maxwriter

Journalist and GM, presently writing freelance for Knights of the Dinner Table Magazine.

Bureau 13 – Walnut Creek

Bureau 13, sometimes called the Bureau or the Agency, was secretly established to combat the evil or destructive side of the supernatural.  Much like a simple detective agency, the usually small teams of Bureau 13 traveled the country, investigating, watching, and if necessary, disposing of the paranormal.

Vivian Bradley was a nerd.  She knew it.  She didn’t care.  She could speak Klingon, for God’s sake.  Before she had been recruited by the Bureau, she had been a programmer and worked with Information Technology.  Jason Harken was very, very lucky.  Formerly a beat cop, he was a solid man who had proved himself a credit to the force until he’d run into that THING in the alley.  Zachary Rosenbaum had been with the highway patrol before his own recruitment.  Joseph Black had been a sergeant in the Marine Corps and, unlike Rosenbaum, believed in nothing.  All four were members of the bureau in June of 1992, working together and driving across the country in one of the Bureau’s Colorado RVs, fully decked out with weapons and equipment that could be used in the defense of mankind against evil.

On April 2, 2011, I ran a Bureau 13 game (the introductory scenario Walnut Creek) as a one-shot to test out the game for a review in Knights of the Dinner Table Magazine.  My players were Melissa, Nathan, Matt, and James.

Paranoia – Robot Imana-665-C Part 2

Security Clearance ULTRAVIOLET.

WARNING: Knowledge or possession of contents by any citizen of Security Clearance VIOLET or lower constitutes treason, and is punishable by summary execution.  The Computer is your friend.  You have been warned.

STAY ALERT.  TRUST NO ONE.  KEEP YOUR LASER HANDY.

Until recently, four clones had been at the lowest security clearance: INFRARED.  But those four had recently been promoted to RED level and given jobs as Troubleshooters, an elite service unit comprised of citizens from all service groups.

Vance-R-GIR-1 was a solidly built clone with the Power Services group.  Unknown to anyone but his brother clones, Vance was also a member of the secret society Pro-Tech with the codename: Darkbooty.  Kyle-R-ICC-1 was member of the Production, Logistics, and Commissary service group and, like most personnel in that service group, was dull as a box of broken computer chips.  He was also a member of the secret society Death Leopard with the rank of Worm.  Dewdz-R-DUM-1 was with the Research and Design service group and, somewhat surprisingly, not dead yet.  He was also a spy for another service group: the Central Processing Unit.  Finally, Kitty-R-FUN-1, the only female member of the group, was from the Housing Preservation & Development, and Mind Control service group.  A woman of many secrets, she was actually a member of the Illuminati, perhaps the only real secret society in Alpha Complex.

On February 18, 2011, I ran a Paranoia game as a one-shot to test out the game for a review in Knights of the Dinner Table Magazine.  My players were Rich, Nate, Reuben, and Melissa.  The scenario was “Robot Imana-665-C.” For some reason, the recording ended up in two parts.  This is part 2.

Paranoia – Robot Imana-665-C Part 1

Security Clearance ULTRAVIOLET.

WARNING: Knowledge or possession of contents by any citizen of Security Clearance VIOLET or lower constitutes treason, and is punishable by summary execution.  The Computer is your friend.  You have been warned.

STAY ALERT.  TRUST NO ONE.  KEEP YOUR LASER HANDY.

Until recently, four clones had been at the lowest security clearance: INFRARED.  But those four had recently been promoted to RED level and given jobs as Troubleshooters, an elite service unit comprised of citizens from all service groups.

Vance-R-GIR-1 was a solidly built clone with the Power Services group.  Unknown to anyone but his brother clones, Vance was also a member of the secret society Pro-Tech with the codename: Darkbooty.  Kyle-R-ICC-1 was member of the Production, Logistics, and Commissary service group and, like most personnel in that service group, was dull as a box of broken computer chips.  He was also a member of the secret society Death Leopard with the rank of Worm.  Dewdz-R-DUM-1 was with the Research and Design service group and, somewhat surprisingly, not dead yet.  He was also a spy for another service group: the Central Processing Unit.  Finally, Kitty-R-FUN-1, the only female member of the group, was from the Housing Preservation & Development, and Mind Control service group.  A woman of many secrets, she was actually a member of the Illuminati, perhaps the only real secret society in Alpha Complex.

On February 18, 2011, I ran a Paranoia game as a one-shot to test out the game for a review in Knights of the Dinner Table Magazine.  My players were Rich, Nate, Reuben, and Melissa.  The scenario was “Robot Imana-665-C.” For some reason, the recording ended up in two parts.  This is part 1.

Delta Green Puppet Shows and Shadow Plays Part 2

After the violent death of Agent Grant during the standoff at the sacred cave on August 12, 1997, the two other agents did their best to carry on with the strange investigation.  A blood-splatter specialist, Dr. Mindy Blatherstone, was added to the investigation as things continued to get more and more bizarre.   Though a suspect to the crimes had been identified, finding him was another thing entirely.  Add to that the NSA, CIA, INSCOM, and CIC agents demanding all information of the investigation, and things looked terribly suspicious.

On November 19, 2010, I ran the second Delta Green game that had started as a one-shot to test out the game for a review in Knights of the Dinner Table Magazine.  My players were Cesar, Yamil, and Melissa.  I ran the introductory scenario from the Delta Green book: Puppet Shows and Shadow Plays.  I also used the online handouts by Graham Kinniburgh [Adam Astonbury].  This is the conclusion of that scenario.

Delta Green – Puppet Shows and Shadow Plays Part 1

On Friday, August 8, 1997, three special agents of the Federal Bureau of Investigation stationed in Phoenix, Arizona, were sent to investigate a missing-persons case in nearby San Carlos.  Thirteen people had disappeared off the same road near the town in the last month.

Agent Arthur Crispy was only a year from retirement and looked it.  He had been horribly burned years before.  Sasha Petrova had been born in the U.S. of Russian immigrants and was a martial arts expert and excellent driver.  Maude Grant had been educated with hostage rescue team maneuvers.  This is their story.

On November 12, 2010, I ran a Delta Green game as a one-shot to test out the game for a review in Knights of the Dinner Table Magazine.  As we didn’t complete the game (due to the fantastic role-playing), it ended up going for two sessions.  My players were Cesar, Yamil, and Melissa.  I ran the introductory scenario from the Delta Green book: Puppet Shows and Shadow Plays.  I also used the online handouts by Graham Kinniburgh [Adam Astonbury].