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The MSFC Role Playing Game

Choose your characters.


The Cast:

Shanti
Master of a thousand disguises, Shanti has the power of Confusion. Affiliations with the Qem and unidentified scientific sources. He is clever at detecting hidden clues, but not so good at figuring out what they mean.

Carole
Certified Jello girl, Carole has morphing powers and the general consistancy of Jello. Some circumstances can make her turn into an evil alter-ego named Claire. Affiliations with Jello based organisms, plants, and sealife.

Andee
Seductive mistress of the night, Andee can tempt evildoers right into the sharp claws of her feline alter-ego, a panther named Selene. Affiliations with cats, breeder agents, and most alien species, notably excluding the majority of Jonaiians.

Jai
Stray cat extrordinaire, Jaicat emits sonic yowls that could shatter glass through brick walls. She is proudly aligned with cats, Jonaiians, and all neuter agents. She's also very good at figuring things out from the barest clues. A good match with Shanti for detective work.

Alena
Graceful waif, Alena moves from backstage queen to noble adventurer in a heartbeat! She has all the moves, and affiliations with neuter agents and the wee folk. Sometimes known to unexpectedly float on a passing breeze.

BeckyBee
She's so battle wise, they gave her a medal. She chewed on it for a while and decided it wasn't worth the effort, but this gal is a great addition to any fighting force.

Anna
Are your team members cold? Have they no clothing? Anna can fix all that, and add elegance to the mix, as well! She's smart, quick on the uptake, and has nimble fingers for almost any task.

Zombie
Tall, dark, and undead, the Zombie is ready to accompany our adventurers all the way to Hell. He's affiliated with Jello beings and the undead. He can also shoot green Jello pellets at red Jello beings. Do not mix with Dragondreamer.

Nate
Tall, and... well, tall! The Ogre is ready to bowl enemies over with sheer strength, and a head so hard, he can smash frozen hamburgers on it. Affiliations with trolls and rocks. Few communication skills, but some puzzle solving ability.

Pjamms
Some people say there's nothing like too much sunshine in your life. If you're Pjamms, however, you're so happy you can actually bounce people to death. How's that for a power? Sometimes killed by other team members for unexplained reasons.

Lydia
Lydia, with her strong left hook, is affiliated with breeder agents and The Church. A valuable member of any team for her cutting edge wit.

Bethweth
Psychic Bethweth can disarm the opposition with her quick witted sarcasm and mental "bitter" vibes. She also knows karate. Do not mock her. Or if you do mock her, be ready to duck.

Hobart
The quietly competant Hobart is a great addition to any team. He offers little in the way of battle expertise, but if it's a computer, he can work with it... even if it comes from another planet, or another dimension! Also known to wax philosophical.

Chrissy
Much like the CareBears, Chrissy can shoot rays of Pure Florida sunshine out of her bellybutton. This is a great help against the undead.

Mlemonick
He may not say much, but what he does say, counts! Mlemonick is a Bard, posessing the automatic rank of poet and the power to mesmerise his audience.

Mary Elizabeth
This lady's seductive wiles can be very dangerous. Especially when she's carrying a whip. She's affiliated with the breeder agents.

Loon
This bird flies by night, in and out of incredible danger. Her main attraction, however, is her sparkling wit, which has been known to charm even the undead.

Heather
Watch as the Spleen Monger earns her title, living by the sword! She is affiliated with the breeder agents.

The Flying Chef
Hungry? You won't be for long! Here's your personal chef, with a fully stocked kitchen, and great aim with goo in a food fight.

Tinea
This little moth is more than she appears, and she's an invaluable scout and verbal duelist.

Mike
Actor, Bard, dancer, philosopher, programmer--Mike is an easy choice to round out a group and shore up its weaknesses. His starting powers include the ability to vastly increase a party member's strength in a short amount of time and to swiftly pick up and improve skills/powers. However, these can be undercut by employing his annoyance skill, which often activates on its own. Creatures and party members on the receiving end of this power are unable to be affected by Mike's other abilities and may turn hostile. Affiliations with breeder, queer, geek, and performer agents.

Emmie a.k.a. Fruitbat:
Although she's as blind as a bat in the daylight hours (without her glasses, that is), Emmie has excellent nightvision. With her razor sharp talons she is quite an asset when things get ugly. However, she is most definitely unfriendly to all bugs, including some bug-type aliens, and is known to occasionally be distracted by a flight of fancy at inconvenient times.

Other Miscellaneous Characters
Nicolette, Jim, Carly, Scott, Haley

Have you chosen your team? Great. Note: If you have Carole, Alena, Andee, and Jai on the same team and you collect four Objects of Power, they can cast a Circle of Protection around your group.

How to Play

Choose a team leader. This person will be the viewpoint from which you approach the world, for as long as you choose to leave them as leader. You can change leaders at any time.

The game begins in a house. This home base is the MSFC Headquarters, a grand large house with special sections for each member. You can start exploring at any time. Your travels will naturally lead you beyond the confines of the building, and even the planet, as you meet aliens, talking cows, bikini clad women wielding baseball bats, magical creatures, neuter and breeder agents, plants that are trying to take over the world, legions of the undead, talking cats, and other things that we have only begun to imagine.

