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igorhorst

gpt_experiment_five

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**
  596. *Background* - The mission will take place in S9-P9D, a RED-clearance hospital's ER facility in Sector ZGN. Clotilde-B-NTZ-6 (secret society: Communist, mutant power: Regeneration, personality: Unlikely Academic, job type: Analysis, current status: Wild-eyed, Frenized, Incoherent Sadistic Hinderance) currently controls S9-P9D with an iron fist. Clotilde-B-NTZ-6's ultimate goal is to cover up a secret society mission that went horribly wrong.
  597.  
  598. Clotilde-B-NTZ-6 has a problem though. And that problem is Harmon-O-WSO-4 (secret society: Corpore Metal, mutant power: Mental Blast, personality: Recalled Veteran, job type: Menial, current status: Meticulous, Obsessive-Compulsive Information Source). Harmon-O-WSO-4's ultimate goal is to genuinely improve the lot of INFRAREDs in Alpha Complex.
  599.  
  600. S9-P9D is a key cornerstone in Project Proroies (an attempt to improve surveillance throughout ZGN) - and Clotilde-B-NTZ-6 was assigned to work on this project. However, Harmon-O-WSO-4 is concerned that this project might undermine their own goals. As a result, Harmon-O-WSO-4 is attempting to undermine the project through covert sabotage. Clotilde-B-NTZ-6 wants to stop this sabotage and allow their project to be completed, without any interruption.
  601.  
  602. It is this conflict between Clotilde-B-NTZ-6 and Harmon-O-WSO-4 that the Troubleshooters must deal with if they are to complete the mission successfully.
  603.  
  604. Clotilde-B-NTZ-6 also has some personal possessions - Project Edcyan (a Warbot) and Project Endifcov (a Combination for a security lock). These possessions could be used to help defend S9-P9D from the threat of Harmon-O-WSO-4...but could also prove to be a danger.
  605.  
  606. *Mission Alert* - An INFRARED courier delivers alert verbally, seeks 10cr 'tip' for the delivery. Demeanor: drugged. The briefing location is wrong. The correct information is obscured by advertising (pop-up ad, jingle, viral marketing, etc.). Sponsoring advertiser may possibly have record of unaltered alert.
  607.  
  608. *Mission Briefing* - Officious, schoolmasterly briefing officer sitting at the head of a classroom with blackboard and chalk; tests PCs frequently.
  609.  
  610. *Mission* - Deliver this occupied cloning cylinder, containing Clotilde-B-NTZ-6's clone backup, to a Tech Services team located in S9-P9D.
  611.  
  612. *Outfitting* - PLC: A PLC shop that has none of the equipment the PCs need, but is willing to make strange and incorrect substitutions.
  613.  
  614. *R&D Equipment* - Project Beoden, type: Sensor (detects something hitherto undetectable or inconvenient to detect) (GM Note: Gradually poisons/irradiates user)
  615.  
  616. *Complications* -
  617. 1. Alpha Complex works with terrifying efficiency.
  618. 2. ZGN is covered with graffiti and society tags (indictating that the sector's Loyalty index is at an all-time low).
  619. 3. The PCs are horribly unpopular in ZGN - everyone wants to discredit, destroy, maim or spit on the Troubleshooters.
  620.  
  621. *Mission Debriefing* - Debriefing room is well appointed with luxurious carpet, comfortable chairs and refreshments served throughout. Soothing musics plays throughout the session. Laser emplacements are visible in every corner and track the PCs’ every move.
  622.  
  623. *Secret Society Missions*:
  624.  
  625. Normal Missions -
  626.  
  627. - Steal Endifcov from Clotilde-B-NTZ-6, as payback for their crimes against our society. Deliver it over to us so we can use it for ourselves.
  628. - Steal Endifcov from Clotilde-B-NTZ-6 and deliver it to us so we can sell it on the IR Market.
  629.  
  630. - Harmon-O-WSO-4 was an ally of us. *Was*. They have since gone 'rogue' and is giving us a bad name. Stop them at once.
  631. - Harmon-O-WSO-4 is a friend of our secret society. Protect them at all costs as they complete their mission.
  632.  
  633. - Harmon-O-WSO-4 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.)
  634. - Harmon-O-WSO-4 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 Harmon-O-WSO-4 alive after you give them the drug.
  635.  
  636. Spy Missions (to be used in case a person belongs to more than one secret society) -
  637.  
  638. - This vatslime Harmon-O-WSO-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.
  639. - Covertly help Harmon-O-WSO-4, a shell-shocked veteran who had previous dealings with us, regain his confidence and loyalty.
  640.  
  641. - Vandalize S9-P9D with our secret society propaganda.
  642. - A certain isolated off-net terminal in S9-P9D has some cool data. Copy it and bring it back.
  643.  
  644. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  645.  
  646. - Using these tools, recruit/reprogram this specific robot (Edcyan) at S9-P9D 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.)
  647. - We need to engage in some unauthorized wealth redistribution. Plunder the fatted plutocrats and distribute their ill-gotten gains to those who most deserve it. (GM Note: Different secret societies idealize different type of people, and would want you to give money to them. Communists would honor the 'weak and helpless' INFRARED masses, Free Enterprise would honor hard-working businesspeople, PURGE would honor anti-Computer forces, FCCC-P would honor pro-Computer loyalists, Pro Tech would honor scientists, etc. Identifying who would deserve the funds would actually be *more* challenging than simply stealing them.)
  648. - Comprehensively recon S9-P9D, building up a dossier on it.
  649.  
  650.  
  651. *Floaters*:
  652.  
  653. Locations
  654. 1. Building JP-UGY, INFRARED-clearance corridor. Aligned with Harmon-O-WSO-4, controlled by ORANGE supervisor (secret society: Computer Phreaks, mutant power: Pyrokinesis, personality: Rebellious Naysayer, job type: Emergency, current status: Amicable, Self-Interested, Ordinary Physical Threat).
  655. 2. Building IY-82G, "Spy For Another Alpha Complex" HQ. Aligned with Clotilde-B-NTZ-6, controlled by BLUE supervisor (secret society: Illuminati (cover society: Death Leopard), mutant power: Charm, personality: Dismal Enigma, job type: Fieldwork, current status: Quiety delusional Bureaucratic Obstacle).
  656. 3. Building I3-M8L, abandoned and forgotten portal to the Outdoors. Aligned with Harmon-O-WSO-4, controlled by INFRARED supervisor (secret society: Program Group, mutant power: Energy Field, personality: Ambitious Boss, job type: Engineering, current status: Paranoid (armed with Sonic Rifle (S3W energy) and Experimental Power vest (charged with high voltage; does S4K energy damage to attackers using bare hands, metal hand weapons or force swords)) Mental Threat).
  657.  
  658. Bureacracies
  659. 1. Size: Normal office (7-30 workers). Shape: Square (ho-hum). Problem: Secret society stronghold controlled by Pro Tech. They have a prop to indicate their loyalty (Sierra Club might have a hanging fern, Romantics might have fuzzy dice and Pink Floyd records, etc.) Any threatening remarks about the prop would cause every clerk to draw their lasers and start blasting. Service here is 'fast and efficient' compared to the more legal offices. Clearance of Workers: ORANGE and YELLOW. Waiting Time: Long line, two hours.
  660. 2. Size: Small office (3-6 workers). Shape: Square (ho-hum). Problem: Thermostat’s broken. Temperature varies from absolute zero to the boiling point of lead. Clearance of Workers: INFRARED. Waiting Time: Long line, two hours.
  661. 3. Size: Real large office, room for 500 desks, multi-tiered (but where are the stairs?). Shape: Octangular. Problem: Too many desks. Way too many desks. Desks piled on top of each other. Clearance of Workers: RED with ORANGE Supervisor. Waiting Time: Short line of citizens waiting; 30 minutes.
  662.  
  663. Excuses (Information)
  664. 1. Refer inquirer to a non-existent room number for that and related information.
  665. 2. Give obviously wrong information. ‘Repeat’ it a second time, completely differently and still obviously wrong.
  666. 3. Information is available in a purchasable but prohibitively expensive publication.
  667.  
  668. Equipment Denial
  669. 1. ‘Are you implying The Computer forgot to assign you something, citizen?’
  670. 2. ‘I’m sorry, citizen, we appear to be temporarily all out of that item.’
  671. 3. ‘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.’
  672.  
  673. Clerks
  674. 1. 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)’
  675. 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.
  676. 3. Doughnut Lover: Fat, slow, amusing. May also have a keen mind beneath the blubber.
  677.  
  678. Clues
  679. 1. A photo of an important location that the suspect liked.
  680. 2. A talkative AutoHack bot gives the PCs a clue. ‘That guy? Had him in the back of my cab last twosday. Fuhgeddaboutit’.
  681. 3. A clearly drawn map with a line going from where the PCs are now to the next scene.
  682.  
  683. Evidence
  684. 1. A photo of two clones. The face of one is blurred, but the other might be recognisable as an infamous traitor, if you squint and ignore the fact that said traitor has been dead for the last 84 yearcycles.
  685. 2. A dropped Bouncy Bubble Beverage can. The killer drank B3... good for him!
  686. 3. 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!
  687.  
  688. Rumors (Are they true? What is Truth™ anyway?)
  689. 1. Your Troubleshooter mission is faked – it’s all shot in a studio. It’s just television.
  690. 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.
  691. 3. The ZGN CompNode is crashing. Every day, another subsector goes dark.
  692.  
  693. **Penprocy**
  694.  
  695. *Background* - The mission will take place in SK-LHJ, a RED-clearance enviro conditioning ducts in Sector UFM. Jonathan-I-HCX-3 (secret society: Illuminati (cover society: Communist), mutant power: Adrenalin Control, personality: Evangelist “Team Player”, job type: Management, current status: Amicable, Self-Interested, Ordinary Sadistic Hinderance) currently controls SK-LHJ with an iron fist. Jonathan-I-HCX-3's ultimate goal is to secure valuable supplies in order to run a credit-making scheme (such as a lottery or a IR Market).
  696.  
  697. Jonathan-I-HCX-3 has a problem though. And that problem is Cedrick-Y-KSY-3 (secret society: Romantics, mutant power: Toxic Metabolism, personality: Crooked Kleptocrat, job type: Creative, current status: 'Demon'-Possessed Mental Threat). Cedrick-Y-KSY-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.
  698.  
  699. SK-LHJ is a very strategic location in UFM, so both Jonathan-I-HCX-3 and Cedrick-Y-KSY-3 worked together to take over this building for themselves, thereby throwing out the previous occupants out. Jonathan-I-HCX-3 then betrayed the power-sharing agreement, seizing full control over SK-LHJ and kicking Cedrick-Y-KSY-3 out. Cedrick-Y-KSY-3 wants payback (goal: blackmail Jonathan-I-HCX-3 out of envy).
  700.  
  701. It is this conflict between Jonathan-I-HCX-3 and Cedrick-Y-KSY-3 that the Troubleshooters must deal with if they are to complete the mission successfully.
  702.  
  703. Jonathan-I-HCX-3 also has some personal possessions - Project Pitemside (a Docbot Model 5) and Project Tunydif (a Blackmail material on Cedrick-Y-KSY-3). These possessions could be used to help defend SK-LHJ from the threat of Cedrick-Y-KSY-3...but could also prove to be a danger.
  704.  
  705. *Mission Alert* - Scrawled across the wall in half-meter-high letters written in low clearance paint. The message is intact and correct.
  706.  
  707. *Mission Briefing* - The Computer conducts the briefing.
  708.  
  709. *Mission* - Provide support for these trainee Troubleshooters as they complete their mission (mission: An Internal Security squad (the Discucan) is incredibly popular on the vidshows and beloved by The Computer for their political othrodoxy. They are also super incompetent. Please complete this important mission for them, while letting them take all the credit. (Mission - Water and fertilize a hydroponic garden secretly located in SK-LHJ, using this new chemical.)).
  710.  
  711. *Outfitting* - PLC: ‘Serv-Yourself’ warehouse that makes every citizen find their own equipment.
  712.  
  713. *R&D Equipment* - Project Copossen, type: Mobility enabler (skates, boots, motorized shopping cart, vehicle, jet pack, propeller helmet, frictionless shoe soles) (GM Note: Intelligent; neurotic or frightened)
  714.  
  715. *Complications* -
  716. 1. The PCs are themselves the greatest threat to Alpha Complex - the other NPCs are trying to put aside their differences to defend the Complex against a common enemy.
  717. 2. UFM is currently under the control of HPD&MC, who runs it like a *de facto* dictatorship.
  718. 3. An 'election' (glorified popularity contest) is being held for the UFM Hygiene Presidency. The VIOLET incumbent (secret society: Illuminati (cover society: PURGE), mutant power: Charm, personality: Unlikely Academic, job type: Clerical, current status: Panicky, Lacking focus, Hyperactive Bureaucratic Obstacle) has hired Jonathan-I-HCX-3 to serve as head of their security staff (to protect against assassinations and terrorist attacks), while Cedrick-Y-KSY-3 is covertly working for the VIOLET challenger (secret society: Death Leopard, mutant power: Machine Empathy, personality: Administrative Genius, job type: Fieldwork, current status: Meticulous, Obsessive-Compulsive Physical Threat).
  719.  
  720. *Mission Debriefing* - A compact office with one desk and a chair, occupied by the debriefing officer, with the PCs standing amid towers of forms, printouts and manila folders, all bearing the names of one or more PCs.
  721.  
  722. *Secret Society Missions*:
  723.  
  724. Normal Missions -
  725.  
  726. - We suspect that Cedrick-Y-KSY-3 is an Internal Security plant spying on us. Dissuade them with extreme prejudice.
  727. - Plant this bug on Cedrick-Y-KSY-3, so we can gather backmail material on them. Make sure Cedrick-Y-KSY-3 stays alive.
  728.  
  729. - We used to do some business with Jonathan-I-HCX-3, but now suspect they are secretly an IntSec infiltrator. Check them out and, if necessary, terminate them.
  730. - Convert Jonathan-I-HCX-3 to our views, by whatever means necessary. Be creative. Protect Jonathan-I-HCX-3 after you convert them.
  731.  
  732. - This vatslime Jonathan-I-HCX-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.
  733. - Secretly put this message in the pocket of Jonathan-I-HCX-3. Don’t read it, or else. Ask no questions! Make sure Jonathan-I-HCX-3 stays alive so they can get time to read the message.
  734.  
  735. Spy Missions (to be used in case a person belongs to more than one secret society) -
  736.  
  737. - Take this EMP Bomb and plant it in SK-LHJ. 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.)
  738. - In SK-LHJ, 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.
  739.  
  740. - Vandalize SK-LHJ with our secret society propaganda.
  741. - A certain isolated off-net terminal in SK-LHJ has some cool data. Copy it and bring it back.
  742.  
  743. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  744.  
  745. - We control access to a very addictive drug. Distribute this addictive drug among your team and anyone you meet so that we can later subvert them for our purposes. Yeah, okay maybe it has some terrible side-effects, but what a high! (GM Note: Terrible side-effects could include turning someone into a murdering psychopath, mutating users, or just killing them outright. Anti-Mutants won't *intentionally* hand out mutagens.)
  746. - Recode this specific robot (Pitemside), 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.)
  747. - Plant this micro-camera in SK-LHJ so that we can monitor anything that happens there - what stuff they're creating, what treason is being done, etc. While you're there, steal their stuff as well.
  748.  
  749.  
  750. *Floaters*:
  751.  
  752. Locations
  753. 1. Building KN-1YQ, YELLOW-clearance Hangar. Aligned with Jonathan-I-HCX-3, controlled by INFRARED supervisor (secret society: Illuminati (cover society: Corpore Metal), mutant power: Bureaucratic Intuition, personality: Rebellious Naysayer, job type: Celebrity, current status: Amicable, Self-Interested, Ordinary Information Source).
