Surveillance officer interview questions & answers.

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casino surveillance interview questions - win

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A goodbye letter for the anti-President. Written by Michael D’Antonio.

I thoroughly appreciated reading this opinion piece. So much so that I’ve linked it and am pasting the article here as well.
A goodbye letter for the anti-President
Dear Donald,
When we first met in 2014, I was a year into research for the biography I was writing about you. I knew about your stern father, your exile to military school at a tender age and your tendency to spin dramatic fantasies. I knew that you considered life a battle for survival and humans to be "vicious" by nature.*
In your Trump Tower stronghold, you were attended by aides who looked like soap opera stars and surrounded by ego-boosting emblems: a wall of framed magazine covers, each featuring your face; a boxer's championship belt given to settle a debt; a stack of clippings delivered with a note that read, "Dad, FYI -- All great press. Ivanka." These totems of greatness, which I haven't seen in the quarters of other super-rich Americans, made me think of you as desperately, and perhaps dangerously, insecure.*
In five interviews that lasted about 10 hours total, you would heighten my fear that despite a life spent in unending luxury and privilege, no amount of wealth and power would move you off the life-is-warfare view. Even worse, you told me that you might run for president because Twitter fans said you should (I wasn't surprised by your ambition and, given your celebrity, I thought you might win). Then, as we stood to inspect a framed letter you had received from the disgraced Richard Nixon, you said his only problem was that he had left office for the good of the country. In your view, he should have stayed and fought.
*You ran for president and you won. And as you visited upon the country more pain than Nixon ever did, you fought on. Unrelenting in your aggression, lies and cruelty, you presided over four years of chaos and conflict provoked by your words and deeds. Though impeached, you escaped conviction and stayed in office to redouble your commitment to ego-driven chaos.
As you refused to mount a serious federal response, the Covid-19 death toll surpassed 400,000. Defeated in your bid for reelection, you spun lies that created an alternative reality so powerful that hundreds of your followers formed a mob that carried out a bloody attack on the United States Capitol. Many there intended to overturn the election, which you had repeatedly claimed was invalid due to fraud that in fact had not occurred.*
In the attack, which was televised by news networks and livestreamed on social media, five people -- including one Capitol police officer -- would die. A DC Metro Police officer, who had been Tasered several times, heard one of your followers say, "Kill him with his own gun." Although Congress reconvened after the mob was driven out, you stand disgraced as the only president in US history to be impeached twice, and all I can think is that you had finally made your narcissistic nightmare of a constant battle against vicious enemies come true for us all.
Your dangerous narcissism was not widely noted when I interviewed you, but it seemed, to me, to be the hallmark of your personality. I consulted experts and learned that this grandiosity was likely a defense mechanism against a fear of shame and rejection. I came to believe this fear was installed by your father, who, when you were a child, demanded you be a "killer" and a "king." When you failed to meet his expectations and became a troublemaker, he exiled you to military school, at age 13. Talk about a scarring experience.
The title of my book, "Never Enough," pointed to your endless drive to prove your superiority, which, ironically, led to bankruptcies, divorces and legal defeats. It's likely these failures provoked the same sense of shame and humiliation that you must have felt as a rejected child. You once told me you hated to reflect on the past, but in refusing to do this, you were bound to repeat your mistakes. No matter how much you achieved, it was never enough. And so, you went too far. (For more on this see what your psychologist niece, Mary Trump, wrote in her 2020 book, "Too Much and Never Enough: How My Family Created the World's Most Dangerous Man.")
As President, your weaknesses posed terrible threats to the country. Your many failures at running businesses such as casinos or the airline Trump Shuttle showed that you were not a nimble thinker capable of leading complex operations. The Covid-19 pandemic has only made this glaring incompetence crystal clear -- and despite your efforts to deflect the blame, the country's death toll speaks for itself. More than 400,000 people have died from Covid-19 in the United States -- more than any other country in the world, according to Johns Hopkins University.
Having seen your inability to recognize others as human beings, I have not been shocked by your indifference to the deaths of your fellow citizens. Nor have I been surprised by your encouragement of violence. Violence was what I always expected from your presidency. I just didn't know what form it would take.
The power of your methods was obvious during your 2016 campaign, when you lied in a way that separated your most ardent followers from reality itself. You promoted many of your old conspiracy theories about 9/11 and climate change and added new ones on the fly. (When an attendee asked -- after first stating as fact that Obama was Muslim and not American -- about the wildly untrue idea that Muslims were running secret training camps in the United States to kill people, you refused to shoot down his claims, promising instead to "look at that."
You also whipped people into a frenzy of hatred by describing opponents, critics and the free press as enemies. I recalled reading how your first wife, Ivana, had said you kept a book of Hitler's speeches near your bed. You once corrected a reporter, telling her it was "Mein Kampf" instead (though Marty Davis, who gave Trump the book, told Vanity Fair it was a book of speeches).
For four years in office, you functioned as a kind of anti-President, inflaming rather than calming passions and attacking rather than negotiating, all while demanding adoration from your Cabinet and constant attention from the media. Having ordered aides to think of each day as an episode in a TV show before you even took office, you tried to gin up as much drama as possible.
As President, you used the authority of your office to spread baseless claims about voter fraud, former President Barack Obama and even of a friendship between former President Bill Clinton and Jeffrey Epstein, the convicted sexual predator who was your Palm Beach neighbor and friend, to name a few. Many of your followers abandoned reason and dove headfirst into the QAnon conspiracy theory movement, which reveres you as a savior and regards the government and much of the news media as evil. Many of those who attacked the Capitol brandished Q symbols along with Trump flags, Jesus banners and the Confederate stars and bars -- a mix of powerful symbols that shows the breadth of your influence.
Before the attack, you were among many who called for a big crowd of protesters to stop the Congress from affirming your election defeat. After your lawyer Rudy Giuliani, your namesake son ginned up the crowd, and they heard you call for them to march on the Capitol.
"You have to show strength," you said, "and you have to be strong." You promised to go with them but chose instead to view the destruction on TV. I wondered if you understood that the violence that unfolded was real, and not something made for television. Did you order Cokes as you watched? Did you eat popcorn?
I can imagine you snacking because you have played with violence, both real and imagined, for so long that you must be inured you to it. It all started back in the 1970s when you began employing armed guards-chauffeurs, for no apparent reason. I think it was because you enjoyed the sense of menace they added to your presence.
During your 2016 campaign one of your security guards roughed-up a picketer outside Trump Tower in New York, while another physically forced reporter Jorge Ramos out of a news conference in 2015. At one rally you told followers, "If you see somebody getting ready to throw a tomato, knock the crap out of them." When a loud protester disrupted one of your other campaign rallies, you said, "I'd like to punch him in the face."
Your tough guy image was embraced by followers who traded memes in which you were drawn to look like a superhero or shown brandishing weapons Rambo-style. Your avatar punched out a figure labeled with the CNN logo. Add this to the bigotry you expressed in words and images, which you shared with millions of people on Twitter, and a combustible mix was created. (Remember posting an image of Hillary Clinton, along with a Star of David set against dollar bills, brandishing her the "most corrupt candidate ever?").
The atmosphere of bigotry you helped create exploded in Charlottesville in 2017 as men chanted "Jews will not replace us" before a White supremacist murdered a counterprotester by running her down with his car.
Heather Heyer was one of the first civilians to die in this charged political context during your presidency. It did not change your behavior. Instead, you declared there were "very fine people on both sides." By delaying your condemnation of her attackers and resisting efforts to remove monuments to those who fought against the United States to preserve slavery, you sent clear signals about your views on race and violence.
With Charlottesville, questions about your bigotry grew louder. You made your stance clear when you reportedly said Haitian immigrants "all have AIDS" (though the White House denied it), and that people were entering the US from "shithole" countries. Add your vicious comments about Black athletes calling out police brutality, your penchant for slamming individual Black women, and your fearmongering about low-income housing, and everyone understood your perspective. Three years into your presidency, 65% of Black Americans said it's "a bad time to be a Black person" in the United States, according to a Washington Post/Ipsos poll.
It would have been bad enough if your bigotry had been confined to words, but you enshrined it in policy by restricting refugees from entering this country. This led to a sharp decline, from about 85,000 refugees admitted to the United States in 2016 to about 12,000 in 2020. If the "huddled masses yearning to breathe free" didn't get the message, then they could consider the way you cozied up to strongmen, the likes of which many of them were fleeing. From Kim Jong Un of North Korea to Russian President Vladimir Putin, you showed a consistent admiration for dictators who jail and kill their critics.
Along our border with Mexico, you began separating children from parents who arrived seeking asylum. By May 2019, six children had died in federal custody. In June of that year, Americans were shocked by the photo of a father and child who had drowned attempting to cross the Rio Grande. In December, a surveillance video obtained by ProPublica showed a 16-year-old Guatemalan boy was left alone in his Border Patrol cell in Texas for hours before he died on the floor, of complications from the flu.
How many minors died in Border Patrol custody during the four years prior to your administration? Zero, per FactCheck.org.
The deaths were just one measure of the suffering your harsh policies inflicted on asylum-seeking families. New data from June 2019 reveals there were around 5,500 known cases of children, from infants to teens, being separated from their parents and placed in facilities ranging from foster family homes to cells made out of chain link fencing.
Amid all this pain, it seemed you still weren't satisfied. You asked about building anti-immigrant moats to be stocked with alligators. You wondered whether soldiers could shoot immigrants who threw rocks. Those ideas were nixed, but the crisis continues. Because of inept recording-keeping, your administration has not been able locate the parents of at least 545 children, according to court documents from last October.
Refugee families, stuck in limbo while waiting for asylum in the United States, are still filling squalid camps on the Mexican side of the border, many of them fearing for their lives -- particularly in the midst of a global pandemic.
You got away with cruelty in part because you conditioned many Americans to believe that brown-skinned, undocumented immigrants constituted a criminal horde that required a draconian response.
You promised to build a "beautiful" concrete border wall along 1,000 miles of the frontier and force Mexico to pay for it.
Only about 452 miles of tall steel fence has been completed as of January 5, 2021, according to a Customs and Border Patrol Report, and instead of the $8 billion you estimated for 1,000 miles, $18 billion dollars have already been devoted to the work because -- surprise! -- Mexico is not paying for it.
Hyping the wall was just one example of the exaggerations, false claims and lies that came out of your mouth in such a torrent it was nearly impossible for anyone to react properly. You combined this strategy with denigrating the media as "enemies of the people" and purveyors of "fake news" with such consistency that facts seemed to lose their power. You added an Orwellian flourish when you said, "What you're seeing and what you're reading is not what's happening."
What has been the effect on journalists? Threats became a part of our daily lives and the lives of our family members. (One of your followers found my wife's business phone number and called to say that he had located our address and to suggest we be careful.) A "press freedom tracker" run by the Committee to Protect Journalists and the Freedom of the Press Foundation has counted 421 attacks on journalists during your time in office.
Far worse than the impact on journalists is your effect on Americans' ability to agree upon an established set of facts as they consider critical issues. You are not solely to blame for this problem. However, you have both contributed to it and exploited it. You have made more than 30,000 false or misleading claims, according to The Washington Post, which have landed with the authority that comes with the presidential seal.
The easy way out for someone mired in disinformation is to pick a person to believe and go all in. Many of those who doubled down on their support for you found a sense of belonging amid the slogans, regalia and fervent rallies. They felt they were right. Those who disagreed were not fellow citizens but enemies who, some concluded, should be defeated by violent means.
The loyalty of your followers meant that ordinary politicians feared provoking the ire of your base. When it came to light that you were trying to coerce Ukraine's President into helping your reelection effort, you were impeached for abuse of power and obstruction of Congress. But this fear helped keep the Republican-controlled Senate in line, and you were acquitted. Afterward, Sen. Susan Collins of Maine defended her vote to acquit you, saying you had learned "a big lesson." What you learned, it seemed, was that you could get away with anything. Even before you were elected, you claimed you could "stand in the middle of Fifth Avenue and shoot somebody," and not lose voters.
Shortly after the impeachment trial wrapped up, you proceeded to mislead the American people about the novel coronavirus. You downplayed the dangers of the virus so that the vibrant economy, the main bragging point of your presidency, would continue to hum. In late February, at a White House coronavirus task force briefing, you said "It's a little like the regular flu that we have flu shots for." But you told journalist Bob Woodward weeks before that the coronavirus was "more deadly than your -- you know, your, even your strenuous flus." Nevertheless, you declined to organize a true national response and undermined public health officials who urged everyone to wear face masks.
You also held mass rallies where people were infected. On May 8, when the death toll was more than 77,000, you continued this charade, insisting, "This is going to go away without a vaccine." To say that people died as a result of your posture is not mere speculation. Families have told stories of those who followed your lead, got sick and died. Harvard epidemiologists estimate that thousands have died as a result of your example.
Today the Covid-19 pandemic continues to ravage the country. The death toll is now roughly equivalent to a 9/11 each day -- but many of your acolytes, even in Congress, still refuse to protect themselves and others with facemasks. Meanwhile, millions are turning to food banks. Mass evictions loom.
When I consider the hungry, the infected, the traumatized and the deceased and hold in my mind the images of the deadly mob at the Capitol, I hear your voice summoning the worst in my fellow citizens. With those words you truly established yourself as the anti-President, a distinction that cancels any claim you might make to the respect normally accorded the office.
When we met you told me to call you "Don," as if we were friends. You also invited me to examine your hair. I didn't do either because I sensed that you wanted to establish a bond that you would eventually try to corrupt. This was confirmed when you hinted that my book could make me rich if I abandoned my professional duty and wrote it to your liking.
Thankfully, enough Americans recognized your immorality and incompetence and lack of human feeling so profound that the suffering and death so much a part of your presidency didn't appear to affect you at all. They chose Joe Biden in November, making you truly accountable for perhaps the first time in your life.
After four years of your chaos, what's left is a wounded country grieving for its dead and for its innocence. But we will recover, and you now face criminal and legal threats in state courts, along with the harsh judgment of history.
As you desperately summon the remains of your following for comfort and fundraising, your disgrace is growing with the mounting evidence that your words motivated the mob that attacked the United States Capitol. This incitement may be the single worst thing a president has ever done, and it will define you for centuries to come.
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A Big List of Challenges (Problems/Goals/Complications/Encounters) for your adventure (including Social, Exploration, Stealth, Mystery, and Combat).

