  All hail New Alpha Complex!  At least until those armed forces personnel finally come and kill the would-be dictators.&lt;br /&gt;
&lt;br /&gt;
If the troubleshooters stall long enough, the armed forces personnel will eventually leave alpha complex and head to the ruins.  They will be promptly slaughtered; at that point the computer will nuke the ruins until they glow.&lt;br /&gt;
&lt;br /&gt;
Or if the troubleshooters are really really smart and lucky, they may in fact find out that the armed forces never left alpha complex and go back there to search for them.  This is really the only way to complete the mission successfully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Outdoors adventures are always great fun. Insert random encounters with strange people and monsters as you like.  This mission is less about the actual mission and more about just being in the outdoors and having stuff happen around you.&lt;br /&gt;
&lt;br /&gt;
Have the Girl Scout mutant wolverines wear uniforms and badges for various activities.  If you are feeling nice, they might just get to become girl scouts.  They will receive uniforms and badges as well as a lengthy brainscrub for becoming part of a secret society when they get back to Alpha.&lt;br /&gt;
&lt;br /&gt;
== They Want Our WoMen ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The Computer has received a communiqué that octopod robots from Jupiter have invaded sector TYR.  The troubleshooters are assigned to investigate the matter and defeat the robots, if there are any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The robots are looking for a new inexhaustible power source, called the Wotanic Menubulator, which they heard alpha complex developed. In short, they want the WoMen and they intend to tear alpha complex apart until they get it.&lt;br /&gt;
&lt;br /&gt;
The robots can’t speak very coherently, but know enough language to ask for the WoMen&lt;br /&gt;
&lt;br /&gt;
The robots are not horrendously violent but will kill and maim to secure the WoMen.&lt;br /&gt;
&lt;br /&gt;
The robots cannot tell most clones apart and don’t really understand human biology.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are never assigned standard weapons, only R&amp;amp;D inventions.&lt;br /&gt;
&lt;br /&gt;
The WoMen project was actually from an episode of “Smoke that Traitor” which was filmed in sector TYR&lt;br /&gt;
&lt;br /&gt;
If the robots can’t get the WoMen, they will settle for a nuclear reactor core or three from sector TYR.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The robots take over sector TYR and tear it apart. After finding nothing, they tear out a reactor core and fly away with it, exposing the sector to intense radiation.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are able to shoot enough robots that the metal monsters decide to retreat.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters make friends with the robots and convince them to leave peacefully.&lt;br /&gt;
&lt;br /&gt;
Or the entire sector becomes a free fire zone as all the secret societies converge to shoot, worship, steal from, make friends with, or kidnap the robots.  The robots are disgusted with humanity and leave.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters cause a thermonuclear explosion in the sector and presumably destroy the WoMen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; The WoMen gag should have nervous troubleshooters racing to heroically volunteer female citizens to deal with the alien robots. This will annoy the robots, who can’t tell a female clone from a male.&lt;br /&gt;
&lt;br /&gt;
To pursue the secret society angle, have tons of secret society operatives there and give them all really big weapons and enough fanaticism to fill a bus.  These guys may be a lot more dangerous then the robots.&lt;br /&gt;
&lt;br /&gt;
Have a big three way fight in the TYR reactor room between the robots, a bunch of secret society guys and the troubleshooters.&lt;br /&gt;
&lt;br /&gt;
== Food Vat &amp;quot;Workers&amp;quot; Unite ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to find and terminate a commie named Tro-Y-SKY-6 in TVF sector.  Tro-Y has evaded the earlier bot assassin The Computer sent and is hiding out in food vat complex 87-CC-TVF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The assassin bot model became obsolete just before its mission.  When Tro-Y was dead, it was to be scrapped along with the rest of its kind.  The bot knew this and kept the commie alive while mobilizing its model brothers to help it.&lt;br /&gt;
&lt;br /&gt;
The assassin bots number in the hundreds and have taken over food vat complex 87-CC-TVF.  In the center of the complex, there sits Tro-Y-SKY-6, happy to be kept alive by the bots.&lt;br /&gt;
&lt;br /&gt;
The assassin bots will pretend to be food vat workers at first, but their strange actions and speech, not to mention their weapons probably won’t fool anyone but the stupidest infrared.  But if the troubleshooters play along, they can get fairly deep into the food vat complex.&lt;br /&gt;
&lt;br /&gt;
Food vat complex 87-CC-TVF has a safety record that makes working there for over 10 minutes about as dangerous as repeatedly throwing algae chips at vulture warrior squadrons.  The entire complex is several huge vats with catwalks that connect small buildings atop pillars rising from the ooze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters can get into an awesome running fightfight on the catwalks, lighting up the entire complex with laser fire.  After this the troubleshooters will most likely be dead, but if they’re not, they should get promotions and commendations.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters agree to falsify some elements of the mission for the assassin bots to make it seem like they (the bots) not only assassinated the commie, but also did good work in the food vats.  The bots are given control of the food vat complex.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; If you achieve a total party kill, send them back to R&amp;amp;D and have them pick up a new assassin model bot called the Hyperburn model.  Hyperburn has flamethrowers for arms and can barely tell non-targeted clones from walls, furniture or equipment.  The old assassin bots will hate this new model and achieving a peaceful resolution becomes a lot harder.&lt;br /&gt;
&lt;br /&gt;
The assassin bots look like frail androids.  They each have a yellow clearance laser that pops out of their hand.  When they speak, they usually talk in terms of assassination and covert action.  &lt;br /&gt;
&lt;br /&gt;
Conversation in the food vats&lt;br /&gt;
&lt;br /&gt;
Troubleshooter: Hey bot! Get those files from over there and bring them to me.&lt;br /&gt;
Assassin bot: I shall eliminate the target sir.&lt;br /&gt;
Troubleshooter: Huh?  Just get them, don’t eliminate them.&lt;br /&gt;
Assassin bot: That’s what I said.&lt;br /&gt;
Assassin bot: I have infiltrated the enemy base and retrieved the files.&lt;br /&gt;
Troubleshooter scratches head&lt;br /&gt;
&lt;br /&gt;
== Into the Fizzy Drink we go ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The FizzySimSoda vending machines in SJK sector have been dispensing communist propaganda.  The troubleshooters are ordered by The Computer to figure out who is putting commie propaganda into the machines and stop them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The FizzySimSoda drink is classified as a schedule 9 biohazard in concentrations larger then 5 parts per million.  It’s a PLC invention to reduce the number of drinks they need to produce.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC was the one who placed communist propaganda in the vending machines to prepare for their upcoming educational video “The Perils of FizzySimSoda: Why PLC wants to kill you specifically”.  They did not inform The Computer of this fact.&lt;br /&gt;
&lt;br /&gt;
PLC figured this out and has stationed guards to harass or shoot anyone they see tampering or fooling with the vending machines.  The troubleshooters can expect even ruder service in SJK at best, and a laser blast in the face at the worst.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC has had the same thought and is planning on terminating these guards during next weekcycle’s live musical act “The Scrubbing Helmet and the Scrubots”.  They may hire the troubleshooters to do this, making the accessories to the high crime of distributing commie propaganda.&lt;br /&gt;
&lt;br /&gt;
To make matters more complicated, Corpore Metal secretly installed primitive bot brains into the vending machines last monthcycle.  These brains soak up all the information they can.  They are now psychopathic communists, totally dedicated to the fake commie propaganda that was inserted in them.  &lt;br /&gt;
&lt;br /&gt;
The vending machines really can’t move, but can steal credits, shoot out FizzySimSoda at deadly speeds and fall on clones.  Neither HPD&amp;amp;MC nor PLC knows about this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The vending machines are all vaporized in a giant four-way firefight between the troubleshooters, PLC, HPD&amp;amp;MC and the soda chucking vending machines themselves.  Everyone is later arrested by Intsec.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are suckered into terminating the PLC guards by HPD&amp;amp;MC in return for staring roles in the next episode of Teela-O-MLY.  They get to star in the episode and then are terminated for a variety of highly treasonous crimes.  &lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC and PLC fight it out while the troubleshooters bumble around.  The two groups have their leaders arrested and terminated, while the troubleshooters get censured for not completing their mission.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters reprogram the vending machines while avoiding PLC and HPD&amp;amp;MC personnel, erase the communism from the bot brains and then turn in the HPD&amp;amp;MC personnel who did it.  The troubleshooters get big bonuses and have successfully completed the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Annoying vending machines are common in today’s world, but at least the ones now don’t have brains. Have the vending machines be really petty and annoying, especially if one of the troubleshooters is a Frankenstein Destroyer.  &lt;br /&gt;
&lt;br /&gt;
Make both PLC and HPD&amp;amp;MC more unhelpful then usual.  Both groups in SJK are very nervous and trigger happy. &lt;br /&gt;
&lt;br /&gt;
Have HPD&amp;amp;MC’s video about how bad FizzySimSoda and PLC come out regardless of what happens.  And have it pretty much be video of what the PCs did.&lt;br /&gt;
&lt;br /&gt;
== Anything Could Happen and Most of Anything is Treason ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dangerous R&amp;amp;D invention has gotten loose and is turning sector JZR into goo.  The troubleshooters are ordered to obtain a special weapon from PLC warehouse 9W-PLC-JZR and use it to defeat the invention.  The troubleshooters need to be fast because in two hourcycles JZR sector will be completely unusable and the other sectors might be in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Nobody has any information at all on the invention, but it is turning JZR sector and everyone in it to grey goo.  But everyone is certain that the special weapon will work absolutely and effectively, even though they have little information on that as well.  The name of the special weapon is green clearance information.&lt;br /&gt;
&lt;br /&gt;
Lasers and other weapons do hurt the goo, but not very much and furthermore, this makes the goo “angry”.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is in JZR sector of course and will be turned to goo in about an hour and a half.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is staffed by 4 clones from PLC Action Team Delta, the dumping ground for clones that even PLC thinks are too inefficient, too psychotic and too annoying to work in regular PLC.&lt;br /&gt;
&lt;br /&gt;
These four clones are all of red, orange, yellow and green clearance in that order. The troubleshooters must also get approvals for the weapon in that order as well.  The green clone won’t talk to them unless they get through the yellow clone first and so on.&lt;br /&gt;
&lt;br /&gt;
All four clones are completely oblivious to the danger and are desperately trying to get out of Action Team Delta by following the rules to the most exact letter possible.  &lt;br /&gt;
&lt;br /&gt;
The troubleshooters must file a Request for Attention with the red clone, but this request for attention needs 2 Intsec goon signatures on it.  This is not difficult but it eats up time.  Once this is done, the red bureaucrat will file this for tomorrow, the troubleshooters must convince him to file it today.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then explain what they want to the orange clone in physical terms.  The troubleshooters don’t know what the weapon is so they will have difficulty.  The orange clone is an ex-armed forces transfer and is fascinated by guns and violence, she will allow the troubleshooters to look through a picture book of possible weapons if she gets to fight one of the troubleshooters or is given a few of the troubleshooter’s weapons. A weapon’s use can be somewhat figured by its name (Goomaster 5000 or something).  Once they find the weapon in the picture book, they are given approval to see the yellow clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then take a test administered by the yellow clone showing that they know how to use the weapon, follow all the regulations associated with the special weapon.  Then they must watch a really horrifying video (both in subject matter and video quality) about the results of unsafe or unethical weapons use.&lt;br /&gt;
&lt;br /&gt;
Finally, the troubleshooters must convince the green to go get the weapon they need.  Copious amounts of threats or bribery is required to get the green clone off his butt within the next yearcycle.&lt;br /&gt;
&lt;br /&gt;
Once they have the weapon, they are ready to stop the goo.  Hopefully it was the right one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters follow the rules but choose the wrong weapon and a lot of different things might happen when they use.  The weapon may do nothing against the goo. It may blow up the entire sector along with the goo. It may turn the goo into a loyal citizen.  It may turn the entire population of the sector into kitty cats. It may turn the sector into a black hole which sucks up alpha complex.  Anything could happen and most of anything is treasonous.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get tired with dealing with Action Team Delta and gun them down before taking a weapon from the warehouse.  This would be treason punishable by summary execution unless the troubleshooters can prove otherwise.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters run out of time screwing around in PLC warehouse 9W-PLC-JZR.  Unless they are turned to goo along with the rest of the sector (and maybe all of alpha complex), they are guilty of failing to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; This is a time limit adventure, so you need to keep track of the time.  You don’t need to do keep the exact time, just figure out roughly how long the troubleshooters have at some point.  Bureaucratic jobs (like getting signatures and taking tests) probably take 10-30 minutes.  The briefing takes 5 minutes, outfitting and R&amp;amp;D takes 10 minutes as they are in the same area.  Most travel times between areas (Mission Alert to briefing to outfitting and R&amp;amp;D to warehouse) take 10 minutes or 5 minutes if the troubleshooters are insubordinate and decide to run down the halls.  The computer calculates that the PLC warehouse portion will only take 10 minutes, so the estimated total time for the mission is 55 minutes.&lt;br /&gt;
&lt;br /&gt;
Reinforce the time aspect of the mission by having emergency announcements from The Computer while the troubleshooters are in the warehouse.  Make these progressively more panic inducing as the time limit runs down.  The PLC warehouse clones don’t pay any attention to them.&lt;br /&gt;
&lt;br /&gt;
Running in the halls in insubordination, but it is also the only way to complete the mission if you do everything right at the warehouse.&lt;br /&gt;
&lt;br /&gt;
Make the PLC Action Team Delta really annoying and crazy, but also just dangerous enough so the players just don’t gun them down without a second thought.&lt;br /&gt;
&lt;br /&gt;
Mission alert to briefing room: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Briefing: 5 min&lt;br /&gt;
&lt;br /&gt;
Briefing to outfitting/R&amp;amp;D: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/ R&amp;amp;D: 10 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/R&amp;amp;D to Warehouse: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Warehouse&lt;br /&gt;
Filling out Form: 5 min&lt;br /&gt;
Signatures from Intsec: 10 min&lt;br /&gt;
Looking through books: 10 min&lt;br /&gt;
Taking Test and Video: 20 min&lt;br /&gt;
Finding Weapon: 10 min&lt;br /&gt;
&lt;br /&gt;
Till warehouse is turned to goo: 90 min&lt;br /&gt;
&lt;br /&gt;
Till sector JZR is turned to goo: 120 min&lt;br /&gt;
&lt;br /&gt;
Mission Time (if PC’s do it officially)&lt;br /&gt;
&lt;br /&gt;
Walking through halls: 100 min (Gooed)&lt;br /&gt;
&lt;br /&gt;
Running through halls: 85 min &lt;br /&gt;
&lt;br /&gt;
PLC Clone names:&lt;br /&gt;
1. Doug-R-JZR-2     &lt;br /&gt;
2. Jane-O-MYN-5&lt;br /&gt;
3. Bobb-Y-TTR-1    &lt;br /&gt;
4. Limey-G-UKB-1&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Paranoia_10pak&amp;diff=1342</id>
		<title>Paranoia 10pak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Paranoia_10pak&amp;diff=1342"/>
		<updated>2005-05-18T18:34:26Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* 10 Paranoia Modulets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 10 Paranoia Modulets =&lt;br /&gt;
&lt;br /&gt;
The following are 10 short missions for the classic game of Paranoia. They are very short, most only a page or two long. This shortness is intentional as these missions are only the bones of a good paranoia adventure. I wrote them to give GMs something to latch onto and expand on, or at least an excuse to get their hapless players killed by robots, genetic experiements, intsec or eachother.&lt;br /&gt;
&lt;br /&gt;
Each modulet contains 4 parts. Fans of the Paranoia game will reconize this 4 part format from the second edition of the game.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; This is a quick capsule of the mission. It usually outlines the problem and what the troubleshooters must do to solve it.  It may or may not be accurate.  Note that this little capsule may not be the infomation the troubleshooters recieve from the computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; This is what is really going on and outlines the actual plot of the adventure. It is usually accurate and sometimes explains what is really going on.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; This section gives several possible resolutions to the adventure, usually a sentence each. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging notes:&#039;&#039;&#039; This section gives advice on staging the mission and playing the NPCs. It may contain good battle locations, hints on how to screw with players or any number of things.  In many missions, additional material will appear after the staging notes, usually diagrams and names.&lt;br /&gt;
&lt;br /&gt;
On a final note, I swear that the whole thing looked better in a two column format.  If you can find a way to do that, or make any of this better in anyway, please do so.&lt;br /&gt;
&lt;br /&gt;
== With Leash and Laser ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; In this mission, the troubleshooters must escort a leashed bioweapon through CPC sector to the testing areas.  This particular bioweapon has a real bad attitude and a lot of pointy ends to help everyone around it share that bad attitude.  The troubleshooters must keep this enraged bioweapon from killing large numbers of high clearance citizens, damaging Computer property and generally wreaking havoc.  The troubleshooters must also beware of traitors who seek to release or destroy the bioweapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bioweapon is called the KC-6 or Kill Claw 6.  Created by top R&amp;amp;D scientists by combining the genes of several outdoors animals together and adding their own fiendish additions, the Kill Claw is the perfect killing machine.  It resembles a creature from a nightmare, many hideous eyes, a sleek black carapace, a terrifying fang filled mouth and 6 long appendages, each topped with fearsome claws.  The monster can run fairly fast and even on the ceiling.  Directing all this awesome killing power is a devious intelligence that can rival that of even a red clearance clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters and most of alpha complex have never even seen a creature such as this.  From a distance, most clones will assume it’s a bot, albeit a strange looking one.  &lt;br /&gt;
&lt;br /&gt;
The Kill Claw won’t kill troubleshooters in the open, but it will try to break its leash and escape into air ducts.  Its objective is to lure troubleshooters in and kill them.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are partly responsible for everything the Kill Claw does. The creature is assumed to be loyal, if a bit zealous and the troubleshooters must rein it in.&lt;br /&gt;
&lt;br /&gt;
Anti-mutant is getting ready to smash this new mutant and the mutie lovers that are escorting it.  Of course, they need to watch out for Psion, which is planning on killing the troubleshooters and stealing the Kill Claw 6.&lt;br /&gt;
&lt;br /&gt;
The KC-6 must not be terminated.  The troubleshooters must protect it by any means possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters successfully drag the monster through CPC sector and to the testing warrens with little loss of life.  R&amp;amp;D announces that the KC-6 is a failure and orders its termination.  The Kill Claw responds by breaking loose and killing the scientists (and probably the troubleshooters).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters and the Kill Claw manage to kill legions of Anti-mutant and Psion secret society members.  An elite vulture warriors squad shows up and adopts the Kill Claw while giving the troubleshooters medals, who then fail the mission.&lt;br /&gt;
&lt;br /&gt;
Or the Kill Claw manages to create enormous amounts of chaos and carnage in CPC sector.  The troubleshooters are branded as traitors and hunted down by tons of Intsec goons.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are ripped to shreds one by one by the beast.  Posthumous investigations reveal that the troubleshooters were traitors and the beast it promoted to yellow clearance.  The Kill Claw is the troubleshooter’s next briefing officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Play the Kill Claw 6 like a combination of the aliens from the movie Predator and Alien.  It’s a smart calculating monster with a lust for destruction.  Don’t have it speak though.  &lt;br /&gt;
&lt;br /&gt;
Have the troubleshooters get hassled a lot by internal security, then they have to try and stop the KC-6 from “overeacting” to this hassling.&lt;br /&gt;
&lt;br /&gt;
If your really feeling mean, why not keep the troubleshooters in the dark about where they must take this thing.&lt;br /&gt;
&lt;br /&gt;
Have the R&amp;amp;D personnel order the troubleshooters to feed the creature about halfway through the mission. Like everyone else, it will have to go to the cafeteria.  This is a perfect place for the secret societies to attack.  Anti-mutant will have more people on its side but Psion will have a smarter attack plan.&lt;br /&gt;
&lt;br /&gt;
== Viral Marketing ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are assigned to investigate reports of defective advertising software on several bots in ADV sector.  The troubleshooters are given a suspiciously large amount of weaponry for such a minor problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; A dozen different adware programs have infected all the bots in ADV sector, altering their programming to make them into psychotic machines that worship a particular product, and want to make everyone else worship it as well.  Sector ADV is a warzone as bots and their clone brothers fight it out for brand loyalty.&lt;br /&gt;
&lt;br /&gt;
Even the comp-node in the center of ADV has been subverted by the numerous bots making The Computer even more erratic.  One minute, wearing a SnoHat™ is the mark of a communist, next minute it’s an award for patriotic behavior.  The Computer cannot even form a sentence half the time in ADV sector.&lt;br /&gt;
&lt;br /&gt;
Small flybots zoom around the corridors, planting stickers and stapling pamphlets to walls, doors, other bots and clones.  Warbots enforce brand purity mercilessly, commanding hoards of frightened citizens.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could get bot representatives from the various brands and negotiate a peace accord (yeah right).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could blow up the reactor room (controlled by bouncy bubble beverage machines), triggering an electromagnetic pulse and frying all the bots in the sector.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get drafted into one of the brand bot armies and get used as cannon fodder during the fighting.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could simply fail to do anything.  The bots and the comp-node will get more and more erratic till The Computer shuts down any links to the sector and declares it a no-go zone for complex personnel. To prevent more infection, The Computer executes anyone who has been in ADV sector in the last month.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Have the mission alert be garbled and have lots of disparate ads in it.  This will scare the players a bit.  &lt;br /&gt;
&lt;br /&gt;
Once the players get to ADV sector, you can have the computer act REALLY strange.  Fill its speech with interruptions with ads.  Its personality has been altered to give preference to one brand, but all the different adware programs have done this so The Computer is insanely confused in ADV sector.&lt;br /&gt;
&lt;br /&gt;
The bots are all psychotically	loyal to their brand of choice and very happy to perform violence.  Have the bots start by saying how great their brand is, then they start giving out flyers, then they start shooting clones who don’t take them.&lt;br /&gt;
&lt;br /&gt;
Here are some good names for brand armies, pick the best ones and say they’re the biggest: &lt;br /&gt;
Totalaser Sights, Bouncy Bubble Beverage, KommieKicker Boots, Simtreebark Snacks, CruncheeTyme Algae Chips, Symonim Food Additive, WarTV Channel, HPD&amp;amp;MC-Space Adventure Genre Show #33, HPD&amp;amp;MC-Space Adventure Genre Show #36 (uncut), Omnigum, The Truth About Power Services (TS-34).&lt;br /&gt;
&lt;br /&gt;
== Terror Wears a Carapace ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dastardly secret society has smuggled cute harmless petbots into sector TTF from the outdoors.  The troubleshooters are ordered to capture and release the petbots and punish the troublemakers.  The troubleshooters are given large nets for the operation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The Sierra club has indeed smuggled some things into sector TTF, but they are large mutant cockroaches about the size of a small horse.  They are hideous and have been misidentified as petbots.&lt;br /&gt;
&lt;br /&gt;
These mutant cockroaches are mostly unaffected by laser blasts.  A cone rifle bullet might pierce their armor, but they are built like tanks.&lt;br /&gt;
&lt;br /&gt;
The Sierra club has painted the shells of these creatures with black, red, orange and yellow, as a sign that these “gentle” bugs are now citizens of alpha complex.  The bugs and the Sierra club have largely taken over the sector.&lt;br /&gt;
&lt;br /&gt;
The Sierra club clones spend most of their time “interpreting” the cockroach’s simple if nonexistent language and blindly doing what they think they heard.  They leader is a green clearance clone named Noah-G-BBC-2.  The highest clearance cockroach is named Clickit-Y-TTF-1.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches all have names, but don’t seem to care much.  In fact, the cockroaches spend most of their time lumbering through TTF sector and eating the occasional clone or wreaking machinery.&lt;br /&gt;
&lt;br /&gt;
Noah-G has done his homework and the necessary forms so all the cockroaches are legally citizens of alpha complex. Disobeying a higher clearance one is treason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters are eaten by the cockroaches and nothing is really resolved.  The Computer largely accepts the situation and the odd giant cockroach now roams the halls of Alpha Complex.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters arrest the Sierra Clubbers for treason and capture the cockroaches.  Somehow they manage to drag the cockroaches on leashes to the nearest door and throw them out, one by one.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to drive the cockroaches outside with gunfire, or to the sewers, as long as they’re no longer on the video monitors.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to the screw up the whole operation.  The cockroaches eat the traitorous troubleshooters as well as the Sierra Clubbers.  The cockroaches are all promoted and are given positions of authority throughout Alpha Complex.  Efficiency greatly improves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; The mutant cockroaches are dumb animals, but it should be funny to have a bunch of idealistic Sierra club members following them around, trying to figure out what the cockroach wants them to do.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches are not very nice animals, but they aren’t the kind that will kill a clone for no reason.  Usually they ignore clones and troubleshooters unless they are hungry or the clone is in their way.&lt;br /&gt;
&lt;br /&gt;
== One Hand Washes the Other ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered by power services to retrieve a fuel rod from sector TSS (which is has ample power sources) and bring it to JHY sector.  But in sector TSS, 87% of the population works for tech services.  The troubleshooters must get the fuel rod, preferably in an amicable fashion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Tech services in TSS tell the troubleshooters that the power services clones in JHY are a front for PURGE and tell the troubleshooters to go spy on them or get thrown to Intsec.&lt;br /&gt;
&lt;br /&gt;
Power services in JHY is indeed a front, but is only pretending to be PURGE, they are in fact Intsec pretending to be the Computer Phreaks pretending to be PURGE.  &lt;br /&gt;
&lt;br /&gt;
Tech services in TSS are actually controlled at the highest levels by Intsec personnel pretending that TSS is controlled by the Sierra Club secret society.  &lt;br /&gt;
&lt;br /&gt;
The two sectors have been investigating each other for yearcycles and are unaware that each is Intsec.&lt;br /&gt;
&lt;br /&gt;
The two groups try to get the troubleshooters to play double agent in exchange for either the fuel rod or other bonuses and punishments.  Intsec undercover agents have a license to terminate any clone that threatens to expose them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; Troubleshooters get tired of running around spying, so they bust into the reactor room, have an incredibly dangerous firefight against many superior opponents and remove a fuel rod.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters inform on both operations, the computer gives them all commendations for their quick wits and good judgment, then has them medicated (or terminated if they reveal a lot) for interfering with secret Intsec operations.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters do a good job at spying for one or both sectors.  The sector(s) they spied on will be raided by Vulture Warriors and blown to pieces.  The troubleshooters will get&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are gunned down while spying by the hundreds and hundreds of Intsec undercover agents trying to protect their identities.&lt;br /&gt;
&lt;br /&gt;
Staging Notes: Make this mission really confusing.  Both TSS and JHY sectors are full of Intsec personnel pretending to be secret society members pretending to be part of a service firm (and in JHY, pretending to be part of another secret society).  Some clues will be the fact that both sectors barely have anyone who can do their jobs properly and the sheer number of secret society signs being flashed.&lt;br /&gt;
&lt;br /&gt;
For maximum confusion, have the player’s secret society info on the mission reveal bits and pieces of the truth (if indeed the player is part of one of the secret societies here).  Then have the secret missions have to do with keeping that a secret at any cost.&lt;br /&gt;
&lt;br /&gt;
Sector TSS&lt;br /&gt;
               &lt;br /&gt;
Tech Services, who are secretly pretending to be...          &lt;br /&gt;
Sierra Club but in accuallity are a part of...            &lt;br /&gt;
Intsec                      &lt;br /&gt;
&lt;br /&gt;
Sector JHY&lt;br /&gt;
&lt;br /&gt;
Power Services, who secretly pretend to be...&lt;br /&gt;
PURGE but really appear to be undercover...&lt;br /&gt;
Computer Phreaks but are actually part of...&lt;br /&gt;
Intsec                               &lt;br /&gt;
&lt;br /&gt;
== The Golden Age of Film ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to protect and act as the filming crew for HPD&amp;amp;MC’s new truenews infotainment show “Unbiased Perspectives on a Commie-Free Complex”.  This new show stars a variety of higher clearance clones and is directed by an eccentric Indigo clone named Audrey-I-HEP-1.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; It is unusual for indigos to directly boss around red clearance clones and the troubleshooters must follow all of Audrey’s orders carefully.&lt;br /&gt;
&lt;br /&gt;
Many of the “scenes” that Audrey needs to film involve her and her actors committing vile treason while the troubleshooters videotape it.  She makes sure to get a few troubleshooters in on the act as well. She says that it is approved, but it isn’t, she’s just a commie mutant traitor.&lt;br /&gt;
&lt;br /&gt;
On top of that, the other three actors are complete monomaniacal attention whores and the group as a whole has the cohesion, teamwork skills and ethics of your average troubleshooter team.  &lt;br /&gt;
&lt;br /&gt;
The first actor is Harry-G-HEP-4; he is a trigger happy Death Leopard who is having a torrid affair with Audrey-I.  Of course, neither knows what “torrid” or “affair” means but it seems to annoy the other actors (especially Judy-G) and it’s a good excuse for favoritism, so they continue.&lt;br /&gt;
&lt;br /&gt;
The second actor is Judy-G-RLD-3: she is a vacuous and compulsive liar who is also having a “torrid affair” with Audrey-I, at least trying to.  She competes with Harry-G for Judy-G’s … well, she really doesn’t know what you get from torrid affairs, but it must be good.  She loves to talk endlessly about her affair, she also loves to get troubleshooters to steal from/assault/frame for crimes/terminate Harry G. &lt;br /&gt;
&lt;br /&gt;
The third actor is named Hector-Y-TRY-2 and he is most likely the most level headed of the bunch.  Of course this is a sham and Hector is actually a member of PURGE who wears a large bomb that is slaved to his heartbeat sensor.  &lt;br /&gt;
&lt;br /&gt;
Audrey-I-HEP-1 is the leader of the bunch and an obsessed artist who needs constant praise of her abilities, looks and loyalty. &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; Audrey-I and her troupe makes a treason filled news show that is the talk of the complex for a few daycycles.  Then the show is suppressed and everyone involved terminated.   &lt;br /&gt;
&lt;br /&gt;
Or Judy-G guns down Harry-G and probably some innocent bystanders, the troubleshooters return fire and the entire mission probably ends is terminations by Intsec.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters somehow turn in the actors for treason without incriminating themselves.  They need video evidence or it’s just the word of a bunch of red troubleshooters versus an indigo citizen.  If they can pull it off, they get big commendations.&lt;br /&gt;
&lt;br /&gt;
Or Audrey-I and her troupe accidentally paint communist propaganda on a vulture warrior barracks during the “Commies Cascade into Complex” segment.  The vulture warriors kick everyone’s butt all over alpha complex.&lt;br /&gt;
&lt;br /&gt;
Or somebody pushes Hector-Y too far and he blows up key mission personnel.  &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Staging Tips:&#039;&#039;&#039; Get the troubleshooters (at least a few) on film doing major traitorous acts before they get a chance to turn in Audrey and her troupe.  This will mean that going to the computer will be virtually suicide.&lt;br /&gt;
&lt;br /&gt;
Have lots of dumb infrareds standing around at all times, they both serve as groupies, treason reporters and all-purpose innocent bystanders.  Make sure the actors treat the infrareds like snot.&lt;br /&gt;
&lt;br /&gt;
== But It&#039;s a Girl&#039;s Bike ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered into the outdoors to find out what happened to 5 squads of armed forces personnel who went sent off to search a ruin and vanished before they got there.  The troubleshooters are given a rough map and supercharged hoverbikes to navigate the harsh terrain of the wasteland that is the outdoors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bikes are a new R&amp;amp;D invention.  They go fairly fast over flat terrain but if the engine is turned off, the motor starts whining and explodes like a grenade.  Further clones can be delivered by missile launch to the troubleshooter team’s location.&lt;br /&gt;
&lt;br /&gt;
The fuel efficiency of the bikes is rather lacking and they run out of the fuel just as alpha complex goes under the horizon.  Fortunately there is a bike shop nearby when they do; unfortunately, it is protected by mutant intelligent wolverines who believe they are “Girl Scouts”, a secret society from the beforetimes.&lt;br /&gt;