The object of the game is to go on an adventure. Have fun. Collect information. Compile these bits of info into posts that you submit to the MSFC as a whole. The better you are at finding info and choosing the right combinations of facts, the quicker you move up through the grades, beginning with Dull and moving through Student, Poet, Genius, and Consummate Charmer. Characters don't die, they just get taken off the list. The longer they remain on the list, the more power they accquire for their particular speciality. It's a mystery, an action-adventure, a fantasy, a story you create, and sometimes requires good hand-eye coordination... like in the food fight.

Wander here, wander there, to Fairy Land, another country, another planet, the local supermarket, or get lost in your own back yard and end up in Hell... Thus begins the adventure of a lifetime.

Select players

Well, I'll take... and ... and for my leader... and... let's see. ... and ... that should do it. I don't know if there's a limit on the number of team members, but I believe 6 is traditional for computer based role-playing games. So that's settled.

Shanti Main Hall, MSFC Manse

       As we stand gathered in the hallway, about to embark on our first mission, we run through our equipment list one final time. We've gathered the following items for our journey.

       Jello mix (raspberry, strawberry, lime, several unidentified specimins...)
       Magic Silly String
       Dimensional pocket for storing loot
       ACME magnets
       Assorted Toons
       Assorted Tunes
       Assorted very small rocks
       Jumbo tent
       Mysterious crystals.
       Gum

       In addition, everyone has their own set of personal supplies, according to their class.

       The hallway is enormously long. To the southwest is a set of double doors leading to the outside world. The arches along the northwest side of the hall lead to the MSFC members personal desmesnes. Along the southeast wall are an entrance to the shrine of Martha, the ambassador suites, bowling alley, rec room, research center, and chaos room. The northeast end of the hallway cannot be seen from here.
       The party is standing around and fidgeting a bit.

Your command?
>
Look up.

       Several members of the party look up, while several other members use this opportunity to tie together the shoelaces of those who are not watching their feet. The ceiling is so far away as to be difficult to make out, but appears to be a stained glass window depicting the feats of various MSFC members. Of in one corner, several lifelike depictions of Nate, Nicolette, Carole, and Pjamms locked in a heated battle with something resembling a living cheese. The main picture seems to be an illustration of the entire MSFC standing in front of the Mansion, looking heroic with weapons drawn, whilst on the horizon various evil being cowers in fear. Looking at the weapons the MSFC brings to bear, the party wonders how the monsters can be in any danger other than laughing themselves to death.
       A small section off to the side shows this to in fact be the case.
       Many areas of the ceiling seem dark; presumably these are left open to depict future feats of glory the MSFC will perform.
       The team members' necks are getting tired.

Your command?
>
What is our mission?

       The party seems to agree that they have no idea what the heck they are supposed to be doing.

Your command?
>
Yell in frustration.

       You let out a blood-curdling shriek. The rest of the party gives you an odd look.
       Your shout has brought the rest of the MSFC out of their respective lairs.

Your command?
>
Ask for advice

       The ceiling you are still facing doesn't answer, but fortunately, the Spleen Monger was passing by and managed to figure out your problem.
       "Well, you could probably ask Hobart... with his knowledge of computers, he might be able to tell you what the standard plot for this kind of game is. Or you could try asking Martha herself for guidance."
       Seeing you are just being your normal abnormal self, most of the MSFC retreats back into their rooms. However, Shanti and Nate linger behind and are watching you for further entertainment potential.

Your command?
>
Enter Martha's shrine

       As you start towards the shrine, half of the party trips and falls on their collective faces. After a bit of laughter on the part of those not having a close encounter with the floor, everything is sorted out, shoelaces are fixed, and you step into the shrine.

Shrine to Martha, MSFC Manse

       The shrine is a miracle of tasteful decor. Everything here seems to be hand-made, including candles, benches, piano, and even the image of Martha herself, constructed from used tea leaves, hand woven grasses pulled from the MSFC lawns, and something not quite ever identified, but having a muddy texture. The party is struck by an overwhelming sense of awe and a desire to move the furniture around. The only exit is back the way you came.

Your command?

Lydia >Address Martha's picture.

       After a brief conference your team decides to send forth Lydia to address the image of the divine one, on the assumption that her strong alliance with the breeder agents will provide some measure of protection against Martha's potential wrath. She approaches the image and tremulously queries: "Please, great one, give this humble group of acolytes a mission that will further glorify Your name."
       The response is immediate and unsympathetic: "YOU GET YO' BITCH ASS BACK IN THE KITCHEN AND MAKE ME SOME PIE!!!!"
       Crestfallen, Lydia retreats.

Your command?

Andee >Give Martha the finger.

       Another brief conference ensues, involving several instances of hand measuring to see whose finger will be the most effective. The conference tuns into a dispute between Nate and Zombie over whose "fingers" are the largest. Both are unwilling to settle the dispute the obvious way for fear of embarrassment. Zombie begins to taunt Nate with hamburger. In frustration Nate stalks out, then comes back with 10% of Carole's jello component, mixed with a potent combination of Dixieland Jazz and Tchaikovsky, and lobs it with terrifying force at the Zombie's crotch. It connects, and a mild popping sound is heard. The front of the Zombie's pants begins to hiss with steam, and he lets out a deflated whimper, shuffling back to his basement crypt to reconstruct himself.
       However, this hasn't settled the question at hand. Your team is now shuffling around, in shock over the vicious attack they just saw. Furthermore, you have just lost one of them. Fortunately you are not far from where you started, and can easily pick another team member. You decide that Magick and red jello isn't such a bad idea, and pick Dragondreamer to join the team.
       Hand measuring ensues again, but finally Andee has had enough. Shape shifting into her panther phase she pounces the picture and tears eight long gashes down it before the shocked, horrified, but secretly pleased company can do a thing. Triumphant, She paces away, knocking over a perfect flowerpot with her tail, and with a yawn, settles down at Carole's feet.