  754. 2. Building E7-8MV, Giant Stationary Warbot. Aligned with Jonathan-I-HCX-3, controlled by INDIGO supervisor (secret society: Communist, mutant power: Energy Field, personality: Great Compromiser, job type: Security, current status: Drugged (sandallathon, visomorpain) Information Source).
  755. 3. Building Z9-XNC, IR Marketeers' Living Quarters. Aligned with Jonathan-I-HCX-3, controlled by INFRARED supervisor (secret society: Frankenstein Destroyers, mutant power: Electroshock, personality: Ambitious Boss, job type: Analysis, current status: Drugged (sandallathon, visomorpain) Sadistic Hinderance).
  756.  
  757. Bureacracies
  758. 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: INFRARED. Waiting Time: No wait, suspiciously efficient service.
  759. 2. Size: Normal office (7-30 workers). Shape: A maze of twisty-turny passages, all alike. 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: Five minutes.
  760. 3. Size: Cubicle. Shape: Octangular. Problem: Wrong security-clearance room. Way too high (maybe INDIGO). Clerks are all standing outside in the corridor expecting to get terminated for low productivity. They scream and scatter when Troubleshooters arrive. Clearance of Workers: ORANGE and YELLOW. Waiting Time: 10 minutes.
  761.  
  762. Excuses (Information)
  763. 1. The information is above *my* security clearance.
  764. 2. Imply the question is a sign of unhappiness.
  765. 3. Refer inquirer to a real room far above his clearance.
  766.  
  767. Equipment Denial
  768. 1. ‘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.]
  769. 2. ‘Yes, of course, one moment while I get it for you.’ [Wanders off and doesn’t come back.]
  770. 3. No one anywhere in the entirety of PLC has ever heard of the requested item, or at least doesn’t admit it.
  771.  
  772. Clerks
  773. 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.
  774. 2. Inefficient and clumsy: Troubleshooters who get pushy are in for a rude surprise. The clerk is an Internal Security agent on a task force assigned to investigate CPU reports of clerk harassment.
  775. 3. Greedy: Wink at your players. Rub two fingers together as if you’re holding a coin. Say stuff like ‘Sure, I think that can be (wink, wink) arranged.’ Jingle the change in your pockets.
  776.  
  777. Clues
  778. 1. The Troubleshooters hear a scream coming from the next scene.
  779. 2. A photo of an important location that the suspect liked.
  780. 3. Tracing the suspect’s PDC via The Computer.
  781.  
  782. Evidence
  783. 1. A ticket to a FunBall game. Statistically, certain proof that the suspect was associating with a traitor.
  784. 2. A photo of two clones. The face of one is blurred, but the other might be recognisable as an infamous traitor, if you squint and ignore the fact that said traitor has been dead for the last 84 yearcycles.
  785. 3. Assorted lengths of wire – the sort of wire you might use when wiring a detonator to a bomb!
  786.  
  787. Rumors (Are they true? What is Truth™ anyway?)
  788. 1. Jonathan-I-HCX-3 has a machine that can copy ME cards. I know they once copied a High Programmer's card as well.
  789. 2. The Armed Forces won't tell you this, but the War Against Communism is going really well in UFM. Be incredibly scared of the Armed Forces goons in the area.
  790. 3. Outfitting will try to sell you dud laser barrels. You'll need to look elsewhere if you want working laser barrels.
  791.  
  792. **Afteda**
  793.  
  794. *Background* - The mission will take place in FP-GLN, an acid-etched sinkhole under food production area in Sector GHT. Prudence-B-PLX-4 (secret society: "Spy For Another Alpha Complex", mutant power: Uncanny Luck, personality: Bored Bureaucrat, job type: Engineering, current status: Gullible (worryingly lacking in paranoia) Information Source) currently controls FP-GLN with an iron fist. Prudence-B-PLX-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.
  795.  
  796. Prudence-B-PLX-4 has a problem though. And that problem is Dannie-O-LFL-4 (secret society: Romantics, mutant power: Energy Field, personality: Recalled Veteran, job type: Clerical, current status: Meticulous, Obsessive-Compulsive Physical Threat). Dannie-O-LFL-4's ultimate goal is to cover up a disaster at their Tech Services firm (which is overproducing, underproducing, or doing something strange to their product/service).
  797.  
  798. FP-GLN is a key cornerstone in Project Tlehapman (an attempt to make citizens more compliant) - and both Prudence-B-PLX-4 and Dannie-O-LFL-4 were assigned to work on this project. However, both clones realize that the project is about to fail horribly...and that there needs to be a scapegoat to blame the failure on. Both citizens are planning to blame each other.
  799.  
  800. It is this conflict between Prudence-B-PLX-4 and Dannie-O-LFL-4 that the Troubleshooters must deal with if they are to complete the mission successfully.
  801.  
  802. Prudence-B-PLX-4 also has some personal possessions - Project Acpresed (a Mega metallic can that bleeps constantly (The Computer claims it’s extremely important)) and Project Tedinre (a Packet of freeze-dried fruit). These possessions could be used to help defend FP-GLN from the threat of Dannie-O-LFL-4...but could also prove to be a danger.
  803.  
  804. *Mission Alert* - An INFRARED courier delivers alert hardcopy, seeks 10cr 'tip' for the delivery. Demeanor: cocky, "I know more than I'm telling", nudge-nudge. The briefing location is wrong. The correct information is in machine-readable code, missing vowels, encrypted, etc. Computer Phreaks can help. The Computer doesn't see the problem.
  805.  
  806. *Mission Briefing* - Briefing officer is dead on arrival and no one comes to replace him. May have notes on their body that describe the PCs’ mission.
  807.  
  808. *Mission* - We need you to infiltrate a suspected Commie base at FP-GLN. You must locate the base, get inside and then plant this homing beacon so our Warbot can eliminate it.
  809.  
  810. *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.
  811.  
  812. *R&D Equipment* - Project Etaustro, type: Communications, unusual type (telepathy gun, telephone that attaches miles-long wire to body of recipient, holographic mime projector, tight-beam loudspeaker) (GM Note: Occasionally explodes)
  813.  
  814. *Complications* -
  815. 1. The local CompNode in GHT has taken an instant disliking to the PCs, and will do whatever in Its power to make the PCs' lives miserable.
  816. 2. A service group feud between PLC and R&D have spun out of control in GHT. Assassinations and drive-by shootings are commonplace, and the sector is close to civil war.
  817. 3. FP-GLN secretly contain unfilled termination vouchers and airstrike forms (currently under the control of Dannie-O-LFL-4). The Computer does not want them to fall into the wrong hands.
  818.  
  819. *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.
  820.  
  821. *Secret Society Missions*:
  822.  
  823. Normal Missions -
  824.  
  825. - We suspect Prudence-B-PLX-4 to be plotting against our society. Find and assassinate the traitor, and provide proof of their evil scheme.
  826. - Prudence-B-PLX-4 is a loyal member of our society - protect him from any traitors trying to terminate them.
  827.  
  828. - Prevent your team from achieving their objective by any means necessary, but don’t allow your cover to be blown.
  829. - Our rivals are trying to make your mission fail. Do whatever you can to make sure it succeeds.
  830.  
  831. - Prudence-B-PLX-4 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.)
  832. - Secretly put this message in the pocket of Prudence-B-PLX-4. Don’t read it, or else. Ask no questions! Make sure Prudence-B-PLX-4 stays alive so they can get time to read the message.
  833.  
  834. Spy Missions (to be used in case a person belongs to more than one secret society) -
  835.  
  836. - Start a riot in FP-GLN. *Big* riot, get me? Looting brigades are awaiting your signal.
  837. - In FP-GLN, 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.
  838.  
  839. - Our rivals are trying to gather information on Dannie-O-LFL-4 (a former ally of ours), hoping to compromise our secret society. Prevent them from succeeding; terminate Dannie-O-LFL-4 before our rivals gather enough info on us.
  840. - Dannie-O-LFL-4 is a friend of our secret society. Protect them at all costs as they complete their mission.
  841.  
  842. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  843.  
  844. - Using these tools, recruit/reprogram this specific robot (Acpresed) at FP-GLN 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.)
  845. - Pass out these propaganda leaflets to the pliable INFRARED masses at FP-GLN. Try not to get caught.
  846. - Recode this specific robot (Acpresed), 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.)
  847.  
  848.  
  849. *Floaters*:
  850.  
  851. Locations
  852. 1. Building WQ-6LE, MemoMax archive vault. Aligned with Dannie-O-LFL-4, controlled by INFRARED supervisor (secret society: FCCC-P, mutant power: Matter Eater, personality: Punctilious Charmer, job type: Fieldwork, current status: 'Demon'-Possessed Sadistic Hinderance).
  853. 2. Building P9-RT2, IR Market (originally an ULTRAVIOLET-clearance corridor). Aligned with Prudence-B-PLX-4, controlled by RED supervisor (secret society: Frankenstein Destroyers, mutant power: Deep Thought, personality: Crooked Kleptocrat, job type: Management, current status: Drugged (thymoglandin, hydropsionic acid) Mental Threat).
  854. 3. Building 3S-EUE, heat-resistant mitten knitting sweatshop. Aligned with Dannie-O-LFL-4, controlled by GREEN supervisor (secret society: Psion, mutant power: Death Simulation, personality: Detestable Visionary, job type: Quality Control, current status: Buzzed (high on Wakey Wakey) Bureaucratic Obstacle).
  855.  
  856. Bureacracies
  857. 1. Size: Large office, room for 100 desks. Shape: Pentacular. Problem: Difficult accessway. Housing Preservation and Development has decided to save credits by making the Troubleshooters stoop, crawl or even slither along on their bellies to reach the clerks inside. Clearance of Workers: None. Staffed entirely by clerkbots. Waiting Time: Long line, two hours.
  858. 2. Size: Cell or refitted closet. 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: No wait, suspiciously efficient service.
  859. 3. Size: Large office, room for 100 desks. Shape: Pentacular. Problem: Too many desks. Way too many desks. Desks piled on top of each other. Clearance of Workers: ORANGE and YELLOW with one GREEN administrator visiting. 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.
  860.  
  861. Excuses (Information)
  862. 1. Information is available in a purchasable but prohibitively expensive publication.
  863. 2. The form to request that information is currently being revised.
  864. 3. Refer inquirer to a real room far above his clearance.
  865.  
  866. Equipment Denial
  867. 1. No one anywhere in the entirety of PLC has ever heard of the requested item, or at least doesn’t admit it.
  868. 2. ‘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.]
  869. 3. ‘I’m sorry, citizen, we appear to be temporarily all out of that item.’
  870.  
  871. Clerks
  872. 1. Greedy: Wink at your players. Rub two fingers together as if you’re holding a coin. Say stuff like ‘Sure, I think that can be (wink, wink) arranged.’ Jingle the change in your pockets.
  873. 2. 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.)
  874. 3. Obsessed by paperwork: Lives in a nest of forms. Demands Troubleshooters fill out forms for everything.
  875.  
  876. Clues
  877. 1. The most recent message on a suspect’s PDC.
  878. 2. The Troubleshooters take a wrong turn and end up where they’re supposed to be.
  879. 3. A witness cooperates with the PCs but only really can provide directions on where the PCs should go next.
  880.  
  881. Evidence
  882. 1. A piece of camera footage, shot from a bad angle in poor lighting and damaged in storage, which shows...well, grainy blobs doing something to other grainy blobs. Could be anything in there.
  883. 2. A dropped Bouncy Bubble Beverage can. The killer drank B3... good for him!
  884. 3. A photo of two clones. The face of one is blurred, but the other might be recognisable as an infamous traitor, if you squint and ignore the fact that said traitor has been dead for the last 84 yearcycles.
  885.  
  886. Rumors (Are they true? What is Truth™ anyway?)
  887. 1. The stuff in the GHT food vats isn’t made in Alpha Complex. They bring it in from Outdoors.
  888. 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.
  889. 3. At nightcycle, all the transbots in GHT go somewhere no human citizen has ever seen... except those brave enough to stow away.
  890.  
  891. **Ticdaqtem**
  892.  
  893. *Background* - The mission will take place in A2-98V, a RED-clearance food production area in Sector ZUQ. Earline-B-NJZ-6 (secret society: Communist, mutant power: Regeneration, personality: Cloak-and-Dagger Schemer, job type: Celebrity, current status: 'Demon'-Possessed Physical Threat) currently controls A2-98V with an iron fist. Earline-B-NJZ-6's ultimate goal is to conspire against The Computer.
  894.  
  895. Earline-B-NJZ-6 has a problem though. And that problem is Louie-O-WAS-2 (secret society: Free Enterprise, mutant power: Adrenalin Control, personality: Detestable Visionary, job type: Quality Control, current status: Panicky, Lacking focus, Hyperactive Mental Threat). Louie-O-WAS-2's ultimate goal is to cover up a secret society mission that went horribly right.
  896.  
  897. A2-98V was once a very strategic location in ZUQ, but times have since changed, and power have shifted to new places. Earline-B-NJZ-6 merely keeps control over A2-98V for sentimental reasons. However, Louie-O-WAS-2 seems to also have a personal grudge with Earline-B-NJZ-6 (also for sentimental reasons)...and wants to finally complete this grudge (goal: weaken Earline-B-NJZ-6's powerbase by destroying A2-98V out of gluttony).
  898.  
  899. It is this conflict between Earline-B-NJZ-6 and Louie-O-WAS-2 that the Troubleshooters must deal with if they are to complete the mission successfully.
  900.  
  901. Earline-B-NJZ-6 also has some personal possessions - Project Ernitu (a Docbot Model 5) and Project Termocit (a Collectible six-pack of ‘B2’ - Bubble Beverage). These possessions could be used to help defend A2-98V from the threat of Louie-O-WAS-2...but could also prove to be a danger.
  902.  
  903. *Mission Alert* - An INFRARED courier delivers alert hardcopy, seeks 10cr 'tip' for the delivery. Demeanor: in-your face friendly. The recognition password (to be given to briefing officer) 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."
  904.  
  905. *Mission Briefing* - The briefing room is cordoned off with police who is currently interrogating the briefing officer (the officer himself doesn't know why he's being interrogated, what crime he's being accused of, or if he's being used as evidence to bring down some other criminal). Halfway through the interrogation, the briefing officer makes a break for it using a nearby Autocar. Internal Security agents will later find his (abandoned) Autocar at a nearby hotel.
  906.  
  907. *Mission* - Investigate accusations of Louie-O-WAS-2 planting evidence of treason against Earline-B-NJZ-6.
  908.  
  909. *Outfitting* - IR Market: A ‘Broke’ market. Troubleshooters always leave broke, with stuff that’s broke. Bad deals all around.
  910.  
  911. *R&D Equipment* - Project Butlymis, type: Economic (credit license analyzer, plasticred duplicator, IR market activity scanner) (GM Note: Gradually poisons/irradiates user)
  912.  
  913. *Complications* -
  914. 1. ZUQ is on the lookout for the Siontivesi Traitor and suspects (accurately?) that one of the PCs is secretly that traitor.
  915. 2. The Armed Forces is conducting a march in ZUQ (the goal: build morale).
  916. 3. There is currently a violent schism taking place in Earline-B-NJZ-6's secret society. Earline-B-NJZ-6 is currently deciding which faction to back.
  917.  
  918. *Mission Debriefing* - Debriefing room is well appointed with luxurious carpet, comfortable chairs and refreshments served throughout. Soothing musics plays throughout the session. Laser emplacements are visible in every corner and track the PCs’ every move.
  919.  
  920. *Secret Society Missions*:
  921.  
  922. Normal Missions -
  923.  
  924. - Prevent your team from achieving their objective by any means necessary, but don’t allow your cover to be blown.
  925. - Our rivals are trying to make your mission fail. Do whatever you can to make sure it succeeds.
  926.  
  927. - Our rivals are trying to gather information on Earline-B-NJZ-6 (a former ally of ours), hoping to compromise our secret society. Prevent them from succeeding; terminate Earline-B-NJZ-6 before our rivals gather enough info on us.
  928. - Earline-B-NJZ-6 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!