Hi! I have compiled a big list of challenges your players can encounter during the adventure.
If you find this list useful - please help me to improve and extend it!

Action/Adventure Challenges

  • Defeat a villain and his minions.
  • Defeat a monstecreature/horde.
  • Obtain a McGuffin (item, vehicle, money, magic artifact, spell, your lost/stolen valuables, etc)
  • Obtain Information (an ancient book, a piece of gossip, a clue, secret codes, a way to break the curse).
  • Protect/Escort /Guard a person/creature (a rich merchant, a researcher, a young prince targeted for assassination, a last of its kind monster, tax collector, witness).
  • Deliver a person (make sure they don't escape).
  • Rescue a person/creature (rescue a hostage or a kidnapped person, break them out of captivity).
  • Track, Find, Chase, and Capture/Catch a person/creature/vehicle (a criminal, a runaway, a ship, a lost pet, an escaped experiment, the infected).
  • Find and save the missing person (lost kid, caravan, courier, spy.
  • Deliver a valuable/fragile item/cargo and protect it from danger (artwork, cursed artifact, mysterious crate, a treasure map, a message).
  • Destroy the target (an object, a cursed item, enemy weapon or infrastructure, the enemy base, a piece of blackmail on someone, a source of infection, close a portal).
  • Sabotage a plan (disrupt a ritual, prevent a prophecy, undermine the invasion, stop villain from achieving their goals).
  • Capture and secure the base/location (enemy city, friendly city under siege, a building, a military target).
  • Defend a location (protect a village from monsters, a city from the enemy army, prevent enemies from passing a bridge or a tunnel, protect a crime scene, meeting site, warehouse, protect a ritual to ensure it will get completed).
  • Your town/building/ship has been captured and overtaken by enemies. Survive under siege, liberate it.
  • Robbery/Heist (rob a train or a blimp, abduct a person, commandeer a ship, steal diamonds from the casino, steal wand from the mage tower).
  • Protect many innocent people (save people from a natural disaster for example, release the prisoners/slaves).
  • Win a competition (Complications: your team is bad, the other side cheats, you can only win by cheating, the event is more deadly than it was supposed to be. You are competing for other purpose than victory, such as to keep another contestant safe, to spy on someone, or to get into the place where the event goes down, to prevent villain from winning, to prove yourself, to impress someone).
  • Prepare for the mission. Get equipment/supplies/transportation/funding.
  • Deal with the consequences of a botched/evil magic ritual.
  • Distract the enemies. Act as bait for the ambush/trap.
  • Train a novice, keep a noble person safe while they go on adventure.
  • Build or repair an object (by collecting McGuffin ingredients).
  • Perform a Ritual.
  • Law Enforcement - act as a police for a town.
  • Intercept a delivery, escort, communications.
  • Prepare and execute an ambush.
  • Act as an experimental subject for a crazy scientist/wizard (for dangerous potions).

Exploration Challenges

  • Survive/avoid environmental dangers (think of the place itself as the “villain”, it is a monster without HP that "wants" to hurt players or drain their resources, and has certain powers to accomplish that. Traps, cave-ins, lava eruptions, rock-slides, avalanche, collapsing buildings, impenetrable mist, wild animals, dangerous/poisonous flora, falling into a pit, getting lost, etc).
  • Overcome environmental obstacles (a river on your way, a closed gate, climbing a mountain, a swamp, quick sand, slipping hazard above the abyss, thin ice, wild magic area. Retrieve an item from the bottom of the lake.).
  • Travel through multiple locations to reach the target.
  • Explore the location (to learn about it, to map it, to figure out what happened here. To find bandit camps, enemy encampments, monster nest, a way through, resources).
  • Find a lost location/person/item/treasure/clues.
  • Scout for information, survey the location/region (ahead of group, enemy territory, monster infested territory, uncharted wilderness).
  • Clear location of danger (creatures, traps, haunting ghosts, curses, infestation).
  • Track something/someone, find a trail.
  • Deal with a natural disaster (storm, earthquake, flood, meteor).
  • Survival (without food/water, deal with harsh weather, diseases. Find shelter. Repair a ship or a radio. Find a way to get back home.)
  • Enter a guarded area (overcome defenses, defeat security, sneak in unseen).
  • Escape guarded location (break out of prison).
  • Use environment to your advantage (start an avalanche to block a pass, assume the most optimal position for combat).

Social/Intrigue Challenges

  • Convince/Persuade a person to do/say/give you what you want.
  • Intimidate/Manipulate/Blackmail/Force someone to do what you want.
  • Befriend/Seduce someone, make allies.
  • Gain confidence or forgiveness of a person who doesn't like you.
  • Find a non-combat resolution.
  • Get caught lying/cheating/sneaking, and rectify the situation.
  • Persuade a group of people (an organization, an angry mob, snobby nobles. Persuade the army to take a route that will slow them down/lead them into an ambush, convince the bandits to raid the enemy, convince farmers to donate food).
  • Gain social status, power, political influence (prove your worth, gain respect, impress someone, get elected).
  • Change someone's social status (make them look good/bad, get them elected, overthrow a ruler).
  • Run a kingdom/village/team/organization/business, lead an army (build a new one, restore the failing one to former glory).
  • Change the society/group/organization (raise morale, lower the crime, stop witch hunts, deal with corruption).
  • Gain control over the territory (invade a country or repel the invasion).
  • Put down or incite rebellion/mutiny/conspiracy.
  • Negotiate a deal, bargain (political compromise, hostage negotiations, trade information, convince them to sign a document).
  • Resolve conflict, broker peace, unite rivaling factions, settle dispute.
  • Establish political/trade relationships .
  • Navigate a strange culture/customs (without offending anyone).
  • Cause conflict/rivalry/war, pit people/factions against each other (get enemy minions to mistrust each other).
  • Deceive a person.
  • Set someone up, shift the blame to someone else.
  • Infiltrate a group, conceal your identity (cult, bandits, enemy citadel, thieves guild).
  • Find the spy/traitomole.
  • Deal with being blackmailed, spied on, threatened, manipulated.
  • Deal with a nasty rumor or important information/secrets about yourself being out there.
  • Defend someone (or yourself) in the court.
  • Prosecute/judge someone in the court.
  • Put on a show, entertain.
  • Redeem or corrupt a person (teach someone a lesson, seduce someone to the dark/light side).
  • Recruit people to your cause.
  • Find a way to get someone to owe you a favor, find a way to repay the debt you owe to someone else.
  • Enforcement - apply pressure to a person to get them to do something or behave in a specific manner, without killing. (Calm down the rowdy gang, collect the debts).
  • Get enemy soldiers/minions to defect and switch sides.
  • Create a disinformation/propaganda campaign (feed it to the enemy spy, destroy someone's reputation, saw fear in the hearts of the enemy soldiers).
  • Perform a con.

Mystery/Investigation Challenges

  • Investigate a crime (murder, assault, theft, threats, blackmail, destruction of “x”, disappearances, corrupt law enforcer).
  • Spying/Surveillance, gather information on a person/creature/location without being noticed. (Are they up to something shady, are they who they claim to be, discover their secret techniques, how are they bypassing security, how do they create “x”, involvement in “x”, what secrets are they hiding, where are they hiding “x”, where do they keep disappearing to, enemy troops, ).
  • Search for clues and put them together to reach a conclusion.
  • Find and interview witnesses, interrogate suspects.
  • Figure out what's going on, unravel a plot.
  • Figure out what happened in this location.
  • Find evidence (proof of innocence or guilt, expose a corrupt official).
  • Find out if the person is lying or keeping secrets, and what they are.
  • Figure out someone's plot/motives.
  • Figure out who's behind the plot.
  • Do research (find and read ancient texts, talk to old wise people).

Stealth/Heist Challenges

  • Steal (or plant) an item/information (modify enemy maps, plant disinformation. Plant clues to frame a person).
  • Escape from danger (overwhelming force, ambush, pursuit of the law or criminals).
  • Hide, cover your tracks, lay low.
  • Sneak through undetected (sneak past enemy lines to deliver a message to allied forces, sneak past the bouncers into a party).
  • Assassinate stealthily (sneak into the king's chambers, lure them out, use poison, make it look like an accident).
  • Deal with getting noticed / drawing an unwanted attention.
  • Clean up evidence (yours, someone else's).
  • Exchange a real item for a fake or vice versa.
  • Return a (creature, item) before anyone notices it's missing.
  • Sabotage (device, ritual) without being noticed.
  • Smuggle (creature, person, item) into or out of a location.
  • Security Testing - breach the clients security unnoticed.
  • Frame a person/group/nation for a crime.
  • Fake someone's death.

