PLOT, PC RELATIVE (1d200)								
Discard results above 138								
001:Shelter I:  PCs are seeking shelter from the elements/a threat, and come across a place to hole up, only to find that they have stumbled across something dangerous, secret, or supernatural, and must deal with it in order to enjoy a little rest/respite.  
	Examples: Space slug-SW:ESB; Bilbo & co. hiding in cave, run into goblins/Gollum-The Hobbit
002:Shelter II:  PCs are seeking shelter from the elements/a threat, and come across a place to hole up, only to find that they have stumbled across something dangerous, secret, or supernatural, and must deal with it in order to enjoy a little rest/respite.  The shelter contains the cause of the threat PCs were trying to avoid. 
003:Shelter III:  PCs are seeking shelter from the elements/a threat, and come across a place to hole up, only to find that they have stumbled across something dangerous, secret, or supernatural, and must deal with it in order to enjoy a little rest/respite.  The shelter houses a Hidden Base (q.v.). 
004:Shelter IV:  PCs are seeking shelter from the elements/a threat, and come across a place to hole up, only to find that they have stumbled across something dangerous, secret, or supernatural, and must deal with it in order to enjoy a little rest/respite.  PCs must not only struggle for shelter, they must struggle to survive. 
005:Shelter V:  PCs are seeking shelter from the elements/a threat, and come across a place to hole up, only to find that they have stumbled across something dangerous, secret, or supernatural, and must deal with it in order to enjoy a little rest/respite.  The place is a legitimate shelter of some kind, but PCs are not welcome, and must win hearts or minds to earn their bed for the night.  
006:Rundown I:  BGs did a bad thing(s), and have now made good their escape; PCs have caught wind of it in time to chase them down before they make it back to their lair, their home nation, behind enemy lines, etc.  
007:Rundown II:  BGs did a bad thing(s), and have now made good their escape; PCs have caught wind of it in time to chase them down before they make it back to their lair, their home nation, behind enemy lines, etc.  BGs escaped by stealing a conveyance that PCs know better than they do. 
008:Rundown III:  BGs did a bad thing(s), and have now made good their escape; PCs have caught wind of it in time to chase them down before they make it back to their lair, their home nation, behind enemy lines, etc. BGs duck down a metaphorical (or literal) side-road, trying to hide or blend into an environment (often one hostile to PCs). 
009:Rundown IV:  BGs did a bad thing(s), and have now made good their escape; PCs have caught wind of it in time to chase them down before they make it back to their lair, their home nation, behind enemy lines, etc. If the BGs cross the adventure's "finish line" (cross the county line, make the warp jump, etc.) there's no way to pursue them beyond it.  
010:Blackmail/Extortion I:  Usually through trickery (but sometimes by digging into PCs' past), an antagonist has something to hold over the heads of PCs and make them jump. This could be any kind of threat from physical to social, but it depends on the BG having something - even if it's information - that others don't have. Now, he is pulling the strings of PCs, telling them to do things they don't want to. PCs must end the cycle of Blackmail/Extortion, deprive the BG of his edge, and keep him temporarily satisfied while doing it.  
011:Blackmail/Extortion II:  Usually through trickery (but sometimes by digging into PCs' past), an antagonist has something to hold over the heads of PCs and make them jump. This could be any kind of threat from physical to social, but it depends on the BG having something - even if it's information - that others don't have. Now, he is pulling the strings of PCs, telling them to do things they don't want to. PCs must end the cycle of Blackmail/Extortion, deprive the BG of his edge, and keep him temporarily satisfied while doing it.  The adventure hook involves PCs doing the BG a good turn, which allows him to take advantage of them (very cynical!). 
012:Blackmail/Extortion III:  Usually through trickery (but sometimes by digging into PCs' past), an antagonist has something to hold over the heads of PCs and make them jump. This could be any kind of threat from physical to social, but it depends on the BG having something - even if it's information - that others don't have. Now, he is pulling the strings of PCs, telling them to do things they don't want to. PCs must end the cycle of Blackmail/Extortion, deprive the BG of his edge, and keep him temporarily satisfied while doing it.  To succeed, PCs must contact other folks that are also being used. 
013:Blackmail/Extortion IV:  Usually through trickery (but sometimes by digging into PCs' past), an antagonist has something to hold over the heads of PCs and make them jump. This could be any kind of threat from physical to social, but it depends on the BG having something - even if it's information - that others don't have. Now, he is pulling the strings of PCs, telling them to do things they don't want to. PCs must end the cycle of Blackmail/Extortion, deprive the BG of his edge, and keep him temporarily satisfied while doing it.  PCs aren't the victims at all, but somebody they care about/are charged to protect, is.  
014:Breaking & Entering I:  Mission objective: enter the dangerous place, and retrieve the vital dingus or valuable person. Overcome the area's defenses to do so.  
015:Breaking & Entering II:  Mission objective: enter the dangerous place, and retrieve the vital dingus or valuable person. Overcome the area's defenses to do so. The goal is not to extract a thing, but to destroy a thing or interfere with a process (kill the force-screen generator, assassinate the evil king, stop the spell from being cast, wreck the invasion plans, close the portal). 
016:Breaking & Entering III:  Mission objective: enter the dangerous place, and retrieve the vital dingus or valuable person. Overcome the area's defenses to do so. The goal has moved. 
017:Breaking & Entering IV:  Mission objective: enter the dangerous place, and retrieve the vital dingus or valuable person. Overcome the area's defenses to do so. The goal is information, which must be broadcast or otherwise released from the area as soon as it is found. 
018:Breaking & Entering V:  Mission objective: enter the dangerous place, and retrieve the vital dingus or valuable person. Overcome the area's defenses to do so. The job must be done without alerting anyone. 
019:Breaking & Entering VI:  Mission objective: enter the dangerous place, and retrieve the vital dingus or valuable person. Overcome the area's defenses to do so. PCs don't know the place is dangerous. 
020:Breaking & Entering VII:  Mission objective: enter the dangerous place, and retrieve the vital dingus or valuable person. Overcome the area's defenses to do so. PCs must replace the thing with another thing.  
021:Sieze & Secure I:  PCs must secure a military target for the good guys. There are BGs there that prefer not to be secured. The fundamental tactical scenario. 
022:Sieze & Secure II:  PCs must secure a military target for the good guys. There are BGs there that prefer not to be secured. The fundamental tactical scenario. PCs must assemble and/or train a force to do the job with them. 
023:Sieze & Secure III:  PCs must secure a military target for the good guys. There are BGs there that prefer not to be secured. The fundamental tactical scenario. PCs are working with flawed intelligence and the target zone isn't as described. 
