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igorhorst

gpt_experiment_three

Jun 19th, 2020
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  1. **Menttiaf**
  2.  
  3. *Background* - The mission will take place in 5U-4MO, a YELLOW-clearance food production area in Sector DFR. Toy-B-XCK-6 (secret society: Death Leopard, mutant power: Regeneration, personality: Foreign Contractor, job type: Investigative, current status: Stumbling, Prone-To-Breakage, Awkward Physical Threat) currently controls 5U-4MO with an iron fist. Toy-B-XCK-6's ultimate goal is to prepare Alpha Complex for colonization and subversion by some external enemy (aliens? mutants from the Outdoors? sentient vatslime?).
  4.  
  5. Toy-B-XCK-6 has a problem though. And that problem is Javon-O-UUA-3 (secret society: Communist, mutant power: Bureaucratic Intuition, personality: Jaded Outcast, job type: Quality Control, current status: Amicable, Self-Interested, Ordinary Bureaucratic Obstacle). Javon-O-UUA-3's ultimate goal is to obey the orders of a traitorous meme virus created by the Romantics secret society.
  6.  
  7. Javon-O-UUA-3 is a key supporter of Project Daqsubal (an attempt to impose budget cuts throughout DFR as part of an austerity scheme)...however this project is quickly running of resources. To ensure that the project can be successfully completed, Javon-O-UUA-3 wants to take over 5U-4MO so they can use its resources. Toy-B-XCK-6, however, is resisting Javon-O-UUA-3's schemes, as they do not want to lose their resources to support such a dubious endeavour.
  8.  
  9. It is this conflict between Toy-B-XCK-6 and Javon-O-UUA-3 that the Troubleshooters must deal with if they are to complete the mission successfully.
  10.  
  11. Toy-B-XCK-6 also has some personal possessions - Project Obcolful (a Guardbot) and Project Tivecarri (a Collectible six-pack of ‘B2’ - Bubble Beverage). These possessions could be used to help defend 5U-4MO from the threat of Javon-O-UUA-3...but could also prove to be a danger.
  12.  
  13. *Mission Alert* - Via telepathic communication from unidentifiable source. The Computer knows nothing of this method, and will regard it with extreme suspicion. The briefing location is wrong. The correct information is replaced by extortion threat from anonymous hacker - "Send 100cr to this Gray Subnet account and I'll send you the data."
  14.  
  15. *Mission Briefing* - The Computer conducts the briefing.
  16.  
  17. *Mission* - Conduct an audit of activities in 5U-4MO. Ensure the citizens working there are producing items for the benefit of Alpha Complex and not crazed lunatics with too much time and resource to squander.
  18.  
  19. *Outfitting* - IR Market: The allies of Toy-B-XCK-6 runs this market. Marketeers sell the PCs dangerous R&D equipment - Project Presicland, type: Economic (credit license analyzer, plasticred duplicator, IR market activity scanner) (GM Note: Gradually poisons/irradiates user).
  20.  
  21. *R&D Equipment* - Project Wardcovac, type: Sensor (detects something hitherto undetectable or inconvenient to detect) (GM Note: Picks up targets it’s not supposed to, who don’t like being picked up)
  22.  
  23. *Complications* -
  24. 1. A service group feud between Armed Forces and Internal Security have spun out of control in DFR. Assassinations and drive-by shootings are commonplace, and the sector is close to civil war.
  25. 2. The whole mission is secretly an Internal Security sting operation designed to uncover non-existent traitors.
  26. 3. Alpha Complex is doomed...and not in a good way.
  27.  
  28. *Mission Debriefing* - Room is sheet steel with a single chair in the center and a large sign: PLEASE SIT DOWN with arrow pointing to the chair. The debriefing officer spends the session pacing around the chair, and (if necessary) discourages PCs from sitting in it. Chair is lethal.
  29.  
  30. *Secret Society Missions*:
  31.  
  32. Normal Missions -
  33.  
  34. - Vandalize 5U-4MO with our secret society propaganda.
  35. - We need to take over 5U-4MO and use it for our purposes. Disrupt the power elite’s control over 5U-4MO, and show the power of the people! (GM Note: 'People', in this case, refers only to 'people that my secret society likes'. Your secret society will not like it if said building they take over is either damaged or blown up.)
  36.  
  37. - Javon-O-UUA-3 was once a member of our society but has since created their own splinter faction. Discredit or kill the splitter.
  38. - Javon-O-UUA-3 is a friend of our secret society. Protect them at all costs as they complete their mission.
  39.  
  40. - A shipment of bot parts is passing through 5U-4MO at your destination. `[Insert this explosive device into it. Then run very fast./Divert this shipment of bot parts to our own secret society so we can start building our own bots.]` (GM Note: Frankenstein Destroyers would prefer the 'explosive device' route, while all other societies would prefer diverting the shipment.)
  41. - Destroy/Recruit all bots owned by Toy-B-XCK-6 in 5U-4MO. (GM Note: Frankenstein Destroyers would prefer bot destruction. Corpore Metal would prefer to recruit bots. All other secret societies would be okay with either choice.)
  42.  
  43. Spy Missions (to be used in case a person belongs to more than one secret society) -
  44.  
  45. - Plant this bomb in 5U-4MO. Detonate when you’re far enough away.
  46. - This object (Stapler (clearance RED)) contains a datajack with a cool new trojan. Plug it into any confession booth at 5U-4MO to run it...make sure the confession booth stays intact long enough to steal all the data. (GM Note: If the player is part of the Computer Phreaks, then the player's society built the datajack themselves. Otherwise, the player's secret society bought (or stole) it from the Phreaks and now want to use to steal data.)
  47.  
  48. - Take this EMP Bomb and plant it in 5U-4MO. Detonate it once you’re out of sight. (GM Note: Corpore Metal might prefer to use an Anti-EMP Bomb, designed to wipe out all organic life but spare bots.)
  49. - A certain isolated off-net terminal in 5U-4MO has some cool data. Copy it and bring it back.
  50.  
  51. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  52.  
  53. - The way to power is practice, practice, practice. Employ your mutant power often, in new and inventive ways. Report your experiences to us. (GM Note: Psion wants to make their mutant membership more powerful. Anti-Mutants *will* not issue this type of mission, period. It's a betrayal of their core ideology! If you really want to use this secret society mission though, have Anti-Mutants hand out a R&D device that imitiates a semi-useful mutant power...and have AM suggest that the player field-test it. Other secret societies may or may not know about the player's mutant powers - if they do know, use the Psion justification, otherwise, take the Anti-Mutant route.)
  54. - The Team Hygiene Officer belongs to a rival secret society and is attempting to subvert the rest of the team. Prevent them from doing their job so that we can we can make sure that we don't have to fight *even* more enemies. (GM Note: Sierra Club also wants to interfere with the Hygiene Officer because they want the player's teammates to rediscover the joys of getting ‘down and dirty.’)
  55. - Destroy Computer property and make it look like Javon-O-UUA-3 (our secret society enemy) is responsible.
  56.  
  57.  
  58. *Floaters*:
  59.  
  60. Locations
  61. 1. Building 21-Q7V, ULTRAVIOLET Gallery of Perversities. Aligned with Toy-B-XCK-6, controlled by ULTRAVIOLET supervisor (secret society: "Spy For Another Alpha Complex", mutant power: Mental Blast, personality: Burned-out Workaholic, job type: Support, current status: Quiety delusional Sadistic Hinderance).
  62. 2. Building 2X-RW5, INFRARED-clearance hospital's ER facility. Aligned with Javon-O-UUA-3, controlled by ULTRAVIOLET supervisor (secret society: Illuminati (cover society: Corpore Metal), mutant power: Toxic Metabolism, personality: Shameless Brown-noser, job type: Clerical, current status: Wild-eyed, Frenized, Incoherent Information Source).
  63. 3. Building AB-KHL, VIOLET-clearance hospital's ER facility. Aligned with Javon-O-UUA-3, controlled by ULTRAVIOLET supervisor (secret society: Sierra Club, mutant power: Charm, personality: Recalled Veteran, job type: Security, current status: Meticulous, Obsessive-Compulsive Mental Threat).
  64.  