&lt;br /&gt;
The ruins of the city are incredibly dangerous and inhabited by such a wide variety of insane creatures that they make inhabitants of a dungeon from D&amp;amp;D look like the smurfs.  Most of these monsters and mutants are part of different orders of “Scouts” which fight each other non-stop.&lt;br /&gt;
&lt;br /&gt;
What’s worse, there are no armed forces personnel here or any sign of them.  In fact, the armed forces personnel that “vanished” never even left alpha complex.  They have been stuck in a forgotten HPD&amp;amp;MC filing vault complex for the last few weeks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could not get killed by the Girl Scout wolverines or even all the monsters in the ruins and somehow make it back alive.  Unless they lie, they will then fail the mission and get censured.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could convince the wolverines at the bike shop to work with them.  With the wolverines as allies, the troubleshooters could unify the ruins.  All hail New Alpha Complex!  At least until those armed forces personnel finally come and kill the would-be dictators.&lt;br /&gt;
&lt;br /&gt;
If the troubleshooters stall long enough, the armed forces personnel will eventually leave alpha complex and head to the ruins.  They will be promptly slaughtered; at that point the computer will nuke the ruins until they glow.&lt;br /&gt;
&lt;br /&gt;
Or if the troubleshooters are really really smart and lucky, they may in fact find out that the armed forces never left alpha complex and go back there to search for them.  This is really the only way to complete the mission successfully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Outdoors adventures are always great fun. Insert random encounters with strange people and monsters as you like.  This mission is less about the actual mission and more about just being in the outdoors and having stuff happen around you.&lt;br /&gt;
&lt;br /&gt;
Have the Girl Scout mutant wolverines wear uniforms and badges for various activities.  If you are feeling nice, they might just get to become girl scouts.  They will receive uniforms and badges as well as a lengthy brainscrub for becoming part of a secret society when they get back to Alpha.&lt;br /&gt;
&lt;br /&gt;
== They Want Our WoMen ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The Computer has received a communiqué that octopod robots from Jupiter have invaded sector TYR.  The troubleshooters are assigned to investigate the matter and defeat the robots, if there are any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The robots are looking for a new inexhaustible power source, called the Wotanic Menubulator, which they heard alpha complex developed. In short, they want the WoMen and they intend to tear alpha complex apart until they get it.&lt;br /&gt;
&lt;br /&gt;
The robots can’t speak very coherently, but know enough language to ask for the WoMen&lt;br /&gt;
&lt;br /&gt;
The robots are not horrendously violent but will kill and maim to secure the WoMen.&lt;br /&gt;
&lt;br /&gt;
The robots cannot tell most clones apart and don’t really understand human biology.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are never assigned standard weapons, only R&amp;amp;D inventions.&lt;br /&gt;
&lt;br /&gt;
The WoMen project was actually from an episode of “Smoke that Traitor” which was filmed in sector TYR&lt;br /&gt;
&lt;br /&gt;
If the robots can’t get the WoMen, they will settle for a nuclear reactor core or three from sector TYR.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The robots take over sector TYR and tear it apart. After finding nothing, they tear out a reactor core and fly away with it, exposing the sector to intense radiation.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are able to shoot enough robots that the metal monsters decide to retreat.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters make friends with the robots and convince them to leave peacefully.&lt;br /&gt;
&lt;br /&gt;
Or the entire sector becomes a free fire zone as all the secret societies converge to shoot, worship, steal from, make friends with, or kidnap the robots.  The robots are disgusted with humanity and leave.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters cause a thermonuclear explosion in the sector and presumably destroy the WoMen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; The WoMen gag should have nervous troubleshooters racing to heroically volunteer female citizens to deal with the alien robots. This will annoy the robots, who can’t tell a female clone from a male.&lt;br /&gt;
&lt;br /&gt;
To pursue the secret society angle, have tons of secret society operatives there and give them all really big weapons and enough fanaticism to fill a bus.  These guys may be a lot more dangerous then the robots.&lt;br /&gt;
&lt;br /&gt;
Have a big three way fight in the TYR reactor room between the robots, a bunch of secret society guys and the troubleshooters.&lt;br /&gt;
&lt;br /&gt;
== Food Vat &amp;quot;Workers&amp;quot; Unite ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to find and terminate a commie named Tro-Y-SKY-6 in TVF sector.  Tro-Y has evaded the earlier bot assassin The Computer sent and is hiding out in food vat complex 87-CC-TVF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The assassin bot model became obsolete just before its mission.  When Tro-Y was dead, it was to be scrapped along with the rest of its kind.  The bot knew this and kept the commie alive while mobilizing its model brothers to help it.&lt;br /&gt;
&lt;br /&gt;
The assassin bots number in the hundreds and have taken over food vat complex 87-CC-TVF.  In the center of the complex, there sits Tro-Y-SKY-6, happy to be kept alive by the bots.&lt;br /&gt;
&lt;br /&gt;
The assassin bots will pretend to be food vat workers at first, but their strange actions and speech, not to mention their weapons probably won’t fool anyone but the stupidest infrared.  But if the troubleshooters play along, they can get fairly deep into the food vat complex.&lt;br /&gt;
&lt;br /&gt;
Food vat complex 87-CC-TVF has a safety record that makes working there for over 10 minutes about as dangerous as repeatedly throwing algae chips at vulture warrior squadrons.  The entire complex is several huge vats with catwalks that connect small buildings atop pillars rising from the ooze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters can get into an awesome running fightfight on the catwalks, lighting up the entire complex with laser fire.  After this the troubleshooters will most likely be dead, but if they’re not, they should get promotions and commendations.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters agree to falsify some elements of the mission for the assassin bots to make it seem like they (the bots) not only assassinated the commie, but also did good work in the food vats.  The bots are given control of the food vat complex.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; If you achieve a total party kill, send them back to R&amp;amp;D and have them pick up a new assassin model bot called the Hyperburn model.  Hyperburn has flamethrowers for arms and can barely tell non-targeted clones from walls, furniture or equipment.  The old assassin bots will hate this new model and achieving a peaceful resolution becomes a lot harder.&lt;br /&gt;
&lt;br /&gt;
The assassin bots look like frail androids.  They each have a yellow clearance laser that pops out of their hand.  When they speak, they usually talk in terms of assassination and covert action.  &lt;br /&gt;
&lt;br /&gt;
Conversation in the food vats&lt;br /&gt;
&lt;br /&gt;
Troubleshooter: Hey bot! Get those files from over there and bring them to me.&lt;br /&gt;
Assassin bot: I shall eliminate the target sir.&lt;br /&gt;
Troubleshooter: Huh?  Just get them, don’t eliminate them.&lt;br /&gt;
Assassin bot: That’s what I said.&lt;br /&gt;
Assassin bot: I have infiltrated the enemy base and retrieved the files.&lt;br /&gt;
Troubleshooter scratches head&lt;br /&gt;
&lt;br /&gt;
== Into the Fizzy Drink we go ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The FizzySimSoda vending machines in SJK sector have been dispensing communist propaganda.  The troubleshooters are ordered by The Computer to figure out who is putting commie propaganda into the machines and stop them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The FizzySimSoda drink is classified as a schedule 9 biohazard in concentrations larger then 5 parts per million.  It’s a PLC invention to reduce the number of drinks they need to produce.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC was the one who placed communist propaganda in the vending machines to prepare for their upcoming educational video “The Perils of FizzySimSoda: Why PLC wants to kill you specifically”.  They did not inform The Computer of this fact.&lt;br /&gt;
&lt;br /&gt;
PLC figured this out and has stationed guards to harass or shoot anyone they see tampering or fooling with the vending machines.  The troubleshooters can expect even ruder service in SJK at best, and a laser blast in the face at the worst.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC has had the same thought and is planning on terminating these guards during next weekcycle’s live musical act “The Scrubbing Helmet and the Scrubots”.  They may hire the troubleshooters to do this, making the accessories to the high crime of distributing commie propaganda.&lt;br /&gt;
&lt;br /&gt;
To make matters more complicated, Corpore Metal secretly installed primitive bot brains into the vending machines last monthcycle.  These brains soak up all the information they can.  They are now psychopathic communists, totally dedicated to the fake commie propaganda that was inserted in them.  &lt;br /&gt;
&lt;br /&gt;
The vending machines really can’t move, but can steal credits, shoot out FizzySimSoda at deadly speeds and fall on clones.  Neither HPD&amp;amp;MC nor PLC knows about this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The vending machines are all vaporized in a giant four-way firefight between the troubleshooters, PLC, HPD&amp;amp;MC and the soda chucking vending machines themselves.  Everyone is later arrested by Intsec.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are suckered into terminating the PLC guards by HPD&amp;amp;MC in return for staring roles in the next episode of Teela-O-MLY.  They get to star in the episode and then are terminated for a variety of highly treasonous crimes.  &lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC and PLC fight it out while the troubleshooters bumble around.  The two groups have their leaders arrested and terminated, while the troubleshooters get censured for not completing their mission.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters reprogram the vending machines while avoiding PLC and HPD&amp;amp;MC personnel, erase the communism from the bot brains and then turn in the HPD&amp;amp;MC personnel who did it.  The troubleshooters get big bonuses and have successfully completed the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Annoying vending machines are common in today’s world, but at least the ones now don’t have brains. Have the vending machines be really petty and annoying, especially if one of the troubleshooters is a Frankenstein Destroyer.  &lt;br /&gt;
&lt;br /&gt;
Make both PLC and HPD&amp;amp;MC more unhelpful then usual.  Both groups in SJK are very nervous and trigger happy. &lt;br /&gt;
&lt;br /&gt;
Have HPD&amp;amp;MC’s video about how bad FizzySimSoda and PLC come out regardless of what happens.  And have it pretty much be video of what the PCs did.&lt;br /&gt;
&lt;br /&gt;
== Anything Could Happen and Most of Anything is Treason ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dangerous R&amp;amp;D invention has gotten loose and is turning sector JZR into goo.  The troubleshooters are ordered to obtain a special weapon from PLC warehouse 9W-PLC-JZR and use it to defeat the invention.  The troubleshooters need to be fast because in two hourcycles JZR sector will be completely unusable and the other sectors might be in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Nobody has any information at all on the invention, but it is turning JZR sector and everyone in it to grey goo.  But everyone is certain that the special weapon will work absolutely and effectively, even though they have little information on that as well.  The name of the special weapon is green clearance information.&lt;br /&gt;
&lt;br /&gt;
Lasers and other weapons do hurt the goo, but not very much and furthermore, this makes the goo “angry”.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is in JZR sector of course and will be turned to goo in about an hour and a half.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is staffed by 4 clones from PLC Action Team Delta, the dumping ground for clones that even PLC thinks are too inefficient, too psychotic and too annoying to work in regular PLC.&lt;br /&gt;
&lt;br /&gt;
These four clones are all of red, orange, yellow and green clearance in that order. The troubleshooters must also get approvals for the weapon in that order as well.  The green clone won’t talk to them unless they get through the yellow clone first and so on.&lt;br /&gt;
&lt;br /&gt;
All four clones are completely oblivious to the danger and are desperately trying to get out of Action Team Delta by following the rules to the most exact letter possible.  &lt;br /&gt;
&lt;br /&gt;
The troubleshooters must file a Request for Attention with the red clone, but this request for attention needs 2 Intsec goon signatures on it.  This is not difficult but it eats up time.  Once this is done, the red bureaucrat will file this for tomorrow, the troubleshooters must convince him to file it today.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then explain what they want to the orange clone in physical terms.  The troubleshooters don’t know what the weapon is so they will have difficulty.  The orange clone is an ex-armed forces transfer and is fascinated by guns and violence, she will allow the troubleshooters to look through a picture book of possible weapons if she gets to fight one of the troubleshooters or is given a few of the troubleshooter’s weapons. A weapon’s use can be somewhat figured by its name (Goomaster 5000 or something).  Once they find the weapon in the picture book, they are given approval to see the yellow clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then take a test administered by the yellow clone showing that they know how to use the weapon, follow all the regulations associated with the special weapon.  Then they must watch a really horrifying video (both in subject matter and video quality) about the results of unsafe or unethical weapons use.&lt;br /&gt;
&lt;br /&gt;
Finally, the troubleshooters must convince the green to go get the weapon they need.  Copious amounts of threats or bribery is required to get the green clone off his butt within the next yearcycle.&lt;br /&gt;
&lt;br /&gt;
Once they have the weapon, they are ready to stop the goo.  Hopefully it was the right one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters follow the rules but choose the wrong weapon and a lot of different things might happen when they use.  The weapon may do nothing against the goo. It may blow up the entire sector along with the goo. It may turn the goo into a loyal citizen.  It may turn the entire population of the sector into kitty cats. It may turn the sector into a black hole which sucks up alpha complex.  Anything could happen and most of anything is treasonous.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get tired with dealing with Action Team Delta and gun them down before taking a weapon from the warehouse.  This would be treason punishable by summary execution unless the troubleshooters can prove otherwise.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters run out of time screwing around in PLC warehouse 9W-PLC-JZR.  Unless they are turned to goo along with the rest of the sector (and maybe all of alpha complex), they are guilty of failing to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; This is a time limit adventure, so you need to keep track of the time.  You don’t need to do keep the exact time, just figure out roughly how long the troubleshooters have at some point.  Bureaucratic jobs (like getting signatures and taking tests) probably take 10-30 minutes.  The briefing takes 5 minutes, outfitting and R&amp;amp;D takes 10 minutes as they are in the same area.  Most travel times between areas (Mission Alert to briefing to outfitting and R&amp;amp;D to warehouse) take 10 minutes or 5 minutes if the troubleshooters are insubordinate and decide to run down the halls.  The computer calculates that the PLC warehouse portion will only take 10 minutes, so the estimated total time for the mission is 55 minutes.&lt;br /&gt;
&lt;br /&gt;
Reinforce the time aspect of the mission by having emergency announcements from The Computer while the troubleshooters are in the warehouse.  Make these progressively more panic inducing as the time limit runs down.  The PLC warehouse clones don’t pay any attention to them.&lt;br /&gt;
&lt;br /&gt;
Running in the halls in insubordination, but it is also the only way to complete the mission if you do everything right at the warehouse.&lt;br /&gt;
&lt;br /&gt;
Make the PLC Action Team Delta really annoying and crazy, but also just dangerous enough so the players just don’t gun them down without a second thought.&lt;br /&gt;
&lt;br /&gt;
Mission alert to briefing room: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Briefing: 5 min&lt;br /&gt;
&lt;br /&gt;
Briefing to outfitting/R&amp;amp;D: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/ R&amp;amp;D: 10 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/R&amp;amp;D to Warehouse: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Warehouse&lt;br /&gt;
Filling out Form: 5 min&lt;br /&gt;
Signatures from Intsec: 10 min&lt;br /&gt;
Looking through books: 10 min&lt;br /&gt;
Taking Test and Video: 20 min&lt;br /&gt;
Finding Weapon: 10 min&lt;br /&gt;
&lt;br /&gt;
Till warehouse is turned to goo: 90 min&lt;br /&gt;
&lt;br /&gt;
Till sector JZR is turned to goo: 120 min&lt;br /&gt;
&lt;br /&gt;
Mission Time (if PC’s do it officially)&lt;br /&gt;
&lt;br /&gt;
Walking through halls: 100 min (Gooed)&lt;br /&gt;
&lt;br /&gt;
Running through halls: 85 min &lt;br /&gt;
&lt;br /&gt;
PLC Clone names:&lt;br /&gt;
1. Doug-R-JZR-2     &lt;br /&gt;
2. Jane-O-MYN-5&lt;br /&gt;
3. Bobb-Y-TTR-1    &lt;br /&gt;
4. Limey-G-UKB-1&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Dungeoneers_(A_D%26D_Minisetting)&amp;diff=9871</id>
		<title>The Dungeoneers (A D&amp;D Minisetting)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Dungeoneers_(A_D%26D_Minisetting)&amp;diff=9871"/>
		<updated>2005-05-18T18:33:33Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Dungeoneers=&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0.  It may be more appropriate however to call it a game model as it can be dropped in almost any setting.  It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.   &lt;br /&gt;
&lt;br /&gt;
This minisetting is broken into two parts.  The first part is a section on characters, who the dungeoneers are and what they have mostly.  The second part is called Topics of interest and covers a  number of subjects relating to dungeoneers and what they do.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
In the minisetting, the character choices are quite vast.  This is actually to promote disharmony and oddity in the group.  Unlike most adventuring parties, most of the drama in a dungeoneers game comes from the group trying to work together as a team, despite their differences.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
The only racial requirement is that a recruit must have a pulse, so no undead.  In practice though, angels, demons and nonsentients are usually disallowed from the dungeoneers. Stereotypical evil races are fine however; the tension between a goblin and a dwarf PC can be a lot of fun.  Some GMs however will prefer to only use the standard races.  Most GMs will make sure the party is within an effective level or so of each other as well. &lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Encourage the PCs to pick the class they want to play.  Druids and paladins are usually fairly rare in the dungeoneers, but this doesn’t stop the odd one from joining up.  Fighters and rogues are generally the most numerous, followed by bards, sorcerers and wizards.  In most games, mismatched race-class characters like kobold paladins seem stupid and absurd, but they would be valuable characters in a dungeoneers game.  &lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
I feel it’s generally better to not restrict alignment in a dungeoneers game.  Having wildly conflicting alignments can introduce inter-party tension which can make the game a whole lot more rewarding.  A party of lawful good elves nervously asking for healing from Danita, their chaotic evil cleric of the slaughter god can make for some very interesting games.  Of course, the dungeoneers are not paranoia troubleshooters and the game shouldn’t revolve around the characters trying to kill each other.  You may want to advise evil characters to keep their nefarious deeds in area of cartoonish villainy to reduce the chances that other players will stop the aforementioned characters repugnant behavior once and for all.&lt;br /&gt;
&lt;br /&gt;
==Background and Personality==&lt;br /&gt;
Background is actually less important then many D&amp;amp;D games, but should not be forgotten about completely.  Backgrounds should not be long unless the character is weird enough to merit it, a paragraph should suffice. &lt;br /&gt;
&lt;br /&gt;
Backgrounds should provide answers to two questions.  &lt;br /&gt;
&lt;br /&gt;
•	History: What did you do before you became a dungeoneer?&lt;br /&gt;
&lt;br /&gt;
•	Motivation: Why did you become a dungeoneer?&lt;br /&gt;
&lt;br /&gt;
History may be as short as a sentence or as long as a paragraph.  All it does it describe what you did before you became a dungeoneer.  “I was an orcish scout for the northern tribes.” or “I was a whore working in a brothel in the big city.” are both good backgrounds.&lt;br /&gt;
&lt;br /&gt;
Motivation is the most important part of a background.  It should explain why you became a dungeoneer.  Money and the need to poverty are good motivations, as is fear.  Some join the dungeoneers out of righteousness and community spirit and some just have an enormous death wish.  &lt;br /&gt;
&lt;br /&gt;
We have neglected personality so far, but in truth you built the core of your character’s personality with the motivation.  Now just take a look at your attributes, class and race and come up with a fun concept that fits them and your background. Remember that many characters who become dungeoneers are not healthy people.  It is usually not polite to make a really annoying character, but if you really want to, go for it.  Just don’t be too surprised if the party leaves your butt at the bottom of that pit trap.  Here are two example backgrounds and personalities that fit the two examples I made earlier in the section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Krar:&#039;&#039;&#039; Krar was a scout for a northern orc tribe called the blue hands until they were destroyed by a plague of dire wolves.  Krar went south to seek his fortune and rebuild his tribe when he got it.  Joining the dungeoneers to get rich fast, Krar is a surly and greedy braggart.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Delia:&#039;&#039;&#039; Delia worked as a prostitute in one of the biggest cities in the land.  She drunk away all the money she made and joined the dungeoneers to escape the prostitution trade.  Delia is jovial and gregarious, hating to be alone.  She is hoping to make enough money for her to retire and quit drinking, but she is finding more and more that she likes combat.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Because of the “special circumstances” of most recruits, many dungeoneers start with next to nothing.  Most D&amp;amp;D characters start out with halfway decent weapons, halfway decent armor and enough supplies to make it almost anywhere; most D&amp;amp;D characters yearn for magical items and exotic equipment.  The dungeoneers is different.  By severely restricting the amount of equipment they can have, the PCs will have to make do with what little they can buy and what they can salvage.  In short, D&amp;amp;D characters yearn for material excellence and dungeoneer characters yearn for material competence.&lt;br /&gt;
&lt;br /&gt;
Dungeoneer characters start with the following&lt;br /&gt;
&lt;br /&gt;
•	The clothes on your back and any personal effects&lt;br /&gt;
&lt;br /&gt;
•	One canteen full of water or beer&lt;br /&gt;
&lt;br /&gt;
•	25 gold pieces for buying equipment&lt;br /&gt;
&lt;br /&gt;
•	A holy symbol (for clerics)&lt;br /&gt;
&lt;br /&gt;
•	Spellbook and bag of common spell components (for wizards and sorcerers)&lt;br /&gt;
&lt;br /&gt;
•	1 Gold Medallion of the Queen’s Royal Squad of Dungeoneers (Do not pawn)&lt;br /&gt;
&lt;br /&gt;
You may have characters buy their equipment separately or as a group.  But beware, if you let them buy as a group, they will pool their money and use it much more efficiently.  You can also have the characters do their shopping on-screen or off-screen, off-screen buying in generally a lot easier, but it precludes most attempts to steal things.  &lt;br /&gt;
&lt;br /&gt;
=Topics of Interest=&lt;br /&gt;
&lt;br /&gt;
==Towns==&lt;br /&gt;
In short, a town is three things.  It is a place to start adventures, it is a place to supply your players with equipment, healing and other services and finally, it acts as a great plot hook.  Most small towns have a dungeoneer tower where the dungeoneers are assigned to live.  Most small towns also have a wide range of things to sell to the dungeoneers.  Towns are often in need of protection from orc hordes, troll bands, demon swarms and a million other evils.  Try to pick a flavor for a town and keep it going session, so players come to see the town as a permanent object.  Players can buy low grade magical items like scrolls, potions and lesser magic items in town, but must go to the big city if they want powerful magical gear.&lt;br /&gt;
&lt;br /&gt;
==Keeps==&lt;br /&gt;
Keeps are the base from which the dungeoneers set out to their adventures.  Usually placed in or around a town, the keep serves a place to store equipment, a place to sleep and a place to receive orders from superiors.  Keeps are not always stone fortresses, but can be wooden tree forts, run down villas and even underground fortifications such as a former dungeon.  Have your group of dungeoneers flesh out their place of residence.  The dungeoneer’s commander usually dwells here.&lt;br /&gt;
&lt;br /&gt;
==The Commander==&lt;br /&gt;
The commander is the dungeoneer team’s superior officer. It is they who describe and order the characters into dungeons.  It is they who give out commendations and censures, as well as perform the inspections. Commanders are often stone hearted bastards, but the players need to suck up to them to get ahead.  &lt;br /&gt;
&lt;br /&gt;
==The City==&lt;br /&gt;
The city is a large settlement from which the dungeoneers receive their orders.  Dungeoneers, at least most ones, do not start out in cities.  The areas around the cities have already been cleaned out of dangerous dungeons.  The city is the place to go when the dungeoneers find something really dangerous that they cannot defeat without aid.  Some cities are happy and boisterous, some are orderly and staid and some are even dens of crime and iniquity.  In emergency situations, cities may need protecting.&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
Unsurprisingly, dungeons are the foundation of a dungeoneers adventure.  They need not be underground, but often are. For this game, a dungeon is a confined space where the adventure happens, it could be a cave, a building or even a town.  Some adventures may happen in places that are not confined, such as forests and plains.  These “dungeonless” adventures are rarely handed out to the dungeoneers, but are always a good change of pace.  Much work has been done on the subject of dungeons (as they are so common), the following work was compiled by the Valorous College of Dungeonography (VCD) in Valorium.  &lt;br /&gt;
&lt;br /&gt;
The most common type of dungeon is called an Underground Complex by the Valorous College of Dungeonography.  These structures consist of a network of underground rooms and corridors.  These structures may be natural cave formations, artificial hallways or even insect burrowed tubes.  Never content at just one definition, the VCD has broken the Underground Complex definition into three different labels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Caves&#039;&#039;&#039;&lt;br /&gt;
Natural caves are underground areas that have been formed by any number of natural geologic processes.  They are quite rarely encountered by dungeoneers simply because they tend to be structurally unforgiving to sentient beings.  Floors are highly uneven, ceilings and walls are even worse, tunnels may shrink and widen randomly and there are usually no convenient sources of clean water and air.  Natural caves rarely contain sentients, but often contain monsters, animals and the occasional hermit. Sometimes though, natural caves will harbor great finds as many assume that no one will brave their depths.  Natural caves that are modified for sentient use become artificial caves.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artificial Caves&#039;&#039;&#039;&lt;br /&gt;
Artificial caves are underground areas that have been hollowed out for some reason or another, by sentients or some other life form such as a giant worm.  Artificial caves are also natural caves that have been heavily modified for use; in fact, most artificial caves start off as natural caves.  Floors, ceilings and walls are usually fairly even (especially in well traveled areas) and there are often convenient sources of water nearby.  The theorized underdark is supposed to be a huge artificial cave that connects numerous underground sites into a gigantic network.  Artificial caves most likely comprise the bulk of dungeons in the lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artificial Complex&#039;&#039;&#039;&lt;br /&gt;
This is what most people think of when they hear the word dungeon.  They think of corridors filled with traps, connecting rooms filled with harrowing monsters.  While artificial complexes are somewhat rare, they are the most common dungeon in dungeoneer missions.  This is simply because artificial complexes are easier to control, easier to defend and are valuable to all that can control them.  This means that the ownership of an artificial complex will change somewhat frequently, and these changes often bring dungeoneer teams.&lt;br /&gt;
&lt;br /&gt;
==Dungeon Creation==&lt;br /&gt;
As a gamemaster creates a dungeon for the group to explore, they should remember a few things.  But these things could most likely be summed up as “Create interesting and dangerous dungeons for this dungeon based game.” Here they are in further detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Random Dungeons&#039;&#039;&#039;&lt;br /&gt;
Firstly, resist the temptation to create random dungeons.  I know it seems in keeping with the spirit of the minisetting, but it often creates very boring dungeons.  Since this game is going to be about exploring dungeons, you need them to be interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Interesting Environments&#039;&#039;&#039;&lt;br /&gt;
This brings me to my next point, interesting environments create interesting adventures.  Dungeons can harbor almost any kind of terrain; use this to your advantage as a gamemaster. You could have the entire dungeon laid out along an underground stream.  Or you could map the dungeon vertically like an anthill and have the players struggle to climb up and down the deep shafts common to such installations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Plausibility&#039;&#039;&#039;&lt;br /&gt;
Plausibility is something that you can stretch very far in a dungeoneers game, but be careful not to break it entirely.  It’s perfectly alright to have a bunch of weird things in your dungeons, but try and explain why they are there, at least a little bit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Proper Antagonists&#039;&#039;&#039;&lt;br /&gt;
Proper antagonists will make or break a dungeoneers game.  Find a theme and then run with it.  It doesn’t really matter how serious or comical you play this up (within reason), as long as you have a theme and stick with it.  You may want to have a wacky dungeon full of disparate monsters, or you may want just a bunch of sly kobolds or just about anything.  But once you have the sly kobolds, don’t just drop in a beholder without an explanation why it’s there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Size of the Dungeon&#039;&#039;&#039;&lt;br /&gt;
The size of the dungeon will largely determine how long it takes to play through.  This is completely up to you.  I find that the smaller kinds (10-20 rooms) are more appropriate to dungeoneer adventures as they are quick to get through and retain more of a “Series of missions” feel to them.  But larger dungeons have more options and feel like more of an accomplishment.  Make dungeons the size you want them to be.&lt;br /&gt;
&lt;br /&gt;
==Adventure Order==&lt;br /&gt;
Dungeoneers adventures are rarely spontaneous and usually follow an ordered path.  This is one of the defining parts of the dungeoneers and it is the thing that players will come to expect. However, you should feel free to break this structure every once and a while, just to keep players on their toes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. First Inspection&#039;&#039;&#039;&lt;br /&gt;
The inspection is the first part of a dungeoneers adventure.  The players are presumably in their keep when they are rudely awakened by their commander.  The commander inspects the keep and the players for rules violations, manners and cleanliness.  This step is often skipped or done only once in a while in most dungeoneers games.  Pay is also distributed at the end of this stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Orders and Information&#039;&#039;&#039;&lt;br /&gt;
This is the first real part of a dungeoneers adventure.  The superior gives them their orders and any information they have about the dungeon in question.  This probably includes a description of the dungeon, its history, its inhabitants, why the dungeoneers are needed and the how to get there. This information is often slightly inaccurate and less often completely false. The commander may also supply the dungeoneers with a map of the dungeon, although these maps are usually less accurate then the rest of the information. This map may be the map the players made last time they went to the dungeon and died. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Buying Supplies in Town&#039;&#039;&#039;&lt;br /&gt;
In this stage, the players get their gear and head out to town to buy any supplies they need.  This may include rations, weapons, armor and other tools that may be useful in the dungeon.  Follow the equipment guidelines and the town’s flavor to determine what is available.  This stage is also a good time to get rumors and warnings about the dungeon from the townsfolk.  Although sometimes very correct, these rumors are often as not wrong and even sometimes deliberately misleading.  Some pre-made adventures will have a rumor table on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. The Dungeon&#039;&#039;&#039;&lt;br /&gt;
This step encompasses the travel to and from the dungeon and the dungeon itself.  It is the most important stage and almost always contains the narrative thread of an adventure.  This may be as long or as short as you want.  Adventure design is detailed elsewhere so I will not dwell on the adventure stage here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Commendations and Censures&#039;&#039;&#039;  &lt;br /&gt;
After whatever issue in the dungeon is resolved by the players, they will return back and report their work to the superior.  Their commander assesses their success (or failure) and distributes to the players, commendations for excellent behavior and censures for substandard behavior.  See the Commendations and Censures section for more details.  This last stage wraps up the adventure and provides closure.  It also gives you a chance to praise (or berate) player characters on their (in)competence.&lt;br /&gt;
&lt;br /&gt;
==Commendations and Censures==&lt;br /&gt;
These are the rewards and punishments that commanders dole out to dungeoneer groups based on their performance or behavior.  Since commanders can’t usually spy on dungeoneer groups in the field, most commendations and censures are based acts that the commander can see.  There are both minor and major commendations and censures.  Try not to use these too often, they are ways of pushing the players into doing good things (or not doing bad things).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Commendations and Censures&#039;&#039;&#039;&lt;br /&gt;
Bringing in an enemy alive: 10 gp reward per enemy, 20 gp for important enemies&lt;br /&gt;
Helping an ally not related to the mission: 20 gp reward&lt;br /&gt;
Destroying a monster not related to the mission: 20 gp reward&lt;br /&gt;
Rudeness to mission related persons: 5 gp penalty per infraction.&lt;br /&gt;
Insolence: 10 gp penalty per infraction&lt;br /&gt;
Keeping dungeon loot for personal use: Confiscation of loot plus 5 gp penalty&lt;br /&gt;
Letting mission related persons come to harm: 70 gp penalty&lt;br /&gt;
Sloppy equipment: 5 gp penalty&lt;br /&gt;
Deliberately injuring teammates: 10 gp penalty&lt;br /&gt;
Deliberate cruelty to enemies: 20 gp penalty&lt;br /&gt;
Slaughter of noncombatant enemies: 50 gp penalty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Commendations and Censures&#039;&#039;&#039;&lt;br /&gt;