024:Sieze & Secure IV:  PCs must secure a military target for the good guys. There are BGs there that prefer not to be secured. The fundamental tactical scenario. PCs must coordinate their own efforts with an ally group (possibly putting aside rivalries to do so). 
025:Sieze & Secure V:  PCs must secure a military target for the good guys. There are BGs there that prefer not to be secured. The fundamental tactical scenario. The target zone includes a population of innocent people, fragile goods, or some other precious thing that mustn't be harmed in the crossfire.  
026:Sweep & Clear I:  There is a place where bad things live. PCs must make it safe for nice people, systematically clearing it of danger. The Haunted House. The Alien Infestation. The Wild Forest.  
027:Sweep & Clear II:  There is a place where bad things live. PCs must make it safe for nice people, systematically clearing it of danger.  The Haunted House. The Alien Infestation. The Wild Forest.  The bad things can't be beaten with direct conflict. 
028:Sweep & Clear III:  There is a place where bad things live. PCs must make it safe for nice people, systematically clearing it of danger.  The Haunted House. The Alien Infestation. The Wild Forest.  PCs must learn more about them to solve the problem. 
029:Dungeon Crawl I:  PCs are treasure-hunters, who have caught wind of a treasure-laden ruin. They go to explore it, and must deal with its supernatural denizens to win the treasure and get out alive.  
030:Dungeon Crawl II:  PCs are treasure-hunters, who have caught wind of a treasure-laden ruin. They go to explore it, and must deal with its supernatural denizens to win the treasure and get out alive.  The treasure itself is something dangerous. 
031:Dungeon Crawl III:  PCs are treasure-hunters, who have caught wind of a treasure-laden ruin. They go to explore it, and must deal with its supernatural denizens to win the treasure and get out alive.  The treasure isn't in a ruin, but in a wilderness or even hidden somewhere "civilized." 
032:Dungeon Crawl IV:  PCs are treasure-hunters, who have caught wind of a treasure-laden ruin. They go to explore it, and must deal with its supernatural denizens to win the treasure and get out alive.  The treasure is someone else's rightful property. 
033:Dungeon Crawl V:  PCs are treasure-hunters, who have caught wind of a treasure-laden ruin. They go to explore it, and must deal with its supernatural denizens to win the treasure and get out alive.  The treasure turns out to have a will of its own.  
034:Survivor I:  PCs are stranded in a strange place, and must survive by finding food and shelter, and then worry about getting back home.  
035:Survivor II:  PCs are stranded in a strange place, and must survive by finding food and shelter, and then worry about getting back home.  PCs must survive only for a short period of time, until help arrives, the ship and/or radio is repaired, or some such thing (in "repair" scenarios, sometimes PCs must discover some fact about the local environment that will make such repairs possible).  
036:Investigation I:  A crime or atrocity has been committed; PCs must solve it. They must interview witnesses (and prevent them from being killed), gather clues (and prevent them from being stolen or ruined). They must then assemble proof to deliver to the authorities, or serve as personal ministers of justice.  
037:Investigation II:  A crime or atrocity has been committed; PCs must solve it. They must interview witnesses (and prevent them from being killed), gather clues (and prevent them from being stolen or ruined). They must then assemble proof to deliver to the authorities, or serve as personal ministers of justice.  The scale is highly variable for this type of adventure, from a small-town murder to a planetwide pollution scandal.  PCs are working to clear an innocent already accused (possibly themselves). 
038:Investigation III:  A crime or atrocity has been committed; PCs must solve it. They must interview witnesses (and prevent them from being killed), gather clues (and prevent them from being stolen or ruined). They must then assemble proof to deliver to the authorities, or serve as personal ministers of justice.  The scale is highly variable for this type of adventure, from a small-town murder to a planetwide pollution scandal.  PCs must work alongside a special investigator or are otherwise saddled with an unwanted ally. 
039:Investigation IV:  A crime or atrocity has been committed; PCs must solve it. They must interview witnesses (and prevent them from being killed), gather clues (and prevent them from being stolen or ruined). They must then assemble proof to deliver to the authorities, or serve as personal ministers of justice.  The scale is highly variable for this type of adventure, from a small-town murder to a planetwide pollution scandal.  Midway through the adventure, PCs are "taken off the case" - their invitation/authority to pursue the matter is closed (often the result of political maneuvering by an antagonist). 
040:Escort I: PCs have a valuable object or person, which needs to be taken to a safe place or to its rightful owner, etc. They must undertake a dangerous journey in which one or more factions (and chance and misfortune) try to deprive them of the thing in their care.  
041:Escort II: PCs have a valuable object or person, which needs to be taken to a safe place or to its rightful owner, etc. They must undertake a dangerous journey in which one or more factions (and chance and misfortune) try to deprive them of the thing in their care.  The thing or person is troublesome, and tries to escape or sidetrack PCs. 
042:Escort III: PCs have a valuable object or person, which needs to be taken to a safe place or to its rightful owner, etc. They must undertake a dangerous journey in which one or more factions (and chance and misfortune) try to deprive them of the thing in their care.  The destination has been destroyed or suborned by the enemy, and PCs must take upon themselves the job that either the destination or their charge was meant to do when it got there. 
043:Escort IV: PCs have a valuable object or person, which needs to be taken to a safe place or to its rightful owner, etc. They must undertake a dangerous journey in which one or more factions (and chance and misfortune) try to deprive them of the thing in their care.  The person is a person attempting a political defection. 
044:Escort V: PCs have a valuable object or person, which needs to be taken to a safe place or to its rightful owner, etc. They must undertake a dangerous journey in which one or more factions (and chance and misfortune) try to deprive them of the thing in their care.  Safe arrival at the destination doesn't end the story; PCs must then bargain with their charge as their token (exchanging money for a hostage, for instance). 
045:Escort VI: PCs have a valuable object or person, which needs to be taken to a safe place or to its rightful owner, etc. They must undertake a dangerous journey in which one or more factions (and chance and misfortune) try to deprive them of the thing in their care.  PCs must protect the target without the target knowing about it.  
046:In Charge I: PCs are placed in charge of a large operation (a trading company, a feudal barony, the CIA) and must, despite lack of experience in such things, make it work and thrive.  
047:In Charge II: PCs are placed in charge of a large operation (a trading company, a feudal barony, the CIA) and must, despite lack of experience in such things, make it work and thrive.  PCs are brought in because something big is about to happen, and the Old Guard wants a chance to escape. 