  929.  
  930. - Earline-B-NJZ-6 was once a member of our society but has since created their own splinter faction. Discredit or kill the splitter.
  931. - Earline-B-NJZ-6 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 Earline-B-NJZ-6 alive after you give them the drug.
  932.  
  933. Spy Missions (to be used in case a person belongs to more than one secret society) -
  934.  
  935. - Louie-O-WAS-2 was an ally of us. *Was*. They have since gone 'rogue' and is giving us a bad name. Stop them at once.
  936. - Convert Louie-O-WAS-2 to our views, by whatever means necessary. Be creative. Protect Louie-O-WAS-2 after you convert them.
  937.  
  938. - Start a riot in A2-98V. *Big* riot, get me? Looting brigades are awaiting your signal.
  939. - This object (Hand buzzer) contains a datajack with a cool new trojan. Plug it into any confession booth at A2-98V 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.)
  940.  
  941. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  942.  
  943. - We need to recruit more people to our society. Recruit as many INFRAREDs as you can.
  944. - 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.)
  945. - Get the PDC contact info of all your teammates and anyone else you can, so we can add them to our mailing list.
  946.  
  947.  
  948. *Floaters*:
  949.  
  950. Locations
  951. 1. Building 14-ZUO, MemoMax archive vault. Aligned with Earline-B-NJZ-6, controlled by RED supervisor (secret society: Program Group, mutant power: Ventriloquist, personality: Efficient Sociopath, job type: Emergency, current status: Psychotic, Kill-Crush-Smash-Destroy Sadistic Hinderance).
  952. 2. Building A8-8PR, Junior Citizen fort (no Commies allowed!). Aligned with Earline-B-NJZ-6, controlled by INFRARED supervisor (secret society: Humanist, mutant power: Mechanical Intuition, personality: Insignificant Layman, job type: Support, current status: Meticulous, Obsessive-Compulsive Bureaucratic Obstacle).
  953. 3. Building ZY-59C, Museum of Famous Forms. Aligned with Earline-B-NJZ-6, controlled by INDIGO supervisor (secret society: Romantics, mutant power: Pyrokinesis, personality: Punctilious Charmer, job type: Fieldwork, current status: Buzzed (high on Wakey Wakey) Information Source).
  954.  
  955. Bureacracies
  956. 1. Size: Normal office (7-30 workers). Shape: Hexagonal. Problem: Too many desks. Way too many desks. Desks piled on top of each other. Clearance of Workers: ORANGE and YELLOW with one GREEN administrator visiting. Waiting Time: 10 minutes.
  957. 2. Size: Small office (3-6 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: RED and ORANGE with YELLOW Supervisor. Waiting Time: No wait, suspiciously efficient service.
  958. 3. Size: Large office, room for 100 desks. Shape: Triangular. 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: RED and ORANGE with YELLOW Supervisor. Waiting Time: No wait, suspiciously efficient service.
  959.  
  960. Excuses (Information)
  961. 1. Imply the question is a sign of unhappiness.
  962. 2. Refer inquirer to a real room far above his clearance.
  963. 3. The form to request that information is currently being revised.
  964.  
  965. Equipment Denial
  966. 1. ‘Are you implying The Computer forgot to assign you something, citizen?’
  967. 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.’
  968. 3. ‘I’m sorry, citizen, we appear to be temporarily all out of that item.’
  969.  
  970. Clerks
  971. 1. Disturbingly Loyal: Sinister, O’Brien-from-1984 type. Utterly loyal, wants you to love The Computer for your own good.
  972. 2. In It For the Paycheck: Has absolutely no interest in their job.
  973. 3. 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.
  974.  
  975. Clues
  976. 1. The most recent message on a suspect’s PDC.
  977. 2. The Troubleshooters take a wrong turn and end up where they’re supposed to be.
  978. 3. A matchbook that belong to the suspect.
  979.  
  980. Evidence
  981. 1. Very strong body odour that lingers in the room.
  982. 2. A laser barrel with one shot used.
  983. 3. A bootprint, matching...Alpha Complex standard issue boots.
  984.  
  985. Rumors (Are they true? What is Truth™ anyway?)
  986. 1. The Armed Forces won't tell you this, but the War Against Communism is going really well in ZUQ. Be incredibly scared of the Armed Forces goons in the area.
  987. 2. All bots in ZUQ are actually remote-controlled by The Computer. They only have simulated individual personalities but not all of them actually know this.
  988. 3. The mission’s going to be filmed! It’s an instructional video for Troubleshooter training classes.
  989.  
  990. **Reafful**
  991.  
  992. *Background* - The mission will take place in AS-PZT, a YELLOW-clearance R&D research lab, focused on biochemistry studies) in Sector XDZ. Jedidiah-B-ZPV-2 (secret society: Program Group, mutant power: Adhesive Skin, personality: Punctilious Charmer, job type: Emergency, current status: Stumbling, Prone-To-Breakage, Awkward Bureaucratic Obstacle) currently controls AS-PZT with an iron fist. Jedidiah-B-ZPV-2's ultimate goal is to cover up the fact that they are secretly a scrubot.
  993.  
  994. Jedidiah-B-ZPV-2 has a problem though. And that problem is Cindy-O-UAR-6 (secret society: Frankenstein Destroyers, mutant power: Electroshock, personality: Charismatic Leader, job type: Fieldwork, current status: Gullible (worryingly lacking in paranoia) Physical Threat). Cindy-O-UAR-6's ultimate goal is to cause enough damage in order to procure a fat service-group repair contract for their rapidly-growing Armed Forces firm.
  995.  
  996. Cindy-O-UAR-6 is a key supporter of Project Rycarence (an attempt to increase happiness throughout XDZ)...however this project is quickly running of resources. To ensure that the project can be successfully completed, Cindy-O-UAR-6 wants to take over AS-PZT so they can use its resources. Jedidiah-B-ZPV-2, however, is resisting Cindy-O-UAR-6's schemes, as they do not want to lose their resources to support such a dubious endeavour.
  997.  
  998. It is this conflict between Jedidiah-B-ZPV-2 and Cindy-O-UAR-6 that the Troubleshooters must deal with if they are to complete the mission successfully.
  999.  
  1000. Jedidiah-B-ZPV-2 also has some personal possessions - Project Comelside (a Psychbot Sanity Restoration Unit) and Project Pleforcov (a Deluxe PDC with enhanced infrared-light camera, shoots accurately in total darkness). These possessions could be used to help defend AS-PZT from the threat of Cindy-O-UAR-6...but could also prove to be a danger.
  1001.  
  1002. *Mission Alert* - Special ‘breaking news’ bulletin in middle of vidshow: boring part. Identifies the PCs by name. The message is intact and correct.
  1003.  
  1004. *Mission Briefing* - Briefing officer is hiding inside an empty Cold Fun barrel and passes written notes out to the PCs through a small bunghole.
  1005.  
  1006. *Mission* - Capture (but don't harm) Comelside, a bot that has gone frankenstein. The bot just needs some therapy, just all.
  1007.  
  1008. *Outfitting* - PLC: Surprisingly efficient, but all items have had inventory barcodes removed. Staffers refuse to take returned equipment: ‘It wasn’t issued here.’
  1009.  
  1010. *R&D Equipment* - Project Ofdaqa, 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)
  1011.  
  1012. *Complications* -
  1013. 1. AS-PZT secretly contain ICBMs (currently under the control of Cindy-O-UAR-6). The Computer does not want them to fall into the wrong hands.
  1014. 2. Cindy-O-UAR-6 just secured some secret documents that they plan to use against Jedidiah-B-ZPV-2.
  1015. 3. Free Enterprise has privately declared war on XDZ and is conducting an campaign of sabotage.
  1016.  
  1017. *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.)
  1018.  
  1019. *Secret Society Missions*:
  1020.  
  1021. Normal Missions -
  1022.  
  1023. - Jedidiah-B-ZPV-2 was once a member of our society but has since created their own splinter faction. Discredit or kill the splitter.
  1024. - Acquire three compromising pictures of Jedidiah-B-ZPV-2 and send them to this address. Three! Then keep Jedidiah-B-ZPV-2 alive long enough so that we can successfully blackmail them.
  1025.  
  1026. - Plant this bomb in AS-PZT. Detonate when you’re far enough away.
  1027. - We need to take over AS-PZT and use it for our purposes. Disrupt the power elite’s control over AS-PZT, 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.)
  1028.  
  1029. - Prevent your team from achieving their objective by any means necessary, but don’t allow your cover to be blown.
  1030. - Our rivals are trying to make your mission fail. Do whatever you can to make sure it succeeds.
  1031.  
  1032. Spy Missions (to be used in case a person belongs to more than one secret society) -
  1033.  
  1034. - Jedidiah-B-ZPV-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.)
  1035. - Deliver Gauss Gun (W3K energy) to Jedidiah-B-ZPV-2, as payment for 'service rendered'. Make sure Jedidiah-B-ZPV-2 stays alive after the item is delivered - a dead clone is not a happy clone.
  1036.  
  1037. - Steal Pleforcov from Jedidiah-B-ZPV-2, as payback for their crimes against our society. Deliver it over to us so we can use it for ourselves.
  1038. - Steal Pleforcov from Jedidiah-B-ZPV-2 and deliver it to us so we can sell it on the IR Market.
  1039.  
  1040. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  1041.  
  1042. - Destroy *both* Jedidiah-B-ZPV-2 and Cindy-O-UAR-6. They're both a threat to our secret society.
  1043. - Spread the wonders and ideals of Old Reckoning times by acting like [character from a popular book, TV show, movie, comic or cartoon]. (GM Note: This character is sympathetic to the player's secret society, and is thus a covert attempt at spreading secret society propaganda.)
  1044. - Recode this specific robot (Comelside), 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.)
  1045.  
  1046.  
  1047. *Floaters*:
  1048.  
  1049. Locations
  1050. 1. Building J8-X2R, ULTRAVIOLET mausoleum. Aligned with Jedidiah-B-ZPV-2, controlled by INDIGO supervisor (secret society: Romantics, mutant power: Adrenalin Control, personality: Crooked Kleptocrat, job type: Management, current status: Quiety delusional Mental Threat).
  1051. 2. Building AE-41H, INDIGO-clearance dining area. Aligned with Cindy-O-UAR-6, controlled by VIOLET supervisor (secret society: Mystics, mutant power: Rubbery Bones, personality: Detestable Visionary, job type: Investigative, current status: Dreamy, Dazed Sadistic Hinderance).
  1052. 3. Building UH-KZ1, GREEN-clearance bathroom. Aligned with Jedidiah-B-ZPV-2, controlled by INFRARED supervisor (secret society: Psion, mutant power: Ventriloquist, personality: Bluff Professional, job type: Analysis, current status: Drugged (sandallathon, visomorpain) Information Source).
  1053.  
  1054. Bureacracies
  1055. 1. Size: Small office (3-6 workers). Shape: Square (ho-hum). Problem: Thermostat’s broken. Temperature varies from absolute zero to the boiling point of lead. Clearance of Workers: RED and ORANGE with YELLOW Supervisor. Waiting Time: Medium line of citizens, one hour.
  1056. 2. Size: Large office, room for 100 desks. Shape: Triangular. 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: ORANGE and YELLOW with one GREEN administrator visiting. Waiting Time: Short line of citizens waiting; 30 minutes.
  1057. 3. Size: Normal office (7-30 workers). Shape: Square (ho-hum). Problem: Lighting malfunction. Either pitch-black darkness or blinding light. Clearance of Workers: INFRARED. Waiting Time: Very long line, four hours.
  1058.  
  1059. Excuses (Information)
  1060. 1. Give information as an encoded printout. Access to the code is two clearances above the inquirer (or has been lost, if the inquirer is VIOLET or higher).
  1061. 2. Imply the question is a sign of unhappiness.
  1062. 3. Give information as a printout, entirely blacked out except for pronouns and articles.
  1063.  
  1064. Equipment Denial
  1065. 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.]
  1066. 2. ‘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.]
  1067. 3. No one anywhere in the entirety of PLC has ever heard of the requested item, or at least doesn’t admit it.
  1068.  
  1069. Clerks
  1070. 1. Antagonistic: Argues about everything. If accused of being antagonistic, will argue about that too. Would rather die than succumb to threats of physical violence—and probably will—die, that is.
  1071. 2. Obsessed by paperwork: Lives in a nest of forms. Demands Troubleshooters fill out forms for everything.
  1072. 3. Snob: Feels superior to any other citizen who doesn’t understand and appreciate the bureaucratic runaround as well as he does. This means just about anybody. Loves to make things difficult for poor PCs.
  1073.  
  1074. Clues
  1075. 1. A note discussing future plans in a vague manner (possibly directing PCs to the next scenes).
  1076. 2. A brand of gum only available in one sector.
  1077. 3. The Troubleshooters take a wrong turn and end up where they’re supposed to be.
  1078.  
  1079. Evidence
  1080. 1. DNA. Well, organic goop anyway.
  1081. 2. A ticket to a FunBall game. Statistically, certain proof that the suspect was associating with a traitor.
  1082. 3. A dropped Bouncy Bubble Beverage can. The killer drank B3... good for him!
  1083.  
  1084. Rumors (Are they true? What is Truth™ anyway?)
  1085. 1. The mission’s going to be filmed! It’s an instructional video for Troubleshooter training classes.
  1086. 2. All bots in XDZ are actually remote-controlled by The Computer. They only have simulated individual personalities but not all of them actually know this.
  1087. 3. If you say you’re a Troubleshooter on a mission, you get a 20% discount on all XDZ vending machine purchases.
  1088.  
  1089. **Roimsi**
  1090. *Background* - The mission will take place in AL-MDJ, an Armed Forces Committee on Security Rating Advisory in Sector YNZ. Emmet-B-BYK-2 (secret society: Corpore Metal, mutant power: Regeneration, personality: Crooked Kleptocrat, job type: Menial, current status: Drugged (thymoglandin, hydropsionic acid) Sadistic Hinderance) currently controls AL-MDJ with an iron fist. Emmet-B-BYK-2's ultimate goal is to make their secret society more powerful.
  1091.  
  1092. Emmet-B-BYK-2 has a problem though. And that problem is Macy-O-AOL-1 (secret society: Free Enterprise, mutant power: Death Simulation, personality: Giggly Social Climber, job type: Celebrity, current status: Panicky, Lacking focus, Hyperactive Mental Threat). Macy-O-AOL-1'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.
  1093.  
  1094. AL-MDJ is a very strategic location in YNZ, so both Emmet-B-BYK-2 and Macy-O-AOL-1 worked together to take over this building for themselves, thereby throwing out the previous occupants out. Emmet-B-BYK-2 then betrayed the power-sharing agreement, seizing full control over AL-MDJ and kicking Macy-O-AOL-1 out. Macy-O-AOL-1 wants payback (goal: weaken Emmet-B-BYK-2's powerbase by destroying AL-MDJ out of a burning desire for power).
  1095.  
  1096. It is this conflict between Emmet-B-BYK-2 and Macy-O-AOL-1 that the Troubleshooters must deal with if they are to complete the mission successfully.
  1097.  
  1098. Emmet-B-BYK-2 also has some personal possessions - Project Pimisa (a Docbot Model 5) and Project Eddenar (a High-clearance laser barrel). These possessions could be used to help defend AL-MDJ from the threat of Macy-O-AOL-1...but could also prove to be a danger.
  1099.  
  1100. *Mission Alert* - Text message on PDC. The briefing location is wrong. The correct information is in machine-readable code, missing vowels, encrypted, etc. Computer Phreaks can help. The Computer doesn't see the problem.
  1101.  
  1102. *Mission Briefing* - Briefing officer wears Prototype Experimental Jet Suit (aerodynamic suit with jetpack) (Due to using the latest bleeding-edge tech, the armor is much more protective than the standard version. Prevents injuries almost entirely. It’s also much more cumbersome.) and fiddles with an exotic-looking Stun gun (stuns for one round); expects attack at any moment.