Acts above and beyond the call of duty: 100 to 1000 gp bonus or magical item&lt;br /&gt;
Single handedly completing the entire mission: 400 gp, celebration&lt;br /&gt;
Defending many innocents from certain death: 200 gp bonus, celebration&lt;br /&gt;
Saving nobles unrelated to the mission from certain doom: 500 gp bonus, celebration&lt;br /&gt;
Directly interfering with mission objectives: 50-200 gp penalty&lt;br /&gt;
Besmirching the name of the Dungeoneers: 100-200 gp penalty, red body paint&lt;br /&gt;
Letting mission related persons die: 500 gp penalty, a week in the stockades&lt;br /&gt;
Inaction resulting in the death of team members: 100 gp penalty, a week in the stockades&lt;br /&gt;
&lt;br /&gt;
==Dungeoneer Rules==&lt;br /&gt;
Like most organizations, the dungeoneers has a number of rules that must be followed by its members.  These rules are in place to ensure the organization works, to give power to the hierarchy, and finally, to protect the reputation of the dungeoneers and the kingdom it works for.  There are many rules, but they can be summed up into three main points.  This gives the GM a lot of freedom to add new rules or define existing ones to complicate the dungeoneer’s lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death and Destruction&#039;&#039;&#039;&lt;br /&gt;
The dungeoneers are not supposed to cause undue death and destruction where it is not warranted.  This might just say that dungeoneers are banned from killing random beings unrelated to the mission, or it might mean that all but the worst enemies should be brought back alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loot&#039;&#039;&#039;&lt;br /&gt;
The dungeoneers are supposed to turn over any and all loot they find in a dungeon to the proper authorities, including potions, magical items, coins and other things.  This one is sure to annoy players and it will cause much drama as they try to sneak loot out of the dungeon and past their commander.  This is the reason the penalty for trying to keep loot is so low.  Most spell books and scrolls are exempt from this loot rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Authority&#039;&#039;&#039;&lt;br /&gt;
The dungeoneers are supposed to listen to all superior officers and do their utmost to complete the missions their commander assigns. This rule also covers general manners.&lt;br /&gt;
&lt;br /&gt;
==Rule of the Dice==&lt;br /&gt;
The rule of the dice is an important feature in a dungeoneers game.  GMs should endeavor to follow the lead of the dice most of the time.  The challenge a GM faces is to provide an interesting story around the results of the dice. However, sometimes the dice conspire to completely rob a game of fun. In these situations, the GM should intervene secretly to save the story, just make sure the players don’t find out.&lt;br /&gt;
&lt;br /&gt;
==Heroics==&lt;br /&gt;
It may seem on a first read that a dungeoneers game is devoid of heroism, this is utterly false. Heroism is alive and well in any good dungeoneers adventure and it comes from two basic sources.  The first is simply the fact that a dungeoneer is less likely to live as long as a normal D&amp;amp;D character, it would follow that most players are going to be less attached to them and more willing to engage in risky behavior. The second is that while a dungeoneer party may not be saving the world, they are engaging in incredibly dangerous work.  Heroism of some level is almost required; it just may not look like the traditional kind.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 11:33, 18 May 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1343</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1343"/>
		<updated>2005-05-18T18:29:40Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* The Dungeoneers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===Generic Resources===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20 System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1339</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1339"/>
		<updated>2005-05-18T18:27:30Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* Generic Backgrounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_Minisetting]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===Generic Resources===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20 System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Dungeoneers_(A_D%26D_Minisetting)&amp;diff=1340</id>
		<title>The Dungeoneers (A D&amp;D Minisetting)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Dungeoneers_(A_D%26D_Minisetting)&amp;diff=1340"/>
		<updated>2005-05-18T18:24:12Z</updated>

		<summary type="html">&lt;p&gt;Elliot: The Dungeoneers: Regular Joes die their way through horrifying dungeons.  A D&amp;amp;D minisetting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Dungeoneers=&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0.  It may be more appropriate however to call it a game model as it can be dropped in almost any setting.  It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.   &lt;br /&gt;
&lt;br /&gt;
This minisetting is broken into two parts.  The first part is a section on characters, who the dungeoneers are and what they have mostly.  The second part is called Topics of interest and covers a  number of subjects relating to dungeoneers and what they do.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
In the minisetting, the character choices are quite vast.  This is actually to promote disharmony and oddity in the group.  Unlike most adventuring parties, most of the drama in a dungeoneers game comes from the group trying to work together as a team, despite their differences.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
The only racial requirement is that a recruit must have a pulse, so no undead.  In practice though, angels, demons and nonsentients are usually disallowed from the dungeoneers. Stereotypical evil races are fine however; the tension between a goblin and a dwarf PC can be a lot of fun.  Some GMs however will prefer to only use the standard races.  Most GMs will make sure the party is within an effective level or so of each other as well. &lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Encourage the PCs to pick the class they want to play.  Druids and paladins are usually fairly rare in the dungeoneers, but this doesn’t stop the odd one from joining up.  Fighters and rogues are generally the most numerous, followed by bards, sorcerers and wizards.  In most games, mismatched race-class characters like kobold paladins seem stupid and absurd, but they would be valuable characters in a dungeoneers game.  &lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
I feel it’s generally better to not restrict alignment in a dungeoneers game.  Having wildly conflicting alignments can introduce inter-party tension which can make the game a whole lot more rewarding.  A party of lawful good elves nervously asking for healing from Danita, their chaotic evil cleric of the slaughter god can make for some very interesting games.  Of course, the dungeoneers are not paranoia troubleshooters and the game shouldn’t revolve around the characters trying to kill each other.  You may want to advise evil characters to keep their nefarious deeds in area of cartoonish villainy to reduce the chances that other players will stop the aforementioned characters repugnant behavior once and for all.&lt;br /&gt;
&lt;br /&gt;
==Background and Personality==&lt;br /&gt;
Background is actually less important then many D&amp;amp;D games, but should not be forgotten about completely.  Backgrounds should not be long unless the character is weird enough to merit it, a paragraph should suffice. &lt;br /&gt;
&lt;br /&gt;
Backgrounds should provide answers to two questions.  &lt;br /&gt;
&lt;br /&gt;
•	History: What did you do before you became a dungeoneer?&lt;br /&gt;
&lt;br /&gt;
•	Motivation: Why did you become a dungeoneer?&lt;br /&gt;
&lt;br /&gt;
History may be as short as a sentence or as long as a paragraph.  All it does it describe what you did before you became a dungeoneer.  “I was an orcish scout for the northern tribes.” or “I was a whore working in a brothel in the big city.” are both good backgrounds.&lt;br /&gt;
&lt;br /&gt;
Motivation is the most important part of a background.  It should explain why you became a dungeoneer.  Money and the need to poverty are good motivations, as is fear.  Some join the dungeoneers out of righteousness and community spirit and some just have an enormous death wish.  &lt;br /&gt;
&lt;br /&gt;
We have neglected personality so far, but in truth you built the core of your character’s personality with the motivation.  Now just take a look at your attributes, class and race and come up with a fun concept that fits them and your background. Remember that many characters who become dungeoneers are not healthy people.  It is usually not polite to make a really annoying character, but if you really want to, go for it.  Just don’t be too surprised if the party leaves your butt at the bottom of that pit trap.  Here are two example backgrounds and personalities that fit the two examples I made earlier in the section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Krar:&#039;&#039;&#039; Krar was a scout for a northern orc tribe called the blue hands until they were destroyed by a plague of dire wolves.  Krar went south to seek his fortune and rebuild his tribe when he got it.  Joining the dungeoneers to get rich fast, Krar is a surly and greedy braggart.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Delia:&#039;&#039;&#039; Delia worked as a prostitute in one of the biggest cities in the land.  She drunk away all the money she made and joined the dungeoneers to escape the prostitution trade.  Delia is jovial and gregarious, hating to be alone.  She is hoping to make enough money for her to retire and quit drinking, but she is finding more and more that she likes combat.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Because of the “special circumstances” of most recruits, many dungeoneers start with next to nothing.  Most D&amp;amp;D characters start out with halfway decent weapons, halfway decent armor and enough supplies to make it almost anywhere; most D&amp;amp;D characters yearn for magical items and exotic equipment.  The dungeoneers is different.  By severely restricting the amount of equipment they can have, the PCs will have to make do with what little they can buy and what they can salvage.  In short, D&amp;amp;D characters yearn for material excellence and dungeoneer characters yearn for material competence.&lt;br /&gt;
&lt;br /&gt;
Dungeoneer characters start with the following&lt;br /&gt;
&lt;br /&gt;
•	The clothes on your back and any personal effects&lt;br /&gt;
&lt;br /&gt;
•	One canteen full of water or beer&lt;br /&gt;
&lt;br /&gt;
•	25 gold pieces for buying equipment&lt;br /&gt;
&lt;br /&gt;
•	A holy symbol (for clerics)&lt;br /&gt;
&lt;br /&gt;
•	Spellbook and bag of common spell components (for wizards and sorcerers)&lt;br /&gt;
&lt;br /&gt;
•	1 Gold Medallion of the Queen’s Royal Squad of Dungeoneers (Do not pawn)&lt;br /&gt;
&lt;br /&gt;
You may have characters buy their equipment separately or as a group.  But beware, if you let them buy as a group, they will pool their money and use it much more efficiently.  You can also have the characters do their shopping on-screen or off-screen, off-screen buying in generally a lot easier, but it precludes most attempts to steal things.  &lt;br /&gt;
&lt;br /&gt;
=Topics of Interest=&lt;br /&gt;
&lt;br /&gt;
==Towns==&lt;br /&gt;
In short, a town is three things.  It is a place to start adventures, it is a place to supply your players with equipment, healing and other services and finally, it acts as a great plot hook.  Most small towns have a dungeoneer tower where the dungeoneers are assigned to live.  Most small towns also have a wide range of things to sell to the dungeoneers.  Towns are often in need of protection from orc hordes, troll bands, demon swarms and a million other evils.  Try to pick a flavor for a town and keep it going session, so players come to see the town as a permanent object.  Players can buy low grade magical items like scrolls, potions and lesser magic items in town, but must go to the big city if they want powerful magical gear.&lt;br /&gt;
&lt;br /&gt;
==Keeps==&lt;br /&gt;
Keeps are the base from which the dungeoneers set out to their adventures.  Usually placed in or around a town, the keep serves a place to store equipment, a place to sleep and a place to receive orders from superiors.  Keeps are not always stone fortresses, but can be wooden tree forts, run down villas and even underground fortifications such as a former dungeon.  Have your group of dungeoneers flesh out their place of residence.  The dungeoneer’s commander usually dwells here.&lt;br /&gt;
&lt;br /&gt;
==The Commander==&lt;br /&gt;
The commander is the dungeoneer team’s superior officer. It is they who describe and order the characters into dungeons.  It is they who give out commendations and censures, as well as perform the inspections. Commanders are often stone hearted bastards, but the players need to suck up to them to get ahead.  &lt;br /&gt;
&lt;br /&gt;
==The City==&lt;br /&gt;
The city is a large settlement from which the dungeoneers receive their orders.  Dungeoneers, at least most ones, do not start out in cities.  The areas around the cities have already been cleaned out of dangerous dungeons.  The city is the place to go when the dungeoneers find something really dangerous that they cannot defeat without aid.  Some cities are happy and boisterous, some are orderly and staid and some are even dens of crime and iniquity.  In emergency situations, cities may need protecting.&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
Unsurprisingly, dungeons are the foundation of a dungeoneers adventure.  They need not be underground, but often are. For this game, a dungeon is a confined space where the adventure happens, it could be a cave, a building or even a town.  Some adventures may happen in places that are not confined, such as forests and plains.  These “dungeonless” adventures are rarely handed out to the dungeoneers, but are always a good change of pace.  Much work has been done on the subject of dungeons (as they are so common), the following work was compiled by the Valorous College of Dungeonography (VCD) in Valorium.  &lt;br /&gt;
&lt;br /&gt;
The most common type of dungeon is called an Underground Complex by the Valorous College of Dungeonography.  These structures consist of a network of underground rooms and corridors.  These structures may be natural cave formations, artificial hallways or even insect burrowed tubes.  Never content at just one definition, the VCD has broken the Underground Complex definition into three different labels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Caves&#039;&#039;&#039;&lt;br /&gt;
Natural caves are underground areas that have been formed by any number of natural geologic processes.  They are quite rarely encountered by dungeoneers simply because they tend to be structurally unforgiving to sentient beings.  Floors are highly uneven, ceilings and walls are even worse, tunnels may shrink and widen randomly and there are usually no convenient sources of clean water and air.  Natural caves rarely contain sentients, but often contain monsters, animals and the occasional hermit. Sometimes though, natural caves will harbor great finds as many assume that no one will brave their depths.  Natural caves that are modified for sentient use become artificial caves.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artificial Caves&#039;&#039;&#039;&lt;br /&gt;
Artificial caves are underground areas that have been hollowed out for some reason or another, by sentients or some other life form such as a giant worm.  Artificial caves are also natural caves that have been heavily modified for use; in fact, most artificial caves start off as natural caves.  Floors, ceilings and walls are usually fairly even (especially in well traveled areas) and there are often convenient sources of water nearby.  The theorized underdark is supposed to be a huge artificial cave that connects numerous underground sites into a gigantic network.  Artificial caves most likely comprise the bulk of dungeons in the lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artificial Complex&#039;&#039;&#039;&lt;br /&gt;
This is what most people think of when they hear the word dungeon.  They think of corridors filled with traps, connecting rooms filled with harrowing monsters.  While artificial complexes are somewhat rare, they are the most common dungeon in dungeoneer missions.  This is simply because artificial complexes are easier to control, easier to defend and are valuable to all that can control them.  This means that the ownership of an artificial complex will change somewhat frequently, and these changes often bring dungeoneer teams.&lt;br /&gt;
&lt;br /&gt;
==Dungeon Creation==&lt;br /&gt;
As a gamemaster creates a dungeon for the group to explore, they should remember a few things.  But these things could most likely be summed up as “Create interesting and dangerous dungeons for this dungeon based game.” Here they are in further detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Random Dungeons&#039;&#039;&#039;&lt;br /&gt;
Firstly, resist the temptation to create random dungeons.  I know it seems in keeping with the spirit of the minisetting, but it often creates very boring dungeons.  Since this game is going to be about exploring dungeons, you need them to be interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Interesting Environments&#039;&#039;&#039;&lt;br /&gt;
This brings me to my next point, interesting environments create interesting adventures.  Dungeons can harbor almost any kind of terrain; use this to your advantage as a gamemaster. You could have the entire dungeon laid out along an underground stream.  Or you could map the dungeon vertically like an anthill and have the players struggle to climb up and down the deep shafts common to such installations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Plausibility&#039;&#039;&#039;&lt;br /&gt;
Plausibility is something that you can stretch very far in a dungeoneers game, but be careful not to break it entirely.  It’s perfectly alright to have a bunch of weird things in your dungeons, but try and explain why they are there, at least a little bit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Proper Antagonists&#039;&#039;&#039;&lt;br /&gt;
Proper antagonists will make or break a dungeoneers game.  Find a theme and then run with it.  It doesn’t really matter how serious or comical you play this up (within reason), as long as you have a theme and stick with it.  You may want to have a wacky dungeon full of disparate monsters, or you may want just a bunch of sly kobolds or just about anything.  But once you have the sly kobolds, don’t just drop in a beholder without an explanation why it’s there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Size of the Dungeon&#039;&#039;&#039;&lt;br /&gt;
The size of the dungeon will largely determine how long it takes to play through.  This is completely up to you.  I find that the smaller kinds (10-20 rooms) are more appropriate to dungeoneer adventures as they are quick to get through and retain more of a “Series of missions” feel to them.  But larger dungeons have more options and feel like more of an accomplishment.  Make dungeons the size you want them to be.&lt;br /&gt;
&lt;br /&gt;
==Adventure Order==&lt;br /&gt;
Dungeoneers adventures are rarely spontaneous and usually follow an ordered path.  This is one of the defining parts of the dungeoneers and it is the thing that players will come to expect. However, you should feel free to break this structure every once and a while, just to keep players on their toes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. First Inspection&#039;&#039;&#039;&lt;br /&gt;
The inspection is the first part of a dungeoneers adventure.  The players are presumably in their keep when they are rudely awakened by their commander.  The commander inspects the keep and the players for rules violations, manners and cleanliness.  This step is often skipped or done only once in a while in most dungeoneers games.  Pay is also distributed at the end of this stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Orders and Information&#039;&#039;&#039;&lt;br /&gt;
This is the first real part of a dungeoneers adventure.  The superior gives them their orders and any information they have about the dungeon in question.  This probably includes a description of the dungeon, its history, its inhabitants, why the dungeoneers are needed and the how to get there. This information is often slightly inaccurate and less often completely false. The commander may also supply the dungeoneers with a map of the dungeon, although these maps are usually less accurate then the rest of the information. This map may be the map the players made last time they went to the dungeon and died. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Buying Supplies in Town&#039;&#039;&#039;&lt;br /&gt;
In this stage, the players get their gear and head out to town to buy any supplies they need.  This may include rations, weapons, armor and other tools that may be useful in the dungeon.  Follow the equipment guidelines and the town’s flavor to determine what is available.  This stage is also a good time to get rumors and warnings about the dungeon from the townsfolk.  Although sometimes very correct, these rumors are often as not wrong and even sometimes deliberately misleading.  Some pre-made adventures will have a rumor table on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. The Dungeon&#039;&#039;&#039;&lt;br /&gt;
This step encompasses the travel to and from the dungeon and the dungeon itself.  It is the most important stage and almost always contains the narrative thread of an adventure.  This may be as long or as short as you want.  Adventure design is detailed elsewhere so I will not dwell on the adventure stage here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Commendations and Censures&#039;&#039;&#039;  &lt;br /&gt;
After whatever issue in the dungeon is resolved by the players, they will return back and report their work to the superior.  Their commander assesses their success (or failure) and distributes to the players, commendations for excellent behavior and censures for substandard behavior.  See the Commendations and Censures section for more details.  This last stage wraps up the adventure and provides closure.  It also gives you a chance to praise (or berate) player characters on their (in)competence.&lt;br /&gt;
&lt;br /&gt;
==Commendations and Censures==&lt;br /&gt;
These are the rewards and punishments that commanders dole out to dungeoneer groups based on their performance or behavior.  Since commanders can’t usually spy on dungeoneer groups in the field, most commendations and censures are based acts that the commander can see.  There are both minor and major commendations and censures.  Try not to use these too often, they are ways of pushing the players into doing good things (or not doing bad things).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Commendations and Censures&#039;&#039;&#039;&lt;br /&gt;
Bringing in an enemy alive: 10 gp reward per enemy, 20 gp for important enemies&lt;br /&gt;
Helping an ally not related to the mission: 20 gp reward&lt;br /&gt;
Destroying a monster not related to the mission: 20 gp reward&lt;br /&gt;
Rudeness to mission related persons: 5 gp penalty per infraction.&lt;br /&gt;
Insolence: 10 gp penalty per infraction&lt;br /&gt;
Keeping dungeon loot for personal use: Confiscation of loot plus 5 gp penalty&lt;br /&gt;
Letting mission related persons come to harm: 70 gp penalty&lt;br /&gt;
Sloppy equipment: 5 gp penalty&lt;br /&gt;
Deliberately injuring teammates: 10 gp penalty&lt;br /&gt;
Deliberate cruelty to enemies: 20 gp penalty&lt;br /&gt;
Slaughter of noncombatant enemies: 50 gp penalty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Commendations and Censures&#039;&#039;&#039;&lt;br /&gt;
Acts above and beyond the call of duty: 100 to 1000 gp bonus or magical item&lt;br /&gt;
Single handedly completing the entire mission: 400 gp, celebration&lt;br /&gt;
Defending many innocents from certain death: 200 gp bonus, celebration&lt;br /&gt;
Saving nobles unrelated to the mission from certain doom: 500 gp bonus, celebration&lt;br /&gt;
Directly interfering with mission objectives: 50-200 gp penalty&lt;br /&gt;
Besmirching the name of the Dungeoneers: 100-200 gp penalty, red body paint&lt;br /&gt;
Letting mission related persons die: 500 gp penalty, a week in the stockades&lt;br /&gt;
Inaction resulting in the death of team members: 100 gp penalty, a week in the stockades&lt;br /&gt;
&lt;br /&gt;
==Dungeoneer Rules==&lt;br /&gt;
Like most organizations, the dungeoneers has a number of rules that must be followed by its members.  These rules are in place to ensure the organization works, to give power to the hierarchy, and finally, to protect the reputation of the dungeoneers and the kingdom it works for.  There are many rules, but they can be summed up into three main points.  This gives the GM a lot of freedom to add new rules or define existing ones to complicate the dungeoneer’s lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death and Destruction&#039;&#039;&#039;&lt;br /&gt;
The dungeoneers are not supposed to cause undue death and destruction where it is not warranted.  This might just say that dungeoneers are banned from killing random beings unrelated to the mission, or it might mean that all but the worst enemies should be brought back alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loot&#039;&#039;&#039;&lt;br /&gt;
The dungeoneers are supposed to turn over any and all loot they find in a dungeon to the proper authorities, including potions, magical items, coins and other things.  This one is sure to annoy players and it will cause much drama as they try to sneak loot out of the dungeon and past their commander.  This is the reason the penalty for trying to keep loot is so low.  Most spell books and scrolls are exempt from this loot rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Authority&#039;&#039;&#039;&lt;br /&gt;
The dungeoneers are supposed to listen to all superior officers and do their utmost to complete the missions their commander assigns. This rule also covers general manners.&lt;br /&gt;
&lt;br /&gt;
==Rule of the Dice==&lt;br /&gt;
The rule of the dice is an important feature in a dungeoneers game.  GMs should endeavor to follow the lead of the dice most of the time.  The challenge a GM faces is to provide an interesting story around the results of the dice. However, sometimes the dice conspire to completely rob a game of fun. In these situations, the GM should intervene secretly to save the story, just make sure the players don’t find out.&lt;br /&gt;
&lt;br /&gt;
==Heroics==&lt;br /&gt;
It may seem on a first read that a dungeoneers game is devoid of heroism, this is utterly false. Heroism is alive and well in any good dungeoneers adventure and it comes from two basic sources.  The first is simply the fact that a dungeoneer is less likely to live as long as a normal D&amp;amp;D character, it would follow that most players are going to be less attached to them and more willing to engage in risky behavior. The second is that while a dungeoneer party may not be saving the world, they are engaging in incredibly dangerous work.  Heroism of some level is almost required; it just may not look like the traditional kind.&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Paranoia_10pak&amp;diff=10155</id>
		<title>Talk:Paranoia 10pak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Paranoia_10pak&amp;diff=10155"/>
		<updated>2005-05-18T09:00:29Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a discussion page, please put a bar at the end of each message.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1150</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1150"/>
		<updated>2005-05-17T16:59:28Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* Paranoia Modulet 10Pak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===TEARZ===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[TEARZ:Main_Page|Tearz]]&lt;br /&gt;
&lt;br /&gt;
A parody [[RPG]] that never fails to take itself too seriously.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===Generic Resources===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20 System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Paranoia_10pak&amp;diff=1341</id>
		<title>Paranoia 10pak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Paranoia_10pak&amp;diff=1341"/>
		<updated>2005-05-17T16:59:09Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* With Leash and Laser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 10 Paranoia Modulets ===&lt;br /&gt;
&lt;br /&gt;
The following are 10 short missions for the classic game of Paranoia. They are very short, most only a page or two long. This shortness is intentional as these missions are only the bones of a good paranoia adventure. I wrote them to give GMs something to latch onto and expand on, or at least an excuse to get their hapless players killed by robots, genetic experiements, intsec or eachother.&lt;br /&gt;
&lt;br /&gt;
Each modulet contains 4 parts. Fans of the Paranoia game will reconize this 4 part format from the second edition of the game.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; This is a quick capsule of the mission. It usually outlines the problem and what the troubleshooters must do to solve it.  It may or may not be accurate.  Note that this little capsule may not be the infomation the troubleshooters recieve from the computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; This is what is really going on and outlines the actual plot of the adventure. It is usually accurate and sometimes explains what is really going on.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; This section gives several possible resolutions to the adventure, usually a sentence each. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging notes:&#039;&#039;&#039; This section gives advice on staging the mission and playing the NPCs. It may contain good battle locations, hints on how to screw with players or any number of things.  In many missions, additional material will appear after the staging notes, usually diagrams and names.&lt;br /&gt;
&lt;br /&gt;
On a final note, I swear that the whole thing looked better in a two column format.  If you can find a way to do that, or make any of this better in anyway, please do so.&lt;br /&gt;
&lt;br /&gt;
== With Leash and Laser ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; In this mission, the troubleshooters must escort a leashed bioweapon through CPC sector to the testing areas.  This particular bioweapon has a real bad attitude and a lot of pointy ends to help everyone around it share that bad attitude.  The troubleshooters must keep this enraged bioweapon from killing large numbers of high clearance citizens, damaging Computer property and generally wreaking havoc.  The troubleshooters must also beware of traitors who seek to release or destroy the bioweapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bioweapon is called the KC-6 or Kill Claw 6.  Created by top R&amp;amp;D scientists by combining the genes of several outdoors animals together and adding their own fiendish additions, the Kill Claw is the perfect killing machine.  It resembles a creature from a nightmare, many hideous eyes, a sleek black carapace, a terrifying fang filled mouth and 6 long appendages, each topped with fearsome claws.  The monster can run fairly fast and even on the ceiling.  Directing all this awesome killing power is a devious intelligence that can rival that of even a red clearance clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters and most of alpha complex have never even seen a creature such as this.  From a distance, most clones will assume it’s a bot, albeit a strange looking one.  &lt;br /&gt;
&lt;br /&gt;
The Kill Claw won’t kill troubleshooters in the open, but it will try to break its leash and escape into air ducts.  Its objective is to lure troubleshooters in and kill them.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are partly responsible for everything the Kill Claw does. The creature is assumed to be loyal, if a bit zealous and the troubleshooters must rein it in.&lt;br /&gt;
&lt;br /&gt;
Anti-mutant is getting ready to smash this new mutant and the mutie lovers that are escorting it.  Of course, they need to watch out for Psion, which is planning on killing the troubleshooters and stealing the Kill Claw 6.&lt;br /&gt;
&lt;br /&gt;
The KC-6 must not be terminated.  The troubleshooters must protect it by any means possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters successfully drag the monster through CPC sector and to the testing warrens with little loss of life.  R&amp;amp;D announces that the KC-6 is a failure and orders its termination.  The Kill Claw responds by breaking loose and killing the scientists (and probably the troubleshooters).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters and the Kill Claw manage to kill legions of Anti-mutant and Psion secret society members.  An elite vulture warriors squad shows up and adopts the Kill Claw while giving the troubleshooters medals, who then fail the mission.&lt;br /&gt;
&lt;br /&gt;
Or the Kill Claw manages to create enormous amounts of chaos and carnage in CPC sector.  The troubleshooters are branded as traitors and hunted down by tons of Intsec goons.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are ripped to shreds one by one by the beast.  Posthumous investigations reveal that the troubleshooters were traitors and the beast it promoted to yellow clearance.  The Kill Claw is the troubleshooter’s next briefing officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Play the Kill Claw 6 like a combination of the aliens from the movie Predator and Alien.  It’s a smart calculating monster with a lust for destruction.  Don’t have it speak though.  &lt;br /&gt;
&lt;br /&gt;
Have the troubleshooters get hassled a lot by internal security, then they have to try and stop the KC-6 from “overeacting” to this hassling.&lt;br /&gt;
&lt;br /&gt;
If your really feeling mean, why not keep the troubleshooters in the dark about where they must take this thing.&lt;br /&gt;
&lt;br /&gt;
Have the R&amp;amp;D personnel order the troubleshooters to feed the creature about halfway through the mission. Like everyone else, it will have to go to the cafeteria.  This is a perfect place for the secret societies to attack.  Anti-mutant will have more people on its side but Psion will have a smarter attack plan.&lt;br /&gt;
&lt;br /&gt;
== Viral Marketing ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are assigned to investigate reports of defective advertising software on several bots in ADV sector.  The troubleshooters are given a suspiciously large amount of weaponry for such a minor problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; A dozen different adware programs have infected all the bots in ADV sector, altering their programming to make them into psychotic machines that worship a particular product, and want to make everyone else worship it as well.  Sector ADV is a warzone as bots and their clone brothers fight it out for brand loyalty.&lt;br /&gt;
&lt;br /&gt;
Even the comp-node in the center of ADV has been subverted by the numerous bots making The Computer even more erratic.  One minute, wearing a SnoHat™ is the mark of a communist, next minute it’s an award for patriotic behavior.  The Computer cannot even form a sentence half the time in ADV sector.&lt;br /&gt;
&lt;br /&gt;
Small flybots zoom around the corridors, planting stickers and stapling pamphlets to walls, doors, other bots and clones.  Warbots enforce brand purity mercilessly, commanding hoards of frightened citizens.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could get bot representatives from the various brands and negotiate a peace accord (yeah right).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could blow up the reactor room (controlled by bouncy bubble beverage machines), triggering an electromagnetic pulse and frying all the bots in the sector.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get drafted into one of the brand bot armies and get used as cannon fodder during the fighting.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could simply fail to do anything.  The bots and the comp-node will get more and more erratic till The Computer shuts down any links to the sector and declares it a no-go zone for complex personnel. To prevent more infection, The Computer executes anyone who has been in ADV sector in the last month.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Have the mission alert be garbled and have lots of disparate ads in it.  This will scare the players a bit.  &lt;br /&gt;
&lt;br /&gt;
Once the players get to ADV sector, you can have the computer act REALLY strange.  Fill its speech with interruptions with ads.  Its personality has been altered to give preference to one brand, but all the different adware programs have done this so The Computer is insanely confused in ADV sector.&lt;br /&gt;
&lt;br /&gt;
The bots are all psychotically	loyal to their brand of choice and very happy to perform violence.  Have the bots start by saying how great their brand is, then they start giving out flyers, then they start shooting clones who don’t take them.&lt;br /&gt;
&lt;br /&gt;
Here are some good names for brand armies, pick the best ones and say they’re the biggest: &lt;br /&gt;
Totalaser Sights, Bouncy Bubble Beverage, KommieKicker Boots, Simtreebark Snacks, CruncheeTyme Algae Chips, Symonim Food Additive, WarTV Channel, HPD&amp;amp;MC-Space Adventure Genre Show #33, HPD&amp;amp;MC-Space Adventure Genre Show #36 (uncut), Omnigum, The Truth About Power Services (TS-34).&lt;br /&gt;
&lt;br /&gt;
== Terror Wears a Carapace ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dastardly secret society has smuggled cute harmless petbots into sector TTF from the outdoors.  The troubleshooters are ordered to capture and release the petbots and punish the troublemakers.  The troubleshooters are given large nets for the operation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The Sierra club has indeed smuggled some things into sector TTF, but they are large mutant cockroaches about the size of a small horse.  They are hideous and have been misidentified as petbots.&lt;br /&gt;