  65. Bureacracies
  66. 1. Size: Small office (3-6 workers). Shape: Square (ho-hum). Problem: Very crowded. Hundreds of citizens are waiting in line, queued up and p’d off. Security clearances vary from INFRARED to GREEN. The line moves slowly. Citizens near the front look as if they haven’t eaten for days. Clearance of Workers: RED. Waiting Time: Infinitely long line. Higher-clearance personnel keep cutting in front of the Troubleshooters. Serious Bootlicking, Bribery, Intimidation or Access required to do anything but starve slowly at the end of the line.
  67. 2. Size: Normal office (7-30 workers). Shape: Square (ho-hum). Problem: Too many desks. Way too many desks. Desks piled on top of each other. Clearance of Workers: RED and ORANGE with YELLOW Supervisor. Waiting Time: Long line, two hours.
  68. 3. Size: Cell or refitted closet. Shape: Square (ho-hum). Problem: Nobody’s here. No workers, no clients, no nothing. Footsteps echo ominously off the walls, ceiling, and from beneath the floor. Clearance of Workers: RED. Waiting Time: Medium line of citizens, one hour.
  69.  
  70. Excuses (Information)
  71. 1. An honest I-don’t-know.
  72. 2. Refer inquirer to a non-existent room number for that and related information.
  73. 3. If the NPC told the inquirer, the NPC would have to kill him. If the inquirer insists, do it and fine him 100 credits. The next clone doesn’t remember the answer, so you don’t need an actual answer.
  74.  
  75. Equipment Denial
  76. 1. ‘Certainly, right away.’ [NPC walks off for a while.] ‘I’m sorry, it appears that Commies have stolen the last of our supply. The Computer has dispatched a Troubleshooter team to solve the problem.’
  77. 2. ‘That item has been sent to our labs for testing due to apparent design flaws. We may still have some in stock, though, if you want me to go check...’
  78. 3. ‘I’m sorry, citizen, we appear to be temporarily all out of that item.’
  79.  
  80. Clerks
  81. 1. Ex-High Clearance Official: Angered a more influential officer and got reassigned to some dead-end job. Much, much too smart and competent to be stuck doing whatever he’s doing.
  82. 2. A dreamer: This citizen doesn’t really want to work in Bureaucracy Central. This citizen wants to be a HPD&MC vidstar. Talks endlessly about ‘the big break’ and popu- lar reality vidshows. He shows around his portfolio of photographs.
  83. 3. Veteran Troubleshooter: Got blown up a lot before being reassigned to desk duty. Twitches, complains about pains, lots of cyborg bits.
  84.  
  85. Clues
  86. 1. A clearly drawn map with a line going from where the PCs are now to the next scene.
  87. 2. A menu from a cafeteria.
  88. 3. A talkative AutoHack bot gives the PCs a clue. ‘That guy? Had him in the back of my cab last twosday. Fuhgeddaboutit’.
  89.  
  90. Evidence
  91. 1. Shredded paper that might once have been an incriminating document or traitorous propaganda.
  92. 2. A bootprint, matching...Alpha Complex standard issue boots.
  93. 3. A cryptic note. Cryptic, in that the characters can’t even read the language it’s written in. Maybe it’s a code, maybe it’s crazed scribblings.
  94.  
  95. Rumors (Are they true? What is Truth™ anyway?)
  96. 1. The Computer has tagged your mission under the heading ‘LIZARD INCURSION’. I don’t know why.
  97. 2. All bots in DFR are actually remote-controlled by The Computer. They only have simulated individual personalities but not all of them actually know this.
  98. 3. Javon-O-UUA-3 is a Commie Mutant Traitor in DFR who already beaten a dozen Troubleshooter teams sent to chase them down. No-one’s willing to try again, so they’re sending teams off on nonsense missions in the hope that they’ll run into the Mutant and get lucky.
  99.  
  100. **Tenbari**
  101.  
  102. *Background* - The mission will take place in OZ-9C9, a Proper Bedding Maintenance Hall of Fame in Sector JME. Dorris-B-HZL-2 (secret society: Computer Phreaks, mutant power: Uncanny Luck, personality: Evangelist “Team Player”, job type: Support, current status: Drugged (sandallathon, visomorpain) Sadistic Hinderance) currently controls OZ-9C9 with an iron fist. Dorris-B-HZL-2's ultimate goal is to obey the orders of a traitorous meme virus created by the Humanist secret society.
  103.  
  104. Dorris-B-HZL-2 has a problem though. And that problem is Vida-O-MOK-4 (secret society: PURGE, mutant power: Deep Thought, personality: Ideological Crusader, job type: Analysis, current status: Gullible (worryingly lacking in paranoia) Physical Threat). Vida-O-MOK-4's ultimate goal is to conspire for the sake of conspiracy - they have long ago given up their old beliefs and now wants to play the Great Game in Alpha Complex.
  105.  
  106. OZ-9C9 is a very strategic location in JME, so both Dorris-B-HZL-2 and Vida-O-MOK-4 worked together to take over this building for themselves, thereby throwing out the previous occupants out. Dorris-B-HZL-2 then betrayed the power-sharing agreement, seizing full control over OZ-9C9 and kicking Vida-O-MOK-4 out. Vida-O-MOK-4 wants payback (goal: weaken Dorris-B-HZL-2's powerbase by destroying OZ-9C9 out of anger).
  107.  
  108. It is this conflict between Dorris-B-HZL-2 and Vida-O-MOK-4 that the Troubleshooters must deal with if they are to complete the mission successfully.
  109.  
  110. Dorris-B-HZL-2 also has some personal possessions - Project Infiset (a Combot) and Project Famaen (an Old R&D File: *Mutant Power Origins*). These possessions could be used to help defend OZ-9C9 from the threat of Vida-O-MOK-4...but could also prove to be a danger.
  111.  
  112. *Mission Alert* - Text message on PDC. The briefing location is wrong. Alert itself is damaging—text message contains software virus that crashes PDC or vidscreen, physical alert has toxins or is radioactive, etc.
  113.  
  114. *Mission Briefing* - Briefing officer is hiding inside an empty Cold Fun barrel and passes written notes out to the PCs through a small bunghole.
  115.  
  116. *Mission* - Vida-O-MOK-4 has been 'volunteered' into R&D field-testing, but they are avoiding their duties. It's up to you then. Test Project Menmanau, type: Sensor (detects something hitherto undetectable or inconvenient to detect) (GM Note: Enrages citizens against user) on Vida-O-MOK-4.
  117.  
  118. *Outfitting* - PLC: Designated supply depot is closed for repairs following Commie sabotage.
  119.  
  120. *R&D Equipment* - Project Ausmarence, type: Communications, unusual type (telepathy gun, telephone that attaches miles-long wire to body of recipient, holographic mime projector, tight-beam loudspeaker) (GM Note: Gradually mutates user)
  121.  
  122. *Complications* -
  123. 1. The PCs are given enough resources, but not enough time.
  124. 2. OZ-9C9 secretly contain unfilled termination vouchers and airstrike forms (currently under the control of Dorris-B-HZL-2). The Computer does not want them to fall into the wrong hands.
  125. 3. The vending machines in JME are rebelling against their human overlords.
  126.  
  127. *Mission Debriefing* - Debriefing takes place in a cinema with stadium seating, popcorn and Bouncy Bubble Beverage, with security camera and bot recordings of each PC’s less commendable activities projected onscreen.
  128.  
  129. *Secret Society Missions*:
  130.  
  131. Normal Missions -
  132.  
  133. - Start a riot in OZ-9C9. *Big* riot, get me? Looting brigades are awaiting your signal.
  134. - Our secret society currently controls OZ-9C9. We receive intel that another secret society may seek to destroy or subvert it - don't let that happen!
  135.  
  136. - Steal Famaen from Dorris-B-HZL-2, as payback for their crimes against our society. Deliver it over to us so we can use it for ourselves.
  137. - Steal Famaen from Dorris-B-HZL-2 and deliver it to us so we can sell it on the IR Market.
  138.  
  139. - This vatslime Vida-O-MOK-4 has been giving us some trouble lately. Send a signal to them and their associates by blowing them up. Make sure the explosion is really pretty, with style. That's how you know the signal was sent properly.