  1103.  
  1104. *Mission* - Traitors with Bureaucratic Intuition are active in AL-MDJ. Use this Skin Core Sampler to obtain their genetic material for study.
  1105.  
  1106. *Outfitting* - IR Market: This market is run by the secret society of one PC (select randomly), who always gets the best deals and everything that works.
  1107.  
  1108. *R&D Equipment* - Project Acclede, type: Economic (credit license analyzer, plasticred duplicator, IR market activity scanner) (GM Note: Intelligent; neurotic or frightened)
  1109.  
  1110. *Complications* -
  1111. 1. The PCs are themselves the greatest threat to Alpha Complex - the other NPCs are trying to put aside their differences to defend the Complex against a common enemy.
  1112. 2. Macy-O-AOL-1 is suffering from a bout of extreme paranoia, and is in the process of slaughtering all enemies (real and imaginary).
  1113. 3. Emmet-B-BYK-2 believes (accurately?) that the PCs are assassins sent to kill them. They tries to kill the PCs first.
  1114.  
  1115. *Mission Debriefing* - A cavernous spherical reactor coolant chamber (recently decommisioned) with the PCs securely strapped into dentist chairs at wrist, ankle, waist and chin. The booming voice of the unseen officer echoes from strategically placed speakers.
  1116.  
  1117. *Secret Society Missions*:
  1118.  
  1119. Normal Missions -
  1120.  
  1121. - Destroy AL-MDJ. All of it. Burn it all to the ground.
  1122. - Destroy/Recruit all bots owned by Emmet-B-BYK-2 in AL-MDJ. (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.)
  1123.  
  1124. - Macy-O-AOL-1 was an ally of us. *Was*. They have since gone 'rogue' and is giving us a bad name. Stop them at once.
  1125. - Deliver High-Frequency whistle to Macy-O-AOL-1, as payment for 'service rendered'. Make sure Macy-O-AOL-1 stays alive after the item is delivered - a dead clone is not a happy clone.
  1126.  
  1127. - Macy-O-AOL-1 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.)
  1128. - Macy-O-AOL-1 is a loyal member of our society - protect him from any traitors trying to terminate them.
  1129.  
  1130. Spy Missions (to be used in case a person belongs to more than one secret society) -
  1131.  
  1132. - Our rivals are trying to gather information on Emmet-B-BYK-2 (a former ally of ours), hoping to compromise our secret society. Prevent them from succeeding; terminate Emmet-B-BYK-2 before our rivals gather enough info on us.
  1133. - Comprehensively recon Emmet-B-BYK-2 and build up a dossier on them. Keep Emmet-B-BYK-2 alive while building up the dossier.
  1134.  
  1135. - Macy-O-AOL-1 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.
  1136. - Acquire three compromising pictures of Macy-O-AOL-1 and send them to this address. Three! Then keep Macy-O-AOL-1 alive long enough so that we can successfully blackmail them.
  1137.  
  1138. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  1139.  
  1140. - We need to recruit more people to our society. Recruit as many INFRAREDs as you can.
  1141. - Recode this specific robot (Pimisa), 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.)
  1142. - A member of your team has mutagens and plans to mutate other citizens! Don’t let anyone ingest any pharmaceuticals, unless you know for a fact what the chemicals are! (GM Note: Anti-Mutants oppose mutagens because it goes against their core ideology. Psion is fine with mutagens but don't want other societies muscling in on their turf. The other secret societies want to stop rival secret societies from building an Unstoppable Mutant Army.)
  1143.  
  1144.  
  1145. *Floaters*:
  1146.  
  1147. Locations
  1148. 1. Building J8-M2P, map room for several sectors. Aligned with Emmet-B-BYK-2, controlled by VIOLET supervisor (secret society: Anti-Mutant, mutant power: Energy Field, personality: Burned-out Workaholic, job type: Creative, current status: Wild-eyed, Frenized, Incoherent Information Source).
  1149. 2. Building G2-9X7, sewer tunnel. Aligned with Macy-O-AOL-1, controlled by VIOLET supervisor (secret society: Frankenstein Destroyers, mutant power: Ventriloquist, personality: Charismatic Leader, job type: Clerical, current status: Amicable, Self-Interested, Ordinary Bureaucratic Obstacle).
  1150. 3. Building XT-JYX, GREEN-clearance Solyent recycling room (near the morgue). Aligned with Macy-O-AOL-1, controlled by YELLOW supervisor (secret society: Program Group, mutant power: Bureaucratic Intuition, personality: Corporate Suit, job type: Emergency, current status: Drugged (thymoglandin, hydropsionic acid) Physical Threat).
  1151.  
  1152. Bureacracies
  1153. 1. Size: Cubicle. 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: Five minutes.
  1154. 2. Size: Normal office (7-30 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: ORANGE and YELLOW with one GREEN administrator visiting. 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.
  1155. 3. 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: 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: ORANGE and YELLOW with one GREEN administrator visiting. Waiting Time: Very, very long line, eight hours.
  1156.  
  1157. Excuses (Information)
  1158. 1. The form to request that information is currently being revised.
  1159. 2. NPC pretends not to hear the question.
  1160. 3. Imply the question is a sign of unhappiness.
  1161.  
  1162. Equipment Denial
  1163. 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.’
  1164. 2. ‘I’m sorry, citizen, we appear to be temporarily all out of that item.’
  1165. 3. No one anywhere in the entirety of PLC has ever heard of the requested item, or at least doesn’t admit it.
  1166.  
  1167. Clerks
  1168. 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.
  1169. 2. Fun-loving citizen: Doesn't take their job at all seriously. Take their goal of having fun *way* too seriously.
  1170. 3. 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.
  1171.  
  1172. Clues
  1173. 1. A talkative AutoHack bot gives the PCs a clue. ‘That guy? Had him in the back of my cab last twosday. Fuhgeddaboutit’.
  1174. 2. A faithful petbot who cooperates with the investigation.
  1175. 3. A matchbook that belong to the suspect.
  1176.  
  1177. Evidence
  1178. 1. A photo of two clones. The face of one is blurred, but the other might be recognisable as an infamous traitor, if you squint and ignore the fact that said traitor has been dead for the last 84 yearcycles.
  1179. 2. A laser barrel with one shot used.
  1180. 3. A ticket to a FunBall game. Statistically, certain proof that the suspect was associating with a traitor.
  1181.  
  1182. Rumors (Are they true? What is Truth™ anyway?)
  1183. 1. Macy-O-AOL-1 is a Commie Mutant Traitor in YNZ 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.
  1184. 2. Outfitting will try to sell you dud laser barrels. You'll need to look elsewhere if you want working laser barrels.
  1185. 3. There are Commies working at every cafeteria in YNZ.
  1186.  
  1187. **Cutinna**
  1188.  
  1189. *Background* - The mission will take place in T2-3C2, a gigantic Gothic cathedral (once used heavily by FCCC-P, but now abandoned) in Sector OVL. Stan-G-MDU-5 (secret society: Pro Tech, mutant power: Regeneration, personality: Iron-Fisted Brute, job type: Clerical, current status: Drugged (sandallathon, visomorpain) Mental Threat) currently controls T2-3C2 with an iron fist. Stan-G-MDU-5's ultimate goal is to loyally support The Computer and its High Programmers (even they have to use unapproved channels).
  1190.  
  1191. Stan-G-MDU-5 has a problem though. And that problem is Dolores-R-ETD-4 (secret society: FCCC-P, mutant power: Adrenalin Control, personality: Burned-out Workaholic, job type: Creative, current status: Drugged (rolactin, dynomorphin, xanitrick) Physical Threat). Dolores-R-ETD-4's ultimate goal is to conspire against The Computer.
  1192.  
  1193. T2-3C2 is a key cornerstone in Project Maresteve (an attempt to invent new, more exciting flavours of Bouncy Bubble Beverage) - and both Stan-G-MDU-5 and Dolores-R-ETD-4 were assigned to work on this project. However, both clones realize that the project is about to fail horribly...and that there needs to be a scapegoat to blame the failure on. Both citizens are planning to blame each other.
  1194.  
  1195. It is this conflict between Stan-G-MDU-5 and Dolores-R-ETD-4 that the Troubleshooters must deal with if they are to complete the mission successfully.
  1196.  
  1197. Stan-G-MDU-5 also has some personal possessions - Project Teingful (a Docbot Model 1) and Project Afelof (an Old Reckoning atlas, dated 2097). These possessions could be used to help defend T2-3C2 from the threat of Dolores-R-ETD-4...but could also prove to be a danger.
  1198.  
  1199. *Mission Alert* - An INFRARED courier delivers alert verbally, seeks 10cr 'tip' for the delivery. Demeanor: in-your face friendly. The briefing time is wrong. The correct information is obscured by advertising (pop-up ad, jingle, viral marketing, etc.). Sponsoring advertiser may possibly have record of unaltered alert.
  1200.  
  1201. *Mission Briefing* - The briefing officer is richly informed and obsessively doting on the subject, but when he reads a detailed account of the mission briefing (which could give the Troubleshooters useful information about their mission), an Armed Forces stalker goes to confront the briefing officer and take him away for questioning.
  1202.  
  1203. *Mission* - Recruit 10 volunteers from T2-3C2 for reactor shielding duty.
  1204.  
  1205. *Outfitting* - PLC: A PLC shop that has none of the equipment the PCs need, but is willing to make appropriate substitutions. Could be potentially cool stuff.
  1206.  
  1207. *R&D Equipment* - Project Fifactal, type: Communications, unusual type (telepathy gun, telephone that attaches miles-long wire to body of recipient, holographic mime projector, tight-beam loudspeaker) (GM Note: Enrages citizens against user)
  1208.  
  1209. *Complications* -
  1210. 1. 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.
  1211. 2. The whole incident is designed as a Loyalty Test, either for the Troubleshooters or for someone else.
  1212. 3. T2-3C2 secretly contain combat armor parts (currently under the control of Dolores-R-ETD-4). The Computer does not want them to fall into the wrong hands.
  1213.  
  1214. *Mission Debriefing* - A compact office with one desk and a chair, occupied by the debriefing officer, with the PCs standing amid towers of forms, printouts and manila folders, all bearing the names of one or more PCs.
  1215.  
  1216. *Secret Society Missions*:
  1217.  
  1218. Normal Missions -
  1219.  
  1220. - Destroy T2-3C2. All of it. Burn it all to the ground.
  1221. - Our secret society currently controls T2-3C2. We receive intel that another secret society may seek to destroy or subvert it - don't let that happen!
  1222.  
  1223. - We suspect that Stan-G-MDU-5 is an Internal Security plant spying on us. Dissuade them with extreme prejudice.
  1224. - Deliver Musical instrument to Stan-G-MDU-5, as payment for 'service rendered'. Make sure Stan-G-MDU-5 stays alive after the item is delivered - a dead clone is not a happy clone.
  1225.  
  1226. - Plant this bomb in T2-3C2. Detonate when you’re far enough away.
  1227. - In T2-3C2, 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.
  1228.  
  1229. Spy Missions (to be used in case a person belongs to more than one secret society) -
  1230.  
  1231. - We suspect Stan-G-MDU-5 to be plotting against our society. Find and assassinate the traitor, and provide proof of their evil scheme.
  1232. - Stan-G-MDU-5 is a friend of our secret society. Protect them at all costs as they complete their mission.
  1233.  
  1234. - Our rivals are trying to gather information on Dolores-R-ETD-4 (a former ally of ours), hoping to compromise our secret society. Prevent them from succeeding; terminate Dolores-R-ETD-4 before our rivals gather enough info on us.
  1235. - Comprehensively recon Dolores-R-ETD-4 and build up a dossier on them. Keep Dolores-R-ETD-4 alive while building up the dossier.
  1236.  
  1237. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  1238.  
  1239. - We're trying to set up a drug production factory in the Underplex and need an ingredient/drug stored in T2-3C2. Steal some and bring it back.
  1240. - 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.’)
  1241. - 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?
  1242.  
  1243.  
  1244. *Floaters*:
  1245.  
  1246. Locations
  1247. 1. Building NG-9MD, RED-clearance Armed Forces armory. Aligned with Dolores-R-ETD-4, controlled by BLUE supervisor (secret society: Computer Phreaks, mutant power: Electroshock, personality: Ideological Crusader, job type: Security, current status: 'Demon'-Possessed Bureaucratic Obstacle).
  1248. 2. Building Z4-LLZ, heat-resistant mitten knitting sweatshop. Aligned with Stan-G-MDU-5, controlled by RED supervisor (secret society: Illuminati (cover society: Sierra Club), mutant power: Machine Empathy, personality: Great Compromiser, job type: Management, current status: Stumbling, Prone-To-Breakage, Awkward Sadistic Hinderance).
  1249. 3. Building 65-2MA, BLUE-clearance Tech Services waiting room. Aligned with Dolores-R-ETD-4, controlled by INFRARED supervisor (secret society: Psion, mutant power: Adhesive Skin, personality: Unlikely Academic, job type: Engineering, current status: Drugged (sandallathon, visomorpain) Information Source).
  1250.  
  1251. Bureacracies
  1252. 1. Size: Small office (3-6 workers). Shape: Circular. Clerks stand behind a circular counter in the center of the room, surrounded by citizens seeking service. Clerks feel besieged. Problem: Something’s very wrong here: biological contamination, radiation, firefight in progress. Maybe there’s a dead citizen on the floor, and nobody seems to notice him. Citizens in front of the Troubleshooters step over the body as if it weren’t there. Clearance of Workers: ORANGE and YELLOW. Waiting Time: Very long line, four hours.
  1253. 2. Size: Small office (3-6 workers). Shape: Hexagonal. 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: Very, very long line, eight hours.
  1254. 3. Size: Small office (3-6 workers). Shape: A maze of twisty-turny passages, all alike. 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: ORANGE and YELLOW with one GREEN administrator visiting. Waiting Time: Very, very long line, eight hours.
  1255.  
  1256. Excuses (Information)
  1257. 1. An honest I-don’t-know.
  1258. 2. Imply the question is a sign of unhappiness.
  1259. 3. That information is available on a need-to-know basis and is not yet required.
  1260.  
  1261. Equipment Denial
  1262. 1. ‘Yes, of course, one moment while I get it for you.’ [Wanders off and doesn’t come back.]
  1263. 2. ‘According to [your briefing officer/my supervisor/The Computer], that equipment is not necessary for your mission.’
  1264. 3. The requested item requires a deposit of an insanely large number of credits.
  1265.  
  1266. Clerks
  1267. 1. Inefficient and clumsy: Troubleshooters who get pushy are in for a rude surprise. The clerk is an Internal Security agent on a task force assigned to investigate CPU reports of clerk harassment.
  1268. 2. 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.
  1269. 3. Disturbingly Loyal: Sinister, O’Brien-from-1984 type. Utterly loyal, wants you to love The Computer for your own good.
  1270.  
  1271. Clues
  1272. 1. A matchbook that belong to the suspect.
  1273. 2. A talkative AutoHack bot gives the PCs a clue. ‘That guy? Had him in the back of my cab last twosday. Fuhgeddaboutit’.
  1274. 3. The Troubleshooters take a wrong turn and end up where they’re supposed to be.
  1275.  
  1276. Evidence
  1277. 1. DNA. Well, organic goop anyway.
  1278. 2. A bootprint, matching...Alpha Complex standard issue boots.
  1279. 3. Very strong body odour that lingers in the room.
  1280.  
  1281. Rumors (Are they true? What is Truth™ anyway?)
  1282. 1. The INFRAREDs in OVL are actually mostly fungal growths that just look human.
  1283. 2. All bots in OVL are actually remote-controlled by The Computer. They only have simulated individual personalities but not all of them actually know this.
  1284. 3. Outfitting will try to sell you dud laser barrels. You'll need to look elsewhere if you want working laser barrels.
  1285.  
  1286. **Litriment**
  1287.  