&lt;br /&gt;
These mutant cockroaches are mostly unaffected by laser blasts.  A cone rifle bullet might pierce their armor, but they are built like tanks.&lt;br /&gt;
&lt;br /&gt;
The Sierra club has painted the shells of these creatures with black, red, orange and yellow, as a sign that these “gentle” bugs are now citizens of alpha complex.  The bugs and the Sierra club have largely taken over the sector.&lt;br /&gt;
&lt;br /&gt;
The Sierra club clones spend most of their time “interpreting” the cockroach’s simple if nonexistent language and blindly doing what they think they heard.  They leader is a green clearance clone named Noah-G-BBC-2.  The highest clearance cockroach is named Clickit-Y-TTF-1.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches all have names, but don’t seem to care much.  In fact, the cockroaches spend most of their time lumbering through TTF sector and eating the occasional clone or wreaking machinery.&lt;br /&gt;
&lt;br /&gt;
Noah-G has done his homework and the necessary forms so all the cockroaches are legally citizens of alpha complex. Disobeying a higher clearance one is treason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters are eaten by the cockroaches and nothing is really resolved.  The Computer largely accepts the situation and the odd giant cockroach now roams the halls of Alpha Complex.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters arrest the Sierra Clubbers for treason and capture the cockroaches.  Somehow they manage to drag the cockroaches on leashes to the nearest door and throw them out, one by one.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to drive the cockroaches outside with gunfire, or to the sewers, as long as they’re no longer on the video monitors.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to the screw up the whole operation.  The cockroaches eat the traitorous troubleshooters as well as the Sierra Clubbers.  The cockroaches are all promoted and are given positions of authority throughout Alpha Complex.  Efficiency greatly improves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; The mutant cockroaches are dumb animals, but it should be funny to have a bunch of idealistic Sierra club members following them around, trying to figure out what the cockroach wants them to do.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches are not very nice animals, but they aren’t the kind that will kill a clone for no reason.  Usually they ignore clones and troubleshooters unless they are hungry or the clone is in their way.&lt;br /&gt;
&lt;br /&gt;
== One Hand Washes the Other ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered by power services to retrieve a fuel rod from sector TSS (which is has ample power sources) and bring it to JHY sector.  But in sector TSS, 87% of the population works for tech services.  The troubleshooters must get the fuel rod, preferably in an amicable fashion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Tech services in TSS tell the troubleshooters that the power services clones in JHY are a front for PURGE and tell the troubleshooters to go spy on them or get thrown to Intsec.&lt;br /&gt;
&lt;br /&gt;
Power services in JHY is indeed a front, but is only pretending to be PURGE, they are in fact Intsec pretending to be the Computer Phreaks pretending to be PURGE.  &lt;br /&gt;
&lt;br /&gt;
Tech services in TSS are actually controlled at the highest levels by Intsec personnel pretending that TSS is controlled by the Sierra Club secret society.  &lt;br /&gt;
&lt;br /&gt;
The two sectors have been investigating each other for yearcycles and are unaware that each is Intsec.&lt;br /&gt;
&lt;br /&gt;
The two groups try to get the troubleshooters to play double agent in exchange for either the fuel rod or other bonuses and punishments.  Intsec undercover agents have a license to terminate any clone that threatens to expose them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; Troubleshooters get tired of running around spying, so they bust into the reactor room, have an incredibly dangerous firefight against many superior opponents and remove a fuel rod.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters inform on both operations, the computer gives them all commendations for their quick wits and good judgment, then has them medicated (or terminated if they reveal a lot) for interfering with secret Intsec operations.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters do a good job at spying for one or both sectors.  The sector(s) they spied on will be raided by Vulture Warriors and blown to pieces.  The troubleshooters will get&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are gunned down while spying by the hundreds and hundreds of Intsec undercover agents trying to protect their identities.&lt;br /&gt;
&lt;br /&gt;
Staging Notes: Make this mission really confusing.  Both TSS and JHY sectors are full of Intsec personnel pretending to be secret society members pretending to be part of a service firm (and in JHY, pretending to be part of another secret society).  Some clues will be the fact that both sectors barely have anyone who can do their jobs properly and the sheer number of secret society signs being flashed.&lt;br /&gt;
&lt;br /&gt;
For maximum confusion, have the player’s secret society info on the mission reveal bits and pieces of the truth (if indeed the player is part of one of the secret societies here).  Then have the secret missions have to do with keeping that a secret at any cost.&lt;br /&gt;
&lt;br /&gt;
Sector TSS&lt;br /&gt;
               &lt;br /&gt;
Tech Services, who are secretly pretending to be...          &lt;br /&gt;
Sierra Club but in accuallity are a part of...            &lt;br /&gt;
Intsec                      &lt;br /&gt;
&lt;br /&gt;
Sector JHY&lt;br /&gt;
&lt;br /&gt;
Power Services, who secretly pretend to be...&lt;br /&gt;
PURGE but really appear to be undercover...&lt;br /&gt;
Computer Phreaks but are actually part of...&lt;br /&gt;
Intsec                               &lt;br /&gt;
&lt;br /&gt;
== The Golden Age of Film ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to protect and act as the filming crew for HPD&amp;amp;MC’s new truenews infotainment show “Unbiased Perspectives on a Commie-Free Complex”.  This new show stars a variety of higher clearance clones and is directed by an eccentric Indigo clone named Audrey-I-HEP-1.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; It is unusual for indigos to directly boss around red clearance clones and the troubleshooters must follow all of Audrey’s orders carefully.&lt;br /&gt;
&lt;br /&gt;
Many of the “scenes” that Audrey needs to film involve her and her actors committing vile treason while the troubleshooters videotape it.  She makes sure to get a few troubleshooters in on the act as well. She says that it is approved, but it isn’t, she’s just a commie mutant traitor.&lt;br /&gt;
&lt;br /&gt;
On top of that, the other three actors are complete monomaniacal attention whores and the group as a whole has the cohesion, teamwork skills and ethics of your average troubleshooter team.  &lt;br /&gt;
&lt;br /&gt;
The first actor is Harry-G-HEP-4; he is a trigger happy Death Leopard who is having a torrid affair with Audrey-I.  Of course, neither knows what “torrid” or “affair” means but it seems to annoy the other actors (especially Judy-G) and it’s a good excuse for favoritism, so they continue.&lt;br /&gt;
&lt;br /&gt;
The second actor is Judy-G-RLD-3: she is a vacuous and compulsive liar who is also having a “torrid affair” with Audrey-I, at least trying to.  She competes with Harry-G for Judy-G’s … well, she really doesn’t know what you get from torrid affairs, but it must be good.  She loves to talk endlessly about her affair, she also loves to get troubleshooters to steal from/assault/frame for crimes/terminate Harry G. &lt;br /&gt;
&lt;br /&gt;
The third actor is named Hector-Y-TRY-2 and he is most likely the most level headed of the bunch.  Of course this is a sham and Hector is actually a member of PURGE who wears a large bomb that is slaved to his heartbeat sensor.  &lt;br /&gt;
&lt;br /&gt;
Audrey-I-HEP-1 is the leader of the bunch and an obsessed artist who needs constant praise of her abilities, looks and loyalty. &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; Audrey-I and her troupe makes a treason filled news show that is the talk of the complex for a few daycycles.  Then the show is suppressed and everyone involved terminated.   &lt;br /&gt;
&lt;br /&gt;
Or Judy-G guns down Harry-G and probably some innocent bystanders, the troubleshooters return fire and the entire mission probably ends is terminations by Intsec.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters somehow turn in the actors for treason without incriminating themselves.  They need video evidence or it’s just the word of a bunch of red troubleshooters versus an indigo citizen.  If they can pull it off, they get big commendations.&lt;br /&gt;
&lt;br /&gt;
Or Audrey-I and her troupe accidentally paint communist propaganda on a vulture warrior barracks during the “Commies Cascade into Complex” segment.  The vulture warriors kick everyone’s butt all over alpha complex.&lt;br /&gt;
&lt;br /&gt;
Or somebody pushes Hector-Y too far and he blows up key mission personnel.  &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Staging Tips:&#039;&#039;&#039; Get the troubleshooters (at least a few) on film doing major traitorous acts before they get a chance to turn in Audrey and her troupe.  This will mean that going to the computer will be virtually suicide.&lt;br /&gt;
&lt;br /&gt;
Have lots of dumb infrareds standing around at all times, they both serve as groupies, treason reporters and all-purpose innocent bystanders.  Make sure the actors treat the infrareds like snot.&lt;br /&gt;
&lt;br /&gt;
== But It&#039;s a Girl&#039;s Bike ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered into the outdoors to find out what happened to 5 squads of armed forces personnel who went sent off to search a ruin and vanished before they got there.  The troubleshooters are given a rough map and supercharged hoverbikes to navigate the harsh terrain of the wasteland that is the outdoors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bikes are a new R&amp;amp;D invention.  They go fairly fast over flat terrain but if the engine is turned off, the motor starts whining and explodes like a grenade.  Further clones can be delivered by missile launch to the troubleshooter team’s location.&lt;br /&gt;
&lt;br /&gt;
The fuel efficiency of the bikes is rather lacking and they run out of the fuel just as alpha complex goes under the horizon.  Fortunately there is a bike shop nearby when they do; unfortunately, it is protected by mutant intelligent wolverines who believe they are “Girl Scouts”, a secret society from the beforetimes.&lt;br /&gt;
&lt;br /&gt;
The ruins of the city are incredibly dangerous and inhabited by such a wide variety of insane creatures that they make inhabitants of a dungeon from D&amp;amp;D look like the smurfs.  Most of these monsters and mutants are part of different orders of “Scouts” which fight each other non-stop.&lt;br /&gt;
&lt;br /&gt;
What’s worse, there are no armed forces personnel here or any sign of them.  In fact, the armed forces personnel that “vanished” never even left alpha complex.  They have been stuck in a forgotten HPD&amp;amp;MC filing vault complex for the last few weeks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could not get killed by the Girl Scout wolverines or even all the monsters in the ruins and somehow make it back alive.  Unless they lie, they will then fail the mission and get censured.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could convince the wolverines at the bike shop to work with them.  With the wolverines as allies, the troubleshooters could unify the ruins.  All hail New Alpha Complex!  At least until those armed forces personnel finally come and kill the would-be dictators.&lt;br /&gt;
&lt;br /&gt;
If the troubleshooters stall long enough, the armed forces personnel will eventually leave alpha complex and head to the ruins.  They will be promptly slaughtered; at that point the computer will nuke the ruins until they glow.&lt;br /&gt;
&lt;br /&gt;
Or if the troubleshooters are really really smart and lucky, they may in fact find out that the armed forces never left alpha complex and go back there to search for them.  This is really the only way to complete the mission successfully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Outdoors adventures are always great fun. Insert random encounters with strange people and monsters as you like.  This mission is less about the actual mission and more about just being in the outdoors and having stuff happen around you.&lt;br /&gt;
&lt;br /&gt;
Have the Girl Scout mutant wolverines wear uniforms and badges for various activities.  If you are feeling nice, they might just get to become girl scouts.  They will receive uniforms and badges as well as a lengthy brainscrub for becoming part of a secret society when they get back to Alpha.&lt;br /&gt;
&lt;br /&gt;
== They Want Our WoMen ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The Computer has received a communiqué that octopod robots from Jupiter have invaded sector TYR.  The troubleshooters are assigned to investigate the matter and defeat the robots, if there are any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The robots are looking for a new inexhaustible power source, called the Wotanic Menubulator, which they heard alpha complex developed. In short, they want the WoMen and they intend to tear alpha complex apart until they get it.&lt;br /&gt;
&lt;br /&gt;
The robots can’t speak very coherently, but know enough language to ask for the WoMen&lt;br /&gt;
&lt;br /&gt;
The robots are not horrendously violent but will kill and maim to secure the WoMen.&lt;br /&gt;
&lt;br /&gt;
The robots cannot tell most clones apart and don’t really understand human biology.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are never assigned standard weapons, only R&amp;amp;D inventions.&lt;br /&gt;
&lt;br /&gt;
The WoMen project was actually from an episode of “Smoke that Traitor” which was filmed in sector TYR&lt;br /&gt;
&lt;br /&gt;
If the robots can’t get the WoMen, they will settle for a nuclear reactor core or three from sector TYR.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The robots take over sector TYR and tear it apart. After finding nothing, they tear out a reactor core and fly away with it, exposing the sector to intense radiation.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are able to shoot enough robots that the metal monsters decide to retreat.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters make friends with the robots and convince them to leave peacefully.&lt;br /&gt;
&lt;br /&gt;
Or the entire sector becomes a free fire zone as all the secret societies converge to shoot, worship, steal from, make friends with, or kidnap the robots.  The robots are disgusted with humanity and leave.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters cause a thermonuclear explosion in the sector and presumably destroy the WoMen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; The WoMen gag should have nervous troubleshooters racing to heroically volunteer female citizens to deal with the alien robots. This will annoy the robots, who can’t tell a female clone from a male.&lt;br /&gt;
&lt;br /&gt;
To pursue the secret society angle, have tons of secret society operatives there and give them all really big weapons and enough fanaticism to fill a bus.  These guys may be a lot more dangerous then the robots.&lt;br /&gt;
&lt;br /&gt;
Have a big three way fight in the TYR reactor room between the robots, a bunch of secret society guys and the troubleshooters.&lt;br /&gt;
&lt;br /&gt;
== Food Vat &amp;quot;Workers&amp;quot; Unite ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to find and terminate a commie named Tro-Y-SKY-6 in TVF sector.  Tro-Y has evaded the earlier bot assassin The Computer sent and is hiding out in food vat complex 87-CC-TVF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The assassin bot model became obsolete just before its mission.  When Tro-Y was dead, it was to be scrapped along with the rest of its kind.  The bot knew this and kept the commie alive while mobilizing its model brothers to help it.&lt;br /&gt;
&lt;br /&gt;
The assassin bots number in the hundreds and have taken over food vat complex 87-CC-TVF.  In the center of the complex, there sits Tro-Y-SKY-6, happy to be kept alive by the bots.&lt;br /&gt;
&lt;br /&gt;
The assassin bots will pretend to be food vat workers at first, but their strange actions and speech, not to mention their weapons probably won’t fool anyone but the stupidest infrared.  But if the troubleshooters play along, they can get fairly deep into the food vat complex.&lt;br /&gt;
&lt;br /&gt;
Food vat complex 87-CC-TVF has a safety record that makes working there for over 10 minutes about as dangerous as repeatedly throwing algae chips at vulture warrior squadrons.  The entire complex is several huge vats with catwalks that connect small buildings atop pillars rising from the ooze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters can get into an awesome running fightfight on the catwalks, lighting up the entire complex with laser fire.  After this the troubleshooters will most likely be dead, but if they’re not, they should get promotions and commendations.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters agree to falsify some elements of the mission for the assassin bots to make it seem like they (the bots) not only assassinated the commie, but also did good work in the food vats.  The bots are given control of the food vat complex.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; If you achieve a total party kill, send them back to R&amp;amp;D and have them pick up a new assassin model bot called the Hyperburn model.  Hyperburn has flamethrowers for arms and can barely tell non-targeted clones from walls, furniture or equipment.  The old assassin bots will hate this new model and achieving a peaceful resolution becomes a lot harder.&lt;br /&gt;
&lt;br /&gt;
The assassin bots look like frail androids.  They each have a yellow clearance laser that pops out of their hand.  When they speak, they usually talk in terms of assassination and covert action.  &lt;br /&gt;
&lt;br /&gt;
Conversation in the food vats&lt;br /&gt;
&lt;br /&gt;
Troubleshooter: Hey bot! Get those files from over there and bring them to me.&lt;br /&gt;
Assassin bot: I shall eliminate the target sir.&lt;br /&gt;
Troubleshooter: Huh?  Just get them, don’t eliminate them.&lt;br /&gt;
Assassin bot: That’s what I said.&lt;br /&gt;
Assassin bot: I have infiltrated the enemy base and retrieved the files.&lt;br /&gt;
Troubleshooter scratches head&lt;br /&gt;
&lt;br /&gt;
== Into the Fizzy Drink we go ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The FizzySimSoda vending machines in SJK sector have been dispensing communist propaganda.  The troubleshooters are ordered by The Computer to figure out who is putting commie propaganda into the machines and stop them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The FizzySimSoda drink is classified as a schedule 9 biohazard in concentrations larger then 5 parts per million.  It’s a PLC invention to reduce the number of drinks they need to produce.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC was the one who placed communist propaganda in the vending machines to prepare for their upcoming educational video “The Perils of FizzySimSoda: Why PLC wants to kill you specifically”.  They did not inform The Computer of this fact.&lt;br /&gt;
&lt;br /&gt;
PLC figured this out and has stationed guards to harass or shoot anyone they see tampering or fooling with the vending machines.  The troubleshooters can expect even ruder service in SJK at best, and a laser blast in the face at the worst.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC has had the same thought and is planning on terminating these guards during next weekcycle’s live musical act “The Scrubbing Helmet and the Scrubots”.  They may hire the troubleshooters to do this, making the accessories to the high crime of distributing commie propaganda.&lt;br /&gt;
&lt;br /&gt;
To make matters more complicated, Corpore Metal secretly installed primitive bot brains into the vending machines last monthcycle.  These brains soak up all the information they can.  They are now psychopathic communists, totally dedicated to the fake commie propaganda that was inserted in them.  &lt;br /&gt;
&lt;br /&gt;
The vending machines really can’t move, but can steal credits, shoot out FizzySimSoda at deadly speeds and fall on clones.  Neither HPD&amp;amp;MC nor PLC knows about this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The vending machines are all vaporized in a giant four-way firefight between the troubleshooters, PLC, HPD&amp;amp;MC and the soda chucking vending machines themselves.  Everyone is later arrested by Intsec.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are suckered into terminating the PLC guards by HPD&amp;amp;MC in return for staring roles in the next episode of Teela-O-MLY.  They get to star in the episode and then are terminated for a variety of highly treasonous crimes.  &lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC and PLC fight it out while the troubleshooters bumble around.  The two groups have their leaders arrested and terminated, while the troubleshooters get censured for not completing their mission.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters reprogram the vending machines while avoiding PLC and HPD&amp;amp;MC personnel, erase the communism from the bot brains and then turn in the HPD&amp;amp;MC personnel who did it.  The troubleshooters get big bonuses and have successfully completed the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Annoying vending machines are common in today’s world, but at least the ones now don’t have brains. Have the vending machines be really petty and annoying, especially if one of the troubleshooters is a Frankenstein Destroyer.  &lt;br /&gt;
&lt;br /&gt;
Make both PLC and HPD&amp;amp;MC more unhelpful then usual.  Both groups in SJK are very nervous and trigger happy. &lt;br /&gt;
&lt;br /&gt;
Have HPD&amp;amp;MC’s video about how bad FizzySimSoda and PLC come out regardless of what happens.  And have it pretty much be video of what the PCs did.&lt;br /&gt;
&lt;br /&gt;
== Anything Could Happen and Most of Anything is Treason ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dangerous R&amp;amp;D invention has gotten loose and is turning sector JZR into goo.  The troubleshooters are ordered to obtain a special weapon from PLC warehouse 9W-PLC-JZR and use it to defeat the invention.  The troubleshooters need to be fast because in two hourcycles JZR sector will be completely unusable and the other sectors might be in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Nobody has any information at all on the invention, but it is turning JZR sector and everyone in it to grey goo.  But everyone is certain that the special weapon will work absolutely and effectively, even though they have little information on that as well.  The name of the special weapon is green clearance information.&lt;br /&gt;
&lt;br /&gt;
Lasers and other weapons do hurt the goo, but not very much and furthermore, this makes the goo “angry”.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is in JZR sector of course and will be turned to goo in about an hour and a half.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is staffed by 4 clones from PLC Action Team Delta, the dumping ground for clones that even PLC thinks are too inefficient, too psychotic and too annoying to work in regular PLC.&lt;br /&gt;
&lt;br /&gt;
These four clones are all of red, orange, yellow and green clearance in that order. The troubleshooters must also get approvals for the weapon in that order as well.  The green clone won’t talk to them unless they get through the yellow clone first and so on.&lt;br /&gt;
&lt;br /&gt;
All four clones are completely oblivious to the danger and are desperately trying to get out of Action Team Delta by following the rules to the most exact letter possible.  &lt;br /&gt;
&lt;br /&gt;
The troubleshooters must file a Request for Attention with the red clone, but this request for attention needs 2 Intsec goon signatures on it.  This is not difficult but it eats up time.  Once this is done, the red bureaucrat will file this for tomorrow, the troubleshooters must convince him to file it today.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then explain what they want to the orange clone in physical terms.  The troubleshooters don’t know what the weapon is so they will have difficulty.  The orange clone is an ex-armed forces transfer and is fascinated by guns and violence, she will allow the troubleshooters to look through a picture book of possible weapons if she gets to fight one of the troubleshooters or is given a few of the troubleshooter’s weapons. A weapon’s use can be somewhat figured by its name (Goomaster 5000 or something).  Once they find the weapon in the picture book, they are given approval to see the yellow clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then take a test administered by the yellow clone showing that they know how to use the weapon, follow all the regulations associated with the special weapon.  Then they must watch a really horrifying video (both in subject matter and video quality) about the results of unsafe or unethical weapons use.&lt;br /&gt;
&lt;br /&gt;
Finally, the troubleshooters must convince the green to go get the weapon they need.  Copious amounts of threats or bribery is required to get the green clone off his butt within the next yearcycle.&lt;br /&gt;
&lt;br /&gt;
Once they have the weapon, they are ready to stop the goo.  Hopefully it was the right one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters follow the rules but choose the wrong weapon and a lot of different things might happen when they use.  The weapon may do nothing against the goo. It may blow up the entire sector along with the goo. It may turn the goo into a loyal citizen.  It may turn the entire population of the sector into kitty cats. It may turn the sector into a black hole which sucks up alpha complex.  Anything could happen and most of anything is treasonous.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get tired with dealing with Action Team Delta and gun them down before taking a weapon from the warehouse.  This would be treason punishable by summary execution unless the troubleshooters can prove otherwise.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters run out of time screwing around in PLC warehouse 9W-PLC-JZR.  Unless they are turned to goo along with the rest of the sector (and maybe all of alpha complex), they are guilty of failing to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; This is a time limit adventure, so you need to keep track of the time.  You don’t need to do keep the exact time, just figure out roughly how long the troubleshooters have at some point.  Bureaucratic jobs (like getting signatures and taking tests) probably take 10-30 minutes.  The briefing takes 5 minutes, outfitting and R&amp;amp;D takes 10 minutes as they are in the same area.  Most travel times between areas (Mission Alert to briefing to outfitting and R&amp;amp;D to warehouse) take 10 minutes or 5 minutes if the troubleshooters are insubordinate and decide to run down the halls.  The computer calculates that the PLC warehouse portion will only take 10 minutes, so the estimated total time for the mission is 55 minutes.&lt;br /&gt;
&lt;br /&gt;
Reinforce the time aspect of the mission by having emergency announcements from The Computer while the troubleshooters are in the warehouse.  Make these progressively more panic inducing as the time limit runs down.  The PLC warehouse clones don’t pay any attention to them.&lt;br /&gt;
&lt;br /&gt;
Running in the halls in insubordination, but it is also the only way to complete the mission if you do everything right at the warehouse.&lt;br /&gt;
&lt;br /&gt;
Make the PLC Action Team Delta really annoying and crazy, but also just dangerous enough so the players just don’t gun them down without a second thought.&lt;br /&gt;
&lt;br /&gt;
Mission alert to briefing room: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Briefing: 5 min&lt;br /&gt;
&lt;br /&gt;
Briefing to outfitting/R&amp;amp;D: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/ R&amp;amp;D: 10 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/R&amp;amp;D to Warehouse: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Warehouse&lt;br /&gt;
Filling out Form: 5 min&lt;br /&gt;
Signatures from Intsec: 10 min&lt;br /&gt;
Looking through books: 10 min&lt;br /&gt;
Taking Test and Video: 20 min&lt;br /&gt;
Finding Weapon: 10 min&lt;br /&gt;
&lt;br /&gt;
Till warehouse is turned to goo: 90 min&lt;br /&gt;
&lt;br /&gt;
Till sector JZR is turned to goo: 120 min&lt;br /&gt;
&lt;br /&gt;
Mission Time (if PC’s do it officially)&lt;br /&gt;
&lt;br /&gt;
Walking through halls: 100 min (Gooed)&lt;br /&gt;
&lt;br /&gt;
Running through halls: 85 min &lt;br /&gt;
&lt;br /&gt;
PLC Clone names:&lt;br /&gt;
1. Doug-R-JZR-2     &lt;br /&gt;
2. Jane-O-MYN-5&lt;br /&gt;
3. Bobb-Y-TTR-1    &lt;br /&gt;
4. Limey-G-UKB-1&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Paranoia_10pak&amp;diff=1137</id>
		<title>Paranoia 10pak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Paranoia_10pak&amp;diff=1137"/>
		<updated>2005-05-17T16:56:48Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* 10 Paranoia Modulets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 10 Paranoia Modulets ===&lt;br /&gt;
&lt;br /&gt;
The following are 10 short missions for the classic game of Paranoia. They are very short, most only a page or two long. This shortness is intentional as these missions are only the bones of a good paranoia adventure. I wrote them to give GMs something to latch onto and expand on, or at least an excuse to get their hapless players killed by robots, genetic experiements, intsec or eachother.&lt;br /&gt;
&lt;br /&gt;
Each modulet contains 4 parts. Fans of the Paranoia game will reconize this 4 part format from the second edition of the game.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; This is a quick capsule of the mission. It usually outlines the problem and what the troubleshooters must do to solve it.  It may or may not be accurate.  Note that this little capsule may not be the infomation the troubleshooters recieve from the computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; This is what is really going on and outlines the actual plot of the adventure. It is usually accurate and sometimes explains what is really going on.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; This section gives several possible resolutions to the adventure, usually a sentence each. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging notes:&#039;&#039;&#039; This section gives advice on staging the mission and playing the NPCs. It may contain good battle locations, hints on how to screw with players or any number of things.  In many missions, additional material will appear after the staging notes, usually diagrams and names.&lt;br /&gt;
&lt;br /&gt;
On a final note, I swear that the whole thing looked better in a two column format.  If you can find a way to do that, or make any of this better in anyway, please do so.&lt;br /&gt;
&lt;br /&gt;
== With Leash and Laser ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bioweapon is called the KC-6 or Kill Claw 6.  Created by top R&amp;amp;D scientists by combining the genes of several outdoors animals together and adding their own fiendish additions, the Kill Claw is the perfect killing machine.  It resembles a creature from a nightmare, many hideous eyes, a sleek black carapace, a terrifying fang filled mouth and 6 long appendages, each topped with fearsome claws.  The monster can run fairly fast and even on the ceiling.  Directing all this awesome killing power is a devious intelligence that can rival that of even a red clearance clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters and most of alpha complex have never even seen a creature such as this.  From a distance, most clones will assume it’s a bot, albeit a strange looking one.  &lt;br /&gt;
&lt;br /&gt;
The Kill Claw won’t kill troubleshooters in the open, but it will try to break its leash and escape into air ducts.  Its objective is to lure troubleshooters in and kill them.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are partly responsible for everything the Kill Claw does. The creature is assumed to be loyal, if a bit zealous and the troubleshooters must rein it in.&lt;br /&gt;
&lt;br /&gt;
Anti-mutant is getting ready to smash this new mutant and the mutie lovers that are escorting it.  Of course, they need to watch out for Psion, which is planning on killing the troubleshooters and stealing the Kill Claw 6.&lt;br /&gt;
&lt;br /&gt;
The KC-6 must not be terminated.  The troubleshooters must protect it by any means possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters successfully drag the monster through CPC sector and to the testing warrens with little loss of life.  R&amp;amp;D announces that the KC-6 is a failure and orders its termination.  The Kill Claw responds by breaking loose and killing the scientists (and probably the troubleshooters).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters and the Kill Claw manage to kill legions of Anti-mutant and Psion secret society members.  An elite vulture warriors squad shows up and adopts the Kill Claw while giving the troubleshooters medals, who then fail the mission.&lt;br /&gt;
&lt;br /&gt;
Or the Kill Claw manages to create enormous amounts of chaos and carnage in CPC sector.  The troubleshooters are branded as traitors and hunted down by tons of Intsec goons.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are ripped to shreds one by one by the beast.  Posthumous investigations reveal that the troubleshooters were traitors and the beast it promoted to yellow clearance.  The Kill Claw is the troubleshooter’s next briefing officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Play the Kill Claw 6 like a combination of the aliens from the movie Predator and Alien.  It’s a smart calculating monster with a lust for destruction.  Don’t have it speak though.  &lt;br /&gt;
&lt;br /&gt;
Have the troubleshooters get hassled a lot by internal security, then they have to try and stop the KC-6 from “overeacting” to this hassling.&lt;br /&gt;
&lt;br /&gt;
If your really feeling mean, why not keep the troubleshooters in the dark about where they must take this thing.&lt;br /&gt;
&lt;br /&gt;
Have the R&amp;amp;D personnel order the troubleshooters to feed the creature about halfway through the mission. Like everyone else, it will have to go to the cafeteria.  This is a perfect place for the secret societies to attack.  Anti-mutant will have more people on its side but Psion will have a smarter attack plan.&lt;br /&gt;
&lt;br /&gt;
== Viral Marketing ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are assigned to investigate reports of defective advertising software on several bots in ADV sector.  The troubleshooters are given a suspiciously large amount of weaponry for such a minor problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; A dozen different adware programs have infected all the bots in ADV sector, altering their programming to make them into psychotic machines that worship a particular product, and want to make everyone else worship it as well.  Sector ADV is a warzone as bots and their clone brothers fight it out for brand loyalty.&lt;br /&gt;
&lt;br /&gt;
Even the comp-node in the center of ADV has been subverted by the numerous bots making The Computer even more erratic.  One minute, wearing a SnoHat™ is the mark of a communist, next minute it’s an award for patriotic behavior.  The Computer cannot even form a sentence half the time in ADV sector.&lt;br /&gt;
&lt;br /&gt;
Small flybots zoom around the corridors, planting stickers and stapling pamphlets to walls, doors, other bots and clones.  Warbots enforce brand purity mercilessly, commanding hoards of frightened citizens.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could get bot representatives from the various brands and negotiate a peace accord (yeah right).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could blow up the reactor room (controlled by bouncy bubble beverage machines), triggering an electromagnetic pulse and frying all the bots in the sector.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get drafted into one of the brand bot armies and get used as cannon fodder during the fighting.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could simply fail to do anything.  The bots and the comp-node will get more and more erratic till The Computer shuts down any links to the sector and declares it a no-go zone for complex personnel. To prevent more infection, The Computer executes anyone who has been in ADV sector in the last month.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Have the mission alert be garbled and have lots of disparate ads in it.  This will scare the players a bit.  &lt;br /&gt;
&lt;br /&gt;
Once the players get to ADV sector, you can have the computer act REALLY strange.  Fill its speech with interruptions with ads.  Its personality has been altered to give preference to one brand, but all the different adware programs have done this so The Computer is insanely confused in ADV sector.&lt;br /&gt;
&lt;br /&gt;
The bots are all psychotically	loyal to their brand of choice and very happy to perform violence.  Have the bots start by saying how great their brand is, then they start giving out flyers, then they start shooting clones who don’t take them.&lt;br /&gt;
&lt;br /&gt;
Here are some good names for brand armies, pick the best ones and say they’re the biggest: &lt;br /&gt;