  140. - Vida-O-MOK-4 is a sympathizer to our cause. Rescue them from doom at the hands of The Computer's forces and recruit them to our great cause!
  141.  
  142. Spy Missions (to be used in case a person belongs to more than one secret society) -
  143.  
  144. - Plant this bomb in OZ-9C9. Detonate when you’re far enough away.
  145. - A certain isolated off-net terminal in OZ-9C9 has some cool data. Copy it and bring it back.
  146.  
  147. - See to it that no human ever abuses any of our friends, and that Dorris-B-HZL-2 will never abuse our friends again, ever. (GM Note: Different secret socieites have different friends. Corpore Metal are friends to bots, Frankenstein Destroyes are friends to humans that are against bots, Communists are friends to INFRAREDs, etc.)
  148. - Plant this bug on Dorris-B-HZL-2, so we can gather backmail material on them. Make sure Dorris-B-HZL-2 stays alive.
  149.  
  150. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  151.  
  152. - If we can fake a disaster and then come in to save the day, then people will flock to our secret society! Destroy power generators in JME and then distribute these miniature flame generators to the citizenry. The citizens would appreciate our valuable assistance. (GM Note: Sierra Club also wants to teach citizens the pleasures of ‘roughing it’ - the miniature flame generators are actually candles. The other secret societies are using 'safe and effective' R&D devices.)
  153. - Recode this specific robot (Infiset), and all other bots you see, to [liberate them from the dominion of their asimov circuits/destroy their asimov circuits so they can attack random human beings and make bots unpopular/to restore their asimov circuits so they don't shoot at us, for Pete's sake]! (GM Note: Corpore Metal prefers to 'liberate' bots from asimov circuits out of a sense of promoting freedom, while Frankenstein Destroyers want to violently remove the asimov circuts to make bots look bad. All other secret societies prefer to restore the asimov circuits, though they would be fine with them being tampered to allow some secret society taint to seep through into the bots.)
  154. - A Gray Subnet is rumored to have a to have a copy of an Old Reckoning [song/vidtape/publication] that we can use in our secret society propaganda. Download it when you get the chance, would you?
  155.  
  156.  
  157. *Floaters*:
  158.  
  159. Locations
  160. 1. Building 37-MBU, INFRARED-clearance dining area. Aligned with Dorris-B-HZL-2, controlled by BLUE supervisor (secret society: Program Group, mutant power: Electroshock, personality: Rebellious Naysayer, job type: Creative, current status: Panicky, Lacking focus, Hyperactive Bureaucratic Obstacle).
  161. 2. Building 48-AHC, PLC Parcel Tracking Office. Aligned with Vida-O-MOK-4, controlled by YELLOW supervisor (secret society: Death Leopard, mutant power: Ventriloquist, personality: Recalled Veteran, job type: Emergency, current status: Drugged (rolactin, dynomorphin, xanitrick) Information Source).
  162. 3. Building 14-89U, GREEN-clearance living quarters. Aligned with Dorris-B-HZL-2, controlled by YELLOW supervisor (secret society: Illuminati (cover society: PURGE), mutant power: Charm, personality: Punctilious Charmer, job type: Management, current status: Panicky, Lacking focus, Hyperactive Mental Threat).
  163.  
  164. Bureacracies
  165. 1. Size: Normal office (7-30 workers). Shape: Circular. Clerks stand behind a circular counter in the center of the room, surrounded by citizens seeking service. Clerks feel besieged. Problem: No desks. Citizens stand around. Some have a tape outline on the floor showing where their desk should go. Their files and papers are scattered all over their desk areas, making information retrieval rather difficult. Clearance of Workers: RED. Waiting Time: 10 minutes.
  166. 2. Size: Real large office, room for 500 desks, multi-tiered (but where are the stairs?). Shape: Square (ho-hum). Problem: Too many desks. Way too many desks. Desks piled on top of each other. Clearance of Workers: RED. Waiting Time: 10 minutes.
  167. 3. Size: Cubicle. Shape: Octangular. Problem: Not enough desks. Deskless employees stand by edges of the room and charge toward any vacated desk. Fights are frequent, fatalities not unheard of. Clearance of Workers: ORANGE and YELLOW. Waiting Time: 10 minutes.
  168.  
  169. Excuses (Information)
  170. 1. If the inquirer files the appropriate request form, it will be processed in 6-8 days.
  171. 2. NPC pretends not to hear the question.
  172. 3. The information is above *my* security clearance.
  173.  
  174. Equipment Denial
  175. 1. ‘According to [your briefing officer/my supervisor/The Computer], that equipment is not necessary for your mission.’
  176. 2. ‘Certainly, here you go.’ [The clerk provides an obviously mistaken order. Instead of the requested cone rifle, the Troubleshooters receive, say, 10 meters of twine.]
  177. 3. No one anywhere in the entirety of PLC has ever heard of the requested item, or at least doesn’t admit it.
  178.  
  179. Clerks
  180. 1. Bully: Tries to intimidate customers. Favorite phrase: ‘You and what service group?’ Intimidation 15; tries to extort items from the PCs in exchange for ‘favors’ that never materialize. Heavily armed to back up his threats.
  181. 2. Veteran Troubleshooter: Got blown up a lot before being reassigned to desk duty. Twitches, complains about pains, lots of cyborg bits.
  182. 3. Cheerful and competent: Likes his job. Smiles and answers all questions in a clear and concise manner. If he can’t help the Troubleshooters, he knows precisely where they should go and to whom they should talk. This should completely unnerve them.
  183.  
  184. Clues
  185. 1. A talkative AutoHack bot gives the PCs a clue. ‘That guy? Had him in the back of my cab last twosday. Fuhgeddaboutit’.
  186. 2. Tracing the suspect’s PDC via The Computer.
  187. 3. The Troubleshooters take a wrong turn and end up where they’re supposed to be.
  188.  
  189. Evidence
  190. 1. A coded message. It looks like a perfectly innocent report on ball-bearing production quotas, but if you ignore most of the actual letters, it’s a Commie manifesto!
  191. 2. A laser barrel with one shot used.
  192. 3. A ticket to a FunBall game. Statistically, certain proof that the suspect was associating with a traitor.
  193.  
  194. Rumors (Are they true? What is Truth™ anyway?)
  195. 1. Your briefing officer is a complete idiot, who will believe anything that is told to them and rationalize any inconsistencies between contradictory testimonies. You're one lucky sod.
  196. 2. The mission’s going to be filmed! You’ll be on the news tonightcycle!
  197. 3. Vida-O-MOK-4 is a Commie Mutant Traitor in JME who already beaten a dozen Troubleshooter teams sent to chase them down. No-one’s willing to try again, so they’re sending teams off on nonsense missions in the hope that they’ll run into the Mutant and get lucky.
  198.  
  199. **Sionadtu**
  200.  
  201. *Background* - The mission will take place in BN-OO4, an INFRARED-clearance abandoned location (originally an Armed Forces waiting room, but is now a decaying and pestilential wreck) in Sector QFF. Rae-I-FFB-3 (secret society: Corpore Metal, mutant power: Death Simulation, personality: Powerhungry Boss, job type: Security, current status: Wild-eyed, Frenized, Incoherent Mental Threat) currently controls BN-OO4 with an iron fist. Rae-I-FFB-3's ultimate goal is to cause chaos and anarchy in the Complex so that they can more easily dominate society.
  202.  
  203. Rae-I-FFB-3 has a problem though. And that problem is Maymie-Y-LWA-6 (secret society: Death Leopard, mutant power: Adhesive Skin, personality: Evangelist “Team Player”, job type: Clerical, current status: Paranoid (armed with Hand flamer (S3K energy) and Environmental Suit) Physical Threat). Maymie-Y-LWA-6's ultimate goal is to cover up the fact that they are secretly a Warbot.
  204.  
  205. BN-OO4 is a very strategic location in QFF, so Rae-I-FFB-3 decided to take over this location by framing its previous owner (Maymie-Y-LWA-6) for treason. The scheme was a complete success, but now Maymie-Y-LWA-6 wants revenge (goal: blackmail Rae-I-FFB-3 out of a burning desire for power).
  206.  
  207. It is this conflict between Rae-I-FFB-3 and Maymie-Y-LWA-6 that the Troubleshooters must deal with if they are to complete the mission successfully.