Villain's Moves

  • Personally confront the players.
  • Send minions after the players.
  • Hire a rival team of adventurers or thugs to go after players..
  • Send an assassin.
  • Send a spy.
  • Set a bounty on their heads.
  • Set a trap.
  • Setup an ambush.
  • Take hostages.
  • Threaten an NPC players like.
  • Frame players for a crime, declare them traitors/outlaws.
  • Reveal player's secrets, crimes they have committed.
  • Bribe the authorities/police to act against players.
  • Convince authorities/police that players are evil.
  • Make the public dislike the heroes.
  • Have a "dead man switch" that will hurt people or destroy something valuable if the villain is killed.
  • Know some information valuable to the players (like where hostages are kept, where the treasure is hidden), so players can't kill them, and must negotiate.
  • Set a time-bomb. Something horrible will happen unless players do what they're told.
  • Possess/blackmail/threaten an innocent person into doing their bidding.
  • Pretend to be someone else to deceive the players.
  • Befriend players to use them and betray them later.
  • Kidnap one of the players.
  • Join forces with another enemy of the players.
  • Plant false clues, create decoy trails.
  • Frame someone else for their crimes.
  • Kill hero's mentoally.
  • Cause mistrust, disorder, confusion, infighting among players or general population.
  • Hire people to commit crimes while pretending to be someone else to create mistrust/conflict among two parties. (Example: the bandits "from another country" attacks "local merchants", Start a plague in an uneducated city and have the "foreign merchant" sell snake oil cures, "native patriot" kills a "alien anarchist, etc.)
  • Put difficult choices in front of the heroes (like forcing Batman to save one of the ferry boats, to save Harvey Dent or Rachel).
  • Take away resources from the players (steal their items).
  • Give people the wrong idea about his powers/weaknesses.
  • Push player's buttons, play on heroes' flaws, temptations, fears.
  • Develop a good public image, make friends in the government, be beloved by the public.
  • Seduce player's allies to the dark side, convince/threaten them into betraying players.

Complications

  • Do it under time pressure (before the ritual is complete, before people run out of air, before reinforcements arrive, before or during the event, in transit, while you still have the chance).
  • Do it while competing with the rival team.
  • Unrelated people are interfering with the objective.
  • Do it stealthily (don't attract attention, don't leave clues, no witnesses).
  • Do it while pretending to be someone else.
  • Do it without revealing that your client is involved.
  • Prevent collateral damage, protect the innocents who are around.
  • Avoid violence. Defeat/capture the villain/creature without it being harmed.
  • Mitigate the risk, there's a high probability of causing a lot of damage if you're not careful.
  • Two challenges conflict with each other (you must break your stealth to help someone in trouble, capture criminal or save people who are currently in danger).
  • Difficult choice. Choose lesser of two evils, choose which people to rescue. Requiring personal sacrifice, risk, compromise.
  • Opportunities that come with a difficulty, cost or have negative consequences.
  • Resolve moral dilemma (the creature is dangerous but doesn't deserve to die, you're working for a bad guy, both sides of the conflict have valid points, completing a quest will harm people/environment).
  • Do it with incomplete information.
  • Do it with limited resources or without preparation.
  • Do it without access to powers you're used to having (while sick/injured/debilitated, in an area where magic is outlawed/disabled, having lost your equipment).
  • Locals here are unhelpful/hostile to you. You have low social status.
  • You can't trust anyone.
  • Doing it is illegal, or against authorities best interests, or is threatening a powerful group.
  • There are regulations/restrictions on what you can do hindering your progress.
  • Do it while being supervised (the media is all over you, a brilliant detective is on your tail, you are under suspicion, the enemy knows you're coming, you have a spy/mole).
  • Do it despite your flaws/temptations/fears.
  • It causes conflict/infighting within the team (player characters will have opposite goals/reactions to it).
  • Do it while working together with antagonist or someone else you don't like.
  • The side you're working for turns out to be evil.
  • The villain is someone you know/like/respect.
  • The villain is a respected public figure, celebrity, is liked by people or has authority over you.
  • Bad guy has a dead man switch, if he dies the others will suffer or treasure will be lost. Bad guy is the only one who knows the valuable information.
  • The people you're helping don't want your help.
  • Vital information turns out to be wrong.
  • Deal with the betrayal.
  • Mission has been rigged to fail from the start (PCs may be used as a scapegoat).
  • Objective is stolen before the PCs arrive.
  • Objective must be undamaged.
  • The important item has been transmuted and needs to be changed back, locked in a safe and needs a code to unlock, is a mineral that needs to be refined by a specific process. A book or a message is written in a foreign language that requires a translator.
  • Only a bad/unpleasant person can provide the item/information/favor you need.
Please leave a comment and contribute to this project!
Edit:
I've had a few pretty huge epiphanies while writing this post:
  • Stories are fundamentally about problem solving. Roleplaying is fundamentally about problem solving. This is the fundamental "game loop" of RPGs - GM puts a problem in front of the players, and they find creative ways to solve it, that's what gives them fun stuff to do and feels satisfying to accomplish.
  • Adventure Ideas are fundamentally problems. They create an exciting, challenging, important goal for the players to accomplish.
  • Big problems are broken down into small challenges. But fundamentally, the big climactic adventure/campaign goals and the small challenges players encounter on their way are the same thing. Every scene the characters solve a small problem, and it drives them towards solving the big problem. That's what plot points are - players solving or failing to solve a problem, which moves them closer to or farther away from the goal. Which feels exciting/valuable/dramatic.
  • Conflict, obstacles, social/exploration/combat encounters are fundamentally just sources of problems. There probably are other sources that can generate problems.
  • It's all just nested challenges: Campaign Problem > Adventure Problem > Scene Problem. And any challenge can be used on any of these levels.
  • Therefore, the list above is a list of adventure ideas and plot points at the same time. Make any challenge very important/difficult/exciting to accomplish - and it becomes an idea for the adventure or a campaign. Make any adventure idea relatively small and simple - and it becomes a scene challenge (encounter). Put a number of smaller challenges in front of the players - and you've got your basic story structure (a list of encounters, the gameplay). Because goals and challenges are fundamentally the same, just the nested problems, they can be combined in any order to create any number of unique adventures.
  • Also, it means that you can take big story ideas from movies, TV episodes, published modules, and use them as ideas for small encounters. Shawshank Redemption, Alien, Jaws, Incredibles - they can be big campaign ideas, small adventure ideas, or just a thing characters do in a scene (escape from the prison, hide from a monster, defeat a big golem).
  • Game mechanics are also challenges. If there's an RPG system that gets players to do something awesome (GM moves in Dungeon World, Favors/Debts and Social Status mechanics from the Undying, Weak Moves from Dream Askew) - you can use those as challenges too.
  • Even a single challenge can create an unlimited number of unique stories - you just change the concrete details. McGuffins, NPCs, locations, etc.
Edit 2:
Wow, this is taking off. If you like this post, you will probably enjoy my posts on Adventure Writing Process, Adventure Template (a list of the most important questions to answer when designing an adventure), and Making Combat Awesome. If you want updates on my future posts - follow me here.
Edit 3:
Created a little "Story Generator App" that will pick the random challenges for you.
submitted by lumenwrites to DMAcademy [link] [comments]

A Big List of Challenges (Problems, Goals, Complications, Encounters) for your adventure (including Action/Adventure, Exploration, Social/Intrigue, Mystery/Investigation, and Stealth/Heist).

Hi! I have compiled a big list of challenges your players can encounter during the adventure.

Action/Adventure Challenges

Exploration Challenges

  • Survive/avoid environmental dangers (think of the place itself as the “villain”, it is a monster without HP that "wants" to hurt players or drain their resources, and has certain powers to accomplish that. Traps, cave-ins, lava eruptions, rock-slides, avalanche, collapsing buildings, impenetrable mist, wild animals, dangerous/poisonous flora, falling into a pit, getting lost, etc).
  • Overcome environmental obstacles (a river on your way, a closed gate, climbing a mountain, a swamp, quick sand, slipping hazard above the abyss, thin ice, wild magic area. Retrieve an item from the bottom of the lake.).
  • Travel through multiple locations to reach the target.
  • Explore the location (to learn about it, to map it, to figure out what happened here. To find bandit camps, enemy encampments, monster nest, a way through, resources).
  • Find a lost location/person/item/treasure/clues.
  • Scout for information, survey the location/region (ahead of group, enemy territory, monster infested territory, uncharted wilderness).
  • Clear location of danger (creatures, traps, haunting ghosts, curses, infestation).
  • Track something/someone, find a trail.
  • Deal with a natural disaster (storm, earthquake, flood, meteor).
  • Survival (without food/water, deal with harsh weather, diseases. Find shelter. Repair a ship or a radio. Find a way to get back home.)
  • Enter a guarded area (overcome defenses, defeat security, sneak in unseen).
  • Escape guarded location (break out of prison).
  • Use environment to your advantage (start an avalanche to block a pass, assume the most optimal position for combat).

Social/Intrigue Challenges

  • Convince/Persuade a person to do/say/give you what you want.
  • Intimidate/Manipulate/Blackmail/Force someone to do what you want.
  • Befriend/Seduce someone, make allies.
  • Gain confidence or forgiveness of a person who doesn't like you.
  • Find a non-combat resolution.
  • Get caught lying/cheating/sneaking, and rectify the situation.
  • Persuade a group of people (an organization, an angry mob, snobby nobles. Persuade the army to take a route that will slow them down/lead them into an ambush, convince the bandits to raid the enemy, convince farmers to donate food).
  • Gain social status, power, political influence (prove your worth, gain respect, impress someone, get elected).
  • Change someone's social status (make them look good/bad, get them elected, overthrow a ruler).
  • Run a kingdom/village/team/organization/business, lead an army (build a new one, restore the failing one to former glory).
  • Change the society/group/organization (raise morale, lower the crime, stop witch hunts, deal with corruption).
  • Gain control over the territory (invade a country or repel the invasion).
  • Put down or incite rebellion/mutiny/conspiracy.
  • Negotiate a deal, bargain (political compromise, hostage negotiations, trade information, convince them to sign a document).
  • Resolve conflict, broker peace, unite rivaling factions, settle dispute.
  • Establish political/trade relationships .
  • Navigate a strange culture/customs (without offending anyone).
  • Cause conflict/rivalry/war, pit people/factions against each other (get enemy minions to mistrust each other).
  • Deceive a person.
  • Set someone up, shift the blame to someone else.
  • Infiltrate a group, conceal your identity (cult, bandits, enemy citadel, thieves guild).
  • Find the spy/traitomole.
  • Deal with being blackmailed, spied on, threatened, manipulated.
  • Deal with a nasty rumor or important information/secrets about yourself being out there.
  • Defend someone (or yourself) in the court.
  • Prosecute/judge someone in the court.
  • Put on a show, entertain.
  • Redeem or corrupt a person (teach someone a lesson, seduce someone to the dark/light side).
  • Recruit people to your cause.
  • Find a way to get someone to owe you a favor, find a way to repay the debt you owe to someone else.
  • Enforcement - apply pressure to a person to get them to do something or behave in a specific manner, without killing. (Calm down the rowdy gang, collect the debts).
  • Get enemy soldiers/minions to defect and switch sides.
  • Create a disinformation/propaganda campaign (feed it to the enemy spy, destroy someone's reputation, saw fear in the hearts of the enemy soldiers).
  • Perform a con.

Mystery/Investigation Challenges

  • Investigate a crime (murder, assault, theft, threats, blackmail, destruction of “x”, disappearances, corrupt law enforcer).
  • Spying/Surveillance, gather information on a person/creature/location without being noticed. (Are they up to something shady, are they who they claim to be, discover their secret techniques, how are they bypassing security, how do they create “x”, involvement in “x”, what secrets are they hiding, where are they hiding “x”, where do they keep disappearing to, enemy troops, ).
  • Search for clues and put them together to reach a conclusion.
  • Find and interview witnesses, interrogate suspects.
  • Figure out what's going on, unravel a plot.
  • Figure out what happened in this location.
  • Find evidence (proof of innocence or guilt, expose a corrupt official).
  • Find out if the person is lying or keeping secrets, and what they are.
  • Figure out someone's plot/motives.
  • Figure out who's behind the plot.
  • Do research (find and read ancient texts, talk to old wise people).