048:In Charge III: PCs are placed in charge of a large operation (a trading company, a feudal barony, the CIA) and must, despite lack of experience in such things, make it work and thrive.  The peasants, neighbors, employees, etcetera resent PCs, because their method of inheritance looks outwardly bad and everybody loved the old boss.  
049:Rescue I:  A person (church group, nation, galaxy) is in a hazardous situation they can't survive without rescue. PCs are on the job. In some scenarios, the hook is as simple as a distant yell or crackly distress signal.  
050:Rescue II:  A person (church group, nation, galaxy) is in a hazardous situation they can't survive without rescue. PCs are on the job. In some scenarios, the hook is as simple as a distant yell or crackly distress signal.  The victim(s) is (are) a hostage, or under siege from enemy forces, and PCs must deal with the captors or break the siege. 
051:Rescue III:  A person (church group, nation, galaxy) is in a hazardous situation they can't survive without rescue. PCs are on the job. In some scenarios, the hook is as simple as a distant yell or crackly distress signal.  There is a danger that any rescue attempts will strand the rescuers in the same soup as the rescuees, compounding the problem. 
052:Rescue IV:  A person (church group, nation, galaxy) is in a hazardous situation they can't survive without rescue. PCs are on the job. In some scenarios, the hook is as simple as a distant yell or crackly distress signal.  The rescuees aren't people, but animals, robots, or something else. 
053:Rescue V:  A person (church group, nation, galaxy) is in a hazardous situation they can't survive without rescue. PCs are on the job. In some scenarios, the hook is as simple as a distant yell or crackly distress signal.  The "victim" doesn't realize that he needs rescuing; he thinks he's doing something reasonable and/or safe. 
054:Rescue VI:  A person (church group, nation, galaxy) is in a hazardous situation they can't survive without rescue. PCs are on the job. In some scenarios, the hook is as simple as a distant yell or crackly distress signal.  The threat isn't BG-oriented at all; it's a natural disaster, nuclear meltdown, or disease outbreak. 
055:Rescue VII:  A person (church group, nation, galaxy) is in a hazardous situation they can't survive without rescue. PCs are on the job. In some scenarios, the hook is as simple as a distant yell or crackly distress signal.  The rescuees can't leave; something immobile and vital must be tended to or dealt with at the adventure location. 
056:Rescue VIII:  A person (church group, nation, galaxy) is in a hazardous situation they can't survive without rescue. PCs are on the job. In some scenarios, the hook is as simple as a distant yell or crackly distress signal.  PCs begin as part of the rescuees, and must escape and gather forces or resources to bring back and proceed as above.  
057:Hidden Base I: PCs, while traveling or exploring, come across a hornet's nest of BGs, preparing for Big Badness. They must either find some way to get word to the good guys, or sneak in and disable the place themselves, or a combination of both.  
058:Hidden Base II: PCs, while traveling or exploring, come across a hornet's nest of BGs, preparing for Big Badness. They must either find some way to get word to the good guys, or sneak in and disable the place themselves, or a combination of both.  PCs must figure out how to use local resources in order to defend themselves or have a chance against the inhabitants.  
059:Contested Acquisition I: Within a defined area, something important and valuable exists. PCs (or their employers) want it, but so do one or more other groups. The ones that get it will be the ones that can outthink and outrace the others, deal best with the natives of the area, and learn the most about their target. Each competing group has its own agenda and resources.  
060:Contested Acquisition II: Within a defined area, something important and valuable exists. PCs (or their employers) want it, but so do one or more other groups. The ones that get it will be the ones that can outthink and outrace the others, deal best with the natives of the area, and learn the most about their target. Each competing group has its own agenda and resources.  The natives require the competing factions to gather before them as pals to state their cases. 
061:Contested Acquisition III: Within a defined area, something important and valuable exists. PCs (or their employers) want it, but so do one or more other groups. The ones that get it will be the ones that can outthink and outrace the others, deal best with the natives of the area, and learn the most about their target. Each competing group has its own agenda and resources.  The valuable thing was en route somewhere when its conveyance or courier wrecked or vanished.  
062:Suprise Attack I: PCs are minding their own business when they are attacked or threatened. They don't know why. They must solve the mystery of their attacker's motives, and in the meantime fend off more attacks. They must put two and two together to deal with the problem.  
063:Suprise Attack II: PCs are minding their own business when they are attacked or threatened. They don't know why. They must solve the mystery of their attacker's motives, and in the meantime fend off more attacks. They must put two and two together to deal with the problem.  PCs have something that the BGs want - but they don't necessarily realize it. 
064:Suprise Attack III: PCs are minding their own business when they are attacked or threatened. They don't know why. They must solve the mystery of their attacker's motives, and in the meantime fend off more attacks. They must put two and two together to deal with the problem.  The BGs are out for revenge for a dead compatriot from a previous adventure. 
065:Suprise Attack IV: PCs are minding their own business when they are attacked or threatened. They don't know why. They must solve the mystery of their attacker's motives, and in the meantime fend off more attacks. They must put two and two together to deal with the problem.  The BGs have mistaken PCs for somebody else.  
066:Diplomacy I: PCs are a diplomatic vanguard, trying to open up (or shore up) either political or trade relations with a strange culture. All they have to do is manage for a day or so among the strange customs without offending anybody . . . and what information they have is both incomplete and dangerously misleading.  
067:Diplomacy II: PCs are a diplomatic vanguard, trying to open up (or shore up) either political or trade relations with a strange culture. All they have to do is manage for a day or so among the strange customs without offending anybody . . . and what information they have is both incomplete and dangerously misleading.  PCs were chosen by somebody who knew they weren't prepared for it - an NPC trying to sabotage the works (pinning this BG might be necessary to avert disaster).  
068:Reconnaisance I: PCs are working surveillance - spying on a person, gathering information on a beast in the wild, scouting a new sector. Regardless of the scale, the primary conflict (at least at the start) is the rule that they are only to watch, listen and learn. They are not to make contact or let themselves be known.  
069:Reconnaisance II: PCs are working surveillance - spying on a person, gathering information on a beast in the wild, scouting a new sector. Regardless of the scale, the primary conflict (at least at the start) is the rule that they are only to watch, listen and learn. They are not to make contact or let themselves be known. The target gets itself in trouble and PCs must decide whether to break the no-contact rule in order to mount a rescue.  
070:Missing Persons I: Someone is gone: they've run away, gotten lost, or simply haven't called home in a while. Somebody misses them or needs them returned. PCs are called in to find them and bring them back.  