  208.  
  209. Rae-I-FFB-3 also has some personal possessions - Project Mentmisthe (an Explodatron (small, nervous bot that exists to explode in hopeless situations, taking enemies and PCs with it)) and Project Edcalmin (a Front-row tickets to Championship FunBall game). These possessions could be used to help defend BN-OO4 from the threat of Maymie-Y-LWA-6...but could also prove to be a danger.
  210.  
  211. *Mission Alert* - Via telepathic communication from unidentifiable source. The Computer knows nothing of this method, and will regard it with extreme suspicion. The message is intact and correct.
  212.  
  213. *Mission Briefing* - Officious, schoolmasterly briefing officer sitting at the head of a classroom with blackboard and chalk; tests PCs frequently.
  214.  
  215. *Mission* - Obtain a blood sample from Maymie-Y-LWA-6 who is currently believed to be at BN-OO4 protected by a Corpore Metal-modified robot (metallic can that bleeps constantly (The Computer claims it’s extremely important)) armed with a standard-issue Stun gun (stuns for one round).
  216.  
  217. *Outfitting* - IR Market: Red Market, run by Commies. They only barter or trade evenly. PCs who own little more than their own overalls must buy items elsewhere, then come back here to trade for similarly priced items. (You could make them trade for the shirts off their backs.)
  218.  
  219. *R&D Equipment* - Project Fapopre, type: Sensor (detects something hitherto undetectable or inconvenient to detect) (GM Note: Excessive use constitutes treason)
  220.  
  221. *Complications* -
  222. 1. The whole incident is designed as a Loyalty Test, either for the Troubleshooters or for someone else.
  223. 2. QFF is covered with graffiti and society tags (indictating that the sector's Loyalty index is at an all-time low).
  224. 3. This mission is being recorded live by HPD&MC as part of a vidshow. The cameraperson may be a part of the PC's team as well.
  225.  
  226. *Mission Debriefing* - Troubleshooters and debriefing officer sit at a round table. Officer orders them to play a card or board game, while the officer encourages them to reveal details about their mission and about their feelings.
  227.  
  228. *Secret Society Missions*:
  229.  
  230. Normal Missions -
  231.  
  232. - We suspect Rae-I-FFB-3 to be plotting against our society. Find and assassinate the traitor, and provide proof of their evil scheme.
  233. - Covertly help Rae-I-FFB-3, a shell-shocked veteran who had previous dealings with us, regain his confidence and loyalty.
  234.  
  235. - Maymie-Y-LWA-6 was an ally of us. *Was*. They have since gone 'rogue' and is giving us a bad name. Stop them at once.
  236. - Deliver Dossier about Computer Phreaks (written by Rae-I-FFB-3) to Maymie-Y-LWA-6, as payment for 'service rendered'. Make sure Maymie-Y-LWA-6 stays alive after the item is delivered - a dead clone is not a happy clone.
  237.  
  238. - Steal Edcalmin from Rae-I-FFB-3, as payback for their crimes against our society. Deliver it over to us so we can use it for ourselves.
  239. - Steal Edcalmin from Rae-I-FFB-3 and deliver it to us so we can sell it on the IR Market.
  240.  
  241. Spy Missions (to be used in case a person belongs to more than one secret society) -
  242.  
  243. - A shipment of bot parts is passing through BN-OO4 at your destination. `[Insert this explosive device into it. Then run very fast./Divert this shipment of bot parts to our own secret society so we can start building our own bots.]` (GM Note: Frankenstein Destroyers would prefer the 'explosive device' route, while all other societies would prefer diverting the shipment.)
  244. - Take this radio transmitter and set it up in BN-OO4 so we can broadcast our secret society propaganda throughout QFF. Protect the radio transmitter.
  245.  
  246. - We used to do some business with Maymie-Y-LWA-6, but now suspect they are secretly an IntSec infiltrator. Check them out and, if necessary, terminate them.
  247. - Comprehensively recon Maymie-Y-LWA-6 and build up a dossier on them. Keep Maymie-Y-LWA-6 alive while building up the dossier.
  248.  
  249. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  250.  
  251. - Comprehensively recon BN-OO4, building up a dossier on it.
  252. - Locate at least one exit to Outdoors and find out how well it’s guarded. Report back to us. (GM Note: Every secret society want to find exits to the Outdoors - just in case.)
  253. - We need to recruit more people to our society. Recruit as many INFRAREDs as you can.
  254.  
  255.  
  256. *Floaters*:
  257.  
  258. Locations
  259. 1. Building 8R-ODN, CompNode. Aligned with Maymie-Y-LWA-6, controlled by INFRARED supervisor (secret society: Frankenstein Destroyers, mutant power: Uncanny Luck, personality: Shameless Brown-noser, job type: Management, current status: Meticulous, Obsessive-Compulsive Bureaucratic Obstacle).
  260. 2. Building 4N-7GF, ORANGE-clearance reactor shielding. Aligned with Maymie-Y-LWA-6, controlled by VIOLET supervisor (secret society: Free Enterprise, mutant power: Death Simulation, personality: Foreign Contractor, job type: Investigative, current status: Psychotic, Kill-Crush-Smash-Destroy Information Source).
  261. 3. Building T2-JHA, VIOLET-clearance R&D storage facility or warehouse. Aligned with Rae-I-FFB-3, controlled by ORANGE supervisor (secret society: Humanist, mutant power: Bureaucratic Intuition, personality: Bluff Professional, job type: Creative, current status: Buzzed (high on Wakey Wakey) Sadistic Hinderance).
  262.  
  263. Bureacracies
  264. 1. Size: Small office (3-6 workers). Shape: Pentacular. Problem: Room is in poor condition. Ceiling sags, cracks in the walls, exposed highvoltage lines, etc. Floor apt to give way at any moment. Clearance of Workers: INFRARED. Waiting Time: Long line, two hours.
  265. 2. Size: Normal office (7-30 workers). Shape: Square (ho-hum). Problem: Nothing is wrong; office looks very nice and 'normal'. Clearance of Workers: INFRARED. Waiting Time: No wait, suspiciously efficient service.
  266. 3. Size: Cell or refitted closet. Shape: Square (ho-hum). Problem: Mixed security clearance room. Most of the floor is GREEN, except for not-very-wide-at-all BLACK paths that wind circuitously and eventually lead to the various desks. Trigger-happy Vulture goons armed with laser rifles stand on either side of the paths and yell, ‘Boo!’ Clearance of Workers: RED. Waiting Time: Infinitely long line. Higher-clearance personnel keep cutting in front of the Troubleshooters. Serious Bootlicking, Bribery, Intimidation or Access required to do anything but starve slowly at the end of the line.
  267.  
  268. Excuses (Information)
  269. 1. If the NPC told the inquirer, the NPC would have to kill him. If the inquirer insists, do it and fine him 100 credits. The next clone doesn’t remember the answer, so you don’t need an actual answer.
  270. 2. That information is available on a need-to-know basis and is not yet required.
  271. 3. The information is above *my* security clearance.
  272.  
  273. Equipment Denial
  274. 1. ‘That item has been sent to our labs for testing due to apparent design flaws. We may still have some in stock, though, if you want me to go check...’
  275. 2. The requested item requires a deposit of an insanely large number of credits.
  276. 3. No one anywhere in the entirety of PLC has ever heard of the requested item, or at least doesn’t admit it.
  277.  
  278. Clerks
  279. 1. Bully: Tries to intimidate customers. Favorite phrase: ‘You and what service group?’ Intimidation 15; tries to extort items from the PCs in exchange for ‘favors’ that never materialize. Heavily armed to back up his threats.
  280. 2. Nervous: Doesn’t trust citizens with lasers (justifiably so). Tries to usher Troubleshooters out of room as quickly as possible, even if it means lying. Con Games rating 18.
  281. 3. Pushy and opinionated: it’s my way or the Transtube to HEL. (My way is invariably the most ass-backward and inefficient way.)
  282.  
  283. Clues
  284. 1. A menu from a cafeteria.
  285. 2. A faithful petbot who cooperates with the investigation.
  286. 3. A trail of blood.
  287.  
  288. Evidence
  289. 1. A dropped Bouncy Bubble Beverage can. The killer drank B3... good for him!