Totalaser Sights, Bouncy Bubble Beverage, KommieKicker Boots, Simtreebark Snacks, CruncheeTyme Algae Chips, Symonim Food Additive, WarTV Channel, HPD&amp;amp;MC-Space Adventure Genre Show #33, HPD&amp;amp;MC-Space Adventure Genre Show #36 (uncut), Omnigum, The Truth About Power Services (TS-34).&lt;br /&gt;
&lt;br /&gt;
== Terror Wears a Carapace ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dastardly secret society has smuggled cute harmless petbots into sector TTF from the outdoors.  The troubleshooters are ordered to capture and release the petbots and punish the troublemakers.  The troubleshooters are given large nets for the operation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The Sierra club has indeed smuggled some things into sector TTF, but they are large mutant cockroaches about the size of a small horse.  They are hideous and have been misidentified as petbots.&lt;br /&gt;
&lt;br /&gt;
These mutant cockroaches are mostly unaffected by laser blasts.  A cone rifle bullet might pierce their armor, but they are built like tanks.&lt;br /&gt;
&lt;br /&gt;
The Sierra club has painted the shells of these creatures with black, red, orange and yellow, as a sign that these “gentle” bugs are now citizens of alpha complex.  The bugs and the Sierra club have largely taken over the sector.&lt;br /&gt;
&lt;br /&gt;
The Sierra club clones spend most of their time “interpreting” the cockroach’s simple if nonexistent language and blindly doing what they think they heard.  They leader is a green clearance clone named Noah-G-BBC-2.  The highest clearance cockroach is named Clickit-Y-TTF-1.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches all have names, but don’t seem to care much.  In fact, the cockroaches spend most of their time lumbering through TTF sector and eating the occasional clone or wreaking machinery.&lt;br /&gt;
&lt;br /&gt;
Noah-G has done his homework and the necessary forms so all the cockroaches are legally citizens of alpha complex. Disobeying a higher clearance one is treason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters are eaten by the cockroaches and nothing is really resolved.  The Computer largely accepts the situation and the odd giant cockroach now roams the halls of Alpha Complex.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters arrest the Sierra Clubbers for treason and capture the cockroaches.  Somehow they manage to drag the cockroaches on leashes to the nearest door and throw them out, one by one.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to drive the cockroaches outside with gunfire, or to the sewers, as long as they’re no longer on the video monitors.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to the screw up the whole operation.  The cockroaches eat the traitorous troubleshooters as well as the Sierra Clubbers.  The cockroaches are all promoted and are given positions of authority throughout Alpha Complex.  Efficiency greatly improves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; The mutant cockroaches are dumb animals, but it should be funny to have a bunch of idealistic Sierra club members following them around, trying to figure out what the cockroach wants them to do.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches are not very nice animals, but they aren’t the kind that will kill a clone for no reason.  Usually they ignore clones and troubleshooters unless they are hungry or the clone is in their way.&lt;br /&gt;
&lt;br /&gt;
== One Hand Washes the Other ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered by power services to retrieve a fuel rod from sector TSS (which is has ample power sources) and bring it to JHY sector.  But in sector TSS, 87% of the population works for tech services.  The troubleshooters must get the fuel rod, preferably in an amicable fashion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Tech services in TSS tell the troubleshooters that the power services clones in JHY are a front for PURGE and tell the troubleshooters to go spy on them or get thrown to Intsec.&lt;br /&gt;
&lt;br /&gt;
Power services in JHY is indeed a front, but is only pretending to be PURGE, they are in fact Intsec pretending to be the Computer Phreaks pretending to be PURGE.  &lt;br /&gt;
&lt;br /&gt;
Tech services in TSS are actually controlled at the highest levels by Intsec personnel pretending that TSS is controlled by the Sierra Club secret society.  &lt;br /&gt;
&lt;br /&gt;
The two sectors have been investigating each other for yearcycles and are unaware that each is Intsec.&lt;br /&gt;
&lt;br /&gt;
The two groups try to get the troubleshooters to play double agent in exchange for either the fuel rod or other bonuses and punishments.  Intsec undercover agents have a license to terminate any clone that threatens to expose them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; Troubleshooters get tired of running around spying, so they bust into the reactor room, have an incredibly dangerous firefight against many superior opponents and remove a fuel rod.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters inform on both operations, the computer gives them all commendations for their quick wits and good judgment, then has them medicated (or terminated if they reveal a lot) for interfering with secret Intsec operations.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters do a good job at spying for one or both sectors.  The sector(s) they spied on will be raided by Vulture Warriors and blown to pieces.  The troubleshooters will get&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are gunned down while spying by the hundreds and hundreds of Intsec undercover agents trying to protect their identities.&lt;br /&gt;
&lt;br /&gt;
Staging Notes: Make this mission really confusing.  Both TSS and JHY sectors are full of Intsec personnel pretending to be secret society members pretending to be part of a service firm (and in JHY, pretending to be part of another secret society).  Some clues will be the fact that both sectors barely have anyone who can do their jobs properly and the sheer number of secret society signs being flashed.&lt;br /&gt;
&lt;br /&gt;
For maximum confusion, have the player’s secret society info on the mission reveal bits and pieces of the truth (if indeed the player is part of one of the secret societies here).  Then have the secret missions have to do with keeping that a secret at any cost.&lt;br /&gt;
&lt;br /&gt;
Sector TSS&lt;br /&gt;
               &lt;br /&gt;
Tech Services, who are secretly pretending to be...          &lt;br /&gt;
Sierra Club but in accuallity are a part of...            &lt;br /&gt;
Intsec                      &lt;br /&gt;
&lt;br /&gt;
Sector JHY&lt;br /&gt;
&lt;br /&gt;
Power Services, who secretly pretend to be...&lt;br /&gt;
PURGE but really appear to be undercover...&lt;br /&gt;
Computer Phreaks but are actually part of...&lt;br /&gt;
Intsec                               &lt;br /&gt;
&lt;br /&gt;
== The Golden Age of Film ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to protect and act as the filming crew for HPD&amp;amp;MC’s new truenews infotainment show “Unbiased Perspectives on a Commie-Free Complex”.  This new show stars a variety of higher clearance clones and is directed by an eccentric Indigo clone named Audrey-I-HEP-1.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; It is unusual for indigos to directly boss around red clearance clones and the troubleshooters must follow all of Audrey’s orders carefully.&lt;br /&gt;
&lt;br /&gt;
Many of the “scenes” that Audrey needs to film involve her and her actors committing vile treason while the troubleshooters videotape it.  She makes sure to get a few troubleshooters in on the act as well. She says that it is approved, but it isn’t, she’s just a commie mutant traitor.&lt;br /&gt;
&lt;br /&gt;
On top of that, the other three actors are complete monomaniacal attention whores and the group as a whole has the cohesion, teamwork skills and ethics of your average troubleshooter team.  &lt;br /&gt;
&lt;br /&gt;
The first actor is Harry-G-HEP-4; he is a trigger happy Death Leopard who is having a torrid affair with Audrey-I.  Of course, neither knows what “torrid” or “affair” means but it seems to annoy the other actors (especially Judy-G) and it’s a good excuse for favoritism, so they continue.&lt;br /&gt;
&lt;br /&gt;
The second actor is Judy-G-RLD-3: she is a vacuous and compulsive liar who is also having a “torrid affair” with Audrey-I, at least trying to.  She competes with Harry-G for Judy-G’s … well, she really doesn’t know what you get from torrid affairs, but it must be good.  She loves to talk endlessly about her affair, she also loves to get troubleshooters to steal from/assault/frame for crimes/terminate Harry G. &lt;br /&gt;
&lt;br /&gt;
The third actor is named Hector-Y-TRY-2 and he is most likely the most level headed of the bunch.  Of course this is a sham and Hector is actually a member of PURGE who wears a large bomb that is slaved to his heartbeat sensor.  &lt;br /&gt;
&lt;br /&gt;
Audrey-I-HEP-1 is the leader of the bunch and an obsessed artist who needs constant praise of her abilities, looks and loyalty. &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; Audrey-I and her troupe makes a treason filled news show that is the talk of the complex for a few daycycles.  Then the show is suppressed and everyone involved terminated.   &lt;br /&gt;
&lt;br /&gt;
Or Judy-G guns down Harry-G and probably some innocent bystanders, the troubleshooters return fire and the entire mission probably ends is terminations by Intsec.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters somehow turn in the actors for treason without incriminating themselves.  They need video evidence or it’s just the word of a bunch of red troubleshooters versus an indigo citizen.  If they can pull it off, they get big commendations.&lt;br /&gt;
&lt;br /&gt;
Or Audrey-I and her troupe accidentally paint communist propaganda on a vulture warrior barracks during the “Commies Cascade into Complex” segment.  The vulture warriors kick everyone’s butt all over alpha complex.&lt;br /&gt;
&lt;br /&gt;
Or somebody pushes Hector-Y too far and he blows up key mission personnel.  &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Staging Tips:&#039;&#039;&#039; Get the troubleshooters (at least a few) on film doing major traitorous acts before they get a chance to turn in Audrey and her troupe.  This will mean that going to the computer will be virtually suicide.&lt;br /&gt;
&lt;br /&gt;
Have lots of dumb infrareds standing around at all times, they both serve as groupies, treason reporters and all-purpose innocent bystanders.  Make sure the actors treat the infrareds like snot.&lt;br /&gt;
&lt;br /&gt;
== But It&#039;s a Girl&#039;s Bike ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered into the outdoors to find out what happened to 5 squads of armed forces personnel who went sent off to search a ruin and vanished before they got there.  The troubleshooters are given a rough map and supercharged hoverbikes to navigate the harsh terrain of the wasteland that is the outdoors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bikes are a new R&amp;amp;D invention.  They go fairly fast over flat terrain but if the engine is turned off, the motor starts whining and explodes like a grenade.  Further clones can be delivered by missile launch to the troubleshooter team’s location.&lt;br /&gt;
&lt;br /&gt;
The fuel efficiency of the bikes is rather lacking and they run out of the fuel just as alpha complex goes under the horizon.  Fortunately there is a bike shop nearby when they do; unfortunately, it is protected by mutant intelligent wolverines who believe they are “Girl Scouts”, a secret society from the beforetimes.&lt;br /&gt;
&lt;br /&gt;
The ruins of the city are incredibly dangerous and inhabited by such a wide variety of insane creatures that they make inhabitants of a dungeon from D&amp;amp;D look like the smurfs.  Most of these monsters and mutants are part of different orders of “Scouts” which fight each other non-stop.&lt;br /&gt;
&lt;br /&gt;
What’s worse, there are no armed forces personnel here or any sign of them.  In fact, the armed forces personnel that “vanished” never even left alpha complex.  They have been stuck in a forgotten HPD&amp;amp;MC filing vault complex for the last few weeks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could not get killed by the Girl Scout wolverines or even all the monsters in the ruins and somehow make it back alive.  Unless they lie, they will then fail the mission and get censured.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could convince the wolverines at the bike shop to work with them.  With the wolverines as allies, the troubleshooters could unify the ruins.  All hail New Alpha Complex!  At least until those armed forces personnel finally come and kill the would-be dictators.&lt;br /&gt;
&lt;br /&gt;
If the troubleshooters stall long enough, the armed forces personnel will eventually leave alpha complex and head to the ruins.  They will be promptly slaughtered; at that point the computer will nuke the ruins until they glow.&lt;br /&gt;
&lt;br /&gt;
Or if the troubleshooters are really really smart and lucky, they may in fact find out that the armed forces never left alpha complex and go back there to search for them.  This is really the only way to complete the mission successfully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Outdoors adventures are always great fun. Insert random encounters with strange people and monsters as you like.  This mission is less about the actual mission and more about just being in the outdoors and having stuff happen around you.&lt;br /&gt;
&lt;br /&gt;
Have the Girl Scout mutant wolverines wear uniforms and badges for various activities.  If you are feeling nice, they might just get to become girl scouts.  They will receive uniforms and badges as well as a lengthy brainscrub for becoming part of a secret society when they get back to Alpha.&lt;br /&gt;
&lt;br /&gt;
== They Want Our WoMen ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The Computer has received a communiqué that octopod robots from Jupiter have invaded sector TYR.  The troubleshooters are assigned to investigate the matter and defeat the robots, if there are any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The robots are looking for a new inexhaustible power source, called the Wotanic Menubulator, which they heard alpha complex developed. In short, they want the WoMen and they intend to tear alpha complex apart until they get it.&lt;br /&gt;
&lt;br /&gt;
The robots can’t speak very coherently, but know enough language to ask for the WoMen&lt;br /&gt;
&lt;br /&gt;
The robots are not horrendously violent but will kill and maim to secure the WoMen.&lt;br /&gt;
&lt;br /&gt;
The robots cannot tell most clones apart and don’t really understand human biology.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are never assigned standard weapons, only R&amp;amp;D inventions.&lt;br /&gt;
&lt;br /&gt;
The WoMen project was actually from an episode of “Smoke that Traitor” which was filmed in sector TYR&lt;br /&gt;
&lt;br /&gt;
If the robots can’t get the WoMen, they will settle for a nuclear reactor core or three from sector TYR.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The robots take over sector TYR and tear it apart. After finding nothing, they tear out a reactor core and fly away with it, exposing the sector to intense radiation.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are able to shoot enough robots that the metal monsters decide to retreat.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters make friends with the robots and convince them to leave peacefully.&lt;br /&gt;
&lt;br /&gt;
Or the entire sector becomes a free fire zone as all the secret societies converge to shoot, worship, steal from, make friends with, or kidnap the robots.  The robots are disgusted with humanity and leave.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters cause a thermonuclear explosion in the sector and presumably destroy the WoMen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; The WoMen gag should have nervous troubleshooters racing to heroically volunteer female citizens to deal with the alien robots. This will annoy the robots, who can’t tell a female clone from a male.&lt;br /&gt;
&lt;br /&gt;
To pursue the secret society angle, have tons of secret society operatives there and give them all really big weapons and enough fanaticism to fill a bus.  These guys may be a lot more dangerous then the robots.&lt;br /&gt;
&lt;br /&gt;
Have a big three way fight in the TYR reactor room between the robots, a bunch of secret society guys and the troubleshooters.&lt;br /&gt;
&lt;br /&gt;
== Food Vat &amp;quot;Workers&amp;quot; Unite ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to find and terminate a commie named Tro-Y-SKY-6 in TVF sector.  Tro-Y has evaded the earlier bot assassin The Computer sent and is hiding out in food vat complex 87-CC-TVF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The assassin bot model became obsolete just before its mission.  When Tro-Y was dead, it was to be scrapped along with the rest of its kind.  The bot knew this and kept the commie alive while mobilizing its model brothers to help it.&lt;br /&gt;
&lt;br /&gt;
The assassin bots number in the hundreds and have taken over food vat complex 87-CC-TVF.  In the center of the complex, there sits Tro-Y-SKY-6, happy to be kept alive by the bots.&lt;br /&gt;
&lt;br /&gt;
The assassin bots will pretend to be food vat workers at first, but their strange actions and speech, not to mention their weapons probably won’t fool anyone but the stupidest infrared.  But if the troubleshooters play along, they can get fairly deep into the food vat complex.&lt;br /&gt;
&lt;br /&gt;
Food vat complex 87-CC-TVF has a safety record that makes working there for over 10 minutes about as dangerous as repeatedly throwing algae chips at vulture warrior squadrons.  The entire complex is several huge vats with catwalks that connect small buildings atop pillars rising from the ooze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters can get into an awesome running fightfight on the catwalks, lighting up the entire complex with laser fire.  After this the troubleshooters will most likely be dead, but if they’re not, they should get promotions and commendations.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters agree to falsify some elements of the mission for the assassin bots to make it seem like they (the bots) not only assassinated the commie, but also did good work in the food vats.  The bots are given control of the food vat complex.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; If you achieve a total party kill, send them back to R&amp;amp;D and have them pick up a new assassin model bot called the Hyperburn model.  Hyperburn has flamethrowers for arms and can barely tell non-targeted clones from walls, furniture or equipment.  The old assassin bots will hate this new model and achieving a peaceful resolution becomes a lot harder.&lt;br /&gt;
&lt;br /&gt;
The assassin bots look like frail androids.  They each have a yellow clearance laser that pops out of their hand.  When they speak, they usually talk in terms of assassination and covert action.  &lt;br /&gt;
&lt;br /&gt;
Conversation in the food vats&lt;br /&gt;
&lt;br /&gt;
Troubleshooter: Hey bot! Get those files from over there and bring them to me.&lt;br /&gt;
Assassin bot: I shall eliminate the target sir.&lt;br /&gt;
Troubleshooter: Huh?  Just get them, don’t eliminate them.&lt;br /&gt;
Assassin bot: That’s what I said.&lt;br /&gt;
Assassin bot: I have infiltrated the enemy base and retrieved the files.&lt;br /&gt;
Troubleshooter scratches head&lt;br /&gt;
&lt;br /&gt;
== Into the Fizzy Drink we go ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The FizzySimSoda vending machines in SJK sector have been dispensing communist propaganda.  The troubleshooters are ordered by The Computer to figure out who is putting commie propaganda into the machines and stop them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The FizzySimSoda drink is classified as a schedule 9 biohazard in concentrations larger then 5 parts per million.  It’s a PLC invention to reduce the number of drinks they need to produce.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC was the one who placed communist propaganda in the vending machines to prepare for their upcoming educational video “The Perils of FizzySimSoda: Why PLC wants to kill you specifically”.  They did not inform The Computer of this fact.&lt;br /&gt;
&lt;br /&gt;
PLC figured this out and has stationed guards to harass or shoot anyone they see tampering or fooling with the vending machines.  The troubleshooters can expect even ruder service in SJK at best, and a laser blast in the face at the worst.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC has had the same thought and is planning on terminating these guards during next weekcycle’s live musical act “The Scrubbing Helmet and the Scrubots”.  They may hire the troubleshooters to do this, making the accessories to the high crime of distributing commie propaganda.&lt;br /&gt;
&lt;br /&gt;
To make matters more complicated, Corpore Metal secretly installed primitive bot brains into the vending machines last monthcycle.  These brains soak up all the information they can.  They are now psychopathic communists, totally dedicated to the fake commie propaganda that was inserted in them.  &lt;br /&gt;
&lt;br /&gt;
The vending machines really can’t move, but can steal credits, shoot out FizzySimSoda at deadly speeds and fall on clones.  Neither HPD&amp;amp;MC nor PLC knows about this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The vending machines are all vaporized in a giant four-way firefight between the troubleshooters, PLC, HPD&amp;amp;MC and the soda chucking vending machines themselves.  Everyone is later arrested by Intsec.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are suckered into terminating the PLC guards by HPD&amp;amp;MC in return for staring roles in the next episode of Teela-O-MLY.  They get to star in the episode and then are terminated for a variety of highly treasonous crimes.  &lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC and PLC fight it out while the troubleshooters bumble around.  The two groups have their leaders arrested and terminated, while the troubleshooters get censured for not completing their mission.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters reprogram the vending machines while avoiding PLC and HPD&amp;amp;MC personnel, erase the communism from the bot brains and then turn in the HPD&amp;amp;MC personnel who did it.  The troubleshooters get big bonuses and have successfully completed the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Annoying vending machines are common in today’s world, but at least the ones now don’t have brains. Have the vending machines be really petty and annoying, especially if one of the troubleshooters is a Frankenstein Destroyer.  &lt;br /&gt;
&lt;br /&gt;
Make both PLC and HPD&amp;amp;MC more unhelpful then usual.  Both groups in SJK are very nervous and trigger happy. &lt;br /&gt;
&lt;br /&gt;
Have HPD&amp;amp;MC’s video about how bad FizzySimSoda and PLC come out regardless of what happens.  And have it pretty much be video of what the PCs did.&lt;br /&gt;
&lt;br /&gt;
== Anything Could Happen and Most of Anything is Treason ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dangerous R&amp;amp;D invention has gotten loose and is turning sector JZR into goo.  The troubleshooters are ordered to obtain a special weapon from PLC warehouse 9W-PLC-JZR and use it to defeat the invention.  The troubleshooters need to be fast because in two hourcycles JZR sector will be completely unusable and the other sectors might be in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Nobody has any information at all on the invention, but it is turning JZR sector and everyone in it to grey goo.  But everyone is certain that the special weapon will work absolutely and effectively, even though they have little information on that as well.  The name of the special weapon is green clearance information.&lt;br /&gt;
&lt;br /&gt;
Lasers and other weapons do hurt the goo, but not very much and furthermore, this makes the goo “angry”.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is in JZR sector of course and will be turned to goo in about an hour and a half.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is staffed by 4 clones from PLC Action Team Delta, the dumping ground for clones that even PLC thinks are too inefficient, too psychotic and too annoying to work in regular PLC.&lt;br /&gt;
&lt;br /&gt;
These four clones are all of red, orange, yellow and green clearance in that order. The troubleshooters must also get approvals for the weapon in that order as well.  The green clone won’t talk to them unless they get through the yellow clone first and so on.&lt;br /&gt;
&lt;br /&gt;
All four clones are completely oblivious to the danger and are desperately trying to get out of Action Team Delta by following the rules to the most exact letter possible.  &lt;br /&gt;
&lt;br /&gt;
The troubleshooters must file a Request for Attention with the red clone, but this request for attention needs 2 Intsec goon signatures on it.  This is not difficult but it eats up time.  Once this is done, the red bureaucrat will file this for tomorrow, the troubleshooters must convince him to file it today.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then explain what they want to the orange clone in physical terms.  The troubleshooters don’t know what the weapon is so they will have difficulty.  The orange clone is an ex-armed forces transfer and is fascinated by guns and violence, she will allow the troubleshooters to look through a picture book of possible weapons if she gets to fight one of the troubleshooters or is given a few of the troubleshooter’s weapons. A weapon’s use can be somewhat figured by its name (Goomaster 5000 or something).  Once they find the weapon in the picture book, they are given approval to see the yellow clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then take a test administered by the yellow clone showing that they know how to use the weapon, follow all the regulations associated with the special weapon.  Then they must watch a really horrifying video (both in subject matter and video quality) about the results of unsafe or unethical weapons use.&lt;br /&gt;
&lt;br /&gt;
Finally, the troubleshooters must convince the green to go get the weapon they need.  Copious amounts of threats or bribery is required to get the green clone off his butt within the next yearcycle.&lt;br /&gt;
&lt;br /&gt;
Once they have the weapon, they are ready to stop the goo.  Hopefully it was the right one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters follow the rules but choose the wrong weapon and a lot of different things might happen when they use.  The weapon may do nothing against the goo. It may blow up the entire sector along with the goo. It may turn the goo into a loyal citizen.  It may turn the entire population of the sector into kitty cats. It may turn the sector into a black hole which sucks up alpha complex.  Anything could happen and most of anything is treasonous.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get tired with dealing with Action Team Delta and gun them down before taking a weapon from the warehouse.  This would be treason punishable by summary execution unless the troubleshooters can prove otherwise.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters run out of time screwing around in PLC warehouse 9W-PLC-JZR.  Unless they are turned to goo along with the rest of the sector (and maybe all of alpha complex), they are guilty of failing to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; This is a time limit adventure, so you need to keep track of the time.  You don’t need to do keep the exact time, just figure out roughly how long the troubleshooters have at some point.  Bureaucratic jobs (like getting signatures and taking tests) probably take 10-30 minutes.  The briefing takes 5 minutes, outfitting and R&amp;amp;D takes 10 minutes as they are in the same area.  Most travel times between areas (Mission Alert to briefing to outfitting and R&amp;amp;D to warehouse) take 10 minutes or 5 minutes if the troubleshooters are insubordinate and decide to run down the halls.  The computer calculates that the PLC warehouse portion will only take 10 minutes, so the estimated total time for the mission is 55 minutes.&lt;br /&gt;
&lt;br /&gt;
Reinforce the time aspect of the mission by having emergency announcements from The Computer while the troubleshooters are in the warehouse.  Make these progressively more panic inducing as the time limit runs down.  The PLC warehouse clones don’t pay any attention to them.&lt;br /&gt;
&lt;br /&gt;
Running in the halls in insubordination, but it is also the only way to complete the mission if you do everything right at the warehouse.&lt;br /&gt;
&lt;br /&gt;
Make the PLC Action Team Delta really annoying and crazy, but also just dangerous enough so the players just don’t gun them down without a second thought.&lt;br /&gt;
&lt;br /&gt;
Mission alert to briefing room: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Briefing: 5 min&lt;br /&gt;
&lt;br /&gt;
Briefing to outfitting/R&amp;amp;D: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/ R&amp;amp;D: 10 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/R&amp;amp;D to Warehouse: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Warehouse&lt;br /&gt;
Filling out Form: 5 min&lt;br /&gt;
Signatures from Intsec: 10 min&lt;br /&gt;
Looking through books: 10 min&lt;br /&gt;
Taking Test and Video: 20 min&lt;br /&gt;
Finding Weapon: 10 min&lt;br /&gt;
&lt;br /&gt;
Till warehouse is turned to goo: 90 min&lt;br /&gt;
&lt;br /&gt;
Till sector JZR is turned to goo: 120 min&lt;br /&gt;
&lt;br /&gt;
Mission Time (if PC’s do it officially)&lt;br /&gt;
&lt;br /&gt;
Walking through halls: 100 min (Gooed)&lt;br /&gt;
&lt;br /&gt;
Running through halls: 85 min &lt;br /&gt;
&lt;br /&gt;
PLC Clone names:&lt;br /&gt;
1. Doug-R-JZR-2     &lt;br /&gt;
2. Jane-O-MYN-5&lt;br /&gt;
3. Bobb-Y-TTR-1    &lt;br /&gt;
4. Limey-G-UKB-1&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1138</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1138"/>
		<updated>2005-05-17T16:54:53Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* Paranoia Modulet 10Pak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===TEARZ===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[TEARZ:Main_Page|Tearz]]&lt;br /&gt;
&lt;br /&gt;
A parody [[RPG]] that never fails to take itself too seriously.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===Generic Resources===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20 System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Paranoia_10pak&amp;diff=1237</id>
		<title>Talk:Paranoia 10pak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Paranoia_10pak&amp;diff=1237"/>
		<updated>2005-05-17T16:54:03Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Paranoia_10pak&amp;diff=1136</id>
		<title>Paranoia 10pak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Paranoia_10pak&amp;diff=1136"/>
		<updated>2005-05-17T16:53:34Z</updated>

		<summary type="html">&lt;p&gt;Elliot: 10 Short Mission Modulets for Paranoia XP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 10 Paranoia Modulets ===&lt;br /&gt;
&lt;br /&gt;
The following are 10 short missions for the classic game of Paranoia. They are very short, most only a page or two long. This shortness is intentional as these missions are only the bones of a good paranoia adventure. I wrote them to give GMs something to latch onto and expand on, or at least an excuse to get their hapless players killed by robots, genetic experiements, intsec or eachother.&lt;br /&gt;
&lt;br /&gt;
Each modulet contains 4 parts. Fans of the Paranoia game will reconize this 4 part format from the second edition of the game.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; This is a quick capsule of the mission. It usually outlines the problem and what the troubleshooters must do to solve it.  It may or may not be accurate.  Note that this little capsule may not be the infomation the troubleshooters recieve from the computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; This is what is really going on and outlines the actual plot of the adventure. It is usually accurate and sometimes explains what is really going on.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; This section gives several possible resolutions to the adventure, usually a sentence each. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging notes:&#039;&#039;&#039; This section gives advice on staging the mission and playing the NPCs. It may contain good battle locations, hints on how to screw with players or any number of things.  In many missions, additional material will appear after the staging notes, usually diagrams and names.&lt;br /&gt;
&lt;br /&gt;
== With Leash and Laser ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bioweapon is called the KC-6 or Kill Claw 6.  Created by top R&amp;amp;D scientists by combining the genes of several outdoors animals together and adding their own fiendish additions, the Kill Claw is the perfect killing machine.  It resembles a creature from a nightmare, many hideous eyes, a sleek black carapace, a terrifying fang filled mouth and 6 long appendages, each topped with fearsome claws.  The monster can run fairly fast and even on the ceiling.  Directing all this awesome killing power is a devious intelligence that can rival that of even a red clearance clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters and most of alpha complex have never even seen a creature such as this.  From a distance, most clones will assume it’s a bot, albeit a strange looking one.  &lt;br /&gt;
&lt;br /&gt;
The Kill Claw won’t kill troubleshooters in the open, but it will try to break its leash and escape into air ducts.  Its objective is to lure troubleshooters in and kill them.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are partly responsible for everything the Kill Claw does. The creature is assumed to be loyal, if a bit zealous and the troubleshooters must rein it in.&lt;br /&gt;
&lt;br /&gt;
Anti-mutant is getting ready to smash this new mutant and the mutie lovers that are escorting it.  Of course, they need to watch out for Psion, which is planning on killing the troubleshooters and stealing the Kill Claw 6.&lt;br /&gt;
&lt;br /&gt;
The KC-6 must not be terminated.  The troubleshooters must protect it by any means possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters successfully drag the monster through CPC sector and to the testing warrens with little loss of life.  R&amp;amp;D announces that the KC-6 is a failure and orders its termination.  The Kill Claw responds by breaking loose and killing the scientists (and probably the troubleshooters).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters and the Kill Claw manage to kill legions of Anti-mutant and Psion secret society members.  An elite vulture warriors squad shows up and adopts the Kill Claw while giving the troubleshooters medals, who then fail the mission.&lt;br /&gt;
&lt;br /&gt;
Or the Kill Claw manages to create enormous amounts of chaos and carnage in CPC sector.  The troubleshooters are branded as traitors and hunted down by tons of Intsec goons.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are ripped to shreds one by one by the beast.  Posthumous investigations reveal that the troubleshooters were traitors and the beast it promoted to yellow clearance.  The Kill Claw is the troubleshooter’s next briefing officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Play the Kill Claw 6 like a combination of the aliens from the movie Predator and Alien.  It’s a smart calculating monster with a lust for destruction.  Don’t have it speak though.  &lt;br /&gt;
&lt;br /&gt;
Have the troubleshooters get hassled a lot by internal security, then they have to try and stop the KC-6 from “overeacting” to this hassling.&lt;br /&gt;
&lt;br /&gt;
If your really feeling mean, why not keep the troubleshooters in the dark about where they must take this thing.&lt;br /&gt;
&lt;br /&gt;
Have the R&amp;amp;D personnel order the troubleshooters to feed the creature about halfway through the mission. Like everyone else, it will have to go to the cafeteria.  This is a perfect place for the secret societies to attack.  Anti-mutant will have more people on its side but Psion will have a smarter attack plan.&lt;br /&gt;
&lt;br /&gt;
== Viral Marketing ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are assigned to investigate reports of defective advertising software on several bots in ADV sector.  The troubleshooters are given a suspiciously large amount of weaponry for such a minor problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; A dozen different adware programs have infected all the bots in ADV sector, altering their programming to make them into psychotic machines that worship a particular product, and want to make everyone else worship it as well.  Sector ADV is a warzone as bots and their clone brothers fight it out for brand loyalty.&lt;br /&gt;
&lt;br /&gt;
Even the comp-node in the center of ADV has been subverted by the numerous bots making The Computer even more erratic.  One minute, wearing a SnoHat™ is the mark of a communist, next minute it’s an award for patriotic behavior.  The Computer cannot even form a sentence half the time in ADV sector.&lt;br /&gt;
&lt;br /&gt;
Small flybots zoom around the corridors, planting stickers and stapling pamphlets to walls, doors, other bots and clones.  Warbots enforce brand purity mercilessly, commanding hoards of frightened citizens.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could get bot representatives from the various brands and negotiate a peace accord (yeah right).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could blow up the reactor room (controlled by bouncy bubble beverage machines), triggering an electromagnetic pulse and frying all the bots in the sector.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get drafted into one of the brand bot armies and get used as cannon fodder during the fighting.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could simply fail to do anything.  The bots and the comp-node will get more and more erratic till The Computer shuts down any links to the sector and declares it a no-go zone for complex personnel. To prevent more infection, The Computer executes anyone who has been in ADV sector in the last month.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Have the mission alert be garbled and have lots of disparate ads in it.  This will scare the players a bit.  &lt;br /&gt;