071:Missing Persons II: Someone is gone: they've run away, gotten lost, or simply haven't called home in a while. Somebody misses them or needs them returned. PCs are called in to find them and bring them back.  The target has been kidnapped (possibly to specifically lure PCs). 
072:Missing Persons III: Someone is gone: they've run away, gotten lost, or simply haven't called home in a while. Somebody misses them or needs them returned. PCs are called in to find them and bring them back.  The target is dangerous and escaped from a facility designed to protect the public. 
073:Missing Persons IV: Someone is gone: they've run away, gotten lost, or simply haven't called home in a while. Somebody misses them or needs them returned. PCs are called in to find them and bring them back.  The target is valuable and escaped from a place designed to keep him safe, cozy, and conveniently handy. 
074:Missing Persons V: Someone is gone: they've run away, gotten lost, or simply haven't called home in a while. Somebody misses them or needs them returned. PCs are called in to find them and bring them back.  The target has a reason for leaving that PCs will sympathize with. 
075:Missing Persons VI: Someone is gone: they've run away, gotten lost, or simply haven't called home in a while. Somebody misses them or needs them returned. PCs are called in to find them and bring them back.  The target has stumbled across another adventure (either as protagonist or victim), which PCs must then undertake themselves. 
076:Missing Persons VII: Someone is gone: they've run away, gotten lost, or simply haven't called home in a while. Somebody misses them or needs them returned. PCs are called in to find them and bring them back.  The missing "person" is an entire expedition or pilgrimage of some kind. 
077:Missing Persons VIII: Someone is gone: they've run away, gotten lost, or simply haven't called home in a while. Somebody misses them or needs them returned. PCs are called in to find them and bring them back.  The target isn't a runaway or missing/lost - they're just someone that PCs have been hired to track down (possibly under false pretenses).  
078:Amnesia I: One or more of PCs wakes up with no memory of the recent past, and now they find themselves in some kind of trouble they don't understand. PCs must find the reason for the memory lapse, and solve any problems they uncover in the meantime.  
079:Amnesia II: One or more of PCs wakes up with no memory of the recent past, and now they find themselves in some kind of trouble they don't understand. PCs must find the reason for the memory lapse, and solve any problems they uncover in the meantime.  The forgetful PCs voluntarily suppressed or erased the memories, and they find themselves undoing their own work.  
080:Unexplained I:  Something both bad and inexplicable is happening (racial tension is being fired up in town, all the power is out, the beer supply is drained, it's snowing in July, Voyager still has fans, hordes of aliens are eating all the cheese), and a lot of people are very troubled by it. PCs must track the phenomenon to its source, and stop it.  
081:Unexplained II:  Something both bad and inexplicable is happening (racial tension is being fired up in town, all the power is out, the beer supply is drained, it's snowing in July, Voyager still has fans, hordes of aliens are eating all the cheese), and a lot of people are very troubled by it. PCs must track the phenomenon to its source, and stop it.  PCs are somehow unwittingly responsible for the whole thing. 
082:Unexplained III:  Something both bad and inexplicable is happening (racial tension is being fired up in town, all the power is out, the beer supply is drained, it's snowing in July, Voyager still has fans, hordes of aliens are eating all the cheese), and a lot of people are very troubled by it. PCs must track the phenomenon to its source, and stop it.  What seems to be a problem of one nature (technological, personal, biological, chemical, magical, political, etc) is actually a problem of an alternate one.  
083:Defence I:  PCs are assigned to guard a single vital spot (anything from a mountain pass to a solar system) from impending or possible attack. They must plan their defensive strategy, set up watches, set traps, and so on, and then deal with the enemy when it arrives.  
084:Defence II:  PCs are assigned to guard a single vital spot (anything from a mountain pass to a solar system) from impending or possible attack. They must plan their defensive strategy, set up watches, set traps, and so on, and then deal with the enemy when it arrives.  The intelligence PCs was given turns out to be faulty, but acting on the new information could result in greater danger - but so could not acting on it, and PCs must choose or create a compromise. 
085:Defence III:  PCs are assigned to guard a single vital spot (anything from a mountain pass to a solar system) from impending or possible attack. They must plan their defensive strategy, set up watches, set traps, and so on, and then deal with the enemy when it arrives.  PCs learn that the enemy has good and sympathetic reason for wanting to destroy the protected spot.  
086:Unfamiliar Surroundings I: PCs are minding their own business and find themselves transported to a strange place. They must figure out where they are, why they are there and how to escape.  
087:Unfamiliar Surroundings II: PCs are minding their own business and find themselves transported to a strange place. They must figure out where they are, why they are there and how to escape.  They were brought there specifically to help someone in trouble. 
088:Unfamiliar Surroundings III: PCs are minding their own business and find themselves transported to a strange place. They must figure out where they are, why they are there and how to escape.  They were brought there by accident, as a by-product of something strange and secret. 
089:Unfamiliar Surroundings IV: PCs are minding their own business and find themselves transported to a strange place. They must figure out where they are, why they are there and how to escape.  Some of PCs' enemies were transported along with them (or separately), and now they have a new battleground, and innocents to convince which guys are the good guys.  
090:Preemption I:  A BG or organization is getting ready to do something bad, and PCs have received a tip-off of some sort. They must investigate to find out more about the caper, and then act to prevent it.  
091:Preemption II:  A BG or organization is getting ready to do something bad, and PCs have received a tip-off of some sort. They must investigate to find out more about the caper, and then act to prevent it.  The initial tip-off was a red herring meant to distract PCs from the actual caper. 
092:Preemption III:  A BG or organization is getting ready to do something bad, and PCs have received a tip-off of some sort. They must investigate to find out more about the caper, and then act to prevent it.  There are two simultaneous Bad Things on the way, and no apparent way to both of them - how to choose?  
093:Outbreak/Breakout I: Somebody has tinkered with Things Man Ought Not, or opened a portal to the Mean People Dimension, cracked a wall at the state prison, or summoned an ancient Babylonian god into a penthouse. Before PCs can even think of confronting the source of the trouble, they must deal with the waves of trouble already released by it: monsters, old foes out for vengeance, curious aliens who think cars/citizens/McDonald's hamburgers resemble food, and so forth.  
094:Outbreak/Breakout II: Somebody has tinkered with Things Man Ought Not, or opened a portal to the Mean People Dimension, cracked a wall at the state prison, or summoned an ancient Babylonian god into a penthouse. Before PCs can even think of confronting the source of the trouble, they must deal with the waves of trouble already released by it: monsters, old foes out for vengeance, curious aliens who think cars/citizens/McDonald's hamburgers resemble food, and so forth.  PCs can't simply take the released badness to the mat; they have to collect it and shove it back into the source before it the adventure can really end. 