  290. 2. A rambling anonymous message posted on a Grey Subnet, accusing an unnamed person of being a traitor/ mutant/cockroach in disguise/mean.
  291. 3. A piece of heavily chewed ConeRifle-brand BubbleGum. The collectible sticker that comes in every packet is missing.
  292.  
  293. Rumors (Are they true? What is Truth™ anyway?)
  294. 1. There are Commies working at every cafeteria in QFF.
  295. 2. Your briefing officer is a complete idiot, who will believe anything that is told to them and rationalize any inconsistencies between contradictory testimonies. You're one lucky sod.
  296. 3. This mission is a loyalty test. The enemies and obstacles are all simulated; it’s just to see how you respond.
  297.  
  298. **Posnila**
  299.  
  300. *Background* - The mission will take place in LT-JAL, a GREEN-clearance Solyent recycling room (near the morgue) in Sector ZFK. Marcellus-G-UJC-5 (secret society: Computer Phreaks, mutant power: Deep Thought, personality: Charismatic Leader, job type: Management, current status: Stumbling, Prone-To-Breakage, Awkward Mental Threat) currently controls LT-JAL with an iron fist. Marcellus-G-UJC-5's ultimate goal is to secure more and more power for their own sake.
  301.  
  302. Marcellus-G-UJC-5 has a problem though. And that problem is Laron-R-LEB-5 (secret society: Humanist, mutant power: Toxic Metabolism, personality: Bluff Professional, job type: Quality Control, current status: Gullible (worryingly lacking in paranoia) Information Source). Laron-R-LEB-5's ultimate goal is to cover up a secret society mission that went horribly right.
  303.  
  304. Laron-R-LEB-5 is a key supporter of Project Blecyin (an attempt to improve security screening procedures in ZFK)...however this project is quickly running of resources. To ensure that the project can be successfully completed, Laron-R-LEB-5 wants to take over LT-JAL so they can use its resources. Marcellus-G-UJC-5, however, is resisting Laron-R-LEB-5's schemes, as they do not want to lose their resources to support such a dubious endeavour.
  305.  
  306. It is this conflict between Marcellus-G-UJC-5 and Laron-R-LEB-5 that the Troubleshooters must deal with if they are to complete the mission successfully.
  307.  
  308. Marcellus-G-UJC-5 also has some personal possessions - Project Mylysur (an Explodatron (small, nervous bot that exists to explode in hopeless situations, taking enemies and PCs with it)) and Project Elfacage (a Packet of freeze-dried fruit). These possessions could be used to help defend LT-JAL from the threat of Laron-R-LEB-5...but could also prove to be a danger.
  309.  
  310. *Mission Alert* - Scrawled across the wall in half-meter-high letters written in black paint. The message is intact and correct.
  311.  
  312. *Mission Briefing* - Briefing occurs in a pitch black room, where the only source of light is from the corridor outside the briefing room filtering in under the door.
  313.  
  314. *Mission* - The Computer's own CompNode in ZFK has gone down! Repair it at once! Instantly! (By the way, the equipment to repair the CompNode is located in LT-JAL.)
  315.  
  316. *Outfitting* - PLC: A single PLC staffer in a broom closet with a pneumatic tube on the side wall. This lone officer is one of the most efficient workers in Alpha Complex; completes all paperwork quickly and throughly.
  317.  
  318. *R&D Equipment* - Project Misminim, type: Sensor (detects something hitherto undetectable or inconvenient to detect) (GM Note: Turns on/off inappropriately)
  319.  
  320. *Complications* -
  321. 1. The Troubleshooters who failed the last mission in ZFK used Marcellus-G-UJC-5 as the bogeyman to blame all their failures on.
  322. 2. Laron-R-LEB-5 is suffering from a bout of extreme paranoia, and is in the process of slaughtering all enemies (real and imaginary).
  323. 3. Laron-R-LEB-5's secret society is openly intervening in the crisis by sending military troops.
  324.  
  325. *Mission Debriefing* - Debriefing conducted solely by R&D scientists. They ask many questions about equipment, giving the impression the only reason for the mission was to test equipment. After the scientists leave, The Computer covers the treason accusations.
  326.  
  327. *Secret Society Missions*:
  328.  
  329. Normal Missions -
  330.  
  331. - Prevent your team from achieving their objective by any means necessary, but don’t allow your cover to be blown.
  332. - Our rivals are trying to make your mission fail. Do whatever you can to make sure it succeeds.
  333.  
  334. - Steal Elfacage from Marcellus-G-UJC-5, as payback for their crimes against our society. Deliver it over to us so we can use it for ourselves.
  335. - Steal Elfacage from Marcellus-G-UJC-5 and deliver it to us so we can sell it on the IR Market.
  336.  
  337. - We used to do some business with Marcellus-G-UJC-5, but now suspect they are secretly an IntSec infiltrator. Check them out and, if necessary, terminate them.
  338. - Covertly help Marcellus-G-UJC-5, a shell-shocked veteran who had previous dealings with us, regain his confidence and loyalty.
  339.  
  340. Spy Missions (to be used in case a person belongs to more than one secret society) -
  341.  
  342. - Destroy LT-JAL. All of it. Burn it all to the ground.
  343. - This object (Box of plastic building blocks) contains a datajack with a cool new trojan. Plug it into any confession booth at LT-JAL to run it...make sure the confession booth stays intact long enough to steal all the data. (GM Note: If the player is part of the Computer Phreaks, then the player's society built the datajack themselves. Otherwise, the player's secret society bought (or stole) it from the Phreaks and now want to use to steal data.)
  344.  
  345. - Take this EMP Bomb and plant it in LT-JAL. Detonate it once you’re out of sight. (GM Note: Corpore Metal might prefer to use an Anti-EMP Bomb, designed to wipe out all organic life but spare bots.)
  346. - Take this radio transmitter and set it up in LT-JAL so we can broadcast our secret society propaganda throughout ZFK. Protect the radio transmitter.
  347.  
  348. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  349.  
  350. - We're always on the lookout for new drugs that could serve our secret society. Find and steal a substance or technique that makes you feel loyal to our cause. Then tell the gang about it!
  351. - Pass out these propaganda leaflets to the pliable INFRARED masses at LT-JAL. Try not to get caught.
  352. - Using these tools, recruit/reprogram this specific robot (Mylysur) at LT-JAL into our organization. Do whatever it takes. (GM Note: Yes, even Frankenstein Destroyers are willing to 'recruit' robots, though mostly because it's safer to get bots to fight each other than to fight bots directly.)
  353.  
  354.  
  355. *Floaters*:
  356.  
  357. Locations
  358. 1. Building JM-MA9, IR Marketeers' Living Quarters. Aligned with Laron-R-LEB-5, controlled by VIOLET supervisor (secret society: Pro Tech, mutant power: Hypersenses, personality: Disinterested Boss, job type: Menial, current status: Panicky, Lacking focus, Hyperactive Bureaucratic Obstacle).
  359. 2. Building 5B-EKP, Armed Forces dome defense turret (defense position on the outer dome). Aligned with Laron-R-LEB-5, controlled by ULTRAVIOLET supervisor (secret society: Sierra Club, mutant power: Mental Blast, personality: War Hero, job type: Security, current status: Drugged (sandallathon, visomorpain) Physical Threat).
  360. 3. Building NF-3CT, cone rifle fuse packing facility. Aligned with Marcellus-G-UJC-5, controlled by VIOLET supervisor (secret society: Frankenstein Destroyers, mutant power: Charm, personality: Ambitious Boss, job type: Fieldwork, current status: Wild-eyed, Frenized, Incoherent Sadistic Hinderance).
  361.  
  362. Bureacracies
  363. 1. Size: Small office (3-6 workers). Shape: Square (ho-hum). Problem: No desks. Citizens stand around. Some have a tape outline on the floor showing where their desk should go. Their files and papers are scattered all over their desk areas, making information retrieval rather difficult. Clearance of Workers: RED. Waiting Time: Very, very long line, eight hours.