Your command?

Shanti >Back away from Martha before she gets angry.

       As you and your party escape the room, you notice various sharp cooking utensils had been gathering near the ceiling. As the last member of your group leaves the room, you can hear... thunder? Followed by the sound of glass breaking.
       You are grateful to have escaped Martha's wrath, but immediately you become crestfallen as you realize you still have no idea what quest you are supposed to lead your party on.

MSFC Manse, Main hall

       As the rest of the team discusses their near escape, you are left wondering what to do next.

Your command?
>
Explore

       The rest of the team sits and laughs as you examine a 5' by 5' square of floorspace immediately surrounding you. You find some rather interesting dust patterns. Perhaps you could be more specific?

Your command?
>
Examine dust patterns more closely.

       They're not that interesting.

Your command?
>
Have party spread out and look for clues as to the nature of the quest we are to embark on. Tell them to meet back here in an hour.

       After some consultation, several rounds of "Rock Paper Scissors," some random finger pointing, head scratching and the like, the rest of the group temporarily disperses to look for something that will give your team a little more direction in this game.
       The team has entered various MSFC members domains, but nobody has decided to go outside, and noone is heading down the very long hall. You consider that you should check out one of these two areas.

Your command?
>
Flip a coin.

       You discover you are dead broke.

Your command?
>
Play "Eenie Meenie Miny Moe"

       You find yourself facing down the hallway.

Your command?
>
Walk down the hallway.

MSFC Manse, somewhere in the middle of the great hall.

       As you walk down the hallway, the entrances on either side marking the territories of the various members are replaced by cold stone walls with nightlights placed in sconces at distances of about 10 feet. You have travelled what seems to be about a mile, and you still cannot see the end of the hallway.

Your command?
>
Grab a nightlight

       One of the MSFC gremlins appears, turns all your clothing backwards, and reminds you that MSFC property is not to be removed from the great hall.
       You notice that having your jeans on backwards is distinctly uncomfortable.

Your command?
>
Check the time

       This is how you discover that you are not wearing a watch, and have no idea how long it is until you are supposed to rendezvous back with your team. Come to think of it, most of your team didn't have timepieces either...

Your command?
>
Proceed down the hallway.

Msfc Manse, End of great hall

       You walk about 10 feet forward before bumping into something. Since there is nothing solid there that you can recognize, mad images of force fields and magic barriers run through your head before you recognize it as a simple mirror.
       You turn around in frustration at having come to a dead end, when a voice from above startles you.
       "You'd be wanting the next three pages of the script, wouldn't you?"
       Looking up, you see a curious statue embedded in the ceiling above you. It had two fingers in its mouth and seems to be sticking out its tongue at you. You don't see any living creature around, although you do notice that the ceiling here is much lower than at the other end of the hallway.
       As you stare, the statue begins babbling in pig latin.

Your command?

Carole >Talk to the statue

       The statue continues to babble, eventually adding English to its ramblings. You start listening harder. "...Optay Ecretsay, that's what it is! But if I was amply rewarded, I might just be able to give you a hint. Or two." With that, the statue grins and blows a raspberry that leaves you coated in slimy grey statue saliva. It has a consistancy similar to that of cement.

Your command?
>
Offer the statue a reward.

       You empty your pockets, looking for something to offer the statue, but all you have are three rubber bands, a rough quartz crystal, a striped paper clip, a pill box full of something, a pouch with the label "Do Not Open Unless Absolutely Necessary," a cat's eye marble, and a hunk of rough gray stone.

Your command?
>
Give the statue the stone.

       The statue's eyes light up as you hand it the rough gray stone, and it pops the stone in its mouth and begins crunching on it.
       "Okay, that was pretty good. I'll give you a hint about your quest. So anyway, there's this map that'll get you started among Tinea's Tomes, in the MSFC library. It's between pages 26 and 27 of the old copy of Book of Night With Moon. Good book, by the way. Not that I get much opportunity to read down here. Of course, starting is only a small portion of the... hey! Where are you going? get back here!"
       The statue continues to shout as you move back down the hallway the way that you came, eager to share your knowledge with the rest of the team. "You know your pants are on backwards! Idiot!"

Your command?
>
Grab a nightlight.

       The MSFC gremlins, far from being willing to fix your clothing problem, tie your shoelaces together and empty your pockets into your hat, which is now on the floor three feet ahead of you. As you lunge for the hat, you trip on your shoelaces and end up sitting in the middle of the hallway. Several seconds elapse as you put your various articles of clothing to rights, cursing loudly.

Your command?

Shanti >Return to the main hall.