095:Outbreak/Breakout III: Somebody has tinkered with Things Man Ought Not, or opened a portal to the Mean People Dimension, cracked a wall at the state prison, or summoned an ancient Babylonian god into a penthouse. Before PCs can even think of confronting the source of the trouble, they must deal with the waves of trouble already released by it: monsters, old foes out for vengeance, curious aliens who think cars/citizens/McDonald's hamburgers resemble food, and so forth.  PCs are drawn in to the source and must solve problems on the other side before returning to this one. 
096:Outbreak/Breakout IV: Somebody has tinkered with Things Man Ought Not, or opened a portal to the Mean People Dimension, cracked a wall at the state prison, or summoned an ancient Babylonian god into a penthouse. Before PCs can even think of confronting the source of the trouble, they must deal with the waves of trouble already released by it: monsters, old foes out for vengeance, curious aliens who think cars/citizens/McDonald's hamburgers resemble food, and so forth.  A secret book, code, or other rare element is necessary to plug the breach (maybe just the fellow who opened it). 
097:Quest I: Somebody needs a dingus (to fulfill a prophecy, heal the monarch, prevent a war, cure a disease, or what have you). PCs must find a dingus. Often an old dingus, a mysterious dingus, and a powerful dingus. PCs must learn more about it to track it down, and then deal with taking it from wherever it is.  
098:Quest II: Somebody needs a dingus (to fulfill a prophecy, heal the monarch, prevent a war, cure a disease, or what have you). PCs must find a dingus. Often an old dingus, a mysterious dingus, and a powerful dingus. PCs must learn more about it to track it down, and then deal with taking it from wherever it is.  The dingus is incomplete when found (one of the most irritating and un-fun plot twists in the universe). 
099:Quest III: Somebody needs a dingus (to fulfill a prophecy, heal the monarch, prevent a war, cure a disease, or what have you). PCs must find a dingus. Often an old dingus, a mysterious dingus, and a powerful dingus. PCs must learn more about it to track it down, and then deal with taking it from wherever it is.  Somebody already owns it (or recently stole it, sometimes with legitimate claim or cause). 
100:Quest IV: Somebody needs a dingus (to fulfill a prophecy, heal the monarch, prevent a war, cure a disease, or what have you). PCs must find a dingus. Often an old dingus, a mysterious dingus, and a powerful dingus. PCs must learn more about it to track it down, and then deal with taking it from wherever it is.  The dingus is information, or an idea, or a substance, not a specific dingus. 
101:Quest V: Somebody needs a dingus (to fulfill a prophecy, heal the monarch, prevent a war, cure a disease, or what have you). PCs must find a dingus. Often an old dingus, a mysterious dingus, and a powerful dingus. PCs must learn more about it to track it down, and then deal with taking it from wherever it is.  PCs must "go undercover" or otherwise infiltrate a group or society, gaining the dingus by guile or stealth.  
102:Recent Ruins I:  A town, castle, starship, outpost, or other civilized construct is lying in ruins. Very recently, it was just dandy. PCs must enter the ruins, explore them, and find out what happened.  
103:Recent Ruins II:  A town, castle, starship, outpost, or other civilized construct is lying in ruins. Very recently, it was just dandy. PCs must enter the ruins, explore them, and find out what happened.  Whatever ruined the ruins (including mean people, weird radiation, monsters, a new race, ghosts) is still a threat; PCs must save the day. 
104:Recent Ruins III:  A town, castle, starship, outpost, or other civilized construct is lying in ruins. Very recently, it was just dandy. PCs must enter the ruins, explore them, and find out what happened.  The inhabitants destroyed themselves. 
105:Recent Ruins IV:  A town, castle, starship, outpost, or other civilized construct is lying in ruins. Very recently, it was just dandy. PCs must enter the ruins, explore them, and find out what happened.  The "ruins" are a derelict ship or spaceship, recently discovered. 
106:Recent Ruins V:  A town, castle, starship, outpost, or other civilized construct is lying in ruins. Very recently, it was just dandy. PCs must enter the ruins, explore them, and find out what happened.  The "ruin" is a ghost town, stumbled across as PCs travel - but the map says the town is alive and well.  
107:Danger Zone I: PCs must travel through a hazardous area, and get through without being killed, robbed, humiliated, debased, diseased, or educated by whatever is there. The troubles they encounter are rarely personal in nature - the place itself is the "BG" of the adventure.  
108:Danger Zone II: PCs must travel through a hazardous area, and get through without being killed, robbed, humiliated, debased, diseased, or educated by whatever is there. The troubles they encounter are rarely personal in nature - the place itself is the "BG" of the adventure.  The place isn't dangerous at all, and the various "dangers" are actually attempts to communicate with the party by some agent or another.  
109:Big Game I: PCs are on a hunting expedition, to capture or kill and elusive and prized creature. They must deal with its environment, its own ability to evade them, and possibly its ability to fight them.  
110:Big Game II: PCs are on a hunting expedition, to capture or kill and elusive and prized creature. They must deal with its environment, its own ability to evade them, and possibly its ability to fight them.  The creature is immune to their devices and weapons. 
111:Big Game III: PCs are on a hunting expedition, to capture or kill and elusive and prized creature. They must deal with its environment, its own ability to evade them, and possibly its ability to fight them.  There are other people actively protecting the creature. 
112:Big Game IV: PCs are on a hunting expedition, to capture or kill and elusive and prized creature. They must deal with its environment, its own ability to evade them, and possibly its ability to fight them.  The creature's lair allows PCs to stumble onto another adventure.  
113:Contest I: PCs are participants in a race, contest, tournament, scavenger hunt or other voluntary bit of sport. They must win.  
114:Contest II: PCs are participants in a race, contest, tournament, scavenger hunt or other voluntary bit of sport. They must win.  The other contestants are less honest, and PCs must overcome their attempts to win dishonestly. 
115:Contest III: PCs are participants in a race, contest, tournament, scavenger hunt or other voluntary bit of sport. They must win.  PCs are competing for a deeper purpose than victory, such as to keep another contestant safe, or spy on one, or just to get into the place where the event goes down. 
116:Contest IV: PCs are participants in a race, contest, tournament, scavenger hunt or other voluntary bit of sport. They must win.  PCs don't wish to win; they just wish to prevent the BG from winning. 
117:Contest V: PCs are participants in a race, contest, tournament, scavenger hunt or other voluntary bit of sport. They must win.  The event is a deliberate test of PCs abilities (for entry into an organization, for example). 
