ENEMY TYPE U = Unknown (0) C = Character (1) F = Faction (2) MYSTERY TYPE R = Resolved (0) U = Unknown (1) F = Family Secret (2) A = Amnesia (3) N = PC is Not Human (4) I = Searching for Item (5) BAD THING R = Resolved (0) U = Unknown (1) F = Family died (2) I = Incriminated (3) S = Seeking Revenge (4) X = Ex-Member of Enemy (5) L = Lost Love (not introduced) (6) When the lost love is introduced, change XRB to Resolved STARTING SCENARIOS Family died mysteriously* UFF Lunar refugee* FUS Total Amnesia* UAU Orphan* UFU Ex-Member of Aegis* FUX PLOTS Must gain enemy's attention* C?? F?? Need money for sibling* ?FF ??R Investigate cause* ??F ??I C?? F?? Family home must be reclaimed* ?F? ?R? Plantation under attack* F?? Meet me in two days* ?A? C?? F?? ?N? Assassins!* U?? C?? F?? Have a price on head* F?? Doctor Kim was Kidnapped!* UF? C?? F?? ?N? Enemy sighted in _Loc_ C?? ?F? Must recover artifact ?F? ?R? C?? Must capture witness ??I C?? F?? ??R ??U Answers lie in lab ?N? F?? ?R? Faction must lose F?? Faction strike team in town F?? Archaeological Dig CA? ?N? ?F? Cyclops seeks PC ?N? CR? FR? I didn't do it! C?F C?? F?? Too dangerous to live FR? ENDINGS Must defeat enemy C?? Must destroy faction F?? STANDARDS FOR STORY/PLOT DESIGN % This is the standard controller for the extra-random stories. GoCheckClue GoNoClue Msg5 hour GoLoadEpisode GoCheckHint .xplot .xend .xhint --------------- XRAN_a### plots --------------- Narrative 1 = Enemy (Character) if N1=0, no specific character enemy at the moment Narrative 2 = Enemy (Faction) if N2=0, no specific faction enemy at the moment Narrative 3 = Scene for next episode S101 = Load new episode when S101 = 1 S102 = # PC Wins S103 = Difficulcy Level, load ending when S103>75 S104 = # Wins when level last increased S105 = Have received location clue