  1288. *Background* - The mission will take place in HX-8BP, an ORANGE-clearance Hangar in Sector MEH. Herminia-B-FQH-6 (secret society: Illuminati (cover society: Anti-Mutant), mutant power: Charm, personality: Dismal Enigma, job type: Emergency, current status: Drugged (sandallathon, visomorpain) Information Source) currently controls HX-8BP with an iron fist. Herminia-B-FQH-6's ultimate goal is to cause enough damage in order to procure a fat service-group repair contract for their rapidly-growing Power Services firm.
  1289.  
  1290. Herminia-B-FQH-6 has a problem though. And that problem is Trycia-O-ORY-1 (secret society: Corpore Metal, mutant power: Regeneration, personality: Ideological Crusader, job type: Quality Control, current status: Buzzed (high on Wakey Wakey) Physical Threat). Trycia-O-ORY-1's ultimate goal is to cover up the fact that they're...um...dead (their identity has since been stolen by traitors from the Computer Phreaks society).
  1291.  
  1292. HX-8BP was once a very strategic location in MEH, but times have since changed, and power have shifted to new places. Herminia-B-FQH-6 merely keeps control over HX-8BP for sentimental reasons. However, Trycia-O-ORY-1 seems to also have a personal grudge with Herminia-B-FQH-6 (also for sentimental reasons)...and wants to finally complete this grudge (goal: weaken Herminia-B-FQH-6's powerbase by destroying HX-8BP out of envy).
  1293.  
  1294. It is this conflict between Herminia-B-FQH-6 and Trycia-O-ORY-1 that the Troubleshooters must deal with if they are to complete the mission successfully.
  1295.  
  1296. Herminia-B-FQH-6 also has some personal possessions - Project Evetuside (a Mega Explodatron (small, nervous bot that exists to explode in hopeless situations, taking enemies and PCs with it)) and Project Torpreple (a Combination for a security lock). These possessions could be used to help defend HX-8BP from the threat of Trycia-O-ORY-1...but could also prove to be a danger.
  1297.  
  1298. *Mission Alert* - Mission is randomly assigned as a prize in a CruncheeTym algae chips packet. The message is intact and correct.
  1299.  
  1300. *Mission Briefing* - Briefing officer is shot just after the PCs arrive and is replaced by a different officer who acts extremely shifty and refuses to answer questions.
  1301.  
  1302. *Mission* - Deliver a shipment that contains multiple versions of a fragile, badly needed High-clearance laser barrel. Make sure it gets to Herminia-B-FQH-6, located in HX-8BP.
  1303.  
  1304. *Outfitting* - PLC: Warehouse run by insane high-clearance director; assigns PCs their own mission (Someone is flooding the AlphaNet network with viruses; we trace the viruses to terminals located in HX-8BP. Investigate the issue, but we suspect Trycia-O-ORY-1 is responsible.) so they can give them over-inventoried Treason file on Trycia-O-ORY-1.
  1305.  
  1306. *R&D Equipment* - Project Oberper, type: Sensor (detects something hitherto undetectable or inconvenient to detect) (GM Note: Only affects imaginary targets)
  1307.  
  1308. *Complications* -
  1309. 1. The PCs suspect that a High Programmer (secret society: Death Leopard, mutant power: Toxic Metabolism, personality: Rebellious Naysayer, job type: Management, current status: Wild-eyed, Frenized, Incoherent Bureaucratic Obstacle) is out to get them.
  1310. 2. The effect the PCs are ordered to prevent will be caused by their actions.
  1311. 3. The Commie Mutant Traitors are winning - the PCs must take steps to either adapt to the new order or to stop it.
  1312.  
  1313. *Mission Debriefing* - The debriefing officer stands behind a massive, blast-shielded podium flanked by BLUE Vulture troopers with plasma generators, while the PCs sit in brilliant interrogation spotlights that look disconcertingly like bullseyes.
  1314.  
  1315. *Secret Society Missions*:
  1316.  
  1317. Normal Missions -
  1318.  
  1319. - Prevent your team from achieving their objective by any means necessary, but don’t allow your cover to be blown.
  1320. - Our rivals are trying to make your mission fail. Do whatever you can to make sure it succeeds.
  1321.  
  1322. - See to it that no human ever abuses any of our friends, and that Herminia-B-FQH-6 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.)
  1323. - Herminia-B-FQH-6 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!
  1324.  
  1325. - A shipment of bot parts is passing through HX-8BP 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.)
  1326. - This object (Cheese grater) contains a datajack with a cool new trojan. Plug it into any confession booth at HX-8BP 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.)
  1327.  
  1328. Spy Missions (to be used in case a person belongs to more than one secret society) -
  1329.  
  1330. - Steal Torpreple from Herminia-B-FQH-6, as payback for their crimes against our society. Deliver it over to us so we can use it for ourselves.
  1331. - Steal Torpreple from Herminia-B-FQH-6 and deliver it to us so we can sell it on the IR Market.
  1332.  
  1333. - Plant this bomb in HX-8BP. Detonate when you’re far enough away.
  1334. - Destroy/Recruit all bots owned by Herminia-B-FQH-6 in HX-8BP. (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.)
  1335.  
  1336. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  1337.  
  1338. - Spread the wonders and ideals of Old Reckoning times by acting like [character from a popular book, TV show, movie, comic or cartoon]. (GM Note: This character is sympathetic to the player's secret society, and is thus a covert attempt at spreading secret society propaganda.)
  1339. - Plant this micro-camera in HX-8BP so that we can monitor anything that happens there - what stuff they're creating, what treason is being done, etc. While you're there, steal their stuff as well.
  1340. - We need more weapons! Here is a list of dropoff points throughout MEH. Route all of your team’s weapons to these places, where we can snag them.
  1341.  
  1342.  
  1343. *Floaters*:
  1344.  
  1345. Locations
  1346. 1. Building XR-CWP, IntSec Department of Observation office (each office is dedicated to observing the life of key individuals, possibly your PCs). Aligned with Trycia-O-ORY-1, controlled by INFRARED supervisor (secret society: FCCC-P, mutant power: Electroshock, personality: Passive-Aggressive Clerk, job type: Menial, current status: Drugged (rolactin, dynomorphin, xanitrick) Mental Threat).
  1347. 2. Building 4W-B5L, Giant Stationary Warbot. Aligned with Herminia-B-FQH-6, controlled by RED supervisor (secret society: PURGE, mutant power: Rubbery Bones, personality: Foreign Contractor, job type: Support, current status: Meticulous, Obsessive-Compulsive Sadistic Hinderance).
  1348. 3. Building VI-BLW, portal to the Outdoors guarded by 1d20 guardbots. Aligned with Herminia-B-FQH-6, controlled by YELLOW supervisor (secret society: Computer Phreaks, mutant power: Machine Empathy, personality: Crooked Kleptocrat, job type: Investigative, current status: Wild-eyed, Frenized, Incoherent Sadistic Hinderance).
  1349.  
  1350. Bureacracies
  1351. 1. 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: INFRARED. Waiting Time: Very long line, four hours.
  1352. 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: Secret society stronghold controlled by Sierra Club. They have a prop to indicate their loyalty (Sierra Club might have a hanging fern, Romantics might have fuzzy dice and Pink Floyd records, etc.) Any threatening remarks about the prop would cause every clerk to draw their lasers and start blasting. Service here is 'fast and efficient' compared to the more legal offices. Clearance of Workers: RED with ORANGE Supervisor. Waiting Time: Short line of citizens waiting; 30 minutes.
  1353. 3. 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: Secret society stronghold controlled by FCCC-P. They have a prop to indicate their loyalty (Sierra Club might have a hanging fern, Romantics might have fuzzy dice and Pink Floyd records, etc.) Any threatening remarks about the prop would cause every clerk to draw their lasers and start blasting. Service here is 'fast and efficient' compared to the more legal offices. Clearance of Workers: INFRARED. Waiting Time: Five minutes.
  1354.  
  1355. Excuses (Information)
  1356. 1. If the inquirer files the appropriate request form, it will be processed in 6-8 days.
  1357. 2. 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.
  1358. 3. That information is available on a need-to-know basis and is not yet required.
  1359.  
  1360. Equipment Denial
  1361. 1. ‘According to [your briefing officer/my supervisor/The Computer], that equipment is not necessary for your mission.’
  1362. 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.’
  1363. 3. ‘Yes, of course, one moment while I get it for you.’ [Wanders off and doesn’t come back.]
  1364.  
  1365. Clerks
  1366. 1. Inefficient and clumsy: Troubleshooters who get pushy are in for a rude surprise. The clerk is an Internal Security agent on a task force assigned to investigate CPU reports of clerk harassment.
  1367. 2. Antagonistic: Argues about everything. If accused of being antagonistic, will argue about that too. Would rather die than succumb to threats of physical violence—and probably will—die, that is.
  1368. 3. 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.
  1369.  
  1370. Clues
  1371. 1. A talkative AutoHack bot gives the PCs a clue. ‘That guy? Had him in the back of my cab last twosday. Fuhgeddaboutit’.
  1372. 2. A faithful petbot who cooperates with the investigation.
  1373. 3. A brand of gum only available in one sector.
  1374.  
  1375. Evidence
  1376. 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!
  1377. 2. A bot that’s obviously been expertly reprogrammed by a traitor to refuse to answer questions. Well, that or it’s got a defective brain module, but really, which is more likely?
  1378. 3. A piece of heavily chewed ConeRifle-brand BubbleGum. The collectible sticker that comes in every packet is missing.
  1379.  
  1380. Rumors (Are they true? What is Truth™ anyway?)
  1381. 1. Your breiefing officer is a complete psychopath, who terminates any Troubleshooters who annoy them.
  1382. 2. They’re banning travel between sectors todaycycle, except for Troubleshooters on missions. I wonder why.
  1383. 3. Your mission is a lie. If you want to survive debriefing, find out what your *actual* mission is and accomplish it.
  1384.  
  1385. **Lyparfer**
  1386.  
  1387. *Background* - The mission will take place in Z7-GSO, a sewer tunnel in Sector GVC. Kyler-I-GAD-1 (secret society: Humanist, mutant power: Toxic Metabolism, personality: Cloak-and-Dagger Schemer, job type: Investigative, current status: Dreamy, Dazed Bureaucratic Obstacle) currently controls Z7-GSO with an iron fist. Kyler-I-GAD-1's ultimate goal is to cover up an R&D experiment that they built - the experiment had gone horribly wrong.
  1388.  
  1389. Kyler-I-GAD-1 has a problem though. And that problem is Aisha-Y-ZFZ-4 (secret society: Free Enterprise, mutant power: Deep Thought, personality: War Hero, job type: Celebrity, current status: Drugged (sandallathon, visomorpain) Mental Threat). Aisha-Y-ZFZ-4's ultimate goal is to enforce the rules and regulations of Tech Services, even if it means acting in imprudent ways to get the paperwork filled out.
  1390.  
  1391. Z7-GSO is a key cornerstone in Project Talhapny (an attempt to increase happiness throughout GVC) - and both Kyler-I-GAD-1 and Aisha-Y-ZFZ-4 were assigned to work on this project. However, both clones realize that the project is about to fail horribly...and that there needs to be a scapegoat to blame the failure on. Both citizens are planning to blame each other.
  1392.  
  1393. It is this conflict between Kyler-I-GAD-1 and Aisha-Y-ZFZ-4 that the Troubleshooters must deal with if they are to complete the mission successfully.
  1394.  
  1395. Kyler-I-GAD-1 also has some personal possessions - Project Difnope (a Guardbot) and Project Merbebut (a High-clearance laser barrel). These possessions could be used to help defend Z7-GSO from the threat of Aisha-Y-ZFZ-4...but could also prove to be a danger.
  1396.  
  1397. *Mission Alert* - An INFRARED courier delivers alert hardcopy, seeks 10cr 'tip' for the delivery. Demeanor: drugged. The message is intact and correct.
  1398.  
  1399. *Mission Briefing* - Briefing officer is weird invalid (e.g., suspended in sound-dampening gel in a swimming pool communicating through a bizarre array of tubing).
  1400.  
  1401. *Mission* - You have been accussed of destroying Building RF-WC7 (an ORANGE-clearance corridor), a crime worthy of Erasure of your entire clone line. An Internal Security squad will escort you to the nearest termination booth. Thank you for your cooperation. (GM Note: Kyler-I-GAD-1 is actually responsible for the destruction and the PCs are being framed for the crime as part of a coverup. If the PCs wants to *not* get terminated and instead to clear their name, then Aisha-Y-ZFZ-4 will help out by texting where they need to go for the Outfitting and R&D phases.)
  1402.  
  1403. *Outfitting* - PLC: ‘Serv-Yourself’ warehouse that makes every citizen find their own equipment.
  1404.  
  1405. *R&D Equipment* - Project Opcyy, type: Behavior modifier (hypnosis devices, pheromone emitters, subsonic/supersonic irritants) (GM Note: Turns on/off inappropriately)
  1406.  
  1407. *Complications* -
  1408. 1. A major malfunction has rendered GVC uninhabitable; the local environment kills an unprotected citizen in minutes if not seconds.
  1409. 2. The local CompNode in GVC personally like the PCs too well - instantly making other citizens more jealous and suspicious.
  1410. 3. Alpha Complex works with terrifying efficiency.
  1411.  
  1412. *Mission Debriefing* - A cavernous spherical reactor coolant chamber (recently decommisioned) with the PCs securely strapped into dentist chairs at wrist, ankle, waist and chin. The booming voice of the unseen officer echoes from strategically placed speakers.
  1413.  
  1414. *Secret Society Missions*:
  1415.  
  1416. Normal Missions -
  1417.  
  1418. - This vatslime Kyler-I-GAD-1 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.
  1419. - Secretly put this message in the pocket of Kyler-I-GAD-1. Don’t read it, or else. Ask no questions! Make sure Kyler-I-GAD-1 stays alive so they can get time to read the message.
  1420.  
  1421. - Plant this bomb in Z7-GSO. Detonate when you’re far enough away.
  1422. - In Z7-GSO, 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.
  1423.  
  1424. - Take this EMP Bomb and plant it in Z7-GSO. 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.)
  1425. - Take this radio transmitter and set it up in Z7-GSO so we can broadcast our secret society propaganda throughout GVC. Protect the radio transmitter.
  1426.  
  1427. Spy Missions (to be used in case a person belongs to more than one secret society) -
  1428.  
  1429. - A shipment of bot parts is passing through Z7-GSO 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.)
  1430. - This object (Bottle of foaming handsoap) contains a datajack with a cool new trojan. Plug it into any confession booth at Z7-GSO 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.)
  1431.  
  1432. - Kyler-I-GAD-1 was an ally of us. *Was*. They have since gone 'rogue' and is giving us a bad name. Stop them at once.
  1433. - Plant this bug on Kyler-I-GAD-1, so we can gather backmail material on them. Make sure Kyler-I-GAD-1 stays alive.
  1434.  
  1435. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  1436.  
  1437. - Using these tools, recruit/reprogram this specific robot (Difnope) at Z7-GSO 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.)
  1438. - We need to recruit more people to our society. Recruit as many INFRAREDs as you can.
  1439. - Replace your team’s happiness pills with these, which will spur them to destructive rampages. (GM Note: These destructive rampages may be against everyone or targeted at the enemies of the player's secret society.)
  1440.  
  1441.  
  1442. *Floaters*:
  1443.  
  1444. Locations
  1445. 1. Building YW-2TX, Tech Services Office of Paint Inspection Scheduling. Aligned with Aisha-Y-ZFZ-4, controlled by INFRARED supervisor (secret society: Pro Tech, mutant power: Empathy, personality: Foreign Contractor, job type: Emergency, current status: Meticulous, Obsessive-Compulsive Information Source).
  1446. 2. Building 47-R4E, acid-etched sinkhole under food production area. Aligned with Kyler-I-GAD-1, controlled by GREEN supervisor (secret society: Romantics, mutant power: Empathy, personality: Dismal Enigma, job type: Clerical, current status: Panicky, Lacking focus, Hyperactive Sadistic Hinderance).