118:Contest VI: PCs are participants in a race, contest, tournament, scavenger hunt or other voluntary bit of sport. They must win.  The event becomes more deadly than it's supposed to.  
119:Boxed In I: PCs are imprisoned/trapped, and must engineer an escape, overcoming any guards, automatic measures, and geographic isolation their prison imposes on them.  
120:Boxed In II: PCs are imprisoned/trapped, and must engineer an escape, overcoming any guards, automatic measures, and geographic isolation their prison imposes on them.  Something has happened in the outside world and the prison security has fallen lax because of it. 
121:Boxed In III: PCs are imprisoned/trapped, and must engineer an escape, overcoming any guards, automatic measures, and geographic isolation their prison imposes on them.  PCs have been hired to "test" the prison - they aren't normal inmates. 
122:Boxed In IV: PCs are imprisoned/trapped, and must engineer an escape, overcoming any guards, automatic measures, and geographic isolation their prison imposes on them.  Other prisoners decide to blow the whistle for spite or revenge. 
123:Boxed In V: PCs are imprisoned/trapped, and must engineer an escape, overcoming any guards, automatic measures, and geographic isolation their prison imposes on them.  PCs are undercover to spy on a prisoner, but are then mistaken for real inmates and kept incarcerated. 
124:Boxed In VI: PCs are imprisoned/trapped, and must engineer an escape, overcoming any guards, automatic measures, and geographic isolation their prison imposes on them.  PCs must escape on a tight schedule to get to another adventure outside the walls.  
125:Hijacking I: PCs are on board a populated conveyance (East Indiaman, Cruise Ship, Ferry, Sleeper Starship) or some structure (building, castle), when it is hijacked. PCs must take action while the normals sit and twiddle.  
	Examples: Toy Soldiers, Speed
126:Hijacking II: PCs are on board a populated conveyance (East Indiaman, Cruise Ship, Ferry, Sleeper Starship) or some structure (building, castle), when it is hijacked. PCs must take action while the normals sit and twiddle.  The "hijackers" are government agents pulling a complicated caper, forcing PCs to choose sides. 
127:Hijacking III: PCs are on board a populated conveyance (East Indiaman, Cruise Ship, Ferry, Sleeper Starship) or some structure (building, castle), when it is hijacked. PCs must take action while the normals sit and twiddle.  The hijackers don't realize there is a secondary danger that must be dealt with, and any attempt to convince them is viewed as a trick. 
128:Hijacking IV: PCs are on board a populated conveyance (East Indiaman, Cruise Ship, Ferry, Sleeper Starship) or some structure (building, castle), when it is hijacked. PCs must take action while the normals sit and twiddle.  The normals are unhelpful or even hostile to PCs because they think PCs are just making matters worse. 
129:Hijacking V: PCs are on board a populated conveyance (East Indiaman, Cruise Ship, Ferry, Sleeper Starship) or some structure (building, castle), when it is hijacked. PCs must take action while the normals sit and twiddle.  PCs have somehow escaped initial BG detection, and must sneak around conveyance/structure. 
	Examples: Die Hard
130:Troublemakers I: A BG (or a group of them, or multiple parties) is kicking up a ruckus, upsetting the neighbors, poisoning the reservoirs, or otherwise causing trouble. PCs have to go where the trouble is, locate the BGs, and stop the party.  
131:Troublemakers II: A BG (or a group of them, or multiple parties) is kicking up a ruckus, upsetting the neighbors, poisoning the reservoirs, or otherwise causing trouble. PCs have to go where the trouble is, locate the BGs, and stop the party.  PCs must not harm the perpetrator(s); they must be bagged alive and well. 
132:Troublemakers III: A BG (or a group of them, or multiple parties) is kicking up a ruckus, upsetting the neighbors, poisoning the reservoirs, or otherwise causing trouble. PCs have to go where the trouble is, locate the BGs, and stop the party.  The BGs have prepared something dangerous and hidden as "insurance" if they are captured. 
133:Troublemakers IV: A BG (or a group of them, or multiple parties) is kicking up a ruckus, upsetting the neighbors, poisoning the reservoirs, or otherwise causing trouble. PCs have to go where the trouble is, locate the BGs, and stop the party.  The "BG" is a monster or dangerous animal (or an intelligent creature that everybody thinks is a monster or animal). 
134:Troublemakers V: A BG (or a group of them, or multiple parties) is kicking up a ruckus, upsetting the neighbors, poisoning the reservoirs, or otherwise causing trouble. PCs have to go where the trouble is, locate the BGs, and stop the party.  The "BG" is a respected public figure, superior officer, or someone else abusing their authority, and PCs might meet hostility from normally-helpful quarters who don't accept that the BG is bad. 
135:Troublemakers VI: A BG (or a group of them, or multiple parties) is kicking up a ruckus, upsetting the neighbors, poisoning the reservoirs, or otherwise causing trouble. PCs have to go where the trouble is, locate the BGs, and stop the party.  A balance of power perpetuates the trouble, and PCs must choose sides to tip the balance and fix things. 
136:Troublemakers VII: A BG (or a group of them, or multiple parties) is kicking up a ruckus, upsetting the neighbors, poisoning the reservoirs, or otherwise causing trouble. PCs have to go where the trouble is, locate the BGs, and stop the party.  The "trouble" is diplomatic or political, and PCs must make peace, not war.  
137:Exploration I: PCs are explorers, and their goal is to enter an unknown territory and scope it out. Naturally, the job isn't just going to be surveying and drawing sketches of local fauna; something is there, something fascinating and threatening.  Other potential conflicts involve damage to PCs' conveyance or communication equipment, in which case this becomes Survivor.  
138:Exploration II: PCs are explorers, and their goal is to enter an unknown territory and scope it out. Naturally, the job isn't just going to be surveying and drawing sketches of local fauna; something is there, something fascinating and threatening.  Other potential conflicts involve damage to PCs' conveyance or communication equipment, in which case this becomes Survivor.  Either the place itself is threatening (in which case PCs must both play National Geographic and simultaneously try to escape with their skin, sanity, and credit rating) or the place itself is very valuable and wonderful, and something else there is keen on making sure PCs don't let anyone else know. 
	Plot Special Conditions: 
PLOT, PC RELATIVE, SPECIAL CONDITIONS (2d12)						
2...	PCs must work alongside an NPC or organization they'd rather not pal around with (those who are normally
	rivals or BGs, or just a snooty expert sent along to "help" them, etc). 
3...	The victims are really BGs and/or the BGs are really victims. 
4...	PCs meet others who can help them, but won't unless PCs agree to help them with their own causes. 