&lt;br /&gt;
Once the players get to ADV sector, you can have the computer act REALLY strange.  Fill its speech with interruptions with ads.  Its personality has been altered to give preference to one brand, but all the different adware programs have done this so The Computer is insanely confused in ADV sector.&lt;br /&gt;
&lt;br /&gt;
The bots are all psychotically	loyal to their brand of choice and very happy to perform violence.  Have the bots start by saying how great their brand is, then they start giving out flyers, then they start shooting clones who don’t take them.&lt;br /&gt;
&lt;br /&gt;
Here are some good names for brand armies, pick the best ones and say they’re the biggest: &lt;br /&gt;
Totalaser Sights, Bouncy Bubble Beverage, KommieKicker Boots, Simtreebark Snacks, CruncheeTyme Algae Chips, Symonim Food Additive, WarTV Channel, HPD&amp;amp;MC-Space Adventure Genre Show #33, HPD&amp;amp;MC-Space Adventure Genre Show #36 (uncut), Omnigum, The Truth About Power Services (TS-34).&lt;br /&gt;
&lt;br /&gt;
== Terror Wears a Carapace ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dastardly secret society has smuggled cute harmless petbots into sector TTF from the outdoors.  The troubleshooters are ordered to capture and release the petbots and punish the troublemakers.  The troubleshooters are given large nets for the operation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The Sierra club has indeed smuggled some things into sector TTF, but they are large mutant cockroaches about the size of a small horse.  They are hideous and have been misidentified as petbots.&lt;br /&gt;
&lt;br /&gt;
These mutant cockroaches are mostly unaffected by laser blasts.  A cone rifle bullet might pierce their armor, but they are built like tanks.&lt;br /&gt;
&lt;br /&gt;
The Sierra club has painted the shells of these creatures with black, red, orange and yellow, as a sign that these “gentle” bugs are now citizens of alpha complex.  The bugs and the Sierra club have largely taken over the sector.&lt;br /&gt;
&lt;br /&gt;
The Sierra club clones spend most of their time “interpreting” the cockroach’s simple if nonexistent language and blindly doing what they think they heard.  They leader is a green clearance clone named Noah-G-BBC-2.  The highest clearance cockroach is named Clickit-Y-TTF-1.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches all have names, but don’t seem to care much.  In fact, the cockroaches spend most of their time lumbering through TTF sector and eating the occasional clone or wreaking machinery.&lt;br /&gt;
&lt;br /&gt;
Noah-G has done his homework and the necessary forms so all the cockroaches are legally citizens of alpha complex. Disobeying a higher clearance one is treason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters are eaten by the cockroaches and nothing is really resolved.  The Computer largely accepts the situation and the odd giant cockroach now roams the halls of Alpha Complex.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters arrest the Sierra Clubbers for treason and capture the cockroaches.  Somehow they manage to drag the cockroaches on leashes to the nearest door and throw them out, one by one.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to drive the cockroaches outside with gunfire, or to the sewers, as long as they’re no longer on the video monitors.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to the screw up the whole operation.  The cockroaches eat the traitorous troubleshooters as well as the Sierra Clubbers.  The cockroaches are all promoted and are given positions of authority throughout Alpha Complex.  Efficiency greatly improves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; The mutant cockroaches are dumb animals, but it should be funny to have a bunch of idealistic Sierra club members following them around, trying to figure out what the cockroach wants them to do.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches are not very nice animals, but they aren’t the kind that will kill a clone for no reason.  Usually they ignore clones and troubleshooters unless they are hungry or the clone is in their way.&lt;br /&gt;
&lt;br /&gt;
== One Hand Washes the Other ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered by power services to retrieve a fuel rod from sector TSS (which is has ample power sources) and bring it to JHY sector.  But in sector TSS, 87% of the population works for tech services.  The troubleshooters must get the fuel rod, preferably in an amicable fashion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Tech services in TSS tell the troubleshooters that the power services clones in JHY are a front for PURGE and tell the troubleshooters to go spy on them or get thrown to Intsec.&lt;br /&gt;
&lt;br /&gt;
Power services in JHY is indeed a front, but is only pretending to be PURGE, they are in fact Intsec pretending to be the Computer Phreaks pretending to be PURGE.  &lt;br /&gt;
&lt;br /&gt;
Tech services in TSS are actually controlled at the highest levels by Intsec personnel pretending that TSS is controlled by the Sierra Club secret society.  &lt;br /&gt;
&lt;br /&gt;
The two sectors have been investigating each other for yearcycles and are unaware that each is Intsec.&lt;br /&gt;
&lt;br /&gt;
The two groups try to get the troubleshooters to play double agent in exchange for either the fuel rod or other bonuses and punishments.  Intsec undercover agents have a license to terminate any clone that threatens to expose them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; Troubleshooters get tired of running around spying, so they bust into the reactor room, have an incredibly dangerous firefight against many superior opponents and remove a fuel rod.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters inform on both operations, the computer gives them all commendations for their quick wits and good judgment, then has them medicated (or terminated if they reveal a lot) for interfering with secret Intsec operations.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters do a good job at spying for one or both sectors.  The sector(s) they spied on will be raided by Vulture Warriors and blown to pieces.  The troubleshooters will get&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are gunned down while spying by the hundreds and hundreds of Intsec undercover agents trying to protect their identities.&lt;br /&gt;
&lt;br /&gt;
Staging Notes: Make this mission really confusing.  Both TSS and JHY sectors are full of Intsec personnel pretending to be secret society members pretending to be part of a service firm (and in JHY, pretending to be part of another secret society).  Some clues will be the fact that both sectors barely have anyone who can do their jobs properly and the sheer number of secret society signs being flashed.&lt;br /&gt;
&lt;br /&gt;
For maximum confusion, have the player’s secret society info on the mission reveal bits and pieces of the truth (if indeed the player is part of one of the secret societies here).  Then have the secret missions have to do with keeping that a secret at any cost.&lt;br /&gt;
&lt;br /&gt;
Sector TSS&lt;br /&gt;
               &lt;br /&gt;
Tech Services, who are secretly pretending to be...          &lt;br /&gt;
Sierra Club but in accuallity are a part of...            &lt;br /&gt;
Intsec                      &lt;br /&gt;
&lt;br /&gt;
Sector JHY&lt;br /&gt;
&lt;br /&gt;
Power Services, who secretly pretend to be...&lt;br /&gt;
PURGE but really appear to be undercover...&lt;br /&gt;
Computer Phreaks but are actually part of...&lt;br /&gt;
Intsec                               &lt;br /&gt;
&lt;br /&gt;
== The Golden Age of Film ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to protect and act as the filming crew for HPD&amp;amp;MC’s new truenews infotainment show “Unbiased Perspectives on a Commie-Free Complex”.  This new show stars a variety of higher clearance clones and is directed by an eccentric Indigo clone named Audrey-I-HEP-1.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; It is unusual for indigos to directly boss around red clearance clones and the troubleshooters must follow all of Audrey’s orders carefully.&lt;br /&gt;
&lt;br /&gt;
Many of the “scenes” that Audrey needs to film involve her and her actors committing vile treason while the troubleshooters videotape it.  She makes sure to get a few troubleshooters in on the act as well. She says that it is approved, but it isn’t, she’s just a commie mutant traitor.&lt;br /&gt;
&lt;br /&gt;
On top of that, the other three actors are complete monomaniacal attention whores and the group as a whole has the cohesion, teamwork skills and ethics of your average troubleshooter team.  &lt;br /&gt;
&lt;br /&gt;
The first actor is Harry-G-HEP-4; he is a trigger happy Death Leopard who is having a torrid affair with Audrey-I.  Of course, neither knows what “torrid” or “affair” means but it seems to annoy the other actors (especially Judy-G) and it’s a good excuse for favoritism, so they continue.&lt;br /&gt;
&lt;br /&gt;
The second actor is Judy-G-RLD-3: she is a vacuous and compulsive liar who is also having a “torrid affair” with Audrey-I, at least trying to.  She competes with Harry-G for Judy-G’s … well, she really doesn’t know what you get from torrid affairs, but it must be good.  She loves to talk endlessly about her affair, she also loves to get troubleshooters to steal from/assault/frame for crimes/terminate Harry G. &lt;br /&gt;
&lt;br /&gt;
The third actor is named Hector-Y-TRY-2 and he is most likely the most level headed of the bunch.  Of course this is a sham and Hector is actually a member of PURGE who wears a large bomb that is slaved to his heartbeat sensor.  &lt;br /&gt;
&lt;br /&gt;
Audrey-I-HEP-1 is the leader of the bunch and an obsessed artist who needs constant praise of her abilities, looks and loyalty. &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; Audrey-I and her troupe makes a treason filled news show that is the talk of the complex for a few daycycles.  Then the show is suppressed and everyone involved terminated.   &lt;br /&gt;
&lt;br /&gt;
Or Judy-G guns down Harry-G and probably some innocent bystanders, the troubleshooters return fire and the entire mission probably ends is terminations by Intsec.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters somehow turn in the actors for treason without incriminating themselves.  They need video evidence or it’s just the word of a bunch of red troubleshooters versus an indigo citizen.  If they can pull it off, they get big commendations.&lt;br /&gt;
&lt;br /&gt;
Or Audrey-I and her troupe accidentally paint communist propaganda on a vulture warrior barracks during the “Commies Cascade into Complex” segment.  The vulture warriors kick everyone’s butt all over alpha complex.&lt;br /&gt;
&lt;br /&gt;
Or somebody pushes Hector-Y too far and he blows up key mission personnel.  &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Staging Tips:&#039;&#039;&#039; Get the troubleshooters (at least a few) on film doing major traitorous acts before they get a chance to turn in Audrey and her troupe.  This will mean that going to the computer will be virtually suicide.&lt;br /&gt;
&lt;br /&gt;
Have lots of dumb infrareds standing around at all times, they both serve as groupies, treason reporters and all-purpose innocent bystanders.  Make sure the actors treat the infrareds like snot.&lt;br /&gt;
&lt;br /&gt;
== But It&#039;s a Girl&#039;s Bike ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered into the outdoors to find out what happened to 5 squads of armed forces personnel who went sent off to search a ruin and vanished before they got there.  The troubleshooters are given a rough map and supercharged hoverbikes to navigate the harsh terrain of the wasteland that is the outdoors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bikes are a new R&amp;amp;D invention.  They go fairly fast over flat terrain but if the engine is turned off, the motor starts whining and explodes like a grenade.  Further clones can be delivered by missile launch to the troubleshooter team’s location.&lt;br /&gt;
&lt;br /&gt;
The fuel efficiency of the bikes is rather lacking and they run out of the fuel just as alpha complex goes under the horizon.  Fortunately there is a bike shop nearby when they do; unfortunately, it is protected by mutant intelligent wolverines who believe they are “Girl Scouts”, a secret society from the beforetimes.&lt;br /&gt;
&lt;br /&gt;
The ruins of the city are incredibly dangerous and inhabited by such a wide variety of insane creatures that they make inhabitants of a dungeon from D&amp;amp;D look like the smurfs.  Most of these monsters and mutants are part of different orders of “Scouts” which fight each other non-stop.&lt;br /&gt;
&lt;br /&gt;
What’s worse, there are no armed forces personnel here or any sign of them.  In fact, the armed forces personnel that “vanished” never even left alpha complex.  They have been stuck in a forgotten HPD&amp;amp;MC filing vault complex for the last few weeks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could not get killed by the Girl Scout wolverines or even all the monsters in the ruins and somehow make it back alive.  Unless they lie, they will then fail the mission and get censured.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could convince the wolverines at the bike shop to work with them.  With the wolverines as allies, the troubleshooters could unify the ruins.  All hail New Alpha Complex!  At least until those armed forces personnel finally come and kill the would-be dictators.&lt;br /&gt;
&lt;br /&gt;
If the troubleshooters stall long enough, the armed forces personnel will eventually leave alpha complex and head to the ruins.  They will be promptly slaughtered; at that point the computer will nuke the ruins until they glow.&lt;br /&gt;
&lt;br /&gt;
Or if the troubleshooters are really really smart and lucky, they may in fact find out that the armed forces never left alpha complex and go back there to search for them.  This is really the only way to complete the mission successfully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Outdoors adventures are always great fun. Insert random encounters with strange people and monsters as you like.  This mission is less about the actual mission and more about just being in the outdoors and having stuff happen around you.&lt;br /&gt;
&lt;br /&gt;
Have the Girl Scout mutant wolverines wear uniforms and badges for various activities.  If you are feeling nice, they might just get to become girl scouts.  They will receive uniforms and badges as well as a lengthy brainscrub for becoming part of a secret society when they get back to Alpha.&lt;br /&gt;
&lt;br /&gt;
== They Want Our WoMen ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The Computer has received a communiqué that octopod robots from Jupiter have invaded sector TYR.  The troubleshooters are assigned to investigate the matter and defeat the robots, if there are any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The robots are looking for a new inexhaustible power source, called the Wotanic Menubulator, which they heard alpha complex developed. In short, they want the WoMen and they intend to tear alpha complex apart until they get it.&lt;br /&gt;
&lt;br /&gt;
The robots can’t speak very coherently, but know enough language to ask for the WoMen&lt;br /&gt;
&lt;br /&gt;
The robots are not horrendously violent but will kill and maim to secure the WoMen.&lt;br /&gt;
&lt;br /&gt;
The robots cannot tell most clones apart and don’t really understand human biology.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are never assigned standard weapons, only R&amp;amp;D inventions.&lt;br /&gt;
&lt;br /&gt;
The WoMen project was actually from an episode of “Smoke that Traitor” which was filmed in sector TYR&lt;br /&gt;
&lt;br /&gt;
If the robots can’t get the WoMen, they will settle for a nuclear reactor core or three from sector TYR.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The robots take over sector TYR and tear it apart. After finding nothing, they tear out a reactor core and fly away with it, exposing the sector to intense radiation.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are able to shoot enough robots that the metal monsters decide to retreat.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters make friends with the robots and convince them to leave peacefully.&lt;br /&gt;
&lt;br /&gt;
Or the entire sector becomes a free fire zone as all the secret societies converge to shoot, worship, steal from, make friends with, or kidnap the robots.  The robots are disgusted with humanity and leave.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters cause a thermonuclear explosion in the sector and presumably destroy the WoMen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; The WoMen gag should have nervous troubleshooters racing to heroically volunteer female citizens to deal with the alien robots. This will annoy the robots, who can’t tell a female clone from a male.&lt;br /&gt;
&lt;br /&gt;
To pursue the secret society angle, have tons of secret society operatives there and give them all really big weapons and enough fanaticism to fill a bus.  These guys may be a lot more dangerous then the robots.&lt;br /&gt;
&lt;br /&gt;
Have a big three way fight in the TYR reactor room between the robots, a bunch of secret society guys and the troubleshooters.&lt;br /&gt;
&lt;br /&gt;
== Food Vat &amp;quot;Workers&amp;quot; Unite ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to find and terminate a commie named Tro-Y-SKY-6 in TVF sector.  Tro-Y has evaded the earlier bot assassin The Computer sent and is hiding out in food vat complex 87-CC-TVF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The assassin bot model became obsolete just before its mission.  When Tro-Y was dead, it was to be scrapped along with the rest of its kind.  The bot knew this and kept the commie alive while mobilizing its model brothers to help it.&lt;br /&gt;
&lt;br /&gt;
The assassin bots number in the hundreds and have taken over food vat complex 87-CC-TVF.  In the center of the complex, there sits Tro-Y-SKY-6, happy to be kept alive by the bots.&lt;br /&gt;
&lt;br /&gt;
The assassin bots will pretend to be food vat workers at first, but their strange actions and speech, not to mention their weapons probably won’t fool anyone but the stupidest infrared.  But if the troubleshooters play along, they can get fairly deep into the food vat complex.&lt;br /&gt;
&lt;br /&gt;
Food vat complex 87-CC-TVF has a safety record that makes working there for over 10 minutes about as dangerous as repeatedly throwing algae chips at vulture warrior squadrons.  The entire complex is several huge vats with catwalks that connect small buildings atop pillars rising from the ooze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters can get into an awesome running fightfight on the catwalks, lighting up the entire complex with laser fire.  After this the troubleshooters will most likely be dead, but if they’re not, they should get promotions and commendations.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters agree to falsify some elements of the mission for the assassin bots to make it seem like they (the bots) not only assassinated the commie, but also did good work in the food vats.  The bots are given control of the food vat complex.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; If you achieve a total party kill, send them back to R&amp;amp;D and have them pick up a new assassin model bot called the Hyperburn model.  Hyperburn has flamethrowers for arms and can barely tell non-targeted clones from walls, furniture or equipment.  The old assassin bots will hate this new model and achieving a peaceful resolution becomes a lot harder.&lt;br /&gt;
&lt;br /&gt;
The assassin bots look like frail androids.  They each have a yellow clearance laser that pops out of their hand.  When they speak, they usually talk in terms of assassination and covert action.  &lt;br /&gt;
&lt;br /&gt;
Conversation in the food vats&lt;br /&gt;
&lt;br /&gt;
Troubleshooter: Hey bot! Get those files from over there and bring them to me.&lt;br /&gt;
Assassin bot: I shall eliminate the target sir.&lt;br /&gt;
Troubleshooter: Huh?  Just get them, don’t eliminate them.&lt;br /&gt;
Assassin bot: That’s what I said.&lt;br /&gt;
Assassin bot: I have infiltrated the enemy base and retrieved the files.&lt;br /&gt;
Troubleshooter scratches head&lt;br /&gt;
&lt;br /&gt;
== Into the Fizzy Drink we go ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The FizzySimSoda vending machines in SJK sector have been dispensing communist propaganda.  The troubleshooters are ordered by The Computer to figure out who is putting commie propaganda into the machines and stop them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The FizzySimSoda drink is classified as a schedule 9 biohazard in concentrations larger then 5 parts per million.  It’s a PLC invention to reduce the number of drinks they need to produce.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC was the one who placed communist propaganda in the vending machines to prepare for their upcoming educational video “The Perils of FizzySimSoda: Why PLC wants to kill you specifically”.  They did not inform The Computer of this fact.&lt;br /&gt;
&lt;br /&gt;
PLC figured this out and has stationed guards to harass or shoot anyone they see tampering or fooling with the vending machines.  The troubleshooters can expect even ruder service in SJK at best, and a laser blast in the face at the worst.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC has had the same thought and is planning on terminating these guards during next weekcycle’s live musical act “The Scrubbing Helmet and the Scrubots”.  They may hire the troubleshooters to do this, making the accessories to the high crime of distributing commie propaganda.&lt;br /&gt;
&lt;br /&gt;
To make matters more complicated, Corpore Metal secretly installed primitive bot brains into the vending machines last monthcycle.  These brains soak up all the information they can.  They are now psychopathic communists, totally dedicated to the fake commie propaganda that was inserted in them.  &lt;br /&gt;
&lt;br /&gt;
The vending machines really can’t move, but can steal credits, shoot out FizzySimSoda at deadly speeds and fall on clones.  Neither HPD&amp;amp;MC nor PLC knows about this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The vending machines are all vaporized in a giant four-way firefight between the troubleshooters, PLC, HPD&amp;amp;MC and the soda chucking vending machines themselves.  Everyone is later arrested by Intsec.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are suckered into terminating the PLC guards by HPD&amp;amp;MC in return for staring roles in the next episode of Teela-O-MLY.  They get to star in the episode and then are terminated for a variety of highly treasonous crimes.  &lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC and PLC fight it out while the troubleshooters bumble around.  The two groups have their leaders arrested and terminated, while the troubleshooters get censured for not completing their mission.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters reprogram the vending machines while avoiding PLC and HPD&amp;amp;MC personnel, erase the communism from the bot brains and then turn in the HPD&amp;amp;MC personnel who did it.  The troubleshooters get big bonuses and have successfully completed the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Annoying vending machines are common in today’s world, but at least the ones now don’t have brains. Have the vending machines be really petty and annoying, especially if one of the troubleshooters is a Frankenstein Destroyer.  &lt;br /&gt;
&lt;br /&gt;
Make both PLC and HPD&amp;amp;MC more unhelpful then usual.  Both groups in SJK are very nervous and trigger happy. &lt;br /&gt;
&lt;br /&gt;
Have HPD&amp;amp;MC’s video about how bad FizzySimSoda and PLC come out regardless of what happens.  And have it pretty much be video of what the PCs did.&lt;br /&gt;
&lt;br /&gt;
== Anything Could Happen and Most of Anything is Treason ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dangerous R&amp;amp;D invention has gotten loose and is turning sector JZR into goo.  The troubleshooters are ordered to obtain a special weapon from PLC warehouse 9W-PLC-JZR and use it to defeat the invention.  The troubleshooters need to be fast because in two hourcycles JZR sector will be completely unusable and the other sectors might be in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Nobody has any information at all on the invention, but it is turning JZR sector and everyone in it to grey goo.  But everyone is certain that the special weapon will work absolutely and effectively, even though they have little information on that as well.  The name of the special weapon is green clearance information.&lt;br /&gt;
&lt;br /&gt;
Lasers and other weapons do hurt the goo, but not very much and furthermore, this makes the goo “angry”.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is in JZR sector of course and will be turned to goo in about an hour and a half.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is staffed by 4 clones from PLC Action Team Delta, the dumping ground for clones that even PLC thinks are too inefficient, too psychotic and too annoying to work in regular PLC.&lt;br /&gt;
&lt;br /&gt;
These four clones are all of red, orange, yellow and green clearance in that order. The troubleshooters must also get approvals for the weapon in that order as well.  The green clone won’t talk to them unless they get through the yellow clone first and so on.&lt;br /&gt;
&lt;br /&gt;
All four clones are completely oblivious to the danger and are desperately trying to get out of Action Team Delta by following the rules to the most exact letter possible.  &lt;br /&gt;
&lt;br /&gt;
The troubleshooters must file a Request for Attention with the red clone, but this request for attention needs 2 Intsec goon signatures on it.  This is not difficult but it eats up time.  Once this is done, the red bureaucrat will file this for tomorrow, the troubleshooters must convince him to file it today.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then explain what they want to the orange clone in physical terms.  The troubleshooters don’t know what the weapon is so they will have difficulty.  The orange clone is an ex-armed forces transfer and is fascinated by guns and violence, she will allow the troubleshooters to look through a picture book of possible weapons if she gets to fight one of the troubleshooters or is given a few of the troubleshooter’s weapons. A weapon’s use can be somewhat figured by its name (Goomaster 5000 or something).  Once they find the weapon in the picture book, they are given approval to see the yellow clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then take a test administered by the yellow clone showing that they know how to use the weapon, follow all the regulations associated with the special weapon.  Then they must watch a really horrifying video (both in subject matter and video quality) about the results of unsafe or unethical weapons use.&lt;br /&gt;
&lt;br /&gt;
Finally, the troubleshooters must convince the green to go get the weapon they need.  Copious amounts of threats or bribery is required to get the green clone off his butt within the next yearcycle.&lt;br /&gt;
&lt;br /&gt;
Once they have the weapon, they are ready to stop the goo.  Hopefully it was the right one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters follow the rules but choose the wrong weapon and a lot of different things might happen when they use.  The weapon may do nothing against the goo. It may blow up the entire sector along with the goo. It may turn the goo into a loyal citizen.  It may turn the entire population of the sector into kitty cats. It may turn the sector into a black hole which sucks up alpha complex.  Anything could happen and most of anything is treasonous.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get tired with dealing with Action Team Delta and gun them down before taking a weapon from the warehouse.  This would be treason punishable by summary execution unless the troubleshooters can prove otherwise.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters run out of time screwing around in PLC warehouse 9W-PLC-JZR.  Unless they are turned to goo along with the rest of the sector (and maybe all of alpha complex), they are guilty of failing to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; This is a time limit adventure, so you need to keep track of the time.  You don’t need to do keep the exact time, just figure out roughly how long the troubleshooters have at some point.  Bureaucratic jobs (like getting signatures and taking tests) probably take 10-30 minutes.  The briefing takes 5 minutes, outfitting and R&amp;amp;D takes 10 minutes as they are in the same area.  Most travel times between areas (Mission Alert to briefing to outfitting and R&amp;amp;D to warehouse) take 10 minutes or 5 minutes if the troubleshooters are insubordinate and decide to run down the halls.  The computer calculates that the PLC warehouse portion will only take 10 minutes, so the estimated total time for the mission is 55 minutes.&lt;br /&gt;
&lt;br /&gt;
Reinforce the time aspect of the mission by having emergency announcements from The Computer while the troubleshooters are in the warehouse.  Make these progressively more panic inducing as the time limit runs down.  The PLC warehouse clones don’t pay any attention to them.&lt;br /&gt;
&lt;br /&gt;
Running in the halls in insubordination, but it is also the only way to complete the mission if you do everything right at the warehouse.&lt;br /&gt;
&lt;br /&gt;
Make the PLC Action Team Delta really annoying and crazy, but also just dangerous enough so the players just don’t gun them down without a second thought.&lt;br /&gt;
&lt;br /&gt;
Mission alert to briefing room: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Briefing: 5 min&lt;br /&gt;
&lt;br /&gt;
Briefing to outfitting/R&amp;amp;D: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/ R&amp;amp;D: 10 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/R&amp;amp;D to Warehouse: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Warehouse&lt;br /&gt;
Filling out Form: 5 min&lt;br /&gt;
Signatures from Intsec: 10 min&lt;br /&gt;
Looking through books: 10 min&lt;br /&gt;
Taking Test and Video: 20 min&lt;br /&gt;
Finding Weapon: 10 min&lt;br /&gt;
&lt;br /&gt;
Till warehouse is turned to goo: 90 min&lt;br /&gt;
&lt;br /&gt;
Till sector JZR is turned to goo: 120 min&lt;br /&gt;
&lt;br /&gt;
Mission Time (if PC’s do it officially)&lt;br /&gt;
&lt;br /&gt;
Walking through halls: 100 min (Gooed)&lt;br /&gt;
&lt;br /&gt;
Running through halls: 85 min &lt;br /&gt;
&lt;br /&gt;
PLC Clone names:&lt;br /&gt;
1. Doug-R-JZR-2     &lt;br /&gt;
2. Jane-O-MYN-5&lt;br /&gt;
3. Bobb-Y-TTR-1    &lt;br /&gt;
4. Limey-G-UKB-1&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1135</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1135"/>
		<updated>2005-05-17T16:52:06Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* System Supplements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===TEARZ===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[TEARZ:Main_Page|Tearz]]&lt;br /&gt;
&lt;br /&gt;
A parody [[RPG]] that never fails to take itself too seriously.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===Generic Resources===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20 System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[http://wiki.rpg.net/index.php/Talk:Paranoia_10pak#10_Paranoia_Modulets]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Paranoia_10pak&amp;diff=1134</id>
		<title>Talk:Paranoia 10pak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Paranoia_10pak&amp;diff=1134"/>
		<updated>2005-05-17T16:47:48Z</updated>

		<summary type="html">&lt;p&gt;Elliot: /* Anything Could Happen and Most of Anything is Treason */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 10 Paranoia Modulets ===&lt;br /&gt;
&lt;br /&gt;
The following are 10 short missions for the classic game of Paranoia. They are very short, most only a page or two long. This shortness is intentional as these missions are only the bones of a good paranoia adventure. I wrote them to give GMs something to latch onto and expand on, or at least an excuse to get their hapless players killed by robots, genetic experiements, intsec or eachother.&lt;br /&gt;
&lt;br /&gt;
Each modulet contains 4 parts. Fans of the Paranoia game will reconize this 4 part format from the second edition of the game.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; This is a quick capsule of the mission. It usually outlines the problem and what the troubleshooters must do to solve it.  It may or may not be accurate.  Note that this little capsule may not be the infomation the troubleshooters recieve from the computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; This is what is really going on and outlines the actual plot of the adventure. It is usually accurate and sometimes explains what is really going on.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; This section gives several possible resolutions to the adventure, usually a sentence each. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging notes:&#039;&#039;&#039; This section gives advice on staging the mission and playing the NPCs. It may contain good battle locations, hints on how to screw with players or any number of things.  In many missions, additional material will appear after the staging notes, usually diagrams and names.&lt;br /&gt;
&lt;br /&gt;
== With Leash and Laser ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bioweapon is called the KC-6 or Kill Claw 6.  Created by top R&amp;amp;D scientists by combining the genes of several outdoors animals together and adding their own fiendish additions, the Kill Claw is the perfect killing machine.  It resembles a creature from a nightmare, many hideous eyes, a sleek black carapace, a terrifying fang filled mouth and 6 long appendages, each topped with fearsome claws.  The monster can run fairly fast and even on the ceiling.  Directing all this awesome killing power is a devious intelligence that can rival that of even a red clearance clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters and most of alpha complex have never even seen a creature such as this.  From a distance, most clones will assume it’s a bot, albeit a strange looking one.  &lt;br /&gt;
&lt;br /&gt;
The Kill Claw won’t kill troubleshooters in the open, but it will try to break its leash and escape into air ducts.  Its objective is to lure troubleshooters in and kill them.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are partly responsible for everything the Kill Claw does. The creature is assumed to be loyal, if a bit zealous and the troubleshooters must rein it in.&lt;br /&gt;
&lt;br /&gt;
Anti-mutant is getting ready to smash this new mutant and the mutie lovers that are escorting it.  Of course, they need to watch out for Psion, which is planning on killing the troubleshooters and stealing the Kill Claw 6.&lt;br /&gt;
&lt;br /&gt;
The KC-6 must not be terminated.  The troubleshooters must protect it by any means possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters successfully drag the monster through CPC sector and to the testing warrens with little loss of life.  R&amp;amp;D announces that the KC-6 is a failure and orders its termination.  The Kill Claw responds by breaking loose and killing the scientists (and probably the troubleshooters).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters and the Kill Claw manage to kill legions of Anti-mutant and Psion secret society members.  An elite vulture warriors squad shows up and adopts the Kill Claw while giving the troubleshooters medals, who then fail the mission.&lt;br /&gt;
&lt;br /&gt;
Or the Kill Claw manages to create enormous amounts of chaos and carnage in CPC sector.  The troubleshooters are branded as traitors and hunted down by tons of Intsec goons.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are ripped to shreds one by one by the beast.  Posthumous investigations reveal that the troubleshooters were traitors and the beast it promoted to yellow clearance.  The Kill Claw is the troubleshooter’s next briefing officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Play the Kill Claw 6 like a combination of the aliens from the movie Predator and Alien.  It’s a smart calculating monster with a lust for destruction.  Don’t have it speak though.  &lt;br /&gt;
&lt;br /&gt;
Have the troubleshooters get hassled a lot by internal security, then they have to try and stop the KC-6 from “overeacting” to this hassling.&lt;br /&gt;
&lt;br /&gt;
If your really feeling mean, why not keep the troubleshooters in the dark about where they must take this thing.&lt;br /&gt;
&lt;br /&gt;
Have the R&amp;amp;D personnel order the troubleshooters to feed the creature about halfway through the mission. Like everyone else, it will have to go to the cafeteria.  This is a perfect place for the secret societies to attack.  Anti-mutant will have more people on its side but Psion will have a smarter attack plan.&lt;br /&gt;
&lt;br /&gt;
== Viral Marketing ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are assigned to investigate reports of defective advertising software on several bots in ADV sector.  The troubleshooters are given a suspiciously large amount of weaponry for such a minor problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; A dozen different adware programs have infected all the bots in ADV sector, altering their programming to make them into psychotic machines that worship a particular product, and want to make everyone else worship it as well.  Sector ADV is a warzone as bots and their clone brothers fight it out for brand loyalty.&lt;br /&gt;