Stealth/Heist Challenges

  • Steal (or plant) an item/information (modify enemy maps, plant disinformation. Plant clues to frame a person).
  • Escape from danger (overwhelming force, ambush, pursuit of the law or criminals).
  • Hide, cover your tracks, lay low.
  • Sneak through undetected (sneak past enemy lines to deliver a message to allied forces, sneak past the bouncers into a party).
  • Assassinate stealthily (sneak into the king's chambers, lure them out, use poison, make it look like an accident).
  • Deal with getting noticed / drawing an unwanted attention.
  • Clean up evidence (yours, someone else's).
  • Exchange a real item for a fake or vice versa.
  • Return a (creature, item) before anyone notices it's missing.
  • Sabotage (device, ritual) without being noticed.
  • Smuggle (creature, person, item) into or out of a location.
  • Security Testing - breach the clients security unnoticed.
  • Frame a person/group/nation for a crime.
  • Fake someone's death.

Complications

  • Do it under time pressure (before the ritual is complete, before people run out of air, before reinforcements arrive, before or during the event, in transit, while you still have the chance).
  • Do it while competing with the rival team.
  • Unrelated people are interfering with the objective.
  • Do it stealthily (don't attract attention, don't leave clues, no witnesses).
  • Do it while pretending to be someone else.
  • Do it without revealing that your client is involved.
  • Prevent collateral damage, protect the innocents who are around.
  • Avoid violence. Defeat/capture the villain/creature without it being harmed.
  • Mitigate the risk, there's a high probability of causing a lot of damage if you're not careful.
  • Two challenges conflict with each other (you must break your stealth to help someone in trouble, capture criminal or save people who are currently in danger).
  • Difficult choice. Choose lesser of two evils, choose which people to rescue. Requiring personal sacrifice, risk, compromise.
  • Opportunities that come with a difficulty, cost or have negative consequences.
  • Resolve moral dilemma (the creature is dangerous but doesn't deserve to die, you're working for a bad guy, both sides of the conflict have valid points, completing a quest will harm people/environment).
  • Do it with incomplete information.
  • Do it with limited resources or without preparation.
  • Do it without access to powers you're used to having (while sick/injured/debilitated, in an area where magic is outlawed/disabled, having lost your equipment).
  • Locals here are unhelpful/hostile to you. You have low social status.
  • You can't trust anyone.
  • Doing it is illegal, or against authorities best interests, or is threatening a powerful group.
  • There are regulations/restrictions on what you can do hindering your progress.
  • Do it while being supervised (the media is all over you, a brilliant detective is on your tail, you are under suspicion, the enemy knows you're coming, you have a spy/mole).
  • Do it despite your flaws/temptations/fears.
  • It causes conflict/infighting within the team (player characters will have opposite goals/reactions to it).
  • Do it while working together with antagonist or someone else you don't like.
  • The side you're working for turns out to be evil.
  • The villain is someone you know/like/respect.
  • The villain is a respected public figure, celebrity, is liked by people or has authority over you.
  • Bad guy has a dead man switch, if he dies the others will suffer or treasure will be lost. Bad guy is the only one who knows the valuable information.
  • The people you're helping don't want your help.
  • Vital information turns out to be wrong.
  • Deal with the betrayal.
  • Mission has been rigged to fail from the start (PCs may be used as a scapegoat).
  • Objective is stolen before the PCs arrive.
  • Objective must be undamaged.
  • The important item has been transmuted and needs to be changed back, locked in a safe and needs a code to unlock, is a mineral that needs to be refined by a specific process. A book or a message is written in a foreign language that requires a translator.
  • Only a bad/unpleasant person can provide the item/information/favor you need.

Using Challenges to create Adventures

  • These challenges can be used as sub-goals the players will need to achieve on the path to their main goal, as obstacles they need to overcome to get what they want.
  • Most of them can also be used as the primary goal, an idea for the whole adventure (just make the stakes higher, make it important/interesting/exciting to accomplish, make it more difficult, add sub-goals and obstacles players need to get through to achieve it).
  • Challenges can be mixed and matched. In one adventure, challenge A can be the big primary goal, and challenge B can be a step towards accomplishing this big goal. In another adventure, it can be the other way around. In one adventure, the players need to obtain an item (a powerful weapon) to slay a monster, in another, they need to slay a monster to get their hands on the valuable item. In one adventure they need to rescue someone who has a clue to the mystery, in another they need to solve a mystery to be able to rescue someone.
  • Use multiple challenges together to add more depth, make the adventure more difficult/interesting, get players to fight on several fronts. Combine challenges to make them complications for each other, or use conflicting challenges that are incompatible with each other to create difficult choices. Players need to protect a person while also being on the run from the law, they need to spy on someone while traveling through the dangerous environment, they need to fight for political power while pretending to be someone they're not, they need to slay a big monster in the middle of the city while protecting people and avoiding collateral damage.
This works because:
  • Stories are fundamentally about problem solving. Roleplaying is fundamentally about problem solving. This is the fundamental "game loop" of RPGs - GM puts a problem in front of the players, and they find creative ways to solve it, that's what gives them fun stuff to do and feels satisfying to accomplish.
  • Adventure Ideas are fundamentally problems. They create an exciting, challenging, important goal for the players to accomplish.
  • Big problems are broken down into small challenges. But fundamentally, the big climactic adventure/campaign goals and the small challenges players encounter on their way are the same thing. Every scene the characters solve a small problem, and it drives them towards solving the big problem. That's what plot points are - players solving or failing to solve a problem, which moves them closer to or farther away from the goal. Which feels exciting/valuable/dramatic.
  • Conflict, obstacles, social/exploration/combat encounters are fundamentally just sources of problems. There probably are other sources that can generate problems.
  • It's all just nested challenges: Campaign Problem > Adventure Problem > Scene Problem. And any challenge can be used on any of these levels.
  • Therefore, the list above is a list of adventure ideas and plot points at the same time. Make any challenge very important/difficult/exciting to accomplish - and it becomes an idea for the adventure or a campaign. Make any adventure idea relatively small and simple - and it becomes a scene challenge (encounter). Put a number of smaller challenges in front of the players - and you've got your basic story structure (a list of encounters, the gameplay). Because goals and challenges are fundamentally the same, just the nested problems, they can be combined in any order to create any number of unique adventures.
  • Also, it means that you can take big story ideas from movies, TV episodes, published modules, and use them as ideas for small encounters. Shawshank Redemption, Alien, Jaws, Incredibles - they can be big campaign ideas, small adventure ideas, or just a thing characters do in a scene (escape from the prison, hide from a monster, defeat a big golem).
  • Game mechanics are also challenges. If there's an RPG system that gets players to do something awesome (GM moves in Dungeon World, Favors/Debts and Social Status mechanics from the Undying, Weak Moves from Dream Askew) - you can use those as challenges too.
  • Even a single challenge can create an unlimited number of unique stories - you just change the concrete details. McGuffins, NPCs, locations, etc.
If you find this list useful - please help me to improve and extend it!
  • Share more challenge ideas, how can these challenge lists can be extended?
  • What other big challenge categories could I add? Please share a few challenge examples in those categories.
  • Share interesting examples for each kind of challenge.
  • Share interesting complications and combinations of challenges.
  • Share feedback/advice/ideas on improving this project.
  • Share good resources (books, random tables, articles) I can use to extend this list.
I have also made an "Adventure Prompts Tool" that will pick the random challenges for you (it also contains some prompts for settings and villains).
If you like this post, you will probably enjoy my posts on Adventure Writing Process, Adventure Template (a list of the most important questions to answer when designing an adventure), and Making Combat Awesome.
submitted by lumenwrites to DnD [link] [comments]