5...	The BG is somebody PCs know personally, even respect or love (or someone they fall for, mid-story). 
6...	PCs must succeed without violence, or with special discretion. 
7...	PCs must succeed without access to powers, equipment, or other resources they're used to having. 
8...	PCs are forced to act by outside force/organization.
9...	Another group comparable to PCs has already failed to succeed, and their bodies/equipment/etc provide clues
	to help PCs do better. 
10...	There are innocents nearby that PCs must keep safe while dealing with the adventure. 
11...	The adventure begins suddenly and without warning or buildup; PCs are tossed into the fire of action in scene
	one. 
12...	Combination Plot: Some very satisfying adventures weave two separate (or thematically-related) plots together.
	An easy way to make this work is to make one plot physical and the other plot personal. That way just one of the
	plots puts demand on PCs' location, while the other one can tag along anywhere. For example: PCs are 
	hired to escort a prince to a summit so he can appear before the masses and end a war (a physical and simple 
	example of Escort), but on the way, they realize that the poor guy is suicidal because state obligations 
	have ruined his love life, and must prevent his self-destruction by either fixing the problem or convincing him to 
	shoulder the burden (a personal and metaphorical example of Preemption).  Roll again and combine.
13...	No Change
14...	Combination Special Condition: Roll again on this table and combine.
15...	PCs must pretend to be someone else, or pretend to be themselves but with very different allegiances, values
	or tastes. 
16...	PCs can't do everything and must choose: which evil to thwart? Which innocents to rescue? Which value or 
	ideal to uphold? 
17...	PCs must make a personal sacrifice or others will suffer. 
18...	PCs aren't asked to solve the problem, just to render aid against a backdrop of larger trouble: get in a
	shipment of supplies, sneak out a patient that needs medical help, or so on. 
19...	PCs aren't meant/expected to succeed, or mission is a diversionary/suicide mission; PCs may or may not know.
20...	PC(s) is (or is presumed to be) a lost heir, fulfillment of a prophecy, volcano god, or some other savior and/or 
	patsy, which is why PCs must do whatever the adventure is about. 
21...	There is another group of PC-like characters "competing" on the same adventure, possibly with very different 
	goals for the outcome.
22...	PCs are a third party. Either PCs are accompanying other characters in the midst of such a plot (often being 
	called on to defend the plot from the outside, as it were), or they are minding their own business when the others
	involved in the plot show up, and must pick sides or simply resist. For instance, with Shelter,
	PCs could already be enjoying (or native to) the shelter when a strange group arrives. If the "PCs are 
	unwelcome" variant is employed, then perhaps PCs will be the only voice of reason to still the religious fervor,
	racial prejudice, anti-monster sentiment, or whatever else is the source of conflict.  
23...	Role reversal, placing PCs in the position where NPCs (often the BG, fugitive, etcetera) normally are. 
	instead of hunting, they must be hunted. Instead of fixing, they must avoid getting "fixed" themselves (ow). 
	Alternately, leave a classic plot intact but turn the twists upside down, making them twistier (or refreshingly un 
	twisty).   
24...	False Plot: A nice basic method is the chameleon game, where an adventure presents itself as one type of story 
	in the "hook layer" but reveals itself as something else. Sometimes, the switch is innocent and natural - Don't Eat 
	the Purple Ones, for example, makes a good hook for Danger Zone, and Unexplained is a 
	logical lead for Outbreak/Breakout. Sometimes, the switch is something more sinister or deliberate, with NPCs selling 
	the adventure as one thing when it's really another. This can still be innocent, in its way, if the NPCs have been 
	duped themselves, or if they're just desperate for help and worried that nobody will be eager to tackle the real 
	problem.  Roll again for "real" plot.							
	Plot Scale: Scale represents the overall size of the organization, or the area or population affected.  The die type used for this table will depend on the campaign scope, as determined by the GM. 
PLOT, SCALE (1dx)									
1...	Individual; party of PCs
2...	Ship crew; neighborhood/small-town; street gang; small-business				
3..	Metro-area; county; corporation
4...	US state; small country; avg. army/navy; [minority] ethnic/religious group				
5...	United States; europe; US military; megacorporation
6...	(Early) known world; (modern) "civilized" world; continental					
7...	Global; single planet
8...	Single star system								
9...	Interstellar nation
10...	Galaxy-wide									
11...	Known universe
12...	Multi-planar; Wolfram & Hart; time-cops; Traditions/Technocracy				
	Subject: The Aggressor for a particular plot may be chosen from the Faction List based on context, proximity and ability, or randomly determined using Frequency of Appearance (for multiples, the best check wins).  If the location of subject or target is needed, destination of goods or items, etc., refer to Region/City (Abstract/Specific).
PLOT, SUBJECT AFFILIATION (1d12)		PLOT, SUBJECT TYPE (1d10)				
Note: affiliation is relative to PCs									
1-2...	Hostile				1...	Admin/Political	7...	Academic/Sage		
3-4...	Neutral				2...	Citizen/Popular	8...	Business/Economic	
5-6...	Friendly				3...	Military/Martial	9...	Science/Medical		
7-8...	Unknown				4...	Criminal/Illegal	10...	*And*		
9-10...	Self/PC Faction			5...	Religious/Spiritual								
11-12...	Story-Appropriate			6...	Occult/Mystical				
PLOT, SUBJECT, LOCATION (1d12)										
See Region/City (Abstract/Specific) for geographic location, as required.
				Example:									
1...	Power Source		Stonehenge; Caern; haunted house; factory; power plant
2...	Headquarters/Home Bldg.	residence/mansion; capitol/federal bldg.; corp HQ; store					
3...	Landmark/Monument		nat'l monument; fountain at center of town; white-oak; a bridge
4...	Homeland/Turf											
5...	Workplace
6...													