&lt;br /&gt;
Even the comp-node in the center of ADV has been subverted by the numerous bots making The Computer even more erratic.  One minute, wearing a SnoHat™ is the mark of a communist, next minute it’s an award for patriotic behavior.  The Computer cannot even form a sentence half the time in ADV sector.&lt;br /&gt;
&lt;br /&gt;
Small flybots zoom around the corridors, planting stickers and stapling pamphlets to walls, doors, other bots and clones.  Warbots enforce brand purity mercilessly, commanding hoards of frightened citizens.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could get bot representatives from the various brands and negotiate a peace accord (yeah right).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could blow up the reactor room (controlled by bouncy bubble beverage machines), triggering an electromagnetic pulse and frying all the bots in the sector.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get drafted into one of the brand bot armies and get used as cannon fodder during the fighting.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could simply fail to do anything.  The bots and the comp-node will get more and more erratic till The Computer shuts down any links to the sector and declares it a no-go zone for complex personnel. To prevent more infection, The Computer executes anyone who has been in ADV sector in the last month.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Have the mission alert be garbled and have lots of disparate ads in it.  This will scare the players a bit.  &lt;br /&gt;
&lt;br /&gt;
Once the players get to ADV sector, you can have the computer act REALLY strange.  Fill its speech with interruptions with ads.  Its personality has been altered to give preference to one brand, but all the different adware programs have done this so The Computer is insanely confused in ADV sector.&lt;br /&gt;
&lt;br /&gt;
The bots are all psychotically	loyal to their brand of choice and very happy to perform violence.  Have the bots start by saying how great their brand is, then they start giving out flyers, then they start shooting clones who don’t take them.&lt;br /&gt;
&lt;br /&gt;
Here are some good names for brand armies, pick the best ones and say they’re the biggest: &lt;br /&gt;
Totalaser Sights, Bouncy Bubble Beverage, KommieKicker Boots, Simtreebark Snacks, CruncheeTyme Algae Chips, Symonim Food Additive, WarTV Channel, HPD&amp;amp;MC-Space Adventure Genre Show #33, HPD&amp;amp;MC-Space Adventure Genre Show #36 (uncut), Omnigum, The Truth About Power Services (TS-34).&lt;br /&gt;
&lt;br /&gt;
== Terror Wears a Carapace ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dastardly secret society has smuggled cute harmless petbots into sector TTF from the outdoors.  The troubleshooters are ordered to capture and release the petbots and punish the troublemakers.  The troubleshooters are given large nets for the operation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The Sierra club has indeed smuggled some things into sector TTF, but they are large mutant cockroaches about the size of a small horse.  They are hideous and have been misidentified as petbots.&lt;br /&gt;
&lt;br /&gt;
These mutant cockroaches are mostly unaffected by laser blasts.  A cone rifle bullet might pierce their armor, but they are built like tanks.&lt;br /&gt;
&lt;br /&gt;
The Sierra club has painted the shells of these creatures with black, red, orange and yellow, as a sign that these “gentle” bugs are now citizens of alpha complex.  The bugs and the Sierra club have largely taken over the sector.&lt;br /&gt;
&lt;br /&gt;
The Sierra club clones spend most of their time “interpreting” the cockroach’s simple if nonexistent language and blindly doing what they think they heard.  They leader is a green clearance clone named Noah-G-BBC-2.  The highest clearance cockroach is named Clickit-Y-TTF-1.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches all have names, but don’t seem to care much.  In fact, the cockroaches spend most of their time lumbering through TTF sector and eating the occasional clone or wreaking machinery.&lt;br /&gt;
&lt;br /&gt;
Noah-G has done his homework and the necessary forms so all the cockroaches are legally citizens of alpha complex. Disobeying a higher clearance one is treason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters are eaten by the cockroaches and nothing is really resolved.  The Computer largely accepts the situation and the odd giant cockroach now roams the halls of Alpha Complex.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters arrest the Sierra Clubbers for treason and capture the cockroaches.  Somehow they manage to drag the cockroaches on leashes to the nearest door and throw them out, one by one.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to drive the cockroaches outside with gunfire, or to the sewers, as long as they’re no longer on the video monitors.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to the screw up the whole operation.  The cockroaches eat the traitorous troubleshooters as well as the Sierra Clubbers.  The cockroaches are all promoted and are given positions of authority throughout Alpha Complex.  Efficiency greatly improves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; The mutant cockroaches are dumb animals, but it should be funny to have a bunch of idealistic Sierra club members following them around, trying to figure out what the cockroach wants them to do.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches are not very nice animals, but they aren’t the kind that will kill a clone for no reason.  Usually they ignore clones and troubleshooters unless they are hungry or the clone is in their way.&lt;br /&gt;
&lt;br /&gt;
== One Hand Washes the Other ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered by power services to retrieve a fuel rod from sector TSS (which is has ample power sources) and bring it to JHY sector.  But in sector TSS, 87% of the population works for tech services.  The troubleshooters must get the fuel rod, preferably in an amicable fashion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Tech services in TSS tell the troubleshooters that the power services clones in JHY are a front for PURGE and tell the troubleshooters to go spy on them or get thrown to Intsec.&lt;br /&gt;
&lt;br /&gt;
Power services in JHY is indeed a front, but is only pretending to be PURGE, they are in fact Intsec pretending to be the Computer Phreaks pretending to be PURGE.  &lt;br /&gt;
&lt;br /&gt;
Tech services in TSS are actually controlled at the highest levels by Intsec personnel pretending that TSS is controlled by the Sierra Club secret society.  &lt;br /&gt;
&lt;br /&gt;
The two sectors have been investigating each other for yearcycles and are unaware that each is Intsec.&lt;br /&gt;
&lt;br /&gt;
The two groups try to get the troubleshooters to play double agent in exchange for either the fuel rod or other bonuses and punishments.  Intsec undercover agents have a license to terminate any clone that threatens to expose them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; Troubleshooters get tired of running around spying, so they bust into the reactor room, have an incredibly dangerous firefight against many superior opponents and remove a fuel rod.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters inform on both operations, the computer gives them all commendations for their quick wits and good judgment, then has them medicated (or terminated if they reveal a lot) for interfering with secret Intsec operations.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters do a good job at spying for one or both sectors.  The sector(s) they spied on will be raided by Vulture Warriors and blown to pieces.  The troubleshooters will get&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are gunned down while spying by the hundreds and hundreds of Intsec undercover agents trying to protect their identities.&lt;br /&gt;
&lt;br /&gt;
Staging Notes: Make this mission really confusing.  Both TSS and JHY sectors are full of Intsec personnel pretending to be secret society members pretending to be part of a service firm (and in JHY, pretending to be part of another secret society).  Some clues will be the fact that both sectors barely have anyone who can do their jobs properly and the sheer number of secret society signs being flashed.&lt;br /&gt;
&lt;br /&gt;
For maximum confusion, have the player’s secret society info on the mission reveal bits and pieces of the truth (if indeed the player is part of one of the secret societies here).  Then have the secret missions have to do with keeping that a secret at any cost.&lt;br /&gt;
&lt;br /&gt;
Sector TSS&lt;br /&gt;
               &lt;br /&gt;
Tech Services, who are secretly pretending to be...          &lt;br /&gt;
Sierra Club but in accuallity are a part of...            &lt;br /&gt;
Intsec                      &lt;br /&gt;
&lt;br /&gt;
Sector JHY&lt;br /&gt;
&lt;br /&gt;
Power Services, who secretly pretend to be...&lt;br /&gt;
PURGE but really appear to be undercover...&lt;br /&gt;
Computer Phreaks but are actually part of...&lt;br /&gt;
Intsec                               &lt;br /&gt;
&lt;br /&gt;
== The Golden Age of Film ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to protect and act as the filming crew for HPD&amp;amp;MC’s new truenews infotainment show “Unbiased Perspectives on a Commie-Free Complex”.  This new show stars a variety of higher clearance clones and is directed by an eccentric Indigo clone named Audrey-I-HEP-1.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; It is unusual for indigos to directly boss around red clearance clones and the troubleshooters must follow all of Audrey’s orders carefully.&lt;br /&gt;
&lt;br /&gt;
Many of the “scenes” that Audrey needs to film involve her and her actors committing vile treason while the troubleshooters videotape it.  She makes sure to get a few troubleshooters in on the act as well. She says that it is approved, but it isn’t, she’s just a commie mutant traitor.&lt;br /&gt;
&lt;br /&gt;
On top of that, the other three actors are complete monomaniacal attention whores and the group as a whole has the cohesion, teamwork skills and ethics of your average troubleshooter team.  &lt;br /&gt;
&lt;br /&gt;
The first actor is Harry-G-HEP-4; he is a trigger happy Death Leopard who is having a torrid affair with Audrey-I.  Of course, neither knows what “torrid” or “affair” means but it seems to annoy the other actors (especially Judy-G) and it’s a good excuse for favoritism, so they continue.&lt;br /&gt;
&lt;br /&gt;
The second actor is Judy-G-RLD-3: she is a vacuous and compulsive liar who is also having a “torrid affair” with Audrey-I, at least trying to.  She competes with Harry-G for Judy-G’s … well, she really doesn’t know what you get from torrid affairs, but it must be good.  She loves to talk endlessly about her affair, she also loves to get troubleshooters to steal from/assault/frame for crimes/terminate Harry G. &lt;br /&gt;
&lt;br /&gt;
The third actor is named Hector-Y-TRY-2 and he is most likely the most level headed of the bunch.  Of course this is a sham and Hector is actually a member of PURGE who wears a large bomb that is slaved to his heartbeat sensor.  &lt;br /&gt;
&lt;br /&gt;
Audrey-I-HEP-1 is the leader of the bunch and an obsessed artist who needs constant praise of her abilities, looks and loyalty. &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; Audrey-I and her troupe makes a treason filled news show that is the talk of the complex for a few daycycles.  Then the show is suppressed and everyone involved terminated.   &lt;br /&gt;
&lt;br /&gt;
Or Judy-G guns down Harry-G and probably some innocent bystanders, the troubleshooters return fire and the entire mission probably ends is terminations by Intsec.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters somehow turn in the actors for treason without incriminating themselves.  They need video evidence or it’s just the word of a bunch of red troubleshooters versus an indigo citizen.  If they can pull it off, they get big commendations.&lt;br /&gt;
&lt;br /&gt;
Or Audrey-I and her troupe accidentally paint communist propaganda on a vulture warrior barracks during the “Commies Cascade into Complex” segment.  The vulture warriors kick everyone’s butt all over alpha complex.&lt;br /&gt;
&lt;br /&gt;
Or somebody pushes Hector-Y too far and he blows up key mission personnel.  &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Staging Tips:&#039;&#039;&#039; Get the troubleshooters (at least a few) on film doing major traitorous acts before they get a chance to turn in Audrey and her troupe.  This will mean that going to the computer will be virtually suicide.&lt;br /&gt;
&lt;br /&gt;
Have lots of dumb infrareds standing around at all times, they both serve as groupies, treason reporters and all-purpose innocent bystanders.  Make sure the actors treat the infrareds like snot.&lt;br /&gt;
&lt;br /&gt;
== But It&#039;s a Girl&#039;s Bike ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered into the outdoors to find out what happened to 5 squads of armed forces personnel who went sent off to search a ruin and vanished before they got there.  The troubleshooters are given a rough map and supercharged hoverbikes to navigate the harsh terrain of the wasteland that is the outdoors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bikes are a new R&amp;amp;D invention.  They go fairly fast over flat terrain but if the engine is turned off, the motor starts whining and explodes like a grenade.  Further clones can be delivered by missile launch to the troubleshooter team’s location.&lt;br /&gt;
&lt;br /&gt;
The fuel efficiency of the bikes is rather lacking and they run out of the fuel just as alpha complex goes under the horizon.  Fortunately there is a bike shop nearby when they do; unfortunately, it is protected by mutant intelligent wolverines who believe they are “Girl Scouts”, a secret society from the beforetimes.&lt;br /&gt;
&lt;br /&gt;
The ruins of the city are incredibly dangerous and inhabited by such a wide variety of insane creatures that they make inhabitants of a dungeon from D&amp;amp;D look like the smurfs.  Most of these monsters and mutants are part of different orders of “Scouts” which fight each other non-stop.&lt;br /&gt;
&lt;br /&gt;
What’s worse, there are no armed forces personnel here or any sign of them.  In fact, the armed forces personnel that “vanished” never even left alpha complex.  They have been stuck in a forgotten HPD&amp;amp;MC filing vault complex for the last few weeks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could not get killed by the Girl Scout wolverines or even all the monsters in the ruins and somehow make it back alive.  Unless they lie, they will then fail the mission and get censured.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could convince the wolverines at the bike shop to work with them.  With the wolverines as allies, the troubleshooters could unify the ruins.  All hail New Alpha Complex!  At least until those armed forces personnel finally come and kill the would-be dictators.&lt;br /&gt;
&lt;br /&gt;
If the troubleshooters stall long enough, the armed forces personnel will eventually leave alpha complex and head to the ruins.  They will be promptly slaughtered; at that point the computer will nuke the ruins until they glow.&lt;br /&gt;
&lt;br /&gt;
Or if the troubleshooters are really really smart and lucky, they may in fact find out that the armed forces never left alpha complex and go back there to search for them.  This is really the only way to complete the mission successfully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Outdoors adventures are always great fun. Insert random encounters with strange people and monsters as you like.  This mission is less about the actual mission and more about just being in the outdoors and having stuff happen around you.&lt;br /&gt;
&lt;br /&gt;
Have the Girl Scout mutant wolverines wear uniforms and badges for various activities.  If you are feeling nice, they might just get to become girl scouts.  They will receive uniforms and badges as well as a lengthy brainscrub for becoming part of a secret society when they get back to Alpha.&lt;br /&gt;
&lt;br /&gt;
== They Want Our WoMen ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The Computer has received a communiqué that octopod robots from Jupiter have invaded sector TYR.  The troubleshooters are assigned to investigate the matter and defeat the robots, if there are any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The robots are looking for a new inexhaustible power source, called the Wotanic Menubulator, which they heard alpha complex developed. In short, they want the WoMen and they intend to tear alpha complex apart until they get it.&lt;br /&gt;
&lt;br /&gt;
The robots can’t speak very coherently, but know enough language to ask for the WoMen&lt;br /&gt;
&lt;br /&gt;
The robots are not horrendously violent but will kill and maim to secure the WoMen.&lt;br /&gt;
&lt;br /&gt;
The robots cannot tell most clones apart and don’t really understand human biology.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are never assigned standard weapons, only R&amp;amp;D inventions.&lt;br /&gt;
&lt;br /&gt;
The WoMen project was actually from an episode of “Smoke that Traitor” which was filmed in sector TYR&lt;br /&gt;
&lt;br /&gt;
If the robots can’t get the WoMen, they will settle for a nuclear reactor core or three from sector TYR.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The robots take over sector TYR and tear it apart. After finding nothing, they tear out a reactor core and fly away with it, exposing the sector to intense radiation.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are able to shoot enough robots that the metal monsters decide to retreat.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters make friends with the robots and convince them to leave peacefully.&lt;br /&gt;
&lt;br /&gt;
Or the entire sector becomes a free fire zone as all the secret societies converge to shoot, worship, steal from, make friends with, or kidnap the robots.  The robots are disgusted with humanity and leave.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters cause a thermonuclear explosion in the sector and presumably destroy the WoMen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; The WoMen gag should have nervous troubleshooters racing to heroically volunteer female citizens to deal with the alien robots. This will annoy the robots, who can’t tell a female clone from a male.&lt;br /&gt;
&lt;br /&gt;
To pursue the secret society angle, have tons of secret society operatives there and give them all really big weapons and enough fanaticism to fill a bus.  These guys may be a lot more dangerous then the robots.&lt;br /&gt;
&lt;br /&gt;
Have a big three way fight in the TYR reactor room between the robots, a bunch of secret society guys and the troubleshooters.&lt;br /&gt;
&lt;br /&gt;
== Food Vat &amp;quot;Workers&amp;quot; Unite ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to find and terminate a commie named Tro-Y-SKY-6 in TVF sector.  Tro-Y has evaded the earlier bot assassin The Computer sent and is hiding out in food vat complex 87-CC-TVF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The assassin bot model became obsolete just before its mission.  When Tro-Y was dead, it was to be scrapped along with the rest of its kind.  The bot knew this and kept the commie alive while mobilizing its model brothers to help it.&lt;br /&gt;
&lt;br /&gt;
The assassin bots number in the hundreds and have taken over food vat complex 87-CC-TVF.  In the center of the complex, there sits Tro-Y-SKY-6, happy to be kept alive by the bots.&lt;br /&gt;
&lt;br /&gt;
The assassin bots will pretend to be food vat workers at first, but their strange actions and speech, not to mention their weapons probably won’t fool anyone but the stupidest infrared.  But if the troubleshooters play along, they can get fairly deep into the food vat complex.&lt;br /&gt;
&lt;br /&gt;
Food vat complex 87-CC-TVF has a safety record that makes working there for over 10 minutes about as dangerous as repeatedly throwing algae chips at vulture warrior squadrons.  The entire complex is several huge vats with catwalks that connect small buildings atop pillars rising from the ooze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters can get into an awesome running fightfight on the catwalks, lighting up the entire complex with laser fire.  After this the troubleshooters will most likely be dead, but if they’re not, they should get promotions and commendations.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters agree to falsify some elements of the mission for the assassin bots to make it seem like they (the bots) not only assassinated the commie, but also did good work in the food vats.  The bots are given control of the food vat complex.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; If you achieve a total party kill, send them back to R&amp;amp;D and have them pick up a new assassin model bot called the Hyperburn model.  Hyperburn has flamethrowers for arms and can barely tell non-targeted clones from walls, furniture or equipment.  The old assassin bots will hate this new model and achieving a peaceful resolution becomes a lot harder.&lt;br /&gt;
&lt;br /&gt;
The assassin bots look like frail androids.  They each have a yellow clearance laser that pops out of their hand.  When they speak, they usually talk in terms of assassination and covert action.  &lt;br /&gt;
&lt;br /&gt;
Conversation in the food vats&lt;br /&gt;
&lt;br /&gt;
Troubleshooter: Hey bot! Get those files from over there and bring them to me.&lt;br /&gt;
Assassin bot: I shall eliminate the target sir.&lt;br /&gt;
Troubleshooter: Huh?  Just get them, don’t eliminate them.&lt;br /&gt;
Assassin bot: That’s what I said.&lt;br /&gt;
Assassin bot: I have infiltrated the enemy base and retrieved the files.&lt;br /&gt;
Troubleshooter scratches head&lt;br /&gt;
&lt;br /&gt;
== Into the Fizzy Drink we go ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The FizzySimSoda vending machines in SJK sector have been dispensing communist propaganda.  The troubleshooters are ordered by The Computer to figure out who is putting commie propaganda into the machines and stop them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The FizzySimSoda drink is classified as a schedule 9 biohazard in concentrations larger then 5 parts per million.  It’s a PLC invention to reduce the number of drinks they need to produce.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC was the one who placed communist propaganda in the vending machines to prepare for their upcoming educational video “The Perils of FizzySimSoda: Why PLC wants to kill you specifically”.  They did not inform The Computer of this fact.&lt;br /&gt;
&lt;br /&gt;
PLC figured this out and has stationed guards to harass or shoot anyone they see tampering or fooling with the vending machines.  The troubleshooters can expect even ruder service in SJK at best, and a laser blast in the face at the worst.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC has had the same thought and is planning on terminating these guards during next weekcycle’s live musical act “The Scrubbing Helmet and the Scrubots”.  They may hire the troubleshooters to do this, making the accessories to the high crime of distributing commie propaganda.&lt;br /&gt;
&lt;br /&gt;
To make matters more complicated, Corpore Metal secretly installed primitive bot brains into the vending machines last monthcycle.  These brains soak up all the information they can.  They are now psychopathic communists, totally dedicated to the fake commie propaganda that was inserted in them.  &lt;br /&gt;
&lt;br /&gt;
The vending machines really can’t move, but can steal credits, shoot out FizzySimSoda at deadly speeds and fall on clones.  Neither HPD&amp;amp;MC nor PLC knows about this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The vending machines are all vaporized in a giant four-way firefight between the troubleshooters, PLC, HPD&amp;amp;MC and the soda chucking vending machines themselves.  Everyone is later arrested by Intsec.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are suckered into terminating the PLC guards by HPD&amp;amp;MC in return for staring roles in the next episode of Teela-O-MLY.  They get to star in the episode and then are terminated for a variety of highly treasonous crimes.  &lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC and PLC fight it out while the troubleshooters bumble around.  The two groups have their leaders arrested and terminated, while the troubleshooters get censured for not completing their mission.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters reprogram the vending machines while avoiding PLC and HPD&amp;amp;MC personnel, erase the communism from the bot brains and then turn in the HPD&amp;amp;MC personnel who did it.  The troubleshooters get big bonuses and have successfully completed the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Annoying vending machines are common in today’s world, but at least the ones now don’t have brains. Have the vending machines be really petty and annoying, especially if one of the troubleshooters is a Frankenstein Destroyer.  &lt;br /&gt;
&lt;br /&gt;
Make both PLC and HPD&amp;amp;MC more unhelpful then usual.  Both groups in SJK are very nervous and trigger happy. &lt;br /&gt;
&lt;br /&gt;
Have HPD&amp;amp;MC’s video about how bad FizzySimSoda and PLC come out regardless of what happens.  And have it pretty much be video of what the PCs did.&lt;br /&gt;
&lt;br /&gt;
== Anything Could Happen and Most of Anything is Treason ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dangerous R&amp;amp;D invention has gotten loose and is turning sector JZR into goo.  The troubleshooters are ordered to obtain a special weapon from PLC warehouse 9W-PLC-JZR and use it to defeat the invention.  The troubleshooters need to be fast because in two hourcycles JZR sector will be completely unusable and the other sectors might be in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Nobody has any information at all on the invention, but it is turning JZR sector and everyone in it to grey goo.  But everyone is certain that the special weapon will work absolutely and effectively, even though they have little information on that as well.  The name of the special weapon is green clearance information.&lt;br /&gt;
&lt;br /&gt;
Lasers and other weapons do hurt the goo, but not very much and furthermore, this makes the goo “angry”.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is in JZR sector of course and will be turned to goo in about an hour and a half.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is staffed by 4 clones from PLC Action Team Delta, the dumping ground for clones that even PLC thinks are too inefficient, too psychotic and too annoying to work in regular PLC.&lt;br /&gt;
&lt;br /&gt;
These four clones are all of red, orange, yellow and green clearance in that order. The troubleshooters must also get approvals for the weapon in that order as well.  The green clone won’t talk to them unless they get through the yellow clone first and so on.&lt;br /&gt;
&lt;br /&gt;
All four clones are completely oblivious to the danger and are desperately trying to get out of Action Team Delta by following the rules to the most exact letter possible.  &lt;br /&gt;
&lt;br /&gt;
The troubleshooters must file a Request for Attention with the red clone, but this request for attention needs 2 Intsec goon signatures on it.  This is not difficult but it eats up time.  Once this is done, the red bureaucrat will file this for tomorrow, the troubleshooters must convince him to file it today.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then explain what they want to the orange clone in physical terms.  The troubleshooters don’t know what the weapon is so they will have difficulty.  The orange clone is an ex-armed forces transfer and is fascinated by guns and violence, she will allow the troubleshooters to look through a picture book of possible weapons if she gets to fight one of the troubleshooters or is given a few of the troubleshooter’s weapons. A weapon’s use can be somewhat figured by its name (Goomaster 5000 or something).  Once they find the weapon in the picture book, they are given approval to see the yellow clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then take a test administered by the yellow clone showing that they know how to use the weapon, follow all the regulations associated with the special weapon.  Then they must watch a really horrifying video (both in subject matter and video quality) about the results of unsafe or unethical weapons use.&lt;br /&gt;
&lt;br /&gt;
Finally, the troubleshooters must convince the green to go get the weapon they need.  Copious amounts of threats or bribery is required to get the green clone off his butt within the next yearcycle.&lt;br /&gt;
&lt;br /&gt;
Once they have the weapon, they are ready to stop the goo.  Hopefully it was the right one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters follow the rules but choose the wrong weapon and a lot of different things might happen when they use.  The weapon may do nothing against the goo. It may blow up the entire sector along with the goo. It may turn the goo into a loyal citizen.  It may turn the entire population of the sector into kitty cats. It may turn the sector into a black hole which sucks up alpha complex.  Anything could happen and most of anything is treasonous.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get tired with dealing with Action Team Delta and gun them down before taking a weapon from the warehouse.  This would be treason punishable by summary execution unless the troubleshooters can prove otherwise.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters run out of time screwing around in PLC warehouse 9W-PLC-JZR.  Unless they are turned to goo along with the rest of the sector (and maybe all of alpha complex), they are guilty of failing to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; This is a time limit adventure, so you need to keep track of the time.  You don’t need to do keep the exact time, just figure out roughly how long the troubleshooters have at some point.  Bureaucratic jobs (like getting signatures and taking tests) probably take 10-30 minutes.  The briefing takes 5 minutes, outfitting and R&amp;amp;D takes 10 minutes as they are in the same area.  Most travel times between areas (Mission Alert to briefing to outfitting and R&amp;amp;D to warehouse) take 10 minutes or 5 minutes if the troubleshooters are insubordinate and decide to run down the halls.  The computer calculates that the PLC warehouse portion will only take 10 minutes, so the estimated total time for the mission is 55 minutes.&lt;br /&gt;
&lt;br /&gt;
Reinforce the time aspect of the mission by having emergency announcements from The Computer while the troubleshooters are in the warehouse.  Make these progressively more panic inducing as the time limit runs down.  The PLC warehouse clones don’t pay any attention to them.&lt;br /&gt;
&lt;br /&gt;
Running in the halls in insubordination, but it is also the only way to complete the mission if you do everything right at the warehouse.&lt;br /&gt;
&lt;br /&gt;
Make the PLC Action Team Delta really annoying and crazy, but also just dangerous enough so the players just don’t gun them down without a second thought.&lt;br /&gt;
&lt;br /&gt;
Mission alert to briefing room: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Briefing: 5 min&lt;br /&gt;
&lt;br /&gt;
Briefing to outfitting/R&amp;amp;D: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/ R&amp;amp;D: 10 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/R&amp;amp;D to Warehouse: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Warehouse&lt;br /&gt;
Filling out Form: 5 min&lt;br /&gt;
Signatures from Intsec: 10 min&lt;br /&gt;
Looking through books: 10 min&lt;br /&gt;
Taking Test and Video: 20 min&lt;br /&gt;
Finding Weapon: 10 min&lt;br /&gt;
&lt;br /&gt;
Till warehouse is turned to goo: 90 min&lt;br /&gt;
&lt;br /&gt;
Till sector JZR is turned to goo: 120 min&lt;br /&gt;
&lt;br /&gt;
Mission Time (if PC’s do it officially)&lt;br /&gt;
&lt;br /&gt;
Walking through halls: 100 min (Gooed)&lt;br /&gt;
&lt;br /&gt;
Running through halls: 85 min &lt;br /&gt;
&lt;br /&gt;
PLC Clone names:&lt;br /&gt;
1. Doug-R-JZR-2     &lt;br /&gt;
2. Jane-O-MYN-5&lt;br /&gt;
3. Bobb-Y-TTR-1    &lt;br /&gt;
4. Limey-G-UKB-1&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Paranoia_10pak&amp;diff=1132</id>
		<title>Talk:Paranoia 10pak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Paranoia_10pak&amp;diff=1132"/>
		<updated>2005-05-17T16:42:03Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 10 Paranoia Modulets ===&lt;br /&gt;
&lt;br /&gt;
The following are 10 short missions for the classic game of Paranoia. They are very short, most only a page or two long. This shortness is intentional as these missions are only the bones of a good paranoia adventure. I wrote them to give GMs something to latch onto and expand on, or at least an excuse to get their hapless players killed by robots, genetic experiements, intsec or eachother.&lt;br /&gt;
&lt;br /&gt;
Each modulet contains 4 parts. Fans of the Paranoia game will reconize this 4 part format from the second edition of the game.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; This is a quick capsule of the mission. It usually outlines the problem and what the troubleshooters must do to solve it.  It may or may not be accurate.  Note that this little capsule may not be the infomation the troubleshooters recieve from the computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; This is what is really going on and outlines the actual plot of the adventure. It is usually accurate and sometimes explains what is really going on.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; This section gives several possible resolutions to the adventure, usually a sentence each. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging notes:&#039;&#039;&#039; This section gives advice on staging the mission and playing the NPCs. It may contain good battle locations, hints on how to screw with players or any number of things.  In many missions, additional material will appear after the staging notes, usually diagrams and names.&lt;br /&gt;
&lt;br /&gt;
== With Leash and Laser ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bioweapon is called the KC-6 or Kill Claw 6.  Created by top R&amp;amp;D scientists by combining the genes of several outdoors animals together and adding their own fiendish additions, the Kill Claw is the perfect killing machine.  It resembles a creature from a nightmare, many hideous eyes, a sleek black carapace, a terrifying fang filled mouth and 6 long appendages, each topped with fearsome claws.  The monster can run fairly fast and even on the ceiling.  Directing all this awesome killing power is a devious intelligence that can rival that of even a red clearance clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters and most of alpha complex have never even seen a creature such as this.  From a distance, most clones will assume it’s a bot, albeit a strange looking one.  &lt;br /&gt;
&lt;br /&gt;
The Kill Claw won’t kill troubleshooters in the open, but it will try to break its leash and escape into air ducts.  Its objective is to lure troubleshooters in and kill them.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are partly responsible for everything the Kill Claw does. The creature is assumed to be loyal, if a bit zealous and the troubleshooters must rein it in.&lt;br /&gt;
&lt;br /&gt;
Anti-mutant is getting ready to smash this new mutant and the mutie lovers that are escorting it.  Of course, they need to watch out for Psion, which is planning on killing the troubleshooters and stealing the Kill Claw 6.&lt;br /&gt;
&lt;br /&gt;
The KC-6 must not be terminated.  The troubleshooters must protect it by any means possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters successfully drag the monster through CPC sector and to the testing warrens with little loss of life.  R&amp;amp;D announces that the KC-6 is a failure and orders its termination.  The Kill Claw responds by breaking loose and killing the scientists (and probably the troubleshooters).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters and the Kill Claw manage to kill legions of Anti-mutant and Psion secret society members.  An elite vulture warriors squad shows up and adopts the Kill Claw while giving the troubleshooters medals, who then fail the mission.&lt;br /&gt;
&lt;br /&gt;
Or the Kill Claw manages to create enormous amounts of chaos and carnage in CPC sector.  The troubleshooters are branded as traitors and hunted down by tons of Intsec goons.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are ripped to shreds one by one by the beast.  Posthumous investigations reveal that the troubleshooters were traitors and the beast it promoted to yellow clearance.  The Kill Claw is the troubleshooter’s next briefing officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Play the Kill Claw 6 like a combination of the aliens from the movie Predator and Alien.  It’s a smart calculating monster with a lust for destruction.  Don’t have it speak though.  &lt;br /&gt;
&lt;br /&gt;
Have the troubleshooters get hassled a lot by internal security, then they have to try and stop the KC-6 from “overeacting” to this hassling.&lt;br /&gt;
&lt;br /&gt;
If your really feeling mean, why not keep the troubleshooters in the dark about where they must take this thing.&lt;br /&gt;
&lt;br /&gt;
Have the R&amp;amp;D personnel order the troubleshooters to feed the creature about halfway through the mission. Like everyone else, it will have to go to the cafeteria.  This is a perfect place for the secret societies to attack.  Anti-mutant will have more people on its side but Psion will have a smarter attack plan.&lt;br /&gt;
&lt;br /&gt;