  1447. 3. Building O9-DS9, Minefield Corridor. Aligned with Aisha-Y-ZFZ-4, controlled by GREEN supervisor (secret society: Frankenstein Destroyers, mutant power: Energy Field, personality: Useless Boss, job type: Quality Control, current status: Drugged (thymoglandin, hydropsionic acid) Physical Threat).
  1448.  
  1449. Bureacracies
  1450. 1. Size: Cubicle. 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: INFRARED. Waiting Time: Short line of citizens waiting; 30 minutes.
  1451. 2. Size: Large office, room for 100 desks. Shape: Square (ho-hum). 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: Short line of citizens waiting; 30 minutes.
  1452. 3. Size: Cell or refitted closet. 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: ORANGE and YELLOW. Waiting Time: 10 minutes.
  1453.  
  1454. Excuses (Information)
  1455. 1. Information is available in a purchasable but prohibitively expensive publication.
  1456. 2. If the inquirer files the appropriate request form, it will be processed in 6-8 days.
  1457. 3. That information is available on a need-to-know basis and is not yet required.
  1458.  
  1459. Equipment Denial
  1460. 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.]
  1461. 2. ‘According to [your briefing officer/my supervisor/The Computer], that equipment is not necessary for your mission.’
  1462. 3. ‘Are you implying The Computer forgot to assign you something, citizen?’
  1463.  
  1464. Clerks
  1465. 1. Antagonistic: Argues about everything. If accused of being antagonistic, will argue about that too. Would rather die than succumb to threats of physical violence—and probably will—die, that is.
  1466. 2. 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.’
  1467. 3. 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.
  1468.  
  1469. Clues
  1470. 1. A talkative AutoHack bot gives the PCs a clue. ‘That guy? Had him in the back of my cab last twosday. Fuhgeddaboutit’.
  1471. 2. A matchbook that belong to the suspect.
  1472. 3. A faithful petbot who cooperates with the investigation.
  1473.  
  1474. Evidence
  1475. 1. Someone scratched *‘down with The Computer’* into the side of this desk.
  1476. 2. Assorted lengths of wire – the sort of wire you might use when wiring a detonator to a bomb!
  1477. 3. A laser barrel with one shot used.
  1478.  
  1479. Rumors (Are they true? What is Truth™ anyway?)
  1480. 1. Your Troubleshooter mission is faked – it’s all shot in a studio. It’s just television.
  1481. 2. 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!
  1482. 3. The stuff in the GVC food vats isn’t made in Alpha Complex. They bring it in from Outdoors.
  1483.  
  1484. **Pernalcu**
  1485.  
  1486. *Background* - The mission will take place in 51-8BP, a GREEN-clearance Junior Citizen creche in Sector HZD. Ford-B-ZQK-2 (secret society: "Spy For Another Alpha Complex", mutant power: Hypersenses, personality: Foreign Contractor, job type: Clerical, current status: Amicable, Self-Interested, Ordinary Mental Threat) currently controls 51-8BP with an iron fist. Ford-B-ZQK-2's ultimate goal is to cover up a secret society mission that went horribly right.
  1487.  
  1488. Ford-B-ZQK-2 has a problem though. And that problem is Alphonso-O-BUY-1 (secret society: Pro Tech, mutant power: Deep Thought, personality: Corporate Suit, job type: Investigative, current status: 'Demon'-Possessed Bureaucratic Obstacle). Alphonso-O-BUY-1's ultimate goal is to follow orders from the Old Reckoning leadership who managed to survive the Global Die-Off by using cryogenics.
  1489.  
  1490. 51-8BP is a very strategic location in HZD, and so Ford-B-ZQK-2 and Alphonso-O-BUY-1 wants to to take over this building for their own devious purposes. Ford-B-ZQK-2 had recently took over this place from the previous occupants, and does not want to lose their new prize so easily.
  1491.  
  1492. It is this conflict between Ford-B-ZQK-2 and Alphonso-O-BUY-1 that the Troubleshooters must deal with if they are to complete the mission successfully.
  1493.  
  1494. Ford-B-ZQK-2 also has some personal possessions - Project Etiesday (a Snooper (small hovering sphere that tracks a target's scent)) and Project Forticso (a High-clearance ME Card). These possessions could be used to help defend 51-8BP from the threat of Alphonso-O-BUY-1...but could also prove to be a danger.
  1495.  
  1496. *Mission Alert* - Special ‘breaking news’ bulletin in middle of vidshow: boring part. Identifies the PCs by name. The message is intact and correct.
  1497.  
  1498. *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.
  1499.  
  1500. *Mission* - The HZD Batclone is a highly dangerous vigilante who has repeatedly attacked and harmed high-clearance citizens. See if you can recruit them into Internal Security. If they refuse, then kill them. (GM Note: Batclone is secretly Ford-B-ZQK-2, who has made many high-clearance enemies during their rise to power.)
  1501.  
  1502. *Outfitting* - IR Market: Squad of Internal Security GREEN goons patrols market, ‘just out for an off-duty walk,’ taking bribes to ‘look the other way’ for each transaction.
  1503.  
  1504. *R&D Equipment* - Project Sencantion, 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 poisons/irradiates user)
  1505.  
  1506. *Complications* -
  1507. 1. Program Group has privately declared war on HZD and is conducting an campaign of sabotage.
  1508. 2. A High Programmer or another senior official (secret society: PURGE, mutant power: Regeneration, personality: Powerhungry Boss, job type: Menial, current status: Quiety delusional Sadistic Hinderance) is attempting to screw over their competitors and acquire some important item or information.
  1509. 3. Alpha Complex is doomed...and not in a good way.
  1510.  
  1511. *Mission Debriefing* - Debriefing room is well appointed with luxurious carpet, comfortable chairs and refreshments served throughout. Soothing musics plays throughout the session. Laser emplacements are visible in every corner and track the PCs’ every move.
  1512.  
  1513. *Secret Society Missions*:
  1514.  
  1515. Normal Missions -
  1516.  
  1517. - Steal Forticso from Ford-B-ZQK-2, as payback for their crimes against our society. Deliver it over to us so we can use it for ourselves.
  1518. - Steal Forticso from Ford-B-ZQK-2 and deliver it to us so we can sell it on the IR Market.
  1519.  
  1520. - Our rivals are trying to gather information on Ford-B-ZQK-2 (a former ally of ours), hoping to compromise our secret society. Prevent them from succeeding; terminate Ford-B-ZQK-2 before our rivals gather enough info on us.
  1521. - Secretly put this message in the pocket of Ford-B-ZQK-2. Don’t read it, or else. Ask no questions! Make sure Ford-B-ZQK-2 stays alive so they can get time to read the message.
  1522.  
  1523. - This vatslime Alphonso-O-BUY-1 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.
  1524. - Convert Alphonso-O-BUY-1 to our views, by whatever means necessary. Be creative. Protect Alphonso-O-BUY-1 after you convert them.
  1525.  
  1526. Spy Missions (to be used in case a person belongs to more than one secret society) -
  1527.  
  1528. - We suspect that Ford-B-ZQK-2 is an Internal Security plant spying on us. Dissuade them with extreme prejudice.
  1529. - Ford-B-ZQK-2 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!
  1530.  
  1531. - Alphonso-O-BUY-1 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.
  1532. - Deliver Open beaker of bubbly green goo labeled BIOHAZARD—DO NOT OPEN! to Alphonso-O-BUY-1, as payment for 'service rendered'. Make sure Alphonso-O-BUY-1 stays alive after the item is delivered - a dead clone is not a happy clone.
  1533.  
  1534. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  1535.  
  1536. - Spread the wonders and ideals of Old Reckoning times by acting like [character from a popular book, TV show, movie, comic or cartoon]. (GM Note: This character is sympathetic to the player's secret society, and is thus a covert attempt at spreading secret society propaganda.)
  1537. - This rare tape preserves an Old Reckoning film that we can use in our secret society propaganda. Find a way to to copy it. Bring a dozen copies to our next meeting.
  1538. - Always need some more drugs to help our recruits accomplish secret society missions! Get a supply and drop it at our cache at 51-8BP. (GM Note: The type of drugs the secret society wants depend on the type of society and the needs of the mission. Here's some example drugs. Computer Phreaks: Wakey-Wakey and other anti-sleep drugs. Psion: mutagens. Anti-Mutants: anti-mutagens. PURGE: combat drugs. Mystics: actually, any drug will do.)
  1539.  
  1540.  
  1541. *Floaters*:
  1542.  
  1543. Locations
  1544. 1. Building 1K-DDG, RED-clearance dining area. Aligned with Ford-B-ZQK-2, controlled by GREEN supervisor (secret society: Sierra Club, mutant power: Empathy, personality: Unlikely Academic, job type: Creative, current status: Panicky, Lacking focus, Hyperactive Physical Threat).
  1545. 2. Building DI-YJE, CPU Analysis Section (secretly a betting rig for Troubleshooter missions). Aligned with Ford-B-ZQK-2, controlled by YELLOW supervisor (secret society: Corpore Metal, mutant power: Empathy, personality: Great Compromiser, job type: Celebrity, current status: Meticulous, Obsessive-Compulsive Information Source).
  1546. 3. Building MX-PJR, Museum of Famous Forms. Aligned with Alphonso-O-BUY-1, controlled by INFRARED supervisor (secret society: Free Enterprise, mutant power: Adhesive Skin, personality: Cloak-and-Dagger Schemer, job type: Fieldwork, current status: Gullible (worryingly lacking in paranoia) Information Source).
  1547.  
  1548. Bureacracies
  1549. 1. Size: Normal office (7-30 workers). Shape: A maze of twisty-turny passages, all alike. 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: Medium line of citizens, one hour.
  1550. 2. Size: Cell or refitted closet. Shape: Square (ho-hum). Problem: Nothing is wrong; office looks very nice and 'normal'. Clearance of Workers: ORANGE and YELLOW with one GREEN administrator visiting. Waiting Time: Long line, two hours.
  1551. 3. Size: Cell or refitted closet. Shape: Square (ho-hum). Problem: Secret society stronghold controlled by Communist. They have a prop to indicate their loyalty (Sierra Club might have a hanging fern, Romantics might have fuzzy dice and Pink Floyd records, etc.) Any threatening remarks about the prop would cause every clerk to draw their lasers and start blasting. Service here is 'fast and efficient' compared to the more legal offices. Clearance of Workers: RED with ORANGE Supervisor. Waiting Time: Medium line of citizens, one hour.
  1552.  
  1553. Excuses (Information)
  1554. 1. If the inquirer files the appropriate request form, it will be processed in 6-8 days.
  1555. 2. Information is available in a purchasable but prohibitively expensive publication.
  1556. 3. Imply the question is a sign of unhappiness.
  1557.  
  1558. Equipment Denial
  1559. 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.’
  1560. 2. ‘Are you implying The Computer forgot to assign you something, citizen?’
  1561. 3. ‘According to [your briefing officer/my supervisor/The Computer], that equipment is not necessary for your mission.’
  1562.  
  1563. Clerks
  1564. 1. Greedy: Wink at your players. Rub two fingers together as if you’re holding a coin. Say stuff like ‘Sure, I think that can be (wink, wink) arranged.’ Jingle the change in your pockets.
  1565. 2. Disturbingly Loyal: Sinister, O’Brien-from-1984 type. Utterly loyal, wants you to love The Computer for your own good.
  1566. 3. 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.
  1567.  
  1568. Clues
  1569. 1. A witness cooperates with the PCs but only really can provide directions on where the PCs should go next.
  1570. 2. Tracing the suspect’s PDC via The Computer.
  1571. 3. A photo of an important location that the suspect liked.
  1572.  
  1573. Evidence
  1574. 1. A piece of camera footage, shot from a bad angle in poor lighting and damaged in storage, which shows...well, grainy blobs doing something to other grainy blobs. Could be anything in there.
  1575. 2. A rambling anonymous message posted on a Grey Subnet, accusing an unnamed person of being a traitor/ mutant/cockroach in disguise/mean.
  1576. 3. Assorted lengths of wire – the sort of wire you might use when wiring a detonator to a bomb!
  1577.  
  1578. Rumors (Are they true? What is Truth™ anyway?)
  1579. 1. Ford-B-ZQK-2 is a Commie Mutant Traitor in HZD 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.
  1580. 2. Anyone who goes to debriefing always gets terminated. Don’t even bother showing up.
  1581. 3. The stuff in the HZD food vats isn’t made in Alpha Complex. They bring it in from Outdoors.
  1582.  
  1583. **Ingbeget**
  1584.  
  1585. *Background* - The mission will take place in YD-23K, a YELLOW-clearance postal sorting room in Sector QFT. Mortimer-B-VPY-6 (secret society: Program Group, mutant power: Mental Blast, personality: Iron-Fisted Brute, job type: Engineering, current status: Meticulous, Obsessive-Compulsive Physical Threat) currently controls YD-23K with an iron fist. Mortimer-B-VPY-6's ultimate goal is to loyally support The Computer and its High Programmers (even they have to use unapproved channels).
  1586.  
  1587. Mortimer-B-VPY-6 has a problem though. And that problem is Athena-O-YOF-3 (secret society: PURGE, mutant power: Regeneration, personality: Ideological Crusader, job type: Fieldwork, current status: Panicky, Lacking focus, Hyperactive Information Source). Athena-O-YOF-3's ultimate goal is to make their secret society more powerful.
  1588.  
  1589. YD-23K is a key cornerstone in Project Enceketdi (an attempt to improve security screening procedures in QFT) - and Mortimer-B-VPY-6 was 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, Athena-O-YOF-3 is suspicious, thinking that this project's 'success' is actually due to support from treasonous elements. Athena-O-YOF-3 is verifying their suspicions and hopes to bring down the traitorous scum Mortimer-B-VPY-6.
  1590.  
  1591. It is this conflict between Mortimer-B-VPY-6 and Athena-O-YOF-3 that the Troubleshooters must deal with if they are to complete the mission successfully.
  1592.  
  1593. Mortimer-B-VPY-6 also has some personal possessions - Project Atinsi (a Docbot Model 1) and Project Mendayni (a Geiger counter). These possessions could be used to help defend YD-23K from the threat of Athena-O-YOF-3...but could also prove to be a danger.
  1594.  
  1595. *Mission Alert* - Via high-frequency radio transmission that gives PCs excruciating headaches and sends petbots crazy with excitement. The message is intact and correct.
  1596.  
  1597. *Mission Briefing* - Briefing officers undercover; wary, paranoid; speak in evasive code-phrases.
  1598.  
  1599. *Mission* - Mortimer-B-VPY-6, a popular Hero of the Complex, has been exposed as a traitor to Alpha Complex. If anybody finds out, chaos will ensue. Terminate him...*quietly*.
  1600.  
  1601. *Outfitting* - PLC: Designated supply depot is closed for repairs following Commie sabotage.
  1602.  
  1603. *R&D Equipment* - Project Ieslarpre, type: Economic (credit license analyzer, plasticred duplicator, IR market activity scanner) (GM Note: Picks up targets it’s not supposed to, who don’t like being picked up)
  1604.  
  1605. *Complications* -
  1606. 1. Athena-O-YOF-3 has activated mysterious duplicates or analogues of the PCs (and are using these duplicates/analogues for their own purposes).
  1607. 2. Humanist has privately declared war on QFT and is conducting an campaign of sabotage.
  1608. 3. The PCs' secret societies are planning to betray them and throw their lot in with Mortimer-B-VPY-6.
  1609.  
  1610. *Mission Debriefing* - The debriefing officer sits in complete silence while paging through several thick files, flanked by BLUE Vulture troopers armed with cone rifles. PCs who speak are met with scowls. The debriefing ends without a word.
  1611.  
  1612. *Secret Society Missions*:
  1613.  
  1614. Normal Missions -
  1615.  
  1616. - See to it that no human ever abuses any of our friends, and that Athena-O-YOF-3 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.)