  364. 2. Size: Real, real large office. Think the Astrodome with a low ceiling. Citizens at the far end look incredibly small. Shape: Square (ho-hum). Problem: One of the ceiling lights flutters and buzzes annoyingly. Can be fixed with a successful electronic engineering roll. Failure means the bulb explodes, showering everyone in the room with sharp pieces of glass shrapnel (damage O4W). Clearance of Workers: ORANGE and YELLOW. Waiting Time: No wait, suspiciously efficient service.
  365. 3. Size: Normal office (7-30 workers). Shape: Pentacular. Problem: Not enough desks. Deskless employees stand by edges of the room and charge toward any vacated desk. Fights are frequent, fatalities not unheard of. Clearance of Workers: INFRARED. Waiting Time: No wait, suspiciously efficient service.
  366.  
  367. Excuses (Information)
  368. 1. Give information as a printout, entirely blacked out except for pronouns and articles.
  369. 2. If the inquirer files the appropriate request form, it will be processed in 6-8 days.
  370. 3. The information is above *my* security clearance.
  371.  
  372. Equipment Denial
  373. 1. ‘Certainly, right away.’ [NPC walks off for a while.] ‘I’m sorry, it appears that Commies have stolen the last of our supply. The Computer has dispatched a Troubleshooter team to solve the problem.’
  374. 2. ‘That item has been sent to our labs for testing due to apparent design flaws. We may still have some in stock, though, if you want me to go check...’
  375. 3. ‘For that you need to fill out Form #B5AT67.’ [When asked for the form, say it requires another form, and so on until they give up. If it looks like they will keep going, send them off to some remote location, where they will fall into a food vat or something.]
  376.  
  377. Clerks
  378. 1. Depressed: Completely bored with existence. Infuriatingly slow. Refuses to help Troubleshooters if they don’t have the correct forms filled out properly. Immune to all Management skills. Doesn’t care if Troubleshooters blast him.
  379. 2. Nervous: Doesn’t trust citizens with lasers (justifiably so). Tries to usher Troubleshooters out of room as quickly as possible, even if it means lying. Con Games rating 18.
  380. 3. Former hygiene officer: Wants everything done exactly the way he likes it done. Refuses to accept forms or vouchers even slightly smeared or crumpled. Won’t even speak to anyone but a hygiene officer, then trades anecdotes about ‘the good old days.’
  381.  
  382. Clues
  383. 1. A clearly drawn map with a line going from where the PCs are now to the next scene.
  384. 2. Minutes from a briefing in a particular location.
  385. 3. The Troubleshooters hear a scream coming from the next scene.
  386.  
  387. Evidence
  388. 1. A laser barrel with one shot used.
  389. 2. The schematics for a nuclear reactor. Well, maybe it’s an experimental R&D device. Or a warbot. Look, it’s a big incomprehensible blueprint which must have been stolen!
  390. 3. Someone scratched *‘down with The Computer’* into the side of this desk.
  391.  
  392. Rumors (Are they true? What is Truth™ anyway?)
  393. 1. Laron-R-LEB-5 has a spy in CPU – they know you’re coming. They know what the mission is.
  394. 2. The ZFK CompNode is crashing. Every day, another subsector goes dark.
  395. 3. If you say you’re a Troubleshooter on a mission, you get a 20% discount on all ZFK vending machine purchases.
  396.  
  397. **Sidearpa**
  398.  
  399. *Background* - The mission will take place in OI-FLC, an unrecoverable bot brain junkyard in Sector ULV. Rick-B-BYL-2 (secret society: Mystics, mutant power: Adhesive Skin, personality: Crooked Kleptocrat, job type: Celebrity, current status: Paranoid (armed with Semi-automatic slugthrower (with solid slug ammo) and ArmorAll) Information Source) currently controls OI-FLC with an iron fist. Rick-B-BYL-2's ultimate goal is to cause enough damage in order to procure a fat service-group repair contract for their rapidly-growing CPU firm.
  400.  
  401. Rick-B-BYL-2 has a problem though. And that problem is Deborah-O-OSP-1 (secret society: Sierra Club, mutant power: Electroshock, personality: Bluff Professional, job type: Clerical, current status: Panicky, Lacking focus, Hyperactive Sadistic Hinderance). Deborah-O-OSP-1's ultimate goal is to help expand the might of their rapidly-growing CPU firm (thereby expanding their personal power in the process).
  402.  
  403. OI-FLC is a key cornerstone in Project Afobor (an attempt to improve security screening procedures in ULV) - and both Rick-B-BYL-2 and Deborah-O-OSP-1 were assigned to work on this project. The project was a complete success, and The Computer plans on rolling it out across the rest of the complex. However, Rick-B-BYL-2 stole all the credit for working on this successful project, causing Deborah-O-OSP-1 to feel jealous. They now seek revenge (goal: blackmail Rick-B-BYL-2 out of envy).
  404.  
  405. It is this conflict between Rick-B-BYL-2 and Deborah-O-OSP-1 that the Troubleshooters must deal with if they are to complete the mission successfully.
  406.  
  407. Rick-B-BYL-2 also has some personal possessions - Project Lightmygen (a Robobutler (you rang, sir?)) and Project Surparci (an Aerosol paint stripper). These possessions could be used to help defend OI-FLC from the threat of Deborah-O-OSP-1...but could also prove to be a danger.
  408.  
  409. *Mission Alert* - Text message on PDC. The message is intact and correct.
  410.  
  411. *Mission Briefing* - Given in a transtube, on a recording with a folder of documents; recording self-destructs 5 seconds after stopping.
  412.  
  413. *Mission* - Capture the highly dangerous traitor Deborah-O-OSP-1 and transfer them to a far more secure location (Building GR-JFQ, a YELLOW-clearance reactor outer core). Make sure they don't die; we want to save that for the *Date with Death* vidshow.
  414.  
  415. *Outfitting* - PLC: ‘Please Observe Silence’ sign on the wall. Anyone who speaks gets bumped to the end of the line. All negotiations must be written.
  416.  
  417. *R&D Equipment* - Project Asterca, type: Economic (credit license analyzer, plasticred duplicator, IR market activity scanner) (GM Note: Occasionally explodes)
  418.  
  419. *Complications* -
  420. 1. Deborah-O-OSP-1's secret society was previously damaged in a purge conducted by Rick-B-BYL-2 - but now they're recovering.
  421. 2. The Armed Forces is conducting a march in ULV (the goal: celebrate a victory).
  422. 3. Another Troubleshooter team is operating in the sector. (Their mission: Investigate a string of murders. All the victims were diced.)
  423.  
  424. *Mission Debriefing* - Room is fitted with seesaws, with a PC sitting on one side of each and a BLUE Trooper with blaster on the other. In the lower position, the PCs are obscured by a charred blast shield. The debriefing officer reads mission details, raising each PC on a note of treason, lowering them on a point of commendation. (This is an experimental HPD&MC psychological exercise intended to encourage loyalty.)
  425.  
  426. *Secret Society Missions*:
  427.  
  428. Normal Missions -
  429.  
  430. - Rick-B-BYL-2 was a *former* officer in our secret society. Take away their hard-earned medals as a punishment for betraying our society. Note that you may have to kill them to take away their medals.
  431. - Rick-B-BYL-2 really needs to mellow out... permanently. Give them a hit of this drug so they get infected with Viral Thought Patterns and can see the light of our secret society propaganda. Oh, and have some of that drug yourself when you want. Keep Rick-B-BYL-2 alive after you give them the drug.
  432.  
  433. - We suspect Rick-B-BYL-2 to be plotting against our society. Find and assassinate the traitor, and provide proof of their evil scheme.
  434. - Deliver Project Laranaus, type: Behavior modifier (hypnosis devices, pheromone emitters, subsonic/supersonic irritants) (GM Note: Intelligent; neurotic or frightened) to Rick-B-BYL-2, as payment for 'service rendered'. Make sure Rick-B-BYL-2 stays alive after the item is delivered - a dead clone is not a happy clone.
  435.  
  436. - Plant this bomb in OI-FLC. Detonate when you’re far enough away.
  437. - Take this radio transmitter and set it up in OI-FLC so we can broadcast our secret society propaganda throughout ULV. Protect the radio transmitter.
  438.  
  439. Spy Missions (to be used in case a person belongs to more than one secret society) -
  440.  
