igorhorst

gpt_experiment_two

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**
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