  1617. - Comprehensively recon Athena-O-YOF-3 and build up a dossier on them. Keep Athena-O-YOF-3 alive while building up the dossier.
  1618.  
  1619. - Steal Mendayni from Mortimer-B-VPY-6, as payback for their crimes against our society. Deliver it over to us so we can use it for ourselves.
  1620. - Steal Mendayni from Mortimer-B-VPY-6 and deliver it to us so we can sell it on the IR Market.
  1621.  
  1622. - We used to do some business with Athena-O-YOF-3, but now suspect they are secretly an IntSec infiltrator. Check them out and, if necessary, terminate them.
  1623. - Athena-O-YOF-3 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!
  1624.  
  1625. Spy Missions (to be used in case a person belongs to more than one secret society) -
  1626.  
  1627. - This vatslime Athena-O-YOF-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.
  1628. - Acquire three compromising pictures of Athena-O-YOF-3 and send them to this address. Three! Then keep Athena-O-YOF-3 alive long enough so that we can successfully blackmail them.
  1629.  
  1630. - Mortimer-B-VPY-6 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.)
  1631. - Covertly help Mortimer-B-VPY-6, a shell-shocked veteran who had previous dealings with us, regain his confidence and loyalty.
  1632.  
  1633. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  1634.  
  1635. - 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.
  1636. - Get the PDC contact info of all your teammates and anyone else you can, so we can add them to our mailing list.
  1637. - 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?
  1638.  
  1639.  
  1640. *Floaters*:
  1641.  
  1642. Locations
  1643. 1. Building AM-ZW1, ULTRAVIOLET mausoleum. Aligned with Mortimer-B-VPY-6, controlled by INDIGO supervisor (secret society: Anti-Mutant, mutant power: Charm, personality: Bluff Professional, job type: Menial, current status: Dreamy, Dazed Sadistic Hinderance).
  1644. 2. Building YV-2KC, ULTRAVIOLET-clearance reactor coolant stack. Aligned with Mortimer-B-VPY-6, controlled by ULTRAVIOLET supervisor (secret society: "Spy For Another Alpha Complex", mutant power: Mechanical Intuition, personality: Ambitious Boss, job type: Clerical, current status: Drugged (sandallathon, visomorpain) Mental Threat).
  1645. 3. Building O4-FU8, CPU Internal Affairs Department. Aligned with Mortimer-B-VPY-6, controlled by INFRARED supervisor (secret society: Computer Phreaks, mutant power: Mechanical Intuition, personality: Administrative Genius, job type: Emergency, current status: Psychotic, Kill-Crush-Smash-Destroy Bureaucratic Obstacle).
  1646.  
  1647. Bureacracies
  1648. 1. Size: Normal office (7-30 workers). 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 with one GREEN administrator visiting. Waiting Time: Medium line of citizens, one hour.
  1649. 2. Size: Normal office (7-30 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: ORANGE and YELLOW with one GREEN administrator visiting. 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.
  1650. 3. Size: Cubicle. Shape: Triangular. Problem: Something’s very wrong here: biological contamination, radiation, firefight in progress. Maybe there’s a dead citizen on the floor, and nobody seems to notice him. Citizens in front of the Troubleshooters step over the body as if it weren’t there. Clearance of Workers: ORANGE and YELLOW with one GREEN administrator visiting. Waiting Time: Long line, two hours.
  1651.  
  1652. Excuses (Information)
  1653. 1. An honest I-don’t-know.
  1654. 2. That information is available on a need-to-know basis and is not yet required.
  1655. 3. Imply the question is a sign of unhappiness.
  1656.  
  1657. Equipment Denial
  1658. 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.]
  1659. 2. No one anywhere in the entirety of PLC has ever heard of the requested item, or at least doesn’t admit it.
  1660. 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.]
  1661.  
  1662. Clerks
  1663. 1. Fun-loving citizen: Doesn't take their job at all seriously. Take their goal of having fun *way* too seriously.
  1664. 2. Vulture Squadron transfer (friendly): Honorably discharged. Talks about the good old days of the Commie wars and the purges.
  1665. 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.)
  1666.  
  1667. Clues
  1668. 1. A clearly drawn map with a line going from where the PCs are now to the next scene.
  1669. 2. Minutes from a briefing in a particular location.
  1670. 3. The Troubleshooters hear a scream coming from the next scene.
  1671.  
  1672. Evidence
  1673. 1. A rambling anonymous message posted on a Grey Subnet, accusing an unnamed person of being a traitor/ mutant/cockroach in disguise/mean.
  1674. 2. A piece of heavily chewed ConeRifle-brand BubbleGum. The collectible sticker that comes in every packet is missing.
  1675. 3. A seditious complaint form complaining about botulism in the cafeteria. Doubting the perfection of The Computer’s food preparation and handling staff is treason.
  1676.  
  1677. Rumors (Are they true? What is Truth™ anyway?)
  1678. 1. Your breiefing officer is a complete psychopath, who terminates any Troubleshooters who annoy them.
  1679. 2. Mortimer-B-VPY-6 has a spy in CPU – they know you’re coming. They know what the mission is.
  1680. 3. 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!
  1681.  
  1682. **Sideeding**
  1683.  
  1684. *Background* - The mission will take place in KG-LCK, a VIOLET-clearance recreational resort in Sector PXN. Manuela-G-UTA-5 (secret society: Free Enterprise, mutant power: Mental Blast, personality: War Hero, job type: Fieldwork, current status: Amicable, Self-Interested, Ordinary Information Source) currently controls KG-LCK with an iron fist. Manuela-G-UTA-5's ultimate goal is to cover up an R&D experiment that they built - the experiment had gone horribly wrong.
  1685.  
  1686. Manuela-G-UTA-5 has a problem though. And that problem is Santa-R-VKU-4 (secret society: Communist, mutant power: Adhesive Skin, personality: Great Compromiser, job type: Management, current status: Wild-eyed, Frenized, Incoherent Bureaucratic Obstacle). Santa-R-VKU-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.
  1687.  
  1688. KG-LCK is a very strategic location in PXN, and both Manuela-G-UTA-5 and Santa-R-VKU-4 ran this location on behalf of a common VIOLET-clearance patron. That patron's clone template was just erased for treason, meaning that there's no more common ground between Manuela-G-UTA-5 and Santa-R-VKU-4. All the minor grudges and covert dealings are now exposed, and a brief and bloody power struggle is about to begin...
  1689.  
  1690. It is this conflict between Manuela-G-UTA-5 and Santa-R-VKU-4 that the Troubleshooters must deal with if they are to complete the mission successfully.
  1691.  
  1692. Manuela-G-UTA-5 also has some personal possessions - Project Etelto (a metallic can that bleeps constantly (The Computer claims it’s extremely important)) and Project Clehaption (a Treason file on Santa-R-VKU-4). These possessions could be used to help defend KG-LCK from the threat of Santa-R-VKU-4...but could also prove to be a danger.
  1693.  
  1694. *Mission Alert* - Scrawled across the wall in half-meter-high letters written in blood. The briefing location is wrong. The correct information is missing, replaced by [INSERT DATA HERE] or similar. Secret society contacts or servile truckling to The Computer may fill in missing data.
  1695.  
  1696. *Mission Briefing* - Briefing officers undercover; wary, paranoid; speak in evasive code-phrases.
  1697.  
  1698. *Mission* - The Setucan (a Funball team who supports Manuela-G-UTA-5) is facing off against the Nufiu (another Funball team who supports Santa-R-VKU-4) today in the PXN Championship match. There's a lot of prestige/money/INFRARED morale on the line here, so we want you to make sure that Santa-R-VKU-4's team loses this match. Concidentically, their Funball team is currently located at KG-LCK.
  1699.  
  1700. *Outfitting* - IR Market: Free Enterprise member ‘Nathan D,’ operator of this IR market, is messily killed by rival FreeEnt capo in PCs’ presence.
  1701.  
  1702. *R&D Equipment* - Project Bletrilo, type: Sensor (detects something hitherto undetectable or inconvenient to detect) (GM Note: Turns on/off inappropriately)
  1703.  
  1704. *Complications* -
  1705. 1. Surplus Armed Forces weaponry floods the IR market. Supporters of Manuela-G-UTA-5 happily display their new armaments in PXN.
  1706. 2. Alpha Complex works so badly it endangers the PCs’ lives.
  1707. 3. A major malfunction has rendered PXN uninhabitable; the local environment kills an unprotected citizen in minutes if not seconds.
  1708.  
  1709. *Mission Debriefing* - A mirrored room filled with eye-searing halogen lamps. The PCs' eyes constantly water. The officer and guards wear shaded full-face visors.
  1710.  
  1711. *Secret Society Missions*:
  1712.  
  1713. Normal Missions -
  1714.  
  1715. - Our rivals are trying to gather information on Santa-R-VKU-4 (a former ally of ours), hoping to compromise our secret society. Prevent them from succeeding; terminate Santa-R-VKU-4 before our rivals gather enough info on us.
  1716. - Santa-R-VKU-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!
  1717.  
  1718. - Santa-R-VKU-4 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.
  1719. - Acquire three compromising pictures of Santa-R-VKU-4 and send them to this address. Three! Then keep Santa-R-VKU-4 alive long enough so that we can successfully blackmail them.
  1720.  
  1721. - Prevent your team from achieving their objective by any means necessary, but don’t allow your cover to be blown.
  1722. - Our rivals are trying to make your mission fail. Do whatever you can to make sure it succeeds.
  1723.  
  1724. Spy Missions (to be used in case a person belongs to more than one secret society) -
  1725.  
  1726. - Start a riot in KG-LCK. *Big* riot, get me? Looting brigades are awaiting your signal.
  1727. - Destroy/Recruit all bots owned by Manuela-G-UTA-5 in KG-LCK. (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.)
  1728.  
  1729. - We used to do some business with Santa-R-VKU-4, but now suspect they are secretly an IntSec infiltrator. Check them out and, if necessary, terminate them.
  1730. - Secretly put this message in the pocket of Santa-R-VKU-4. Don’t read it, or else. Ask no questions! Make sure Santa-R-VKU-4 stays alive so they can get time to read the message.
  1731.  
  1732. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  1733.  
  1734. - Identify unregistered mutants on your team and report them to us. If they get in trouble, try to protect them. (GM Note: Psion wants to know about unregistered mutants because their core ideology deals with mutant-kind. Other secret societies just see unregistered mutants as useful tools to be utilized. Anti-Mutants may want a list of mutants for two reasons - (a) it makes them easy targets for elimination later on, and (b) it makes it easy for AM to blackmail those mutants into their service.)
  1735. - Openly pretend to be sworn enemies of Pro Tech so as to lure them out.
  1736. - 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.
  1737.  
  1738.  
  1739. *Floaters*:
  1740.  
  1741. Locations
  1742. 1. Building H9-XQM, GREEN-clearance postal sorting room. Aligned with Manuela-G-UTA-5, controlled by INFRARED supervisor (secret society: PURGE, mutant power: Uncanny Luck, personality: Ideological Crusader, job type: Menial, current status: Meticulous, Obsessive-Compulsive Physical Threat).
  1743. 2. Building VW-P74, HPD&MC Bureau of Bicycle Registration (as no bicycles exist, this bureau is actually an excuse to embezzle credits). Aligned with Santa-R-VKU-4, controlled by ULTRAVIOLET supervisor (secret society: Illuminati (cover society: Anti-Mutant), mutant power: Uncanny Luck, personality: Insignificant Layman, job type: Security, current status: Drugged (thymoglandin, hydropsionic acid) Mental Threat).
  1744. 3. Building R3-6TA, Technical Services clone backup ordering office. Aligned with Santa-R-VKU-4, controlled by INFRARED supervisor (secret society: Pro Tech, mutant power: Pyrokinesis, personality: Disinterested Boss, job type: Engineering, current status: Stumbling, Prone-To-Breakage, Awkward Sadistic Hinderance).
  1745.  
  1746. Bureacracies
  1747. 1. Size: Normal office (7-30 workers). Shape: Square (ho-hum). Problem: Secret society stronghold controlled by Communist. They have a prop to indicate their loyalty (Sierra Club might have a hanging fern, Romantics might have fuzzy dice and Pink Floyd records, etc.) Any threatening remarks about the prop would cause every clerk to draw their lasers and start blasting. Service here is 'fast and efficient' compared to the more legal offices. Clearance of Workers: INFRARED. Waiting Time: 10 minutes.
  1748. 2. 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: INFRARED. Waiting Time: 10 minutes.
  1749. 3. Size: Small office (3-6 workers). Shape: Pentacular. 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: 10 minutes.
  1750.  
  1751. Excuses (Information)
  1752. 1. Give information as a printout, entirely blacked out except for pronouns and articles.
  1753. 2. The information is unavailable due to an unknown mutant force.
  1754. 3. Refer inquirer to a non-existent room number for that and related information.
  1755.  
  1756. Equipment Denial
  1757. 1. ‘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.]
  1758. 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...’
  1759. 3. ‘Yes, of course, one moment while I get it for you.’ [Wanders off and doesn’t come back.]
  1760.  
  1761. Clerks
  1762. 1. Crazy. Schizoid. Whacked-out: Seems normal at first, but, if any pressure is brought to bear, starts dancing around the room singing, ‘Can’t catch me, I’m the gin- gerbread man!’ and current loyalty songs.
  1763. 2. 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.
  1764. 3. Disturbingly Loyal: Sinister, O’Brien-from-1984 type. Utterly loyal, wants you to love The Computer for your own good.
  1765.  
  1766. Clues
  1767. 1. The most recent message on a suspect’s PDC.
  1768. 2. A talkative AutoHack bot gives the PCs a clue. ‘That guy? Had him in the back of my cab last twosday. Fuhgeddaboutit’.
  1769. 3. A clearly drawn map with a line going from where the PCs are now to the next scene.
  1770.  
  1771. Evidence
  1772. 1. A laser barrel with one shot used.
  1773. 2. DNA. Well, organic goop anyway.
  1774. 3. Shredded paper that might once have been an incriminating document or traitorous propaganda.
  1775.  
  1776. Rumors (Are they true? What is Truth™ anyway?)
  1777. 1. The INFRAREDs in PXN are actually mostly fungal growths that just look human.
  1778. 2. Your mission’s just a cover for a much more important mission. They don’t care if you succeed or not.
  1779. 3. There are Commies working at every cafeteria in PXN.
  1780.  
  1781. **Tleningic**
  1782.  
  1783. *Background* - The mission will take place in 5T-RB3, a BLUE-clearance Armed Forces waiting room in Sector ZKP. Aniya-B-JCD-2 (secret society: PURGE, mutant power: Empathy, personality: Bored Bureaucrat, job type: Engineering, current status: Dreamy, Dazed Bureaucratic Obstacle) currently controls 5T-RB3 with an iron fist. Aniya-B-JCD-2's ultimate goal is to enforce the rules and regulations of CPU, even if it means acting in imprudent ways to get the paperwork filled out.
  1784.  
  1785. Aniya-B-JCD-2 has a problem though. And that problem is Hertha-O-YEW-3 (secret society: Romantics, mutant power: Adhesive Skin, personality: Iron-Fisted Brute, job type: Investigative, current status: Paranoid (armed with Stun gun (stuns for one round) and Experimental Prismatic armor (E4; mirrored suit reflects energy attacks; wearer is most visible target around)) Physical Threat). Hertha-O-YEW-3's ultimate goal is to obey the orders of a traitorous meme virus created by the Free Enterprise secret society.
  1786.  
  1787. 5T-RB3 was once a very strategic location in ZKP, but times have since changed, and power have shifted to new places. Aniya-B-JCD-2 merely keeps control over 5T-RB3 for sentimental reasons. However, Hertha-O-YEW-3 seems to also have a personal grudge with Aniya-B-JCD-2 (also for sentimental reasons)...and wants to finally complete this grudge (goal: erase Aniya-B-JCD-2's clone line out of envy).
  1788.  