  441. - Rick-B-BYL-2 has been stealing stuff from a service group that sympathizes with us, thereby making that service group less effective. Find and kill them, then return the goods. (GM Note: Service Groups sometimes have under-the-table relationships with secret societies. Pro-Tech and R&D, Corpore Metal and Tech Services, FCCC-P and Internal Security, Sierra Club and Armed Forces, etc.)
  442. - Rick-B-BYL-2 is a friend of our secret society. Protect them at all costs as they complete their mission.
  443.  
  444. - Take this EMP Bomb and plant it in OI-FLC. Detonate it once you’re out of sight. (GM Note: Corpore Metal might prefer to use an Anti-EMP Bomb, designed to wipe out all organic life but spare bots.)
  445. - In OI-FLC, hook this little kit into the power grid. It diverts electricity to our Underplex base for a new project. If you see anything cool there, steal it. Make sure the building stays intact, so we can better drain power from it.
  446.  
  447. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  448.  
  449. - We're always on the lookout for new drugs that could serve our secret society. Find and steal a substance or technique that makes you feel loyal to our cause. Then tell the gang about it!
  450. - Comprehensively recon OI-FLC, building up a dossier on it.
  451. - We need more weapons! Here is a list of dropoff points throughout ULV. Route all of your team’s weapons to these places, where we can snag them.
  452.  
  453.  
  454. *Floaters*:
  455.  
  456. Locations
  457. 1. Building N1-JMF, VIOLET-clearance abandoned location (originally a computer interface, but is now a decaying and pestilential wreck). Aligned with Deborah-O-OSP-1, controlled by YELLOW supervisor (secret society: Romantics, mutant power: Hypersenses, personality: Great Compromiser, job type: Analysis, current status: Paranoid (armed with Laser pistol (W3K energy); barrel color is INFRARED and Combat suit) Physical Threat).
  458. 2. Building CM-D62, sewer tunnel. Aligned with Rick-B-BYL-2, controlled by BLUE supervisor (secret society: PURGE, mutant power: Toxic Metabolism, personality: Jovial Amateur, job type: Fieldwork, current status: Quiety delusional Mental Threat).
  459. 3. Building KX-NAT, sewer tunnel. Aligned with Rick-B-BYL-2, controlled by YELLOW supervisor (secret society: Pro Tech, mutant power: Energy Field, personality: Unlikely Academic, job type: Investigative, current status: Drugged (rolactin, dynomorphin, xanitrick) Bureaucratic Obstacle).
  460.  
  461. Bureacracies
  462. 1. Size: Small office (3-6 workers). Shape: Octangular. Problem: No desks. Citizens stand around. Some have a tape outline on the floor showing where their desk should go. Their files and papers are scattered all over their desk areas, making information retrieval rather difficult. Clearance of Workers: INFRARED. Waiting Time: Five minutes.
  463. 2. Size: Real large office, room for 500 desks, multi-tiered (but where are the stairs?). Shape: Circular. Clerks stand behind a circular counter in the center of the room, surrounded by citizens seeking service. Clerks feel besieged. Problem: Not enough desks. Deskless employees stand by edges of the room and charge toward any vacated desk. Fights are frequent, fatalities not unheard of. Clearance of Workers: RED with ORANGE Supervisor. Waiting Time: Long line, two hours.
  464. 3. Size: Small office (3-6 workers). Shape: Square (ho-hum). Problem: Nothing is wrong; office looks very nice and 'normal'. Clearance of Workers: RED with ORANGE Supervisor. Waiting Time: 10 minutes.
  465.  
  466. Excuses (Information)
  467. 1. If the NPC told the inquirer, the NPC would have to kill him. If the inquirer insists, do it and fine him 100 credits. The next clone doesn’t remember the answer, so you don’t need an actual answer.
  468. 2. Refer inquirer to a real room far above his clearance.
  469. 3. NPC pretends not to hear the question.
  470.  
  471. Equipment Denial
  472. 1. ‘Certainly, here you go.’ [The clerk provides an obviously mistaken order. Instead of the requested cone rifle, the Troubleshooters receive, say, 10 meters of twine.]
  473. 2. ‘Are you implying The Computer forgot to assign you something, citizen?’
  474. 3. ‘That item has been sent to our labs for testing due to apparent design flaws. We may still have some in stock, though, if you want me to go check...’
  475.  
  476. Clerks
  477. 1. Annoyingly helpful: Has to be in control of everything. Helps other clerks so often he doesn’t have time to listen to the Troubleshooters. Favorite phrase: ‘Back in just a sec.’ Returns 10 minutes later.
  478. 2. Fun-loving citizen: Doesn't take their job at all seriously. Take their goal of having fun *way* too seriously.
  479. 3. Dolefully docile: Feebly laughs if Troubleshooters try to cheer him up, or gazes at them gratefully with tear-filled eyes. Breaks into spontaneous sobs. Swallows noisily. ‘I’m s-s-sorry? (Gulp)’
  480.  
  481. Clues
  482. 1. A witness cooperates with the PCs but only really can provide directions on where the PCs should go next.
  483. 2. A faithful petbot who cooperates with the investigation.
  484. 3. The Troubleshooters hear a scream coming from the next scene.
  485.  
  486. Evidence
  487. 1. A coded message. It looks like a perfectly innocent report on ball-bearing production quotas, but if you ignore most of the actual letters, it’s a Commie manifesto!
  488. 2. A dropped Bouncy Bubble Beverage can. The killer drank B3... good for him!
  489. 3. A laser barrel with one shot used.
  490.  
  491. Rumors (Are they true? What is Truth™ anyway?)
  492. 1. It’s a suicide mission. One of your team is a traitor but IntSec doesn’t know who, so they’re going to kill you all!
  493. 2. Your Troubleshooter mission is faked – it’s all shot in a studio. It’s just television.
  494. 3. The Armed Forces won't tell you this, but the War Against Communism is going really badly in ULV. Be careful.
  495.  
  496. **Tennyim**
  497.  
  498. *Background* - The mission will take place in D5-UKL, a RED-clearance Solyent recycling room (near the morgue) in Sector WAE. Valerie-I-GSK-3 (secret society: Computer Phreaks, mutant power: Hypersenses, personality: Recalled Veteran, job type: Fieldwork, current status: Drugged (sandallathon, visomorpain) Mental Threat) currently controls D5-UKL with an iron fist. Valerie-I-GSK-3's ultimate goal is to secure *control* over citizens of Alpha Complex - not simply power (for power can come solely from a fist or a gun); this control would likely require some form of mind control.
  499.  
  500. Valerie-I-GSK-3 has a problem though. And that problem is Hector-Y-LDO-3 (secret society: Program Group, mutant power: Ventriloquist, personality: Dismal Enigma, job type: Menial, current status: Amicable, Self-Interested, Ordinary Information Source). Hector-Y-LDO-3's ultimate goal is to cover up the fact that they're...um...dead (their identity has since been stolen by traitors from the Program Group society).
  501.  
  502. D5-UKL is a very strategic location in WAE, so both Valerie-I-GSK-3 and Hector-Y-LDO-3 worked together to take over this building for themselves, thereby throwing out the previous occupants out. Valerie-I-GSK-3 then betrayed the power-sharing agreement, seizing full control over D5-UKL and kicking Hector-Y-LDO-3 out. Hector-Y-LDO-3 wants payback (goal: overthrow Valerie-I-GSK-3 and take D5-UKL for themselves out of envy).
  503.  
  504. It is this conflict between Valerie-I-GSK-3 and Hector-Y-LDO-3 that the Troubleshooters must deal with if they are to complete the mission successfully.
  505.  
  506. Valerie-I-GSK-3 also has some personal possessions - Project Posverna (a metallic can that bleeps constantly (The Computer claims it’s extremely important)) and Project Landningcom (a Treason file on Valerie-I-GSK-3). These possessions could be used to help defend D5-UKL from the threat of Hector-Y-LDO-3...but could also prove to be a danger.
  507.  
  508. *Mission Alert* - Relayed through a public confession booth, read in the scrolling ‘Credit Due’ message on a vending machine or overheard in a communal area. The message is intact and correct.
  509.  
  510. *Mission Briefing* - Briefing room is incredibly popular (known in 55 sectors as the 'best place to socialize'), with lots of conversations and discussions. However, it is also only capable for holding people for 15 minutes at a time, so expect a lot of conversations for 14 minutes followed by a 1-minute stampede as everyone runs for the door.