       You begin ambling back the way you came, not at all in any hurry to return to the group and report your findings, despite the fact that you had specifically said you'd be back in an hour, and although you don't have a watch on, you feel that you only have a few minutes left, and the rest of the group might worry.

Your command?
>
Sprint back to rejoin the group.

       You take off at a dead run down the hallway and arrive at the main hall breathless.

MSFC manse, main hall

       The main hall is empty, except for Andee, who is looking at you with a peculiar expression.
       "You finished early too, huh?"
       You notice she doesn't seem to be wearing a watch, and a quick glance about the main hall confirms that there isn't a clock anywhere in sight.

Your command?
>
Ask Andee how she knows what time it is.

       It's very hard to speak when you're out of breath.

Your command?
>
Catch breath, then ask Andee how she knew the time.

       As you catch your breath, the rest of the group returns from the various portions of the mansion. All of them look pleased with the results of their search.
       You ask Andee about the time.
       "It's simple, really. A standard feature in a game like this. You just say "status" out loud, and you'll instantly receive information as to the time and date, your current health, how you are faring in your quest according to your own personal view and that of the group, if they're around, and some other general information."

Your command?
>
Why didn't you tell me this before?

       You're startled to notice that the rest of the MSFC has convened as well.

       "We wanted to watch you squirm."
       "It's in the manual!"
       "You didn't ask!"
       "A little confusion never hurt anyone."
       "Oops. Sorry."

       You're not quite able to tell who said what.

Your command?
>
Status

       What do you think this is, a computer game?

       Hobart mutters something about MSFC gremlins loose in the system again and disappears for a second. "OK, try it again."

Your command?
>
Status, please.

       Well, since you asked nicely...

       It is 10:54 A.M on March 18th in the year of Martha 1662.
       Your dignity has suffered a severe fracture, and you are slightly bruised from tripping over your shoelaces several times.
       You are moderately hungry and extremely thirsty.
       The rest of the group seems to be in good health.
       You are almost completely clueless in relation to your quest, as is the rest of the party, but they all report information that could get you started.
       The weather outside seems to be sunny, with a slight breeze and moderate humidity.
       Martha is currently furious with you and your group.

Your command?
>
Exchange findings with the party.

       The rest of the MSFC is returning to their rooms.

       Your report is met with some startlement by the rest of the group. Lydia speaks up. "I found a small dusty note under a very worn rug in Nate's lair that speaks of a map located in the garden outside, third petunia from the NE corner."
       "There's supposed to be a map located under a flagstone in the great hall."
       "And I found some information saying that only behind the statue of Martha can be found a map that speaks of our quest."

       It soon turns out that every member of your group has found a rumor of a map that will guide your quest. Unfortunately, none of them are the same map.

Your command?

Dartt >Uhhh...what?
Andee The rest of the MSFC looks at Dartt like an idiot for a second, and then it slowly downs on them that he's new. Several voices chime in in unison to try to explain that he is now in "MSFC - the Role-playing Game" but of course with everyone talking at once, the message doesn't quite make it.

Your command?
>
Explain to Dartt the game and what has happened so far.

       You step forward and explains to Dartt and another character that seems to have appeared out of the blue named "Fruitbat" that they had just split up to explore the MSFC mansion and haven't found too much. In fact, they haven't even gotten out of the house yet.

Your command?
>
Smack Dartt with rolled up Newspaper

       Sorry, you are currently out of rolled up newspapers.

Your command?
>
Ask to see the notes.

       You ask the MSFC if you can see the scraps of paper they have collected. They do indeed all lead to different places.

Your command?
>
Find the map behind Martha's statue.

       You and your team, minus Fruitbat and Dartt who are still blinking with confusion and unsure of their powers anyway, head back into Martha's shrine. Opposite the painting of Martha is a statue of Martha, with hand made angel wings hand plucked from real geese and a handmade wreath of pine. The usual benevolent smile on the statue is gone, replaced by a displeased glower. trembling in your boots, you approach the statue and peer behind its robe. There is a rolled up scrap of paper on the pedestal behind it. You reach for it, only to have the statue turn it's head withan awfule stone grinding sound and glare at you with eyes that have suddenly gone from white marble to glowing red. You screech like a girl and scuttle back to your team.

Your command?
>
Go find Chef-boy.

       You drag your team around the MSFC manse for a while before locating the famous flying chef in the rec room.

MSFC Rec Room, NE corner

       On second glance, this isn't a room, it's a theme park. Waterslides, bungee-jumping, a labyrinth, bowling alley, tennis court, mosh pit... it goes on and on. Everything under the sun... except its not. Despite the rooms immense size, it is enclosed on the top by some sort of rippling blue material.
       Nearby activities and objects include the swimming areas, the rec room skycar, the mini-golf course, the mother of all trampolines, and a dartboard.
       Brett is lying in the grass, apparently contemplating the rainbow produced from the spray of a previously unnoticed waterfall in the swimming area.

Your command?
>
Get on sky-car.

       Your team members remind you that the sky-car is a four-hour ride (complete with meal), and you still have a quest to discover. They refuse to let you board.

Your command?
>
Ask the Flying Chef to bake pies in order to appease Martha.

       Brett considers a second, then agrees. He heads off to his kitchen to begin, saying that it will probably take a few hours.

Your command?
>
Wait for the pies to get finished.