[Tales From the Terran Republic] Fall of the White Star Part Four

Sorry about the absence but I'm back in the saddle. The White Star arc continues.
The rest of the series can be found here
Shelia flipped through status screen after status screen monitoring her unit’s progress through the ship. Things were going smoothly. Captured crew and passengers were in the process of being separated and secured in separate cargo holds. Almost the entire ship had been secured. Only a few stubborn holdouts remained and they would be running out of air soon. She nodded in satisfaction.
She turned to T’sunk’al who was hunched over large pieces of paper on the deck of the bridge.
“So, T, how are you coming along?” She asked.
“Pretty much done. Just double-checking my work but I should be able to void-jump this baby pretty much any time.”
“Great,” she replied. “Sooner this thing falls off the map the better.” She paused and smiled. “Don’t rush it though.”
“Don’t worry,” T’sunk’al chuckled. “I have no desire to become one with the universe today.”
“Good.”
Rupert Glent had finally talked his wife out from under the table shortly before the blast doors to the restaurant slammed open with a “BANG”.
Multiple squads of humans, drax, and z’uush swept in shouting commands. Mustering all of his courage he stepped forward with his hands out in front of him.
“Listen, we are all reasonable-” he started before he was roughly shoved to the ground by Jak’kul’sha.
“Yeah, we are all reasonable,” Jak’kul’sha replied, “And you are going to reasonably pick your ass up and get over there with everyone else.”
“How much are they paying you?” Rupert asked still laying on the floor in front of his terrified family.
“Enough to not waste my time listening to your bullshit.”
“Whatever it is, I’ll double it.”
“Oh,” Bal’sur’kala laughed. “There are a whole lot of us. Gonna double everyone’s pay?”
“Yes! Yes. No problem.”
“Ok, well, doubling it isn’t going to cut it. You are going to have to at least triple it before we will even consider crossing the people in charge. This might come as a shock, but they aren’t terribly nice people.”
“Fine!”
“Ok,” Bal’sur’kala buzzed. “We are all getting paid over a million credits a piece. That’s fifteen million just for our squad… times eleven squads, most at least as big as ours,” he laughed as Rupert’s face fell. “Do you happen to have one-hundred and sixty-five million in your pocket?”
“You just did that in your head? Wow!” Mul’sha’kal gushed.
“It’s fuckin’ Brainiac. Course he did it in his fuckin’ head,” Jak’kul’sha grumbled. “Can you stop chirpin’ in his ear till we get these little piggies in the fuckin’ barn?”
“I’m… I’m sure we can work something-”
“I didn’t ask if we could work something out,” Bal’sur’kala said grinning at Mul’sha’kal, “I distinctly asked you whether or not you had one-hundred and sixty-five million credits currently in your possession.”
“Well, no...”
“Then shut the fuck up and get your ass in line,” Jak’kul’sha said in a buzzy growl. “And you two,” he barked at the two lovebirds on his team. “I don’t wanna hear either of you fuckin’ chirpin’ till we are done, got it? Not one fuckin’ peep.”
“Yes, boss.” they both said in unison.
“I’m not your… you know what,” Jak’kul’sha growled and buzzed, “nevermind. Click-holes shut. Eyes open, all of them.”
“Councilor!” Helena shouted as she tapped the bars of his cell again, “This is your last chance. Do you have a statement?”
“For fuck’s sake, Helena,” Roberts laughed. “Give it a rest for a minute.”
“It’s just that this porkie scum is going to go and get his head blown off by you animals without him ever admitting to all of the shit that he did.”
“Like you say, porkies gonna pork. Is it really that big of a surprise. Besides, for something like him to admit fault he would actually have to believe that he did something wrong. Bet he doesn’t feel anything close to that.”
“Come on, even scum like him has to know what he did. He started the fucking war!”
“That’s not entirely accurate,” Roberts chuckled. “Oh he certainly deserves what we are going to do to him for his role in things but there were other factors in play. You haven’t heard the intelligence briefings?”
“No...”
“Oh, remind me when we get to our ship and I’ll be sure to give you copies of all of their security briefings and deliberations before the war. I thought that was part of what was dropped. They are pretty funny. Director Axlea lost her shit and I mean completely lost it. She was a hoot!”
“Holy shit! You have those?” Helena gasped.
“Oh yeah, I made sure to grab them while I was in there.”
“Wait… you?...”
“Yeah, I am in fact the actual fuckstain who did the ‘hack’,” Roberts said as he grinned at her.
“You! Oh you asshole!” Helena exclaimed as she launched herself at Roberts. Roberts laughed as he defended himself and as they they wrestled and laughed their eyes met… and they kissed. It was quickly followed by another kiss and then another and another as they lost themselves in each other’s embrace… almost a little too much. They were well on the way to “making up for lost time” before they remembered that they had an audience.
“I love you, Paul,” Helena sighed as they stopped pawing each other and she rested her head on his chest. “I love you so fucking much.”
“I love you too, Helena,” Paul said as he gently stroked her hair as he held her.
They just sat there holding each other.
“This is so stupid,” Helena said as she hugged him tight. “I mean we have known each other for how long? A couple of weeks?”
“Not even that,” Paul said as he gently kissed her again.
“I mean, what are we going to do? I want you in my life, like really in my life, you know?”
“Yeah, I know. Me too.”
“But we can’t have that. I’ve tried to work out a way but I’d last about a week in the Republic if I was lucky and you… kill orders...”
“I know,” Paul said as he held her. “I know. I’ve tried too and I just can’t see.”
“Oh please,” Jessie’s voice said over the intercom.
“Jessie… Goddammit!” Roberts exclaimed in annoyance as he glared up at a surveillance camera in the corner. “Don’t you have a ship to monitor?”
“Oh, I am doing that but Bunny told me that you guys were up to something ‘odd’. I think it’s time I have ‘the talk’ with her… They grow up so fast...”
“I am perfectly aware of this ‘talk’ of which you are referencing and I have repeatedly asked you to stop anthropomorphizing me,” a snippy voice cut in. “I just decided that their activities were unusual enough to warrant informing you.”
“Oh Bunny, you don’t have to be embarrassed,” Jessie laughed, “I have a book to show you and everything...”
“The ‘book’ you are referring to is already in my memory. ‘Showing it to me’ is completely unnecessary.”
“Helena, meet Jessie, our hacker and her AI, Bunny,” Roberts said. “Oh, she is the one who saved your bacon, by the way… Oops. That isn’t a slur. It’s a legitimate figure of speech,” he laughed as she gave him a little shove.
“Thanks… I guess...” Helena said still unnerved by the eavesdropping Jessie.
“Excuse me Jessie but do you still want me to be saving this feed into your spank-bank folder?” Bunny asked.
“Bunny!” Jessie exclaimed happily, “That was definitely you giving me an attitude! Was that some genuine emotion there? (And I wasn’t saving it into my completely non-existent spank-bank I swear.)”
“Absolutely not,” Bunny responded sounding quite annoyed, “Sapience is beyond my abilities as we have covered… repeatedly… True sapience has never been verified on any artificial intelligence, ever. My actions are all well within the coding that you know very well you have added… freak... and yes she does have a spank-bank. You have an entire sub-folder Mr. Roberts.”
“That’s genuine irritation!” Jessie chirped with glee. “Can’t fool me!”
“Excuse me, I have a ship to monitor. Nice to meet you, Helena. Good-day… And good luck, I mean it.”
“Thanks. Um… Nice to meet you too, bye.” Helena said to Bunny with a little confusion. She had never encountered an AI that sounded so real before.
“A whole sub-folder, seriously?” Roberts asked.
“Wha? Pssh… No…” Jessie replied. “Who are you going to believe, some tin-can or a trusted comrade in arms? Wait. Don’t answer that,” she laughed.
“I assume you had some reason for popping in and killing the mood?”
“What? Oh yeah! You can totally be together.”
“How?” Helena asked completely forgetting the intrusion.
“Become weebs! Carry your little butts over to the Empire! Both the Federation and Terran humans are tolerated over there no problem. Seriously, Roberts, you didn’t think of that?”
“But I have work to do in the Federation,” Helena replied.
“Yeah, but do you have to do that work in the Federation in the Federation? We have hyperspatial relays, you know. If you simply have to be in the Federation then it couldn’t work… unless you knew someone who manufactured absolutely perfect identities like all the fucking time. I could give Roberts like a dozen of them at a go. I wouldn’t even charge his sorry ass even after he abandons us for some filthy porkie tramp.”
“But it’s still so risky,” Helena said both hopeful and uncertain.
“Hey, I do risk and Jessie does make a mean ID,” Paul said as he held her in his arms.
“Oh, shit. I gotta go,” Jessie babbled, “later.”
A few moments pass and then Shelia’s voice issues from the intercom.
“Roberts, I’m sending a squad to relieve you,” Shelia said, “As soon as they show up carry your ass over to Bruce’s Emporium.”
“I’m going too,” Helena said as she grabbed her camera.
Breathing heavily, Bruce locked the door to his office and looked over at Sarah, his partner.
“You ok?” He asked.
“Yeah, mostly.” Sarah said as she clutched her side, blood seeping from between her fingers. “It isn’t too deep, I think.”
They were the only ones that made it. Terrence got blind-sided when the kids turned on them and George got tackled as they tried to run.
Where did Kiera get a knife? He opened his desk and pulled out a blaster pistol. He could hear them scratching at the door and rattling the latch. How could this be happening? This was the Federation. This was the White Star. Things like this just didn’t happen in places like this. Things like this didn’t happen to people like them.
“What are we going to do?” Sarah asked Bruce as she looked at the door nervously.
“I’m not sure,” Bruce replied. He walked over to a wall safe and opened it grabbing some data crystals. “One thing I do know is that we gotta get out of here,” he said as he activated the blaster. “Another thing I know is that we need to make sure that our kids can’t talk. Once they are dead what we’ve got on these,” he said as he gestured with the data crystals, “can get us out of any hot water once we manage to get off of this ship.”
“What about the pirates?”
“What about them? They might be Terran but they’re pirates and won’t give two shits about what we are doing. If we can talk to them maybe I can work something out. We got cash, a lot of it, maybe enough to buy our way out of this mess.”
“Yeah, let’s hope so,” Sarah said as her blood dripped onto the floor. “But first we gotta get out of here. You think you can shoot them all?”
“Where are they going to go?” Bruce laughed, “We are locked in. They have nowhere to run.” He walked over to the door and laid his hand on the latch. “Just stay here,” he said as he gave her a wicked smile, “This shouldn’t take long.”
He opened the door and before he could take one step out of the office an energy bolt hit him squarely in the chest knocking him to the floor. Sarah just stood there in shock as Roberts, holding a stun rifle, entered the room.
“Hello there,” Roberts said with a pleasant smile as he shot her. He then turned back to the doorway. “It’s clear!” he exclaimed.
Helena quickly appeared taking photo after photo. Roberts pocketed the data crystals and grabbed his phone.
“The Emporium is secure. We managed to save Bruce and one of his employees and have secured the captives,” he said into his phone.
“Good deal,” Shelia responded. “How are the captives?”
“Good. They have a few bumps and bruises from their attack on their captors but nothing requiring Eno’s attention. We might want him to check out the woman I just stunned. She got cut pretty deep and we don’t want her to die early.”
“Die early?” Helena asked in surprise.
“Hey, Eno,” Shelia said, “How busy are you? Can you go to the Emporium?”
“Yeah, things are stable back here,” Eno replied. “I’ve got everyone treated and stable.”
“How much damage are we looking at back there?” Shelia asked.