== Viral Marketing ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are assigned to investigate reports of defective advertising software on several bots in ADV sector.  The troubleshooters are given a suspiciously large amount of weaponry for such a minor problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; A dozen different adware programs have infected all the bots in ADV sector, altering their programming to make them into psychotic machines that worship a particular product, and want to make everyone else worship it as well.  Sector ADV is a warzone as bots and their clone brothers fight it out for brand loyalty.&lt;br /&gt;
&lt;br /&gt;
Even the comp-node in the center of ADV has been subverted by the numerous bots making The Computer even more erratic.  One minute, wearing a SnoHat™ is the mark of a communist, next minute it’s an award for patriotic behavior.  The Computer cannot even form a sentence half the time in ADV sector.&lt;br /&gt;
&lt;br /&gt;
Small flybots zoom around the corridors, planting stickers and stapling pamphlets to walls, doors, other bots and clones.  Warbots enforce brand purity mercilessly, commanding hoards of frightened citizens.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could get bot representatives from the various brands and negotiate a peace accord (yeah right).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could blow up the reactor room (controlled by bouncy bubble beverage machines), triggering an electromagnetic pulse and frying all the bots in the sector.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get drafted into one of the brand bot armies and get used as cannon fodder during the fighting.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could simply fail to do anything.  The bots and the comp-node will get more and more erratic till The Computer shuts down any links to the sector and declares it a no-go zone for complex personnel. To prevent more infection, The Computer executes anyone who has been in ADV sector in the last month.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Have the mission alert be garbled and have lots of disparate ads in it.  This will scare the players a bit.  &lt;br /&gt;
&lt;br /&gt;
Once the players get to ADV sector, you can have the computer act REALLY strange.  Fill its speech with interruptions with ads.  Its personality has been altered to give preference to one brand, but all the different adware programs have done this so The Computer is insanely confused in ADV sector.&lt;br /&gt;
&lt;br /&gt;
The bots are all psychotically	loyal to their brand of choice and very happy to perform violence.  Have the bots start by saying how great their brand is, then they start giving out flyers, then they start shooting clones who don’t take them.&lt;br /&gt;
&lt;br /&gt;
Here are some good names for brand armies, pick the best ones and say they’re the biggest: &lt;br /&gt;
Totalaser Sights, Bouncy Bubble Beverage, KommieKicker Boots, Simtreebark Snacks, CruncheeTyme Algae Chips, Symonim Food Additive, WarTV Channel, HPD&amp;amp;MC-Space Adventure Genre Show #33, HPD&amp;amp;MC-Space Adventure Genre Show #36 (uncut), Omnigum, The Truth About Power Services (TS-34).&lt;br /&gt;
&lt;br /&gt;
== Terror Wears a Carapace ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dastardly secret society has smuggled cute harmless petbots into sector TTF from the outdoors.  The troubleshooters are ordered to capture and release the petbots and punish the troublemakers.  The troubleshooters are given large nets for the operation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The Sierra club has indeed smuggled some things into sector TTF, but they are large mutant cockroaches about the size of a small horse.  They are hideous and have been misidentified as petbots.&lt;br /&gt;
&lt;br /&gt;
These mutant cockroaches are mostly unaffected by laser blasts.  A cone rifle bullet might pierce their armor, but they are built like tanks.&lt;br /&gt;
&lt;br /&gt;
The Sierra club has painted the shells of these creatures with black, red, orange and yellow, as a sign that these “gentle” bugs are now citizens of alpha complex.  The bugs and the Sierra club have largely taken over the sector.&lt;br /&gt;
&lt;br /&gt;
The Sierra club clones spend most of their time “interpreting” the cockroach’s simple if nonexistent language and blindly doing what they think they heard.  They leader is a green clearance clone named Noah-G-BBC-2.  The highest clearance cockroach is named Clickit-Y-TTF-1.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches all have names, but don’t seem to care much.  In fact, the cockroaches spend most of their time lumbering through TTF sector and eating the occasional clone or wreaking machinery.&lt;br /&gt;
&lt;br /&gt;
Noah-G has done his homework and the necessary forms so all the cockroaches are legally citizens of alpha complex. Disobeying a higher clearance one is treason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters are eaten by the cockroaches and nothing is really resolved.  The Computer largely accepts the situation and the odd giant cockroach now roams the halls of Alpha Complex.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters arrest the Sierra Clubbers for treason and capture the cockroaches.  Somehow they manage to drag the cockroaches on leashes to the nearest door and throw them out, one by one.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to drive the cockroaches outside with gunfire, or to the sewers, as long as they’re no longer on the video monitors.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to the screw up the whole operation.  The cockroaches eat the traitorous troubleshooters as well as the Sierra Clubbers.  The cockroaches are all promoted and are given positions of authority throughout Alpha Complex.  Efficiency greatly improves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; The mutant cockroaches are dumb animals, but it should be funny to have a bunch of idealistic Sierra club members following them around, trying to figure out what the cockroach wants them to do.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches are not very nice animals, but they aren’t the kind that will kill a clone for no reason.  Usually they ignore clones and troubleshooters unless they are hungry or the clone is in their way.&lt;br /&gt;
&lt;br /&gt;
== One Hand Washes the Other ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered by power services to retrieve a fuel rod from sector TSS (which is has ample power sources) and bring it to JHY sector.  But in sector TSS, 87% of the population works for tech services.  The troubleshooters must get the fuel rod, preferably in an amicable fashion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Tech services in TSS tell the troubleshooters that the power services clones in JHY are a front for PURGE and tell the troubleshooters to go spy on them or get thrown to Intsec.&lt;br /&gt;
&lt;br /&gt;
Power services in JHY is indeed a front, but is only pretending to be PURGE, they are in fact Intsec pretending to be the Computer Phreaks pretending to be PURGE.  &lt;br /&gt;
&lt;br /&gt;
Tech services in TSS are actually controlled at the highest levels by Intsec personnel pretending that TSS is controlled by the Sierra Club secret society.  &lt;br /&gt;
&lt;br /&gt;
The two sectors have been investigating each other for yearcycles and are unaware that each is Intsec.&lt;br /&gt;
&lt;br /&gt;
The two groups try to get the troubleshooters to play double agent in exchange for either the fuel rod or other bonuses and punishments.  Intsec undercover agents have a license to terminate any clone that threatens to expose them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; Troubleshooters get tired of running around spying, so they bust into the reactor room, have an incredibly dangerous firefight against many superior opponents and remove a fuel rod.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters inform on both operations, the computer gives them all commendations for their quick wits and good judgment, then has them medicated (or terminated if they reveal a lot) for interfering with secret Intsec operations.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters do a good job at spying for one or both sectors.  The sector(s) they spied on will be raided by Vulture Warriors and blown to pieces.  The troubleshooters will get&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are gunned down while spying by the hundreds and hundreds of Intsec undercover agents trying to protect their identities.&lt;br /&gt;
&lt;br /&gt;
Staging Notes: Make this mission really confusing.  Both TSS and JHY sectors are full of Intsec personnel pretending to be secret society members pretending to be part of a service firm (and in JHY, pretending to be part of another secret society).  Some clues will be the fact that both sectors barely have anyone who can do their jobs properly and the sheer number of secret society signs being flashed.&lt;br /&gt;
&lt;br /&gt;
For maximum confusion, have the player’s secret society info on the mission reveal bits and pieces of the truth (if indeed the player is part of one of the secret societies here).  Then have the secret missions have to do with keeping that a secret at any cost.&lt;br /&gt;
&lt;br /&gt;
Sector TSS&lt;br /&gt;
               &lt;br /&gt;
Tech Services, who are secretly pretending to be...          &lt;br /&gt;
Sierra Club but in accuallity are a part of...            &lt;br /&gt;
Intsec                      &lt;br /&gt;
&lt;br /&gt;
Sector JHY&lt;br /&gt;
&lt;br /&gt;
Power Services, who secretly pretend to be...&lt;br /&gt;
PURGE but really appear to be undercover...&lt;br /&gt;
Computer Phreaks but are actually part of...&lt;br /&gt;
Intsec                               &lt;br /&gt;
&lt;br /&gt;
== The Golden Age of Film ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to protect and act as the filming crew for HPD&amp;amp;MC’s new truenews infotainment show “Unbiased Perspectives on a Commie-Free Complex”.  This new show stars a variety of higher clearance clones and is directed by an eccentric Indigo clone named Audrey-I-HEP-1.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; It is unusual for indigos to directly boss around red clearance clones and the troubleshooters must follow all of Audrey’s orders carefully.&lt;br /&gt;
&lt;br /&gt;
Many of the “scenes” that Audrey needs to film involve her and her actors committing vile treason while the troubleshooters videotape it.  She makes sure to get a few troubleshooters in on the act as well. She says that it is approved, but it isn’t, she’s just a commie mutant traitor.&lt;br /&gt;
&lt;br /&gt;
On top of that, the other three actors are complete monomaniacal attention whores and the group as a whole has the cohesion, teamwork skills and ethics of your average troubleshooter team.  &lt;br /&gt;
&lt;br /&gt;
The first actor is Harry-G-HEP-4; he is a trigger happy Death Leopard who is having a torrid affair with Audrey-I.  Of course, neither knows what “torrid” or “affair” means but it seems to annoy the other actors (especially Judy-G) and it’s a good excuse for favoritism, so they continue.&lt;br /&gt;
&lt;br /&gt;
The second actor is Judy-G-RLD-3: she is a vacuous and compulsive liar who is also having a “torrid affair” with Audrey-I, at least trying to.  She competes with Harry-G for Judy-G’s … well, she really doesn’t know what you get from torrid affairs, but it must be good.  She loves to talk endlessly about her affair, she also loves to get troubleshooters to steal from/assault/frame for crimes/terminate Harry G. &lt;br /&gt;
&lt;br /&gt;
The third actor is named Hector-Y-TRY-2 and he is most likely the most level headed of the bunch.  Of course this is a sham and Hector is actually a member of PURGE who wears a large bomb that is slaved to his heartbeat sensor.  &lt;br /&gt;
&lt;br /&gt;
Audrey-I-HEP-1 is the leader of the bunch and an obsessed artist who needs constant praise of her abilities, looks and loyalty. &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; Audrey-I and her troupe makes a treason filled news show that is the talk of the complex for a few daycycles.  Then the show is suppressed and everyone involved terminated.   &lt;br /&gt;
&lt;br /&gt;
Or Judy-G guns down Harry-G and probably some innocent bystanders, the troubleshooters return fire and the entire mission probably ends is terminations by Intsec.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters somehow turn in the actors for treason without incriminating themselves.  They need video evidence or it’s just the word of a bunch of red troubleshooters versus an indigo citizen.  If they can pull it off, they get big commendations.&lt;br /&gt;
&lt;br /&gt;
Or Audrey-I and her troupe accidentally paint communist propaganda on a vulture warrior barracks during the “Commies Cascade into Complex” segment.  The vulture warriors kick everyone’s butt all over alpha complex.&lt;br /&gt;
&lt;br /&gt;
Or somebody pushes Hector-Y too far and he blows up key mission personnel.  &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Staging Tips:&#039;&#039;&#039; Get the troubleshooters (at least a few) on film doing major traitorous acts before they get a chance to turn in Audrey and her troupe.  This will mean that going to the computer will be virtually suicide.&lt;br /&gt;
&lt;br /&gt;
Have lots of dumb infrareds standing around at all times, they both serve as groupies, treason reporters and all-purpose innocent bystanders.  Make sure the actors treat the infrareds like snot.&lt;br /&gt;
&lt;br /&gt;
== But It&#039;s a Girl&#039;s Bike ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered into the outdoors to find out what happened to 5 squads of armed forces personnel who went sent off to search a ruin and vanished before they got there.  The troubleshooters are given a rough map and supercharged hoverbikes to navigate the harsh terrain of the wasteland that is the outdoors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bikes are a new R&amp;amp;D invention.  They go fairly fast over flat terrain but if the engine is turned off, the motor starts whining and explodes like a grenade.  Further clones can be delivered by missile launch to the troubleshooter team’s location.&lt;br /&gt;
&lt;br /&gt;
The fuel efficiency of the bikes is rather lacking and they run out of the fuel just as alpha complex goes under the horizon.  Fortunately there is a bike shop nearby when they do; unfortunately, it is protected by mutant intelligent wolverines who believe they are “Girl Scouts”, a secret society from the beforetimes.&lt;br /&gt;
&lt;br /&gt;
The ruins of the city are incredibly dangerous and inhabited by such a wide variety of insane creatures that they make inhabitants of a dungeon from D&amp;amp;D look like the smurfs.  Most of these monsters and mutants are part of different orders of “Scouts” which fight each other non-stop.&lt;br /&gt;
&lt;br /&gt;
What’s worse, there are no armed forces personnel here or any sign of them.  In fact, the armed forces personnel that “vanished” never even left alpha complex.  They have been stuck in a forgotten HPD&amp;amp;MC filing vault complex for the last few weeks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could not get killed by the Girl Scout wolverines or even all the monsters in the ruins and somehow make it back alive.  Unless they lie, they will then fail the mission and get censured.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could convince the wolverines at the bike shop to work with them.  With the wolverines as allies, the troubleshooters could unify the ruins.  All hail New Alpha Complex!  At least until those armed forces personnel finally come and kill the would-be dictators.&lt;br /&gt;
&lt;br /&gt;
If the troubleshooters stall long enough, the armed forces personnel will eventually leave alpha complex and head to the ruins.  They will be promptly slaughtered; at that point the computer will nuke the ruins until they glow.&lt;br /&gt;
&lt;br /&gt;
Or if the troubleshooters are really really smart and lucky, they may in fact find out that the armed forces never left alpha complex and go back there to search for them.  This is really the only way to complete the mission successfully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Outdoors adventures are always great fun. Insert random encounters with strange people and monsters as you like.  This mission is less about the actual mission and more about just being in the outdoors and having stuff happen around you.&lt;br /&gt;
&lt;br /&gt;
Have the Girl Scout mutant wolverines wear uniforms and badges for various activities.  If you are feeling nice, they might just get to become girl scouts.  They will receive uniforms and badges as well as a lengthy brainscrub for becoming part of a secret society when they get back to Alpha.&lt;br /&gt;
&lt;br /&gt;
== They Want Our WoMen ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The Computer has received a communiqué that octopod robots from Jupiter have invaded sector TYR.  The troubleshooters are assigned to investigate the matter and defeat the robots, if there are any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The robots are looking for a new inexhaustible power source, called the Wotanic Menubulator, which they heard alpha complex developed. In short, they want the WoMen and they intend to tear alpha complex apart until they get it.&lt;br /&gt;
&lt;br /&gt;
The robots can’t speak very coherently, but know enough language to ask for the WoMen&lt;br /&gt;
&lt;br /&gt;
The robots are not horrendously violent but will kill and maim to secure the WoMen.&lt;br /&gt;
&lt;br /&gt;
The robots cannot tell most clones apart and don’t really understand human biology.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are never assigned standard weapons, only R&amp;amp;D inventions.&lt;br /&gt;
&lt;br /&gt;
The WoMen project was actually from an episode of “Smoke that Traitor” which was filmed in sector TYR&lt;br /&gt;
&lt;br /&gt;
If the robots can’t get the WoMen, they will settle for a nuclear reactor core or three from sector TYR.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The robots take over sector TYR and tear it apart. After finding nothing, they tear out a reactor core and fly away with it, exposing the sector to intense radiation.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are able to shoot enough robots that the metal monsters decide to retreat.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters make friends with the robots and convince them to leave peacefully.&lt;br /&gt;
&lt;br /&gt;
Or the entire sector becomes a free fire zone as all the secret societies converge to shoot, worship, steal from, make friends with, or kidnap the robots.  The robots are disgusted with humanity and leave.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters cause a thermonuclear explosion in the sector and presumably destroy the WoMen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; The WoMen gag should have nervous troubleshooters racing to heroically volunteer female citizens to deal with the alien robots. This will annoy the robots, who can’t tell a female clone from a male.&lt;br /&gt;
&lt;br /&gt;
To pursue the secret society angle, have tons of secret society operatives there and give them all really big weapons and enough fanaticism to fill a bus.  These guys may be a lot more dangerous then the robots.&lt;br /&gt;
&lt;br /&gt;
Have a big three way fight in the TYR reactor room between the robots, a bunch of secret society guys and the troubleshooters.&lt;br /&gt;
&lt;br /&gt;
== Food Vat &amp;quot;Workers&amp;quot; Unite ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to find and terminate a commie named Tro-Y-SKY-6 in TVF sector.  Tro-Y has evaded the earlier bot assassin The Computer sent and is hiding out in food vat complex 87-CC-TVF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The assassin bot model became obsolete just before its mission.  When Tro-Y was dead, it was to be scrapped along with the rest of its kind.  The bot knew this and kept the commie alive while mobilizing its model brothers to help it.&lt;br /&gt;
&lt;br /&gt;
The assassin bots number in the hundreds and have taken over food vat complex 87-CC-TVF.  In the center of the complex, there sits Tro-Y-SKY-6, happy to be kept alive by the bots.&lt;br /&gt;
&lt;br /&gt;
The assassin bots will pretend to be food vat workers at first, but their strange actions and speech, not to mention their weapons probably won’t fool anyone but the stupidest infrared.  But if the troubleshooters play along, they can get fairly deep into the food vat complex.&lt;br /&gt;
&lt;br /&gt;
Food vat complex 87-CC-TVF has a safety record that makes working there for over 10 minutes about as dangerous as repeatedly throwing algae chips at vulture warrior squadrons.  The entire complex is several huge vats with catwalks that connect small buildings atop pillars rising from the ooze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters can get into an awesome running fightfight on the catwalks, lighting up the entire complex with laser fire.  After this the troubleshooters will most likely be dead, but if they’re not, they should get promotions and commendations.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters agree to falsify some elements of the mission for the assassin bots to make it seem like they (the bots) not only assassinated the commie, but also did good work in the food vats.  The bots are given control of the food vat complex.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; If you achieve a total party kill, send them back to R&amp;amp;D and have them pick up a new assassin model bot called the Hyperburn model.  Hyperburn has flamethrowers for arms and can barely tell non-targeted clones from walls, furniture or equipment.  The old assassin bots will hate this new model and achieving a peaceful resolution becomes a lot harder.&lt;br /&gt;
&lt;br /&gt;
The assassin bots look like frail androids.  They each have a yellow clearance laser that pops out of their hand.  When they speak, they usually talk in terms of assassination and covert action.  &lt;br /&gt;
&lt;br /&gt;
Conversation in the food vats&lt;br /&gt;
&lt;br /&gt;
Troubleshooter: Hey bot! Get those files from over there and bring them to me.&lt;br /&gt;
Assassin bot: I shall eliminate the target sir.&lt;br /&gt;
Troubleshooter: Huh?  Just get them, don’t eliminate them.&lt;br /&gt;
Assassin bot: That’s what I said.&lt;br /&gt;
Assassin bot: I have infiltrated the enemy base and retrieved the files.&lt;br /&gt;
Troubleshooter scratches head&lt;br /&gt;
&lt;br /&gt;
== Into the Fizzy Drink we go ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The FizzySimSoda vending machines in SJK sector have been dispensing communist propaganda.  The troubleshooters are ordered by The Computer to figure out who is putting commie propaganda into the machines and stop them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The FizzySimSoda drink is classified as a schedule 9 biohazard in concentrations larger then 5 parts per million.  It’s a PLC invention to reduce the number of drinks they need to produce.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC was the one who placed communist propaganda in the vending machines to prepare for their upcoming educational video “The Perils of FizzySimSoda: Why PLC wants to kill you specifically”.  They did not inform The Computer of this fact.&lt;br /&gt;
&lt;br /&gt;
PLC figured this out and has stationed guards to harass or shoot anyone they see tampering or fooling with the vending machines.  The troubleshooters can expect even ruder service in SJK at best, and a laser blast in the face at the worst.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC has had the same thought and is planning on terminating these guards during next weekcycle’s live musical act “The Scrubbing Helmet and the Scrubots”.  They may hire the troubleshooters to do this, making the accessories to the high crime of distributing commie propaganda.&lt;br /&gt;
&lt;br /&gt;
To make matters more complicated, Corpore Metal secretly installed primitive bot brains into the vending machines last monthcycle.  These brains soak up all the information they can.  They are now psychopathic communists, totally dedicated to the fake commie propaganda that was inserted in them.  &lt;br /&gt;
&lt;br /&gt;
The vending machines really can’t move, but can steal credits, shoot out FizzySimSoda at deadly speeds and fall on clones.  Neither HPD&amp;amp;MC nor PLC knows about this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The vending machines are all vaporized in a giant four-way firefight between the troubleshooters, PLC, HPD&amp;amp;MC and the soda chucking vending machines themselves.  Everyone is later arrested by Intsec.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are suckered into terminating the PLC guards by HPD&amp;amp;MC in return for staring roles in the next episode of Teela-O-MLY.  They get to star in the episode and then are terminated for a variety of highly treasonous crimes.  &lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC and PLC fight it out while the troubleshooters bumble around.  The two groups have their leaders arrested and terminated, while the troubleshooters get censured for not completing their mission.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters reprogram the vending machines while avoiding PLC and HPD&amp;amp;MC personnel, erase the communism from the bot brains and then turn in the HPD&amp;amp;MC personnel who did it.  The troubleshooters get big bonuses and have successfully completed the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Annoying vending machines are common in today’s world, but at least the ones now don’t have brains. Have the vending machines be really petty and annoying, especially if one of the troubleshooters is a Frankenstein Destroyer.  &lt;br /&gt;
&lt;br /&gt;
Make both PLC and HPD&amp;amp;MC more unhelpful then usual.  Both groups in SJK are very nervous and trigger happy. &lt;br /&gt;
&lt;br /&gt;
Have HPD&amp;amp;MC’s video about how bad FizzySimSoda and PLC come out regardless of what happens.  And have it pretty much be video of what the PCs did.&lt;br /&gt;
&lt;br /&gt;
== Anything Could Happen and Most of Anything is Treason ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dangerous R&amp;amp;D invention has gotten loose and is turning sector JZR into goo.  The troubleshooters are ordered to obtain a special weapon from PLC warehouse 9W-PLC-JZR and use it to defeat the invention.  The troubleshooters need to be fast because in two hourcycles JZR sector will be completely unusable and the other sectors might be in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Nobody has any information at all on the invention, but it is turning JZR sector and everyone in it to grey goo.  But everyone is certain that the special weapon will work absolutely and effectively, even though they have little information on that as well.  The name of the special weapon is green clearance information.&lt;br /&gt;
&lt;br /&gt;
Lasers and other weapons do hurt the goo, but not very much and furthermore, this makes the goo “angry”.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is in JZR sector of course and will be turned to goo in about an hour and a half.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is staffed by 4 clones from PLC Action Team Delta, the dumping ground for clones that even PLC thinks are too inefficient, too psychotic and too annoying to work in regular PLC.&lt;br /&gt;
&lt;br /&gt;
These four clones are all of red, orange, yellow and green clearance in that order. The troubleshooters must also get approvals for the weapon in that order as well.  The green clone won’t talk to them unless they get through the yellow clone first and so on.&lt;br /&gt;
&lt;br /&gt;
All four clones are completely oblivious to the danger and are desperately trying to get out of Action Team Delta by following the rules to the most exact letter possible.  &lt;br /&gt;
&lt;br /&gt;
The troubleshooters must file a Request for Attention with the red clone, but this request for attention needs 2 Intsec goon signatures on it.  This is not difficult but it eats up time.  Once this is done, the red bureaucrat will file this for tomorrow, the troubleshooters must convince him to file it today.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then explain what they want to the orange clone in physical terms.  The troubleshooters don’t know what the weapon is so they will have difficulty.  The orange clone is an ex-armed forces transfer and is fascinated by guns and violence, she will allow the troubleshooters to look through a picture book of possible weapons if she gets to fight one of the troubleshooters or is given a few of the troubleshooter’s weapons. A weapon’s use can be somewhat figured by its name (Goomaster 5000 or something).  Once they find the weapon in the picture book, they are given approval to see the yellow clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then take a test administered by the yellow clone showing that they know how to use the weapon, follow all the regulations associated with the special weapon.  Then they must watch a really horrifying video (both in subject matter and video quality) about the results of unsafe or unethical weapons use.&lt;br /&gt;
&lt;br /&gt;
Finally, the troubleshooters must convince the green to go get the weapon they need.  Copious amounts of threats or bribery is required to get the green clone off his butt within the next yearcycle.&lt;br /&gt;
&lt;br /&gt;
Once they have the weapon, they are ready to stop the goo.  Hopefully it was the right one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters follow the rules but choose the wrong weapon and a lot of different things might happen when they use.  The weapon may do nothing against the goo. It may blow up the entire sector along with the goo. It may turn the goo into a loyal citizen.  It may turn the entire population of the sector into kitty cats. It may turn the sector into a black hole which sucks up alpha complex.  Anything could happen and most of anything is treasonous.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get tired with dealing with Action Team Delta and gun them down before taking a weapon from the warehouse.  This would be treason punishable by summary execution unless the troubleshooters can prove otherwise.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters run out of time screwing around in PLC warehouse 9W-PLC-JZR.  Unless they are turned to goo along with the rest of the sector (and maybe all of alpha complex), they are guilty of failing to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; This is a time limit adventure, so you need to keep track of the time.  You don’t need to do keep the exact time, just figure out roughly how long the troubleshooters have at some point.  Bureaucratic jobs (like getting signatures and taking tests) probably take 10-30 minutes.  The briefing takes 5 minutes, outfitting and R&amp;amp;D takes 10 minutes as they are in the same area.  Most travel times between areas (Mission Alert to briefing to outfitting and R&amp;amp;D to warehouse) take 10 minutes or 5 minutes if the troubleshooters are insubordinate and decide to run down the halls.  The computer calculates that the PLC warehouse portion will only take 10 minutes, so the estimated total time for the mission is 55 minutes.&lt;br /&gt;
&lt;br /&gt;
Reinforce the time aspect of the mission by having emergency announcements from The Computer while the troubleshooters are in the warehouse.  Make these progressively more panic inducing as the time limit runs down.  The PLC warehouse clones don’t pay any attention to them.&lt;br /&gt;
&lt;br /&gt;
Running in the halls in insubordination, but it is also the only way to complete the mission if you do everything right at the warehouse.&lt;br /&gt;
&lt;br /&gt;
Make the PLC Action Team Delta really annoying and crazy, but also just dangerous enough so the players just don’t gun them down without a second thought.&lt;br /&gt;
&lt;br /&gt;
Mission alert to briefing room: 10/5 min&lt;br /&gt;
Briefing: 5 min&lt;br /&gt;
Briefing to outfitting/R&amp;amp;D: 10/5 min&lt;br /&gt;
Outfitting/ R&amp;amp;D: 10 min&lt;br /&gt;
Outfitting/R&amp;amp;D to Warehouse: 10/5 min&lt;br /&gt;
Warehouse&lt;br /&gt;
	Filling out Form: 5 min&lt;br /&gt;
	Signatures from Intsec: 10 min&lt;br /&gt;
	Looking through books: 10 min&lt;br /&gt;
	Taking Test and Video: 20 min&lt;br /&gt;
	Finding Weapon: 10 min&lt;br /&gt;
&lt;br /&gt;
Till warehouse is turned to goo: 90 min&lt;br /&gt;
Till sector JZR is turned to goo: 120 min&lt;br /&gt;
&lt;br /&gt;
Mission Time (if PC’s do it officially)&lt;br /&gt;
Walking through halls: 100 min (Gooed)&lt;br /&gt;
Running through halls: 85 min &lt;br /&gt;
&lt;br /&gt;
PLC Clone names:&lt;br /&gt;
1. Doug-R-JZR-2     2. Jane-O-MYN-5&lt;br /&gt;
3. Bobb-Y-TTR-1    4. Limey-G-UKB-1&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Paranoia_10pak&amp;diff=1131</id>
		<title>Talk:Paranoia 10pak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Paranoia_10pak&amp;diff=1131"/>
		<updated>2005-05-17T16:11:05Z</updated>

		<summary type="html">&lt;p&gt;Elliot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 10 Paranoia Modulets ===&lt;br /&gt;
&lt;br /&gt;
The following are 10 short missions for the classic game of Paranoia. They are very short, most only a page or two long. This shortness is intentional as these missions are only the bones of a good paranoia adventure. I wrote them to give GMs something to latch onto and expand on, or at least an excuse to get their hapless players killed by robots, genetic experiements, intsec or eachother.&lt;br /&gt;
&lt;br /&gt;
Each modulet contains 4 parts. Fans of the Paranoia game will reconize this 4 part format from the second edition of the game.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; This is a quick capsule of the mission. It usually outlines the problem and what the troubleshooters must do to solve it.  It may or may not be accurate.  Note that this little capsule may not be the infomation the troubleshooters recieve from the computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; This is what is really going on and outlines the actual plot of the adventure. It is usually accurate and sometimes explains what is really going on.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; This section gives several possible resolutions to the adventure, usually a sentence each. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging notes:&#039;&#039;&#039; This section gives advice on staging the mission and playing the NPCs. It may contain good battle locations, hints on how to screw with players or any number of things.  In many missions, additional material will appear after the staging notes, usually diagrams and names.&lt;br /&gt;
&lt;br /&gt;
== With Leash and Laser ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bioweapon is called the KC-6 or Kill Claw 6.  Created by top R&amp;amp;D scientists by combining the genes of several outdoors animals together and adding their own fiendish additions, the Kill Claw is the perfect killing machine.  It resembles a creature from a nightmare, many hideous eyes, a sleek black carapace, a terrifying fang filled mouth and 6 long appendages, each topped with fearsome claws.  The monster can run fairly fast and even on the ceiling.  Directing all this awesome killing power is a devious intelligence that can rival that of even a red clearance clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters and most of alpha complex have never even seen a creature such as this.  From a distance, most clones will assume it’s a bot, albeit a strange looking one.  &lt;br /&gt;
&lt;br /&gt;
The Kill Claw won’t kill troubleshooters in the open, but it will try to break its leash and escape into air ducts.  Its objective is to lure troubleshooters in and kill them.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are partly responsible for everything the Kill Claw does. The creature is assumed to be loyal, if a bit zealous and the troubleshooters must rein it in.&lt;br /&gt;
&lt;br /&gt;
Anti-mutant is getting ready to smash this new mutant and the mutie lovers that are escorting it.  Of course, they need to watch out for Psion, which is planning on killing the troubleshooters and stealing the Kill Claw 6.&lt;br /&gt;
&lt;br /&gt;
The KC-6 must not be terminated.  The troubleshooters must protect it by any means possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters successfully drag the monster through CPC sector and to the testing warrens with little loss of life.  R&amp;amp;D announces that the KC-6 is a failure and orders its termination.  The Kill Claw responds by breaking loose and killing the scientists (and probably the troubleshooters).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters and the Kill Claw manage to kill legions of Anti-mutant and Psion secret society members.  An elite vulture warriors squad shows up and adopts the Kill Claw while giving the troubleshooters medals, who then fail the mission.&lt;br /&gt;
&lt;br /&gt;
Or the Kill Claw manages to create enormous amounts of chaos and carnage in CPC sector.  The troubleshooters are branded as traitors and hunted down by tons of Intsec goons.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are ripped to shreds one by one by the beast.  Posthumous investigations reveal that the troubleshooters were traitors and the beast it promoted to yellow clearance.  The Kill Claw is the troubleshooter’s next briefing officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Play the Kill Claw 6 like a combination of the aliens from the movie Predator and Alien.  It’s a smart calculating monster with a lust for destruction.  Don’t have it speak though.  &lt;br /&gt;
&lt;br /&gt;
Have the troubleshooters get hassled a lot by internal security, then they have to try and stop the KC-6 from “overeacting” to this hassling.&lt;br /&gt;
&lt;br /&gt;
If your really feeling mean, why not keep the troubleshooters in the dark about where they must take this thing.&lt;br /&gt;
&lt;br /&gt;
Have the R&amp;amp;D personnel order the troubleshooters to feed the creature about halfway through the mission. Like everyone else, it will have to go to the cafeteria.  This is a perfect place for the secret societies to attack.  Anti-mutant will have more people on its side but Psion will have a smarter attack plan.&lt;/div&gt;</summary>
		<author><name>Elliot</name></author>
	</entry>
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