       You and your group hole up in the rec room for the requisite few hours for Brett to surface with the requested pies. Andee, Hobart, Konstantin and any other MSFC members with strong constitutions head for the super helix roller coaster in the corner. Carole heads off to the beach to play in the sand. You suddenly remember that you have no way of signaling them back when Brett returns with the pies.

Your command?
>
Status, please?

       Thbbbbbpt. Why should we?

       You scratch your head puzzledly and look around for Hobart, intending to report more gremlins in the system, but he's headed off to the tree house with Alena. Instead you find Lydia still in the area.

Your command?
>
Ask Lydia about calling back the lost team.

       She gives you a dubious look. "They didn't tell you? Check in your backpack for a comlink. once it's activated, it should broadcast to all of the MSFC."

Your command?
>
Thank Lydia and find the comlink

       You thank Lydia graciously. She murmurs something that sounds like "Whatever" and heads toward a sign that reads "This way to Temple of Eros." You don't remember seeing that before . . .
       You next dig through your pack for the comlink. It's a small cylinder that looks a little bit like a cigarette, only there is a mike at one end and a speaker on the other, plus a button in the middle.

Your command?
>
Sing "Henry the Eighth" through the comlink to see if it works.

       You proceed to do so. almost immediately screams of angry protest start to emit though the speaker.

       "Arrrrgh!"
       "What the FUCK, man?"
       "I was trying to sleep, damn it!"
       "What is your problem?"

       Hmm, apparently it does work.

Your command?
>
Radio Hobart about the gremlins.

       "Sorry guys. Uhh, Hobart, you know those gremlins in the game system? Well they're back. Over."
       "So you turn the damn thing on and assault our ears with unholy renditions of camp songs to tell me that?"
       There is a mutter of annoyed whining about how people who uses perfectly respectable comlinks in such a degrading manner sohould be tortured and beaten, then killed. It sounds a bit like Heather, but the signal's pretty weak for some reason.
       "What's it sound like? Over."

Your command?
>
Status please?

       I'll be comin' round the mountain when I come
       I'll be comin' round the mountain when I come
       I'll be blowin your fuckin head off
       I'll be blowin your fuckin head off
       I'll be whackin' your fuckin' mind out when I come. Popcorn!

       "Hmm. Okay, I'll check it out. Over."

Your command?
>
Head for the snack stand.

       You do so. It's well stocked with M&Ms, Snickers, wax lips, chips, you name it they got it. You stand there for a second. unable to decide.

Your command?
>
Get chocolate chip cookies

       You reach for the chocolate chip cookies and your pocket for some money. The wasted looking dude behind the counter waves you on. Apparently the food is free. You open the cookies and begin to eat ravenously. As you yank out handfuls of cookies and stuff them into your mouth, you notice a small rolled up piece of paper drop out of the bag.

Your command?

Lydia >Unroll and read.

       You unroll the piece of paper. Astoundingly, it is a note from Brett. "Finished the pies. Made some cookies, too. Hope you like them. Meet me at the Martha shrine ASAP - there's some weird shit going down."

Your command?
>
Radio the rest of the gang.

       You pull out your handy-dandy comlink and, dripping with politeness, inform the group that their presence is required at the shrine. There is an utter lack of response. "Guys? Guys?" you say, louder this time. Nothing. Clearly a song is necessary...

       "I met someone at the dog show
       she was holding my left arm
       but everyone was acting normal so I tried to look nonchalant

       We both said I really love you
       The Shriners loaned us cars
       We raced up and down the sidewalk twenty thousand million times.."

       "Hey, that was the first alternative song I ever loved," says Lydia, sounding slightly out of breath.
       "Wow, of all the people who were supposed to hear that, I didn't expect to get a response from the House of Eros."
       "It's OK. I'm all done. Let's meet up at the shrine."

Your command?
>
Run toward the shrine.

       But then you get lost. Looking around you see you are in an evergreen forest which is interspersed with water slides and rollercoasters. You buy some cotton candy and try to radio (or whatever that thing is) everyone else:

       I wanna be a friend of yours, umm-mmm and a little bit more
       I wanna be a pal of yours mm-mmm and a little bit more
       I wanna be a little flower growing by your door
       I wanna be your grandmother grandfather
       motherfathersisterbrother....mmmm-mmm and a little bit more.

       Anna answers and tells you how happy that song makes her.

Your command?

Shanti >Head back to the Shrine of Martha.

       Lydia has already gone ahead of you, in fact, you can't see any of your team around. It is perhaps not at all surprising that you immediately manage to get yourself lost.

MSFC Maze

       You are in a maze of twisty little tunnels, all alike.

Your command?
>
Scream, find a MSFC gremlin, and bop it on the head.

       You try to scream, but all that comes out is a muted croak. It is at this point that you realize that you are practically dying of thirst, especially after eating all of those cookies.
       Your attempts to locate a MSFC gremlin fail miserably.
       I see no gremlin to bop here.

Your command?
>
Use the comlink to call for help.

       You use the comlink, and within a few minutes Shanti has arrived, led you out of the maze, laughed at your silliness for getting lost in the rec room again (for indeed, you were lost in the rec room maze) and returned to his lair to ponder whatever it is Shantis ponder.

Your command?
>
Find a drink.