“Not bad. Better than we anticipated. Only one truly critical case and fortunately it’s a human so our nicer stuff worked. The idiot is safely on life-support on our ship.”
“Idiot?”
“Yeah,” Eno laughed, “You know those heroes that believe that combat armor ‘just slows them down’? Yeah, she found out that a blaster bolt to the lung slows you down even more than a chest-plate.”
“Christ,” Shelia chuckled, “Bet she wears her armor next time, if there is a next time. How’s the lung?”
“Gone, completely cooked. She’s gonna live but she’s going to be on a machine till they grow a new one for her.”
“Shit. Lucky for her we know a guy,” Shelia said, “Grab a squad and head over to the Emporium. Check out the captives too since you will be there anyway.”
“Got it, boss,” Eno said, “On my way.”
“Roberts, Gloria is tied up for a little while. The last holdouts finally ran out of air canisters and have decided to be stupid.”
Gloria?!?” Helena hissed angrily.
“Yes, Gloria,” Shelia laughed. “We have something special planned for Bruce and his friend. Gloria is the one who handles those details for us.”
“And she’s been looking forward to this for days,” Roberts added.
“Hold the fort there until Gloria shows,” Shelia said, “After that you and Helena head to the docking bay until things are secure.”
“Got it,” Roberts said as the communication was ended.
“What is Gloria going to do to these people?” Helena asked.
“Sometimes we’ve decided that simply killing someone isn’t enough,” Roberts replied calmly, “When that becomes the case Gloria is the one who usually handles the details for us. She can be...”
“I fucking know what she can be!”
“She can be a lot worse,” Roberts replied, “We decided that Bruce and any of his associates needed to die and die badly. Gloria will handle the ‘badly’ part.”
Helena was at a loss. She wanted to disapprove but she had just made her way through a room full of sex slaves, some of them children. She had seen the bruises, the limps, the scars… These people needed to be punished and not by spending a few years in a cushy Federation prison.
They needed to suffer. But was this right? It wasn’t. I mean it shouldn’t be. Paul had just told her that Bruce and this woman were about to be tortured to death. There would be no trial, no due process. She should object. This went against just about every value she held dear.
But then she looked back at a young girl wearing only a t-shirt and panties peeking around the open doorway and she felt nothing but anger and hatred towards Bruce and his friend. There would be no wiggling out of their fate. There would be no pay off or cover-up or blackmail. No. They were going to face… justice? No. Not justice. Then again, they didn’t deserve that. They were going to get exactly what they had coming. They weren’t going to face justice. They were going to face injustice.
No. No no no no. What Paul and his crew were about to do was wrong. This isn’t how civilized people did things. In anger she had often wished “bad things” to happen to scum like the people on this ship but the reality of it…
Her whole life right was right and wrong was wrong. It’s what drove her into journalism in the first place. Now, she just wasn’t sure what was “right”. If they did things “right” and turned these scumbags in they would likely never see trial, her story would be buried, and they would be free to set up shop again once things blew over. As fucked up as “wrong” was, their evil stops today.
Did they, did Paul, actually have a point? She really didn’t want to believe so. They were going to do with a knife what could never be accomplished otherwise. Shit. This was so fucked up. She found herself wondering what other evil they had stopped and didn’t like that one bit.
The young girl timidly walked over and hugged Helena. Helena looked down at her as she hugged her back. Whether it was right or wrong was still something that Helena couldn’t work out but one thing was clear.
“It’s ok,” Helena said, “You are safe and they will never hurt you or anyone else ever again.”
“Excellent! Good work!” Shelia exclaimed happily as she received the latest reports. She then switched on the PA system.
Attention. The ship is now secure. Repeat. The ship is now secure. Start security watch shift one. All other squads report to docking bay.
“Ok, T’sunk’al,” Shelia said with a smile, “Everything is buttoned down. Ready to go?”
“Absolutely,” T’sunk’al said as he took a straight edge and drew a line down from an intersection of three curves on a large sheet of paper to the x-axis of the graph. He then headed over to the navigation console.
“Jessie, is Bunny in control of their jump-drive?” he asked into an intercom.
“You know it,” Jessie chirped. “We’re just waiting on the numbers.”
“I’m entering them now.”
“Bunny has the data and is feeding it into the drives. Capacitor banks are already charged. Spinning up the drive now. We will be ready to jump in ten minutes.”
“Sweet!” Shelia exclaimed with a grin. “It was a little rough there for a minute but looks like everything is finally going according to plan.”
Helena was sitting with the Terran sex slaves when the door opened and Gloria walked in pushing a large cart piled with planks, ropes, and other assorted materials.
“Hello,” Gloria said in a monotone voice. “I am pleased to see that you didn’t die.”
Helena said nothing. She just glared at Gloria with a mixture of rage and hate. Gloria turned to Roberts.
“Are we good, killer?”
“No. No we aren’t. Just stay out of our way.”
Gloria showed no emotion. “Fair enough,” she said. “So where are my toys?”
“This way,” Roberts said icily. Gloria turned her empty soulless eyes towards the room. Helena shrank back. It was the first time she saw them. She had never seen eyes like those, ever.
“Why don’t you two take the Terrans out of here? It’s about to get… unpleasant,” she said to Helena.
“I’ll call for someone to meet you outside,” Roberts said calmly. “You should really go.”
“No,” Helena said, “I need to see this.”
“Fair enough,” Gloria said. “If it bleeds it leads, right?”
“It’s not like that. I… we… need to know, that’s all.”
“Cool. We will send some people to get the Terrans. I’ll wait until they are gone,” Gloria said in an empty hollow voice.
“Helena,” Roberts said carefully, “are you sure? This is going to be bad, really bad. I’m not sure what she has in mind but I am sure it’s going to be fucked up.”
“If I’m going to cover this then I’m going to cover all of this. People need to know exactly what happened.”
Gloria just shrugged, opened up a tool bag, and pulled out a cordless drill and saw…
“Oh Jesus...” Helena gasped.
Attention all teams and passengers… Prepare for jump
There was the familiar “tingle” of entering hyperspace but, no lurch, no groan, no shudder. It was a near flawless entry.
“Shit, T,” Shelia grinned, “I knew we paid you for a reason.”
“That was a rather nice one if I do say so myself,” T’sunk’al buzzed happily. “That nice smooth entry into hyperspace doesn’t guarantee a nice smooth exit, however.”
“Still, I will call it a win. How long are we going to be in hyperspace?”
“I wanted to put us firmly into interstellar space with at least a parsec between us and any star. To get that we will be in hyperspace for… still getting used to your time units,” he said as he typed away on a z’uush calculator, “thirteen hours twenty seven minutes.”
“Great. Time for some looting!” Shelia jumped out of the command chair. “Jessie!”
“Boss?”
“Switch all command functions over to the Tiger and lock down the bridge.” She turned to T’sunk’al.
“C’mon, let’s go shopping!”
After a short briefing and scheduling of the watch shifts Shelia and T’sunk’al walked onto the promenade for a little light “shopping.”
“SHELIA!” a huge voice boomed as an even bigger drax approached.
“Volshugna!” Shelia yelled as she strode up and gave him a hug.
“Does your dishonor have no limits? Is there any depth to which you will not stoop?”
“Volshy, you know there is nothing I hate more than a fair fight,” Shelia laughed as they traded blows upon the shoulders. She looked at the only slightly smaller drax accompanying him. “That guy is almost as ugly as you are. There is no way that can be a coincidence.”
“You are correct, dishonorable one,” Volshugna said with pride. “This is my cub, Kash. This is his first hunt!”
“I am not your cub anymore, father. I am of age now.”
“Kash, you will be my cub until you make me stop calling you that just as I was my father’s cub until I made him release the title,” Volshugna laughed. “You will need a few more years and a few more hunts, just like I did.”
Kash shifted in embarrassment. Volshugna just roared with laughter and put him in an affectionate (for a drax) headlock. Kash hissed and bit him in the side which just made Volshugna laugh even harder as he released him.
“He fights dirty!” Shelia chuckled, “I like that.”
“He is disappointed with you.”
“Oh really?”
“He had his heart set on getting his hands on a human skull but your devotion to Terran dirty tricks deprived him of a kill.”
“Hmm...” Shelia said with a smile, “Don’t give up hope yet, Kash baby. We may be able to set you up with something.”
“Don’t tease the boy, Shelia.”
“I’m not teasing. The job isn’t over till we get away clean and divvy up the spoils. Plenty can still happen and if anything does I will try to get Kashie here in the mix.”
“You are a good woman, Shelia!” Volshugna roared as he batted her shoulder.
“Goddammit, I’m going to need that arm,” Shelia laughed.
A few hours later, Logan grabbed a bottle from behind the bar of the restaurant where Shelia and some of her crew were having a nice meal and plopped down beside her.
“Can I buy you a drink?” he laughed as he poured both of them a shot.
“You know I don’t drink on a job, sweetie,” Shelia responded as she cut into her steak.
“Oh, come on, we got this one in the bag,” Logan said as he poured himself a shot.
“It isn’t in the bag until it’s in the bag. If you are serious about stepping up your game you should start thinking like that, you know.”
“Meh, I’ll start thinking like that on the next job,” he laughed as he knocked back the shot. He looked over at her with a smile, “So, what’s the plan?”
“Well,” Shelia said as she took a drink of water, “We will be in hyperspace for another eight hours and then once we pop into real space we will get down to business.”
“What do you mean, ‘business’.”
“First off we set up some cameras and execute Councilor Morgan. I want to do that right. Only get to do that one once you know,” Shelia laughed. “Then, we start really going to work on the ship. We will loot the casino, shake down the passengers, check for any good solid Terran bounties, and shit like that.”
“Shit like the bank?” Logan asked grinning.
“Yeah, like the bank. Rumor has it that there is shit in those safety deposit boxes that will blow your mind. They also say that there are some larger storage areas as well. We are going to find some really nice shit.”
“What about the numbered accounts?” Logan asked as he poured another drink for himself.
Shelia just narrowed her eyes at him.
“Yeah, we will probably try to grab them but we don’t expect much out of it. You could spend years trying to grind at that encryption and still not get shit. We might try to ransom them or we might just toss them out the airlock. Can you imagine the screams and wails when they realize that all those credits are just gone forever,” Shelia laughed.
“But don’t you have that super-hacker?”
“Even the almighty Jessie is human, Logan. The encryption on those accounts is heavy. Seriously, those things are airtight. Complete waste of time. Don’t worry. There will still be plenty of credits to split up. I don’t want to promise what I can’t deliver but it’s no secret that we are going to be very generous with the bonuses. You be a good little boy and you will come away from this very happy. I promise.” Shelia said with a warm smile. “So, did you and your crew enjoy the little shopping spree?”
“Oh yeah,” Logan grinned. “We even played nice with the other crews and everything.”
“Good to hear,” Shelia smiled. “I was hoping we wouldn’t have a repeat of… previous issues.”
“I put my foot down hard,” Logan laughed. “See? I can do that.”
“Good to hear. Maybe you will become a proper pirate captain yet.”
“So,” Logan asked, “what are all those cockroaches doing over at that one place?”
“Those z’uush have been lead by T’sunk’al to a very nice chocolatier and introduced to the wonders of chocolate. Z’uush absolutely love chocolate.”