  511.  
  512. *Mission* - Conduct an audit of activities in D5-UKL. Ensure the citizens working there are producing items for the benefit of Alpha Complex and not crazed lunatics with too much time and resource to squander.
  513.  
  514. *Outfitting* - IR Market: A dingy, dirty corridor. PURGE runs this market, and will terminate any group who ‘misbehaves’ (in PURGE’s stern judgment). Lots of weapons.
  515.  
  516. *R&D Equipment* - Project Misitaf, type: Economic (credit license analyzer, plasticred duplicator, IR market activity scanner) (GM Note: Turns on/off inappropriately)
  517.  
  518. *Complications* -
  519. 1. D5-UKL secretly contain secret reports (currently under the control of Hector-Y-LDO-3). The Computer does not want them to fall into the wrong hands.
  520. 2. Communist has privately declared war on WAE and is conducting an campaign of sabotage.
  521. 3. Waste disposal is breaking down; garbage is backing up in the hallways and will soon flood WAE.
  522.  
  523. *Mission Debriefing* - Debriefing takes place in a cinema with stadium seating, popcorn and Bouncy Bubble Beverage, with security camera and bot recordings of each PC’s less commendable activities projected onscreen.
  524.  
  525. *Secret Society Missions*:
  526.  
  527. Normal Missions -
  528.  
  529. - We suspect that Valerie-I-GSK-3 is an Internal Security plant spying on us. Dissuade them with extreme prejudice.
  530. - Secretly put this message in the pocket of Valerie-I-GSK-3. Don’t read it, or else. Ask no questions! Make sure Valerie-I-GSK-3 stays alive so they can get time to read the message.
  531.  
  532. - This vatslime Valerie-I-GSK-3 has been giving us some trouble lately. Send a signal to them and their associates by blowing them up. Make sure the explosion is really pretty, with style. That's how you know the signal was sent properly.
  533. - Valerie-I-GSK-3 is a loyal member of our society - protect him from any traitors trying to terminate them.
  534.  
  535. - Prevent your team from achieving their objective by any means necessary, but don’t allow your cover to be blown.
  536. - Our rivals are trying to make your mission fail. Do whatever you can to make sure it succeeds.
  537.  
  538. Spy Missions (to be used in case a person belongs to more than one secret society) -
  539.  
  540. - Steal Landningcom from Valerie-I-GSK-3, as payback for their crimes against our society. Deliver it over to us so we can use it for ourselves.
  541. - Steal Landningcom from Valerie-I-GSK-3 and deliver it to us so we can sell it on the IR Market.
  542.  
  543. - We suspect Valerie-I-GSK-3 to be plotting against our society. Find and assassinate the traitor, and provide proof of their evil scheme.
  544. - Deliver Experimental Prismatic armor (E4; mirrored suit reflects energy attacks; wearer is most visible target around) to Valerie-I-GSK-3, as payment for 'service rendered'. Make sure Valerie-I-GSK-3 stays alive after the item is delivered - a dead clone is not a happy clone.
  545.  
  546. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  547.  
  548. - Using these tools, recruit/reprogram this specific robot (Posverna) at D5-UKL into our organization. Do whatever it takes. (GM Note: Yes, even Frankenstein Destroyers are willing to 'recruit' robots, though mostly because it's safer to get bots to fight each other than to fight bots directly.)
  549. - Steal something vital to the mission and leave this ransom note in its place. Those who fufill the ransom will later be 'recruited' to our society.
  550. - Carry Old R&D File: *Mutant Power Origins* and sell it for the best price. We'll give you a commission.
  551.  
  552.  
  553. *Floaters*:
  554.  
  555. Locations
  556. 1. Building 9K-DZQ, BLUE-clearance computer interface. Aligned with Hector-Y-LDO-3, controlled by YELLOW supervisor (secret society: Romantics, mutant power: Uncanny Luck, personality: Insignificant Layman, job type: Engineering, current status: Meticulous, Obsessive-Compulsive Physical Threat).
  557. 2. Building WA-BU2, CompNode. Aligned with Valerie-I-GSK-3, controlled by BLUE supervisor (secret society: Anti-Mutant, mutant power: Bureaucratic Intuition, personality: Rebellious Naysayer, job type: Analysis, current status: Wild-eyed, Frenized, Incoherent Sadistic Hinderance).
  558. 3. Building 13-8W3, Junior Citizen fort (no Commies allowed!). Aligned with Valerie-I-GSK-3, controlled by YELLOW supervisor (secret society: Corpore Metal, mutant power: Machine Empathy, personality: Crooked Kleptocrat, job type: Security, current status: Amicable, Self-Interested, Ordinary Bureaucratic Obstacle).
  559.  
  560. Bureacracies
  561. 1. Size: Small office (3-6 workers). Shape: Square (ho-hum). Problem: One clerk, multiple windows. The clerk refuses to help the PCs because the Troubleshooters don’t have something from one of the other windows. When the Troubleshooters shift windows they find the same clerk there (he changed windows also). Clerk keeps sending them from window to window, for approvals, loyalty oaths, etc., until the gag gets old... maybe longer. Clearance of Workers: RED. Waiting Time: Medium line of citizens, one hour.
  562. 2. Size: Small office (3-6 workers). Shape: Hexagonal. Problem: Lighting malfunction. Either pitch-black darkness or blinding light. Clearance of Workers: RED and ORANGE with YELLOW Supervisor. Waiting Time: Very long line, four hours.
  563. 3. Size: Normal office (7-30 workers). Shape: Square (ho-hum). Problem: Mixed security clearance room. Most of the floor is GREEN, except for not-very-wide-at-all BLACK paths that wind circuitously and eventually lead to the various desks. Trigger-happy Vulture goons armed with laser rifles stand on either side of the paths and yell, ‘Boo!’ Clearance of Workers: ORANGE and YELLOW. Waiting Time: Short line of citizens waiting; 30 minutes.
  564.  
  565. Excuses (Information)
  566. 1. An honest I-don’t-know.
  567. 2. The form to request that information is currently being revised.
  568. 3. Give information as a printout, entirely blacked out except for pronouns and articles.
  569.  
  570. Equipment Denial
  571. 1. The requested item requires a deposit of an insanely large number of credits.
  572. 2. ‘Certainly, right away.’ [NPC walks off for a while.] ‘I’m sorry, it appears that Commies have stolen the last of our supply. The Computer has dispatched a Troubleshooter team to solve the problem.’
  573. 3. ‘That item has been sent to our labs for testing due to apparent design flaws. We may still have some in stock, though, if you want me to go check...’
  574.  
  575. Clerks
  576. 1. Serial Killer: A nice guy, but still, he’s a serial killer. And in Alpha Complex, serial killer means he goes through other people’s six-packs like an alcoholic frat boy at a BBQ.
  577. 2. Harried: Clerk buried beneath piles of paperwork. Protruding hands snatch the form from the PCs and stamp it a dozen times with a red stamp that reads ‘Approved.’ If the PCs don’t have a form, a muffled voice inside the pile tells them to go away.
  578. 3. Robotic: Devoid of all emotions. Talks in clipped sen- tences and uses lots of logic and other sense-making stuff. Troubleshooters might suspect clerk is a Commie android. (Maybe it is. You decide.)
  579.  
  580. Clues
  581. 1. The Troubleshooters take a wrong turn and end up where they’re supposed to be.
  582. 2. Minutes from a briefing in a particular location.
  583. 3. A brand of gum only available in one sector.
  584.  
  585. Evidence
  586. 1. A bootprint, matching...Alpha Complex standard issue boots.
  587. 2. Someone scratched *‘down with The Computer’* into the side of this desk.
  588. 3. A laser barrel with one shot used.
  589.  
  590. Rumors (Are they true? What is Truth™ anyway?)
  591. 1. Your mission’s just a cover for a much more important mission. They don’t care if you succeed or not.
  592. 2. Your briefing officer really likes B3 – bring them a can and they'll think you’re the best clone ever.
  593. 3. Your breiefing officer is a complete psychopath, who terminates any Troubleshooters who annoy them.
  594.  
  595. **Facanfi**
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