       You manage with only moderate difficulty to find and use a water fountain. As you are drinking, the water fountain squirts into your eyes. as you are temporarily blinded, you hear a small clinking sound.

Your command?
>
Blink away water, and search the area.

       You find a small curiously engraved token, probably made out of pewter. You can't make out what the engravings are of.

Your command?
>
Get token.

       Taken.

Your command?
>
Return to Martha's shrine.

       This time you make the journey without mishap.

Martha's Shrine, MSFC Manse

       The other members of your party have been waiting impatiently for quite some time now. You can see an impressive array of pies arranged before Martha's statue, and apparently one of your party has figured out how to repair the gashes in Martha's picture.

Your command?
>
Status

       No. You didn't say the magic word.

Your command?
>
Status, please?

       See? Being polite does work.

       It is 4:23 P.M on March 18th in the year of Martha 1662.
       Your dignity has suffered a critical blow. If it isn't healed soon, you will be unable to lead the group. You are slightly bruised from tripping over your shoelaces several times.
       You are slightly hungry and not at all thirsty.
       The rest of the group seems to be in good health but bad temper, probably because they've been forced to wait for you.
       You are almost completely clueless as to your quest.
       The weather outside seems to be overcast, and almost unnaturally still.
       Martha is currently tolerant of you and your group.

Your command?
>
Address Martha and ask her if it is OK to take the map now.

       Martha says that she will agree on condition that Andee is not involved in the quest to be undertaken.

Your command?
>
Point out that this isn't fair.

       Martha politely but firmly points out that she doesn't give a damn; she's not letting someone who defaced her picture to quest for her.

Your command?
>
Pout.

       Martha relents enough to permit Andee to quest, provided that on completion of the quest, Andee must spend 24 hours redecorating Martha's shrine.

Your command?
>
Agree, and take the map.

       As you reach for the map, you have a horrible thought: each party member located a map, and this was only one of them. What if it is not the correct one?

Your command?
>
Ask Martha if the map you are holding is correct.

       Martha gently explains that all of the maps are correct. You didn't think there would only be one quest available to you, did you?

Your command?
>
Thank Martha and return to the great hall. Then, open the map and read it.

       You thank Martha politely and reenter the great hall. As your party members crowd around, you unroll a map of the lands east of the MSFC manse, with a curious symbol etched over a small pass through teh butterscotch hills. There are arrows scattered all over the map, none of them arranged in any sensible fashion that you can detect. At the bottom of the map is a limerick:

       There was a young drofnork from Klay
       Who grommeled and grubbed every day
       He'd klanu his stan
       and eat lots of flan
       So beware of his toediddy ray!

       Your entire party is completely and utterly baffled.

Your command?
>
Who am I?

       You are Xena, warrior princess.

Your command?
>
Get out Gremlin spray and start hunting.

       Unfortunately, you're fresh out of anti-MSFC gremlin spray. Fortunately gremlins have never been among the brightest of creatures (merely mischievious) and the threat alone is enough to send them squealing into the darkness.

Your command?
>
Who am I, and who is in my party right now?

       You are Chrissy, sunshine girl extraordinaire.

       Currently your party includes yourself, Dragondreamer, Lydia, Mlemonick, Nate, and Loon.

Your command?
>
Summon the rest of the MSFC to try to figure out what the heck the map means.

       The rest of the MSFC arrives in the great hall and looks at you expectantly.

Your command?

Andee >Show them the map and try to look as blank as possible

       You show them the map with your best "huh?" expression carefully arranged across your face. They all lean forward to peer at it.

       "Huh huh, Weird."
       "Doesn't make much sense, does it?"
       "uhhh, what?"
       "Hmm."

       You don't think this is going anywhere fast. Then Dragondreamer brightens up, runs back to her room and returns with a fat book of signs and symbols, rapidly flipping through the pages. "A-ha!" The rest of the group now has "Huh?" expessions on their faces.

Your command?
>
Ask Dragondreamer what she's found.

       "What'd you find? What'd you find? huh huh?"
       "I found the sigel in the mountains. It's an ancient sign for earth, but was often used to indicate the hiding places of something of great importance, or of great value."
       An excited buzz goes through the group. They all look at you expectantly.

Your command?
>
Ask your group whether they're ready to go

       "Are we ready to go then?"
       Lydia makes a face. "Er, sorry guys. I can't go mountain hopping just yet. Maybe after boot camp." She retires. Meanwhile Nate has also drifted off, murmuring something about cold hamburger. Dragon dreamer says she'll go, but to wait a moment for her to get her inhaler. Loon and Mlemonick don't seem to be going anywhere.

Your command?
>
ask the gathered MSFC if anyone wants to go

       You turn to the rest and notice that a good deal of them are now missing. Andee, The Zombie, Fruitbat, Carly, Jim, Pjamms, Bethweth and Bee seem to still be here. Carly and Jim are scratching their heads and looking pretty damned confuzzled. Finally Fruitbat volunteers, followed by The Zombie. The rest of the crowd disperses into their various rooms.

Your command?
>
Status, please?

       Well, it's forty below and I don't give a fuck
       Gotta heater in my truck and I'm off to the rodeoooooo . . .

Your command?
>
brandish imaginary gremlin spray

       You do so. squeaks of fright are emmitted from the walls and then quiet.

Your command?
>
Status, please?