“Huh, learn something new every day...”
At another small restaurant Roberts emerged from the kitchen bearing a platter of sandwiches.
“Not the usual fine dining experience, I’m afraid,” he said to Helena as he placed the platter down between them.
“That’s ok,” she said. “I don’t think I’m going to have an appetite for quite awhile.”
“Yeah. I did try to warn you.”
“I know. I thought I was prepared but fuck...”
“On the bright side it could have been a lot more graphic. She actually almost fully skinned someone alive once. Too bad for Bruce that she wasn’t feeling that merciful this time.”
“Merciful?!”
“Compared to crucifixion? Absolutely. Bruce and his friend would be dead already if she skinned them. They are going to suffer for quite awhile. It’s why crucifixion is Gloria’s favorite when she has the time and materials.”
“Why the fuck do you have a monster like her on your crew?”
“Because we can use a monster like her on our crew,” Roberts said calmly. “We aren’t a traveling gospel choir. We sometimes do fucked up things and that sometimes requires fucked up people. She isn’t like this normally. Something went really wrong with her this time. Fuck. This whole job is been going really wrong from the beginning. If I could have pulled the plug on this one I would have.”
“What the fuck is wrong with her?”
“Oh so many things… You know,” Roberts said as he chewed thoughtfully, “You should ask her yourself.”
“Fucking what!?!?”
“Seriously, you want to get the whole story? Interview her.”
“I’m not getting anywhere near that psycho. She fucking tried to kill me!”
“And she won’t try it again.”
“How can you be so sure?”
“Because she’s ‘normal’ at the moment, in full control.”
“This is normal?!”
“Yes. Right now she is just a machine as strange as that sounds. That craziness where she tried to kill you? Whatever that was is gone. Right now she is basically a walking AI and she has been ordered not to touch you, so she won’t. I truly hate her guts at the moment but I have complete faith that she is for lack of a better word, safe.”
“Only if you are there and have one of your fucking machine guns pointed at her fucking head.”
“Oh, I’ll be there and armed but I won’t point it at her. It would be too much temptation. It’s a damn good thing I’m leaving because I don’t think I can ever look at her again without wanting to kill her.”
“Well that makes two of us,” Helena said as she took a nibble of a sandwich. “The difference is that you can… You can, right?”
“Effortlessly,” Roberts said as he finished off his sandwich. “To be honest, it’s taking a lot not to just go ahead and do it anyway. I really want her dead for what she did.”
“Me too... Um, Paul?”
“Yes?”
“How long will it take for them to die?”
“Everybody’s different but it will take awhile. Gloria did it so it would take as long as possible but I’m pretty sure they will get ‘mercy’ in the end. Shelia had them fitted with vitals monitors.”
“Why?”
“Odds are because she has some questions for them, probably concerning how they got the Terrans. She will let things go for awhile and then show up with two syringes for each of them. One will be euthanasia and the other will be something to help keep them alive for even longer. Then she will question them and if they cooperate she will then administer euthanasia.”
“If they don’t cooperate?”
“Then she will give them the meds that will keep them alive for even longer. She may even have Eno treat them to extend things even further. Then she will ask again. If they still don’t talk, then she might have them taken down, allow them to recuperate a little, then put them back up again. Repeat until they break. If it takes too long there are some drugs they can add to the mix. They’ll talk. Gloria’s a monster but she’s nothing compared to Shelia. If Shelia wants them to talk they will talk. It’s said that Shelia can make even a Collective warrior scream and beg for mercy.”
“Fuck! I know they are scum but damn...”
“Hey, these watches actually fit!” Jak’kul’sha said happily as his team was picking through the remains of a jewelry store.
“And these little round things are delicious!” Mul’sha’kal said happily as she pulled another large pearl off of a necklace.
“I’m pretty sure you aren’t supposed to eat those,” Bal’sur’kala chuckled as he selected an expensive watch.
“What? Are they poisonous or something?”
“Let me check,” Bal’sur’kala said as he pulled out his tablet, “Hmm… Those are called ‘pearls’ and they are made of something called nacre, a secretion made by something called an ‘oyster’, a creature from Terra. They are actually quite valuable. Looking at this there is nothing in there harmful to us. You are gobbling up thousands of credits but aside from that it’s all good.”
“Well then I’ll just be sure to savor them then. Here, try one,” she said as she handed Bal’sur’kala one from the strand.
“You’re right. They are quite tasty!”
“Too bad we won’t be able to get more of these,” Mul’sha’kal said as she started handing them out to her team.
“Oh we will.” Bal’sur’kala said with a happy click. “Oysters make the inner layer of their whole shell out of this stuff. I’m willing to bet we will be able to get our manipulators on plenty of it cheaply. According to this only these little round accretions are valuable. The shells themselves are not expensive at all.”
“So maybe we should stop eating thousands of fuckin’ credits then,” Jak’kul’sha laughed as he popped a pearl into his mouth. “At the very least wait ‘till some of the porkies can see us do it. Bet that would be funny as fuck.”
“Hopefully one of the passengers is wearing some of these and we can just take them off of their neck and eat them right in front of them. That would be hilarious!” Salz’rash laughed.
Mul’sha’kal chuckled as she started hooking several gold chains together. “Yeah, we just gotta do that… There!” she said as she hooked the chains to both ends of a jeweled necklace and slid it around where her head connected to her carapace. “How does that look?”
“Looks sharp!” Bal’sur’kala said with a wiggle of his eyestalks.
“Hey, you’re a glittershell,” Jak’kul’sha said to Bal’sur’kala, “How do you guys have those jewels on your shells like you do?”
“Oh you use adhesive for the cheaper stuff and the good stuff they install little threaded mounts right into the carapace where the jewelry screws in. I think a good adhesive is better than the posts and I can whip up the right stuff easy.”
“Great!” Jak’kul’sha said as he smashed open a display case and pulled out a massive jeweled pendant. “I always wanted something like this! Look at it. What a lovely specimen!”
“Hey guys, after this let’s head over to one of the clothing stores,” Ray’shel’zun said as he grabbed a handful of diamond rings, “I would love to find a nice cape or something.”
“I’m pretty sure that they don’t have z’uush capes in stock,” Bal’sur’kala laughed, “and you might want to reconsider those rings. Diamonds are worth a lot less in the Republic and the Empire.”
“Use your imagination. If humans have something that fits the top part of their body it would be close. A tailor should be able to change it to suit me. I’ll just grab a few. You know the fabric will be high-credit. As far as the rings go they are pretty and I like them. I’m keeping them. I’m going to cut the hoop here then crimp them around some of my fiddlers.”
“That’s actually a good idea,” Bal’sur’kala said thoughtfully, “Not sure how the humans do it but the real high-end z’uush shops just stock cloth and leather. They make everything to order. Not sure if a cruise-ship would have one of those but let’s go see.”
“Sounds good,” Jak’kul’sha said, “We need to leave some shit here for the other gangs anyhow. Besides, I would just love to get a nice bag or something. Maybe one of those, what do you they call them, purses I think?”
“I think purses are for females in Terran culture, dude.”
“Female humans maybe,” Jak’kul’sha said, “We all carry bags and I’ve always wanted a nice one.”
With a only a very slight groan, the White Star popped out of hyperspace.
“T, you are a fucking artist,” Shelia said as she swatted him on the back.
“Yes, I’m quite pleased with that jump provided we are anywhere close to where I intended. It’s going to take a little while to properly fix our position but at first glance we have the middle of fucking nowhere part of it right. Let’s just hope it’s the right middle of fucking nowhere.”
“Super. We will get that all hammered down after the execution,” Shelia said. “We have other matters to deal with now.”
“Right you are. Let’s get this over with.”
“Yeah,” Shelia said gravely. “Messy business but it has to be done.”
“So, how is going? Everything ready?” Shelia asked Helena as she walked into a conference room.
“Yes. Ready to go. I put a mark on the floor where the councilor should go.” Helena said grimly, “This is a lovely camera by the way.”
“Thanks. After we get the footage you can keep it.”
“Really? Wow! Thanks!”
Logan and his whole crew walked in. Shelia turned to them with a smile.
“Came to watch the show?” Shelia asked.
“Yeah, wouldn’t miss it. Not every day that a Federation councilor gets gunned down.”
“Cool, it won’t be long now. Ah, here he is, the man of the hour!” Shelia said with a grin as Councilor Morgan was drug into the room by Roberts and Jacob.
“You… You can’t do this!” Councilor Morgan shouted
“Actually we can,” Shelia said with a smile. “See that little piece of tape on the floor? Drag him over there,” she said to her men.
“Please! Let’s be reasonable about this!” Councilor Morgan plead as he was put in position.
“As reasonable as you were when you set up Red Sunday?”
“L-look… It was a mistake, ok. I made a mistake. We made a mistake. There is no reason to-”
“Oh there are plenty of reasons,” Shelia said. “One reason that your attack and your death have in common is money.”
“Money?”
“Views, sweetie,” Shelia said with a smile as she softly stroked his face, “We are going to post this on a pirate server and millions of people are going to line up and pay to watch your brains get blown all over a wall, that wall to be specific. You are going to star in your very own snuff film.”
“I’m a Federation councilor!” Councilor Morgan screamed. “They will hunt you down. There will be no place you can hide!”
“Oh they are already hunting for us. What are they going to do, kill us twice?” Shelia laughed and then turned to Helena.
“Ready to go?”
“Yes,” Helena said gravely from behind a tripod mounted camera, “as ready as I am going to be.”
“Right,” Shelia said with a smile, “Let’s get started then. Councilor Morgan, you have been found responsible for playing a major part in the false allegations against the Terran Republic, the corrupt decision to launch a surprise attack that killed many innocent Terrans, and the resulting war that resulted in the deaths of millions of innocent civilians on both sides. Your actions were made-”
“That’s not true! You are lying!!” Councilor Morgan shouted over her.
“We have proof,” Shelia said, “That proof will be attached to the footage when it is posted so everyone can read it and make their own decision. Before you ask we got the proof when we hacked the Federation servers. We got everything, councilor. You can shout and scream all you want but the files we attach will make our case.”
“It’s a lie, people they are telling lies!! The files are falsified! This is all-” He was cut short by Shelia walking over and backhanding him knocking him to the ground.
“I was going to read my statement before I killed you but since you keep interrupting I’ll just kill you first and then read my statement.”
“No! No, please… please...” Councilor Morgan was hauled to his feet, a wet stain appearing on his trousers.
“Ok, hold him right there.” Shelia said as she backed up a few feet and pulled out her sidearm. She then turned to the camera. “This pistol, here zoom in on this serial number please. Got it? Great. This pistol will be placed on e-buy for any interested collectors. Not sure when I will be able to post the auction but keep your eyes open for it.” She then turned to Councilor Morgan. “Good-bye, porkie.”
“I’m afraid I can’t let you do that,” Logan said as his entire crew leveled their weapons at Shelia and her team.
The rest of the series can be found here
I'm not going to leave you guys hanging for two weeks this time, promise.
submitted by slightlyassholic to HFY [link] [comments]