  1789. It is this conflict between Aniya-B-JCD-2 and Hertha-O-YEW-3 that the Troubleshooters must deal with if they are to complete the mission successfully.
  1790.  
  1791. Aniya-B-JCD-2 also has some personal possessions - Project Dydaqted (a pharmabot (hovering sphere that injects drugs and dispenses pills)) and Project Forlandtri (a High-clearance laser barrel). These possessions could be used to help defend 5T-RB3 from the threat of Hertha-O-YEW-3...but could also prove to be a danger.
  1792.  
  1793. *Mission Alert* - Announced over public address loudspeakers. The message is intact and correct.
  1794.  
  1795. *Mission Briefing* - Briefing officer is weird invalid (e.g., suspended in sound-dampening gel in a swimming pool communicating through a bizarre array of tubing).
  1796.  
  1797. *Mission* - The Mentrotro (a Funball team who supports Aniya-B-JCD-2) is facing off against the Tiveacers (another Funball team who supports Hertha-O-YEW-3) today in the ZKP Championship match. There's a lot of prestige/money/INFRARED morale on the line here, so we want you to make sure that Hertha-O-YEW-3's team loses this match. Concidentically, their Funball team is currently located at 5T-RB3.
  1798.  
  1799. *Outfitting* - IR Market: This market is run by the secret society of one PC (select randomly), who always gets the best deals and everything that works.
  1800.  
  1801. *R&D Equipment* - Project Nypresments, type: Sensor (detects something hitherto undetectable or inconvenient to detect) (GM Note: Excessive use constitutes treason)
  1802.  
  1803. *Complications* -
  1804. 1. Surplus Armed Forces weaponry floods the IR market. Supporters of Aniya-B-JCD-2 happily display their new armaments in ZKP.
  1805. 2. Waste disposal is breaking down; garbage is backing up in the hallways and will soon flood ZKP.
  1806. 3. Alpha Complex is doomed...and not in a good way.
  1807.  
  1808. *Mission Debriefing* - The debriefing officer is dead on arrival, seated at an empty desk in a plain room, and no one arrives to replace him.
  1809.  
  1810. *Secret Society Missions*:
  1811.  
  1812. Normal Missions -
  1813.  
  1814. - Steal Forlandtri from Aniya-B-JCD-2, as payback for their crimes against our society. Deliver it over to us so we can use it for ourselves.
  1815. - Steal Forlandtri from Aniya-B-JCD-2 and deliver it to us so we can sell it on the IR Market.
  1816.  
  1817. - This vatslime Hertha-O-YEW-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.
  1818. - Acquire three compromising pictures of Hertha-O-YEW-3 and send them to this address. Three! Then keep Hertha-O-YEW-3 alive long enough so that we can successfully blackmail them.
  1819.  
  1820. - Vandalize 5T-RB3 with our secret society propaganda.
  1821. - A certain isolated off-net terminal in 5T-RB3 has some cool data. Copy it and bring it back.
  1822.  
  1823. Spy Missions (to be used in case a person belongs to more than one secret society) -
  1824.  
  1825. - We suspect Aniya-B-JCD-2 to be plotting against our society. Find and assassinate the traitor, and provide proof of their evil scheme.
  1826. - Plant this bug on Aniya-B-JCD-2, so we can gather backmail material on them. Make sure Aniya-B-JCD-2 stays alive.
  1827.  
  1828. - We suspect that Hertha-O-YEW-3 is an Internal Security plant spying on us. Dissuade them with extreme prejudice.
  1829. - Secretly put this message in the pocket of Hertha-O-YEW-3. Don’t read it, or else. Ask no questions! Make sure Hertha-O-YEW-3 stays alive so they can get time to read the message.
  1830.  
  1831. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  1832.  
  1833. - A rival secret society is organizing INFRARED riots at 5T-RB3 targeted against us. Quell the riots until we can send reinforcements.
  1834. - 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.)
  1835. - Aniya-B-JCD-2 will be at 5T-RB3. Take these tools and program a robot (Dydaqted) to attack them. When the bot attacks, you rescue them. That should help you convert them to our cause. (GM Note: This is actually a pretty common scam, though Frankenstein Destroyers are the ones who pioneered it. The only society that doesn't like to do it would be Corpore Metal.)
  1836.  
  1837.  
  1838. *Floaters*:
  1839.  
  1840. Locations
  1841. 1. Building QE-1WX, RED-clearance Vulture Squadron barracks. Aligned with Hertha-O-YEW-3, controlled by BLUE supervisor (secret society: Program Group, mutant power: Ventriloquist, personality: Unlikely Academic, job type: Menial, current status: Wild-eyed, Frenized, Incoherent Sadistic Hinderance).
  1842. 2. Building CV-H16, illegal Packing Crate Center. Aligned with Aniya-B-JCD-2, controlled by RED supervisor (secret society: FCCC-P, mutant power: Rubbery Bones, personality: Ideological Crusader, job type: Fieldwork, current status: Dreamy, Dazed Information Source).
  1843. 3. Building VQ-MYS, BLUE-clearance food production area. Aligned with Aniya-B-JCD-2, controlled by RED supervisor (secret society: Anti-Mutant, mutant power: Empathy, personality: Insignificant Layman, job type: Support, current status: Buzzed (high on Wakey Wakey) Mental Threat).
  1844.  
  1845. Bureacracies
  1846. 1. Size: Cubicle. Shape: A maze of twisty-turny passages, all alike. 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: INFRARED. Waiting Time: Very long line, four hours.
  1847. 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: Something’s very wrong here: biological contamination, radiation, firefight in progress. Maybe there’s a dead citizen on the floor, and nobody seems to notice him. Citizens in front of the Troubleshooters step over the body as if it weren’t there. Clearance of Workers: ORANGE and YELLOW. Waiting Time: Very, very long line, eight hours.
  1848. 3. Size: Small office (3-6 workers). Shape: Hexagonal. 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: No wait, suspiciously efficient service.
  1849.  
  1850. Excuses (Information)
  1851. 1. The information is unavailable due to an unknown mutant force.
  1852. 2. 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.
  1853. 3. NPC pretends not to hear the question.
  1854.  
  1855. Equipment Denial
  1856. 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.]
  1857. 2. ‘I’m sorry, citizen, we appear to be temporarily all out of that item.’
  1858. 3. ‘Yes, of course, one moment while I get it for you.’ [Wanders off and doesn’t come back.]
  1859.  
  1860. Clerks
  1861. 1. Paranoid: Confides to Troubleshooters his firm belief that all his other workers in the office are Commies. If Intimidation is used, clerk screams, ‘You’re not taking me alive!’ and opens fire.
  1862. 2. Gun fanatic: Alarming love of guns. Especially big guns. Speculates about what a tacnuke would do to Troubleshooter HQ.
  1863. 3. 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.
  1864.  
  1865. Clues
  1866. 1. A photo of an important location that the suspect liked.
  1867. 2. Minutes from a briefing in a particular location.
  1868. 3. A faithful petbot who cooperates with the investigation.
  1869.  
  1870. Evidence
  1871. 1. A dropped Bouncy Bubble Beverage can. The killer drank B3... good for him!
  1872. 2. Very strong body odour that lingers in the room.
  1873. 3. Shredded paper that might once have been an incriminating document or traitorous propaganda.
  1874.  
  1875. Rumors (Are they true? What is Truth™ anyway?)
  1876. 1. At nightcycle, all the transbots in ZKP go somewhere no human citizen has ever seen... except those brave enough to stow away.
  1877. 2. The MemoMax chips in your brain automatically create a computer simulation of your mind inside the ZKP CompNode. He knows what you are thinking, he knows when you’re awake...
  1878. 3. Aniya-B-JCD-2 has a spy in CPU – they know you’re coming. They know what the mission is.
  1879.  
  1880. **Upmypre**
  1881.  
  1882. *Background* - The mission will take place in 1I-C2G, a VIOLET-clearance confession booth in Sector UMY. Cali-I-YQU-1 (secret society: Psion, mutant power: Adhesive Skin, personality: Crooked Kleptocrat, job type: Emergency, current status: Wild-eyed, Frenized, Incoherent Sadistic Hinderance) currently controls 1I-C2G with an iron fist. Cali-I-YQU-1's ultimate goal is to cause chaos and anarchy in the Complex so that they can more easily dominate society.
  1883.  
  1884. Cali-I-YQU-1 has a problem though. And that problem is Deon-Y-WII-1 (secret society: Corpore Metal, mutant power: Death Simulation, personality: Disinterested Boss, job type: Fieldwork, current status: 'Demon'-Possessed Information Source). Deon-Y-WII-1's ultimate goal is to obey the orders of a traitorous meme virus created by the Frankenstein Destroyers secret society.
  1885.  
  1886. 1I-C2G is a very strategic location in UMY, and both Cali-I-YQU-1 and Deon-Y-WII-1 ran this location on behalf of a common VIOLET-clearance patron. That patron's clone template was just erased for treason, meaning that there's no more common ground between Cali-I-YQU-1 and Deon-Y-WII-1. All the minor grudges and covert dealings are now exposed, and a brief and bloody power struggle is about to begin...
  1887.  
  1888. It is this conflict between Cali-I-YQU-1 and Deon-Y-WII-1 that the Troubleshooters must deal with if they are to complete the mission successfully.
  1889.  
  1890. Cali-I-YQU-1 also has some personal possessions - Project Tleidaq (a Docbot Model 1) and Project Pletuture (a High-clearance ME Card). These possessions could be used to help defend 1I-C2G from the threat of Deon-Y-WII-1...but could also prove to be a danger.
  1891.  
  1892. *Mission Alert* - Special ‘breaking news’ bulletin in middle of vidshow: good part. Identifies the PCs by name. The message is intact and correct.
  1893.  
  1894. *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.
  1895.  
  1896. *Mission* - Commie mutant traitors have threatened to disrupt the televised Loyal Celebration parade. Patrol the route at 1I-C2G and stop them.
  1897.  
  1898. *Outfitting* - IR Market: The allies of Deon-Y-WII-1 runs this market. Marketeers sell the PCs dangerous R&D equipment - Project Indayet, 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 poisons/irradiates user).
  1899.  
  1900. *R&D Equipment* - Project Icpera, type: Mobility enabler (skates, boots, motorized shopping cart, vehicle, jet pack, propeller helmet, frictionless shoe soles) (GM Note: Intelligent; neurotic or frightened)
  1901.  
  1902. *Complications* -
  1903. 1. PLC in UMY is breaking down, forcing all the other service groups to pick up the slack.
  1904. 2. Alpha Complex works with terrifying efficiency.
  1905. 3. Citizens in UMY had all their memories erased; they're in the process of trying to get them back and figure out what went wrong.
  1906.  
  1907. *Mission Debriefing* - The debriefing room is locked when the PCs arrive, and no debriefing officer ever arrives no matter how long they wait.
  1908.  
  1909. *Secret Society Missions*:
  1910.  
  1911. Normal Missions -
  1912.  
  1913. - A shipment of bot parts is passing through 1I-C2G 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.)
  1914. - This object (Hand buzzer) contains a datajack with a cool new trojan. Plug it into any confession booth at 1I-C2G 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.)
  1915.  
  1916. - Deon-Y-WII-1 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.
  1917. - Comprehensively recon Deon-Y-WII-1 and build up a dossier on them. Keep Deon-Y-WII-1 alive while building up the dossier.
  1918.  
  1919. - Steal Pletuture from Cali-I-YQU-1, as payback for their crimes against our society. Deliver it over to us so we can use it for ourselves.
  1920. - Steal Pletuture from Cali-I-YQU-1 and deliver it to us so we can sell it on the IR Market.
  1921.  
  1922. Spy Missions (to be used in case a person belongs to more than one secret society) -
  1923.  
  1924. - Prevent your team from achieving their objective by any means necessary, but don’t allow your cover to be blown.
  1925. - Our rivals are trying to make your mission fail. Do whatever you can to make sure it succeeds.
  1926.  
  1927. - Vandalize 1I-C2G with our secret society propaganda.
  1928. - This object (All-surface black marker pen) contains a datajack with a cool new trojan. Plug it into any confession booth at 1I-C2G 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.)
  1929.  
  1930. Alternative Missions (to be used in case the normal missions are too boring and predictable) -
  1931.  
  1932. - We're trying to set up a drug production factory in the Underplex and need an ingredient/drug stored in 1I-C2G. Steal some and bring it back.
  1933. - 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 UMY 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.)
  1934. - Always need some more drugs to help our recruits accomplish secret society missions! Get a supply and drop it at our cache at 1I-C2G. (GM Note: The type of drugs the secret society wants depend on the type of society and the needs of the mission. Here's some example drugs. Computer Phreaks: Wakey-Wakey and other anti-sleep drugs. Psion: mutagens. Anti-Mutants: anti-mutagens. PURGE: combat drugs. Mystics: actually, any drug will do.)
  1935.  
  1936.  
  1937. *Floaters*:
  1938.  
  1939. Locations
  1940. 1. Building 4Q-DIX, Reactor waste landfill. Aligned with Cali-I-YQU-1, controlled by INFRARED supervisor (secret society: Anti-Mutant, mutant power: Electroshock, personality: Punctilious Charmer, job type: Celebrity, current status: Panicky, Lacking focus, Hyperactive Physical Threat).
  1941. 2. Building M4-4PV, BLUE-clearance recreational resort. Aligned with Cali-I-YQU-1, controlled by VIOLET supervisor (secret society: Mystics, mutant power: Charm, personality: Burned-out Workaholic, job type: Investigative, current status: Quiety delusional Mental Threat).
  1942. 3. Building VZ-ZCD, VIOLET-clearance Junior Citizen creche. Aligned with Deon-Y-WII-1, controlled by YELLOW supervisor (secret society: Pro Tech, mutant power: Mechanical Intuition, personality: Giggly Social Climber, job type: Menial, current status: Paranoid (armed with Stun gun (stuns for one round) and Battle armor) Bureaucratic Obstacle).
  1943.  
  1944. Bureacracies
  1945. 1. Size: Normal office (7-30 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 and ORANGE with YELLOW Supervisor. Waiting Time: Long line, two hours.
  1946. 2. Size: Small office (3-6 workers). Shape: Pentacular. 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: INFRARED. 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.
  1947. 3. 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 and ORANGE with YELLOW Supervisor. Waiting Time: Five minutes.
  1948.  
  1949. Excuses (Information)
  1950. 1. Refer inquirer to a non-existent room number for that and related information.
  1951. 2. Knowledge of this information is illegal at all security clearances. Only a traitor would have a use for that information. Is the inquirer a traitor?
  1952. 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.
  1953.  
  1954. Equipment Denial
  1955. 1. ‘Yes, of course, one moment while I get it for you.’ [Wanders off and doesn’t come back.]
  1956. 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...’
  1957. 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.]
  1958.  
  1959. Clerks
  1960. 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.
  1961. 2. 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.
  1962. 3. 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.
  1963.  
  1964. Clues
  1965. 1. A brand of gum only available in one sector.
  1966. 2. A witness cooperates with the PCs but only really can provide directions on where the PCs should go next.
  1967. 3. The Troubleshooters take a wrong turn and end up where they’re supposed to be.
  1968.  
  1969. Evidence
  1970. 1. A signed confession, which may or may not be an IntSec plant.
  1971. 2. Assorted lengths of wire – the sort of wire you might use when wiring a detonator to a bomb!
  1972. 3. A photo of two clones. The face of one is blurred, but the other might be recognisable as an infamous traitor, if you squint and ignore the fact that said traitor has been dead for the last 84 yearcycles.
  1973.  
  1974. Rumors (Are they true? What is Truth™ anyway?)
  1975. 1. Your Troubleshooter mission is faked – it’s all shot in a studio. It’s just television.
  1976. 2. Your mission is a lie. If you want to survive debriefing, find out what your *actual* mission is and accomplish it.
  1977. 3. If you say you’re a Troubleshooter on a mission, you get a 20% discount on all UMY vending machine purchases.
  1978.  
  1979. **Ingmeran**
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