       It is 5:10 P.M on March 18th in the year of Martha 1662.
       Your dignity is mostly healed. you should only have minor problems leading your group. You are still slightly bruised from tripping over your shoelaces earlier.
       You are slightly hungry and a bit thirsty.
       The rest of the group seems to be in good health and temper, but they are impatient to be off on the quest.
       You have a reasonably vague idea as to your quest.
       The weather outside is overcast, with a threat of rain.
       Martha is currently pleased with you and your group, but wants you to get started soon.

Your command?
>
ask if everyone is ready to go

       "Are we ready yet?"
       There is a scramble as your group scatters in several different directions. Some go to their rooms for provisions, wheich they drop at your feet before running off towards the bathroom. You realize that it's been an awful long time since you've been to the can yourself.

Your command?
>
join the bathroom line

       You get on line for the bathroom, standing behind the Zombie. Unfortunately, he has chosen that exact moment to test his biomethane bomb. Everyone within a 20 foot radius goes down a health point.
       "Oops. Sorry. Accident."

Your command?
>
go find a different bathroom

       There is one on the other end of the great hallway. you set off at a leisurely jog an in a couple of minutes, reach it. There is a sign on the door saying "Out of Odor. Please come again. It's in gremlin handwriting.

Your command?
>
Ignore the sign and enter the bathroom

Bathroom #4, MSFC Manse

       You enter a bathroom that should rightly be called a palace. It is done in slate blue and gold, the lighting is soft. There is ambient electronica playing. In the center is a jacuzzi, along one wall a three person bathtub, huge shower, steam room. along the other is the sink, the hair and makeup station, massage chair. on the third wall there is a magazine stand. You hurriedly take care of your calls of nature. As you are washing your hands, you look up into the wall sized bathroom mirror and see not only your reflection but an ethereal female being as well.

Your command?
>
turn around quickly

       You turn around. Nope. She's just in the mirror. "Hello," she says.

Your command?
>
Address the figure

Jaicat

       "Your name wouldn't happen to be Ozma, would it?" you say incredulously. You knew that the MSFC Manse doesn't function completely in the realm of reality, but being in Oz would be too good to be true.
       "If I were Ozma, I'd be out of here already."
       "Then who are you?"
       "You wouldn't believe me if I told you," she said coyly.
       You consider brandishing the gremlin spray again, since you're getting rather frustrated with the fact that no one ever seems to give you a straight answer. It's time to stop putzing around. You turn to leave.
       "Wait!"
       You hesitate, but don't turn back.
       "Wanna take a shortcut?"
       You turn. "A shortcut?"
       "Right through the mirror."
       Is this a good thing or a bad thing? Can anything in the MSFC Manse really be trusted? "A shortcut where?"
       "Through the mirror."
       "No, where does the shortcut go?"
       "Right through this mirror, can't you see it?"
       "I want to know where I'll end up," you say, feeling more pugnacious and wondering how one can throttle a mirror image.
       "I'm not a fortune teller."
       Frustrated, you try second grade tactics. "I'm not a fortune teller," you repeat, whining and making faces.
       "Stop that!"
       "Stop that!" You wriggle your butt at her.
       "Knock it off, that's not funny!"
       "Knock it off, that's not funny!" Oh, yes it is. You're still waving your butt around, and you've even made up a little sidestep dance move up to go with it.
       "What did I ever do to you?"
       "What did I..." You realize that the image sounded funny on that last one, and turn around. A new scene is forming on the mirror (a streambed), and the ethereal figure barely even has an outline. "What's going on?"
       The scene fades, and the figure comes back.
       "Nothing."
       You eye her. "Nothing."
       "Don't."
       "Why not? What happens when I say what you say? Why are you in there?"
       "Why should I tell you?"
       You need help, obviously. You decide to leave the bathroom and find the group, hoping that someone will be able to decipher what's going on in here.

Your command?
>
Exit bathroom, find others.

Main Hall, MSFC Manse

       You find them where you left them, only now the pile of stuff they plann on taking is almost hip high. You spot Jai running back and forth adding to the pile.
       "Jai! You're coming on this trip?"
       "Nope!"
       "....what are you DOING!!!!!"
       "Adding stuff!"
       "WHY!!!!"
       She just laughs and runs away. To give her the benefit of the doubt, you look down at the pile to see whether or not the stuff she's been adding is at least useful. You see a feather boa. Hmmmm... does goblin spray work on neuters?

Your command?
>
Tell the group what just happened in the bathroom.

       They all agree that it's pretty weird. You're about to call Status to review which players have excellent problem solving abilities when Jai runs in again and dumps ten deodorant sticks and two taffy bars on the pile.

Your command?
>
Run after Jai with the chocolate that you spy on the pile.

       Jai shrieks, and you both take off down the corridors. You manage to rub some chocolate on her arm before she gets away.

Your command?

Andee >Look around

       You do. You seem to be in a corridor you don't recognise, somewhere in the northwest of the house. doors line both sides of the corridor, and you notice cheerful wall sconces flickering beside every door. You seem to be in the Guest sector of the MSFC Manse, which would explain why it seems an awful lot like you entered a dimensional warp and wound up at the local Holiday Inn.