7...	Recreation/Luxury		brothel; spa; fairgrounds; theme park
8...	Storage/Utility		ammo dump; warehouse; bank; factory						
9...	Fortress/Defense		fort/castle; military/air base
10...	Sacred/Sentimental 		shrine; burial site								
11...	Hideout/Secret		smugglers' cave; hidden cache; thieves' guild(house)
12...	Combo/Special		@GMD									
PLOT, SUBJECT, ACTIVITY/CONCEPT (1d12)									
				Example:										
1...	Occult/Paranormal	
2...	Law & Order		
3...	Anarchy & Chaos	
4...	Corruption		
5...	Government Type
6...	Bondage/Freedom
7...	Good/Evil		
8...	Economic		
9...	Military Operation	
10...	Religion		
11...	Crime/Piracy	
12...	Combo/Special		@GMD									
PLOT, SUBJECT, EVENT/TASK (1d12)										
				Example:										
1...	Medical	
2...	Guard/Police	
3...	Rebellion	
4...	Construction
5...	Educational
6...	Entertainment/Party
7...	Marriage
8...	Repair
9...	Crew/Operation
10...	Religious
11...	Criminal
12...	Combo/Special		@GMD									
PLOT, SUBJECT, INDIVIDUAL (1d12)										
				Example:										
1...	Occult/Mystical
2...	Authority		
3...	Personality	
4...	Advisory	
5...	Self/Leader	
6...	Social			
7...	Romantic/Family
8...	Worker/Employee	
9...	Martial		
10...	Religious	
11...	Criminal		
12...	Combo/Special		@GMD									
PLOT, SUBJECT, GROUP (1d12)											
				Example:										
1...	Cult/Paranormal		
2...	Authorities			
3...	Racial/Political	
4...	Advisory		
5...	Self+/Leadership	
6...	Social				
7...	Romantic/Family	
8...	Company/Labor	
9...	Martial	
10...	Religious	
11...	Criminal		
12...	Combo/Special		@GMD									
PLOT, SUBJECT, ITEM (1d12)											
				Example:										
1...	Occult/Paranormal	
2...	Law & Order		
3...	Anarchy & Chaos	
4...	Corruption		
5...	Government Type
6...	Bondage/Freedom
7...	Good/Evil		
8...	Economic		
9...	Military Operation	
10...	Religion		
11...	Crime/Piracy	
12...	Combo/Special		@GMD									

	Means: The Means of any plot/mission will be heavily influenced by the Aggressors' personality and motivation; discard any contradictory result.  Especially intelligent Aggressors might be inclined to use methods that differ from their personality/motivation to keep others guessing, and some circumstances may restrict or dictate Means other than what the Aggressor might normally be inclined to use; this is left to GM discretion.
MEANS													
Means:				Example:									
Direct 	 			Challenge, charge, lawsuit
Cooperative 			Coalition, bringing friends, petition, conspiracy
Remote 				Magic, using surrogates, sniping, poisoning
Stealth 				Sneaking up, ambush, shadowing, stalking, assassination
Deceptive 				Entrapment, seduction
Infiltration/Usurption
Indirect (Leverage)		Blackmail
Indirect (Power)			Frame-Up, betrayal
Indirect (Ally/Surrogate)	Turn friend/crew against, cut supply lines
Indirect (Possession)		Theft, arson, vandalism, desecration
Indirect (Permission)		Suicide mission, bad position, refusal to save/rescue, marooning
Primary Trait			Choose most appropriate, from above
Secondary Trait			Choose most appropriate, from above
Combination			Roll twice
2...		Dead or Alive
3...		Any Means Necessary
4...		Covert/Sensitive
5...		No Harm to [Subject]
6-8...		Combination/Special
9-13...	None
14-16...	Specified Method
17...		Diversionary
18...		Trivial
19...		Crucial
20...		Ongoing/Long-Term			
Misunderstanding
Double-Cross
Triple-Cross	
Chaperoned/Supervised	
Mundane/Non-Threatening
	Mission Deadline: Base deadline is the listed average travel time to (and from, if appropriate) mission destination, plus a "reasonable" (@GMD) amount of time to complete the mission.  Roll 1d6 and modify base deadline by the following table, and round to the nearest day/week/month as appropriate.  If a mission is to occur at a certain time, or before a certain event, etc., then the Deadline result represents the amount of time before that time/event occurs.
MISSION DEADLINE (1d8)													
1...ASAP 			2...Base			3...Base x1.25			4...Base x1.5	
5...Base x2.0		6...Base x2.5		7...Base x3.0			8...Unspecified			
	Mission Compensation Type: Compensation should be figured for missions against the PCs, or PC-Neutral missions, as it may affect the disposition of those conducting the mission (i.e. how much money they have on them).
	Mods:
Civilian Patron is Dead-Broke...			 -8
Civlian Patron is Struggling/Poor...			 -6
Civilian Patron is Average...				±0
Civilian Patron is Comfortable...			+2
Civilian Patron is Wealthy+...				+4
Civilian Patron represents an organization...	+4
Patron is a local authority/minor officer...		+2
Patron is a national authority/major officer...	+4
MISSION COMPENSATION TYPE (3d6)											
≤3-4...	Honor...			Righteousness, altruism, good-will, etc.; gain Reputation
5-6...		Marriage/Servitude...	Gain Ally, Ally Group, Dependent, Contact					
7-8...		Favor...			"I owe you one"; service to be determined, gain Contact
9-10...	Unspecified Reward...	"You will be well compensated"; re-roll after completion			
11...		Work/Labor...		By Patron's occupation or ability
12...		Monetary/Goods...	According to ability to pay/provide							
13...		Land...			Only available from land-owner
14...		Title/Promotion...		Only available from Patron in position of authority; gain 1 rank		
15...		Legal...			Only available from Patron in position of authority; gain 1 legal favor
16-17...	Combination...		Roll twice											
18+...	Special...			Information, treasure map, etc.; GM Choice					
	Mission Compensation Amount: Use the following formula to determine base monetary compensation: Crew pay (use Job Table to determine individual pay, multiplied by number of crewmen) for average travel time to destination +$100x Patron's MCL; round out to nearest whole amount, @GMD.  Currency type may be determined using Destination, Region @GMD.  Land grants=1d10 acres x1(Comfortable), x5(Wealthy), x10(V.Wealthy), x25(Filthy Rich); location of lands @GMD, although local/small-time Patrons could use Destination to determine location.  Both are subject to variation (see below) and bargaining, using QC:Merchant ±Reaction; ±2% per result (20% max). 
	Mods:
Special ROE...								+4
Illegal...									+6
Bonus (included; ±0 if bonus condition not completed)...	+8
Combined with other compensation type...			 -10
MONETARY COMPENSATION VARIATION (4d6)			
≤0...	33%		  7...	85%		14...	100%	  21...145%
  1...	45%		  8...	90%		15...	105%	  22...160%
  2...	50%		  9...	93%		16...	110%	  23...175%
  3...	60%		10...	95%		17...	115%	  24...200%	
  4...	66%		11...	98%		18...	120%	25+..+25%
  5...	75%		12...	100%	19...	125%			
  6...	80%		13...	100%	20...	135%			
	GM Notes: 
Generate compensation for missions unrelated or against PCs, which will determine what the BGs were offered/demanding, and may affect loot, information, etc.