Your command?
>
Explore

       You begin opening and closing doors to find that each room in the guest quarter is different. There is an office type room with two working computers and a television that is currently blaring CNN. Another is just computers and a big screen TV which is currently blaring Ren and Stimpy. You deduce that this is where the MSFC sticks Jim and Mlemonick on their visits. other rooms are different - one is all windows, one is draped in velvet and strwen with unlit candelabra, one for some unexplained reason has a jacuzzi filled with purple jello. A crumpled pink string bikini is lying next to it.

Your command?
>
Find the others

       You rejoin your group in the main hallway. To your ultimate dismay, the pile of stuff is now at the point that in order to add anything to it, one must run upstairs to the catwalk on the second floor of the main hall and sling things at it from there. You see that Jai, the Zombie and Shanti have rigged up a catapult at one end of the hall and are slinging balloons filled with Pez at the pile and laughing hysterically.

Your command?
>
Scream

       You let out a bloodcurdling shriek. Everyone in the hall stops and looks at you dubiously.

Your command?

Shanti >Apprehend the causes of this... unpleasantness.

       You stalk across the main hall in a black fury. As you approach the trio of culprits, thunder echoes eerily with your every step and lightning plays around just above your head. As you get even closer, the air around your soon-to-be-victims darkens and turns chill. By now, Jai and the Zombie have abandoned the catapult and are looking for a place to hide. Shanti is staring you and doing a good imitation of a deer in headlights.

Your command?
>
Grab the Zombie

       As you attempt to pick up the Zombie by the front of his shirt, you feel something wet and sticky in your hand. As you let go in disgust, you find yourself holding abit of rotting flesh mixed with green jell-o. When you turn back, the Zombie is nowhere to be seen.

Your command?
>
Tackle Jai and force her to clean up the mess.

       Having seen your attempt on the Zombie, Jai is prepared for you. You quickly discover that Jai is far too nimble to be caught in this fashion. She easily evades your attempts to capture her, and you notice that somehow she has managed to add 17 croissants, 3 potted geraniums, a set of genuine chain mail fitted for a female dwarf of no more than 2.5 feet in height, and something that suspiciously resembles the Batmobile to the pile. Currently she is organizing the MSFC gremlins into making demeaning caricatures of you behind your back.

Your command?
>
Capture Shanti and make him pay for his mistake.

       As you approach Shanti, he looks more and more frightened, until suddenly a crafty look enters his eyes. You see him whisper something you can't quite make out.

       Then, the world changes around you. You feel extremely disoriented, and from what you can tell, the world around you has suddenly abandoned all pretense at being logical. The walls of the manse waver strangely as if resisting an unusual force, the pile undergoes a series of transformations before your eyes before evaporating into an enormous cloud of airborne glitter. The catapult becomes in turn a rhinocerous, a strange 6-legged creature with deep violet eyes, a breadbox, and a watermelon before rolling off into a corner. The objects around you quickly stop changing, and you can see that further off things have not been affected at all. Within seconds, everything inanimate has at least stabilized, although most of the objects are not what they used to be.

       Unfortunately, you still feel very confused. As does everyone else in the room, with the exception of Jai, who is obliviously teaching the gremlins the words to "The Song that Never Ends" so that they can flit around your head singing it. Endlessly. Fortunately, her efforts are hampered by the fact that the gremlins are all quite confused now. Also, Shanti is no longer to be found.

Your command?
>
Ask what just happened

       You attempt to ask what just went down, but your mind is still a little woozy...What actually comes out is: "Wherefore are all my radishes yolked?"

       You get a flurry of responses:
       "Blue gnomes."
       "Twinkie?"
       "Ripened rodents roll rags."
       "Onions polite?"
       "Well, waht else would one do with radishes, except eat them? Or fling them in a food fight... of course..." This last voice is Jai's, who continues babbling in this vein for a while.

Your command?
>
Ask Jai what just happened

       "Frothy Q-bert ringing Chlorine?" You manage to get out.
       Jai looks at you strangely, and then suggests you wait five minutes for the effects to wear off.

Your command?
>
Wait

       You idly wait for about half a second.

Your command?
>
Wait for 299.5 seconds

       As you wait, you notice that with the exception of the pile and the catapult, everything in the room has reverted to its pre-event state.

Your command?
>
Ask Jai what happened again.

       You seem to be able to speak normally. Jai tells you to wait a second, and goes back to what she was doing, which is rolling the catapult-turned watermelon in the now mostly settled pile of glitter. After a moment, she rolls the watermelon over to your feet, produces a knife from nowhere, deftly carves it into pieces, and serves the entire gathered group.
       Finally, she answers. "Well, you were threatening him, so he invokes his power and used it to escape."

Your command?
>
Eat the watermelon.

       You feel wonderfully restored as you consume the fruit and are now in perfect health.

Your command?
>
Ask Jai why she wasn't affected.

       "In all likelihood, he probably excluded me from the effects. For some bizarre reason whenever he tries to cause confusion in me there is a good chance the effects will be reflected back to himself."

Your command?
>
Invoke my own power.

       You attempt to invoke your own power, but don't really know how to go about it. At this time, floating letters appear before you:
       "Your command is improperly phrased. See the manual for help on invoking powers."
       Beneath the letters appear several floating buttons -- one marked "help," one marked "close," and one marked "do not push."

Your command?

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