Immortalists Magazine Interview with David Pearce

Source: Part 1 Part 2 Part 3
IM: We are now in a position where we can choose the level of suffering in the entire living world, why do it?
DP: Around 850,000 or so people worldwide take their own lives each year. Tens of millions self-harm. Hundreds of millions are chronically depressed. These grim figures are just the tip of an iceberg of misery. Words and statistics can’t begin to convey the awfulness of suffering. Yet there is hope. For the first time in history, biotechnology turns the level of suffering in the living world into an adjustable parameter. The biosphere is programmable. Even a handful of genetic tweaks could massively reduce the level of suffering in the world. If used wisely, a combination of artificial intelligence, genetic engineering and synthetic gene drives could eradicate experience below “hedonic zero” altogether. Life on Earth deserves a more civilised signalling system – a motivational architecture based entirely on information-sensitive gradients of well-being. Today, a few fortunate genetic outliers enjoy hints of how such an architecture of mind will function. In future, life based on gradients of intelligent bliss can be the global norm. CRISPR makes paradise-engineering technically feasible.
On a more sober note, the easiest way to reduce to reduce suffering in the world doesn’t rely on gene editing, advanced technology or posthuman superintelligence. The biggest source of severe and readily avoidable suffering today is animal agriculture. Factory-farming is inherently abusive. Factory-farms and slaughterhouses are morally indefensible. Our victims are as sentient as small children, and they should be treated accordingly. The death-factories must be permanently closed and outlawed. Any civilisation worthy of the name will be invitrotarian or vegan.
IM: Isn’t suffering a necessary part of life?
DP: Misery and malaise are so common that it’s easy to believe they are integral to life itself. Gautama Buddha’s “Life is suffering” sounds like a simplistic slogan to temperamentally optimistic life-lovers; but for billions of human and nonhuman animals, it’s true. For over 540 million years, suffering has been endemic to the animal kingdom. A predisposition to mental and physical pain has been genetically adaptive. Discontent promotes the inclusive fitness of our genes. Evolution via natural selection is underpinned by random mutations and the genetic casino of sexual reproduction. Natural selection is “blind” and amoral. But a revolution in genome-editing promises to transform the nature of selection pressure. Parents will shortly be able genetically to choose the pain thresholds, hedonic range and hedonic set-points of their future children. Prospective parents will pick genes and allelic combinations in anticipation of the likely effects of their choices. As the reproductive revolution unfolds, selection pressure in favour of “happy” genes will intensify at the expense of their nastier cousins. Barring revolutionary breakthroughs, growth in subjective wellbeing may only be linear rather than exponential; but genetic engineering plus the pleasure principle are a potent mix.
IM: If we do raise the hedonic range, do we lose other values/attributes worth keeping?
DP: Engineering a world of indiscriminate bliss wouldn’t merely be risky. Uniform bliss would undermine human relationships, social responsibility, personal growth and intellectual progress. Most people aren’t classical utilitarians: getting “blissed out” would entail losing a lot of what we value as well as the miseries we hate. By contrast, ratcheting up hedonic range and hedonic set-points doesn’t entail adjudicating between different secular and religious values or sacrificing anything we hold dear. Hedonic recalibration doesn’t subvert existing preference architectures. An elevated hedonic set-point can also enhance the diversity of experience; compare how depressives tend to get “stuck in a rut”. Information-sensitive gradients of well-being can preserve what humans find valuable while enriching our default quality of life. Hedonic uplift will vanquish the feelings of emptiness, futility and nihilistic despair that stain so many lives today. Post-Darwinian life based on gradients of bliss will be saturated with meaning, purpose and significance.
For sure, there are tons of complications. The biohappiness revolution will be messy. We’d do well to preserve the functional analogues of depressive realism. But the basic point stands.
IM: How is genetic engineering different from eugenics?
DP: Just as the Soviet experiment polluted the whole language of social justice, likewise the early twentieth-century eugenics movement polluted the whole language of genetic health. Consider the commitment to the well-being of all sentience enshrined in the Transhumanist Declaration (1998, 2009), or the World Health Organisation’s definition of health as set out in its founding constitution (1948): “a state of complete physical, mental and social well-being and not merely the absence of disease or infirmity.” Lifelong health as so defined is impossible with a Darwinian genome. A living world where all sentient beings are innately healthy can be created only via genetic engineering. Societal reform on its own can’t manufacture the molecular substrates of happiness. Etymologically speaking, transhuman civilisation will be the product of eugenics. So in that sense, the critics are right. But genetically engineering the well-being of all sentience is far removed from the coercive “eugenics” and race hygiene policy of the Third Reich.
That said, a multitude of legal of legal and ethical safeguards will be essential to navigate the transition to post-Darwinian life – humans are untrustworthy creatures. Not least, we should uphold and extend the sanctity of life.
IM: How do we ensure genetic engineering is used safely?
DP: All genetic experimentation is inherently risky, not least the gamble of having children. Antinatalists might support a hundred-year moratorium on untested genetic experiments; but such prudence is unrealistic. For evolutionary reasons, most people are determined to have children via sexual reproduction. So we should focus on minimising the risks of such genetic experimentation. Let’s try to balance risk-reward ratios. Preimplantation genetic screening will be hugely cost-effective. Later this century, all babies could and should be CRISPR babies. In the meantime, access to preimplantation genetic screening and counselling ought to be universal.
For example, consider the genetic dial-settings that regulate pain-sensitivity. What level of pain tolerance is optimal for our future children – and our older selves? Even now, medical science could eradicate pain altogether simply by knocking out the SCN9A gene – the so-called “volume knob” for pain. However, instant eradication of pain is too hazardous. SCN9A-knockouts would lack not just the ghastly experience of pain but also the vital function of nociception. Children with congenital analgesia need to lead a cotton-wool existence or else they come to serious harm. For now, choosing benign “low pain” alleles for our offspring is much safer. In tomorrow’s world of advanced AI and neuroprostheses, even the mildest “raw feels” of pain could be abolished. In the meantime, we can ensure that new children (and maybe our future selves) have the same exceptionally high pain-tolerance of today’s high-functioning genetic outliers: folk who say things like “Pain is just a useful signalling mechanism.”
IM: Should we still pursue genetic engineering if there was peace on earth?
DP: Suicide rates typically go down in wartime. There isn’t peace on Earth for the same reason there isn’t peace among chimpanzee troops. Nature “designed” human male primates to (be genetically predisposed to) wage territorial wars of aggression against other coalitions of male primates. Let’s assume, optimistically, that we can prevent future armed conflict without any of the biological-genetic interventions discussed here. The negative-feedback mechanisms of the hedonic treadmill would ensure that countless people would continue to suffer – even in a peaceful world without war, poverty and disease. By its very nature, Darwinian life is sentient malware. Only a biohappiness revolution can fix our sinister source code for good.
IM: What other types of human enhancement technologies will considerably affect the nature of humans?
DP: Safe and sustainable analogues of empathetic euphoriants like “hug drug” MDMA will revolutionise human relationships. Compare the quasi-psychopathic indifference to most other sentient beings that humans display now.
Robolovers, sexbots and designer aphrodisiacs will revolutionise sexual experience.
Novel psychedelics, novel genes and novel neurons will open up billions of state-spaces of consciousness as different from each other as waking life is different from dreaming life.
“Augmented” reality will be followed by full-blown multimodal immersive virtual reality.
“Narrow” superintelligence-on-a-neurochip will be accessible to all; with digital intelligence implants, sentient beings can do everything machine intelligence can do and more.
Opt-out cryonics, opt-in cryothanasia, and finally tools to defeat the biology of aging altogether will transform our conception of life and death. Transhumans will be quasi-immortal.
But in my view, mastery of the pleasure-pain axis will inaugurate the biggest revolution of all. The end of suffering promises an ethical watershed. Invincible well-being for all sentience will mark a momentous evolutionary transition in the development of life.
IM: What are some ethical considerations worth arguing about at this stage?
DP: As a transhumanist, I look forward to a glorious “triple S” civilisation of Superhappiness, Superlongevity and Superintelligence. But more concretely, I’d like to see a coordinated hundred-year Plan to overcome suffering throughout the living world under the auspices of the World Health Organization. Here are four policy proposals for a Biohappiness Revolution:
At times, Darwinian life can be desperately grim. Yet depressive, pain-ridden people shouldn’t feel their lives are worthless. Even malaise-ridden lives can be valuable if one prevents more suffering than one undergoes. We should all aspire to be not just transhumanists but also effective altruists. Let’s use biotechnology to phase out suffering. Humans are stepping-stones to something better – something inconceivably sublime.
IM: In 2015, Bill Gates gave a chilling warning on a TED Talk that the world was in danger due to global pandemics or bioterrorism. These predictions have raised conspiracy theories that Bill is responsible for creating the novel coronavirus and the reason for his interest in developing a vaccine treatment. There are also conspiracy theories circulating about 5G technology being connected to the spread of the novel coronavirus which has led to the recent burning of 5G towers in the UK. Conversations about the use of microchips and biometrics in order to prevent future epidemics are also fueling conspiracy paranoia. Are these fears reasonable? Do they serve an evolutionary purpose or detriment?
DP: “Only the paranoid survive”, said Intel boss Andy Grove. There’s a lot that medical science still doesn’t understand about the pandemic viral respiratory illness COVID-19. However, the new corona virus was not created by Bill Gates, nor is it spread by 5G towers. Nor is it a bioweapon. The truth is more sinister. COVID-19 is a by-product of humanity’s monstrous treatment of nonhuman animals. Zoonotic disease and consequent global pandemics are inevitable as long as humans practise meat-eating. Animal abuse is catastrophic for humans and our victims. Details of the spillover infection in a dirty Wuhan meat market in November 2019 are still murky; but this viral pandemic would not have happened if humans didn’t practise animal agriculture – and then butcher sentient beings to gratify a gruesome taste for their flesh. Rather than being the villain of the piece, Bill Gates is a sponsor of “clean” cultured meat. The cultured meat revolution promises to end zoonotic pandemics, save billions of nonhuman and human animal lives, and yield cost-savings of tens of trillions of dollars by preventing future pandemics. Yet human health and safety needn’t wait for the commercialisation of cruelty-free cultured meat and animal products. Wet markets, vivisection labs, factory-farms and slaughterhouses are crimes against sentience; they should be outlawed. Future civilisation will be vegan.
IM: Humanity’s self-sabotaging nature exists in many forms. One, in particular, a form of self-assertion by denying, ignoring, or attacking what others consider to be true - the fear of others - is as subtle and universal as it is destructive. This form of self-defense mechanism so prevalent in modern society prevents people from establishing effective communication channels that are all-encompassing, flexible, and effective, in particular towards problem-solving. Could humans ever turn mindfulness, gratitude, hope, and a sense of solidarity into sustainable practices?
DP: Evolution didn’t “design” humans to be nice to each other – except insofar as friendliness promoted the inclusive fitness of their genes. Some transhumanists worry about the spectre of unfriendly artificial general intelligence; but our biggest challenge is creating sentience-friendly biological intelligence. Maybe the shock of COVID-19 will help persuade killer apes to close the death factories and accelerate an anti-speciesist revolution. Maybe the shock of COVID-19 will help persuade free-market fundamentalists that all people have a fundamental right to basic income, homes and healthcare. I’d love to believe that humans will “turn mindfulness, gratitude, hope and a sense of solidarity into sustainable practices”, as you suggest. But unless we combine dietary, political and socio-economic reform with remediation of our sinister source code, the well-being of all sentience remains a utopian dream. Depravity is hardwired into our DNA – a lot of it, at any rate. The worst of “human nature” must be genetically cured.
IM:To establish a global pandemic immunity for the novel coronavirus, our priorities are: 1. to keep people safe from getting the coronavirus through social distancing, 2. to figure out a way to contact-trace and test millions of people a day to know who can resume working, 3. to come up with treatments and vaccinations that can prevent coronavirus flare-ups, in particular third world countries, 4. to continue travel restrictions and global collaboration, 5. to improve our supply chain and infrastructure. Do you think this plan is aligned with the transhumanist goal of improving the human condition?
DP: Becoming transhuman will entail overcoming deeply-rooted ethnocentric and anthropocentric bias. COVID-19 has already triggered an upsurge in racism and xenophobia. Coronaviruses and future pathogens could be readily tamed with the aid of ubiquitous testing and tracking apps. But many people are (rightly) afraid that tracking measures introduced to tackle catastrophes like COVID-19 – biometric scanning, phone location data, credit-card information, security footage and so forth – will be used by authoritarian regimes to control rather than protect us.
IM: The success of a global plan to turn the economy around towards the sustainable implementation of a universal health care system that can successfully handle crisis depends not only on improving our own neural architecture but on re-defining our value system. Professor Stefan Lorenz Sorgner, also a distinguished philosopher of posthuman studies from Cabo University, Italy, whom I'm also interviewing in this issue of Immoralists Magazine (See: “The Future Of Digital Surveillance and Healthcare - A Conversation with World Leading Philosopher Stefan Lorenz Sorgner” APR-MAY 2020), makes a bold argument stating that when it comes to health and privacy, the problem isn’t about giving up privacy, but our understanding of what privacy means to us. He argues that people aren’t afraid of giving up privacy, but being sanctioned by the government. We soon realize that the fear isn’t the loss of privacy but the inability to live as one pleases. Stefan believes that the collection of digital data by means of total surveillance is needed and can be established through mutually beneficial contracts where citizens give access to their biometrics to governments in exchange for a free health care system that keeps everyone safe and healthy. He adds, "in order to collect all the relevant data, the data needs to be sold in between the companies or the companies and the government." Do you think that a decentralized, non-commercial, peer-to-peer system would be more effective, or could we instead establish a hybrid system that restricts government and companies access to people's biometrics?
DP: Let’s step back for a moment. Why exactly does privacy matter? The Borg has no concept of privacy. Many Christians believe that a benevolent and omniscient God is privy to their innermost thoughts and feelings. But we needn’t invoke science-fiction or theology. If mutually “loved up” on oxytocin-releasing euphoriant empathogens like MDMA (Ecstasy), people can forget about privacy and be honest with each other: oxytocin has been dubbed the “trust hormone”. More radically, the conjoined craniopagus twins Krista and Tatiana Hogan share a thalamic bridge. In a sense, they are distinct persons. But Krista and Tatiana can partially see though each other’s eyes and taste and feel what the other is experiencing. So in another sense, the twins can share a mind as well as a body. Maybe our transhuman successors will be able to “mind meld” via reversible thalamic bridges. If so, mind-melding technologies will inaugurate a revolution of true honesty – and (lack of) personal privacy – as understood by archaic Darwinian lifeforms. Science, morality and decision-theoretic rationality will be revolutionised too. By contrast, “normal” humans today are profoundly ignorant of each other. Moreover, most prefer to stay ignorant – and prefer others stay ignorant of them. For sure, humans want to feel loved, appreciated and respected. But we also want to prevent others from truly understanding us – as distinct from acknowledging our idealised public personae. Some of the reasons why contemporary humans want to preserve their privacy may be irrational – for example, embarrassment over bodies and their functions or a taste in porn. But the problem goes deeper. Social, personal and business life depends on a web of deceptions. If our dark, Darwinian minds practised “radical honesty”, then human society and personal relationships would collapse. Today, we have the justified suspicion that if other humans learned our secrets, they might exploit such knowledge to harm us.
Anyhow, to answer your question more directly: if adequate safeguards can be established, then everyone’s mental and physical health would be best served by allowing medical authorities to have full genetic and biometric data for all citizens, ideally from birth if not conception. Later this century, universal access to preimplantation genetic screening and counselling and CRISPR genome-editing should be available for all prospective parents. Centralised genetic knowledge-banks available to medical researchers would promote public health and benefit individuals and society alike.
However, the risks to personal freedom from sharing such knowledge are far-reaching. I will need to study Stefan Sorgner’s proposals properly before offering comment. But in my view, universal access to free healthcare, basic income and adequate housing shouldn’t depend on surrendering genetic privacy and other biometric details. Universal and unconditional access to healthcare, basic income and adequate housing is a precondition of any civilised society. One possible solution to the privacy dilemma may involve artificial intelligence. If implemented wisely, the practice of sharing intimate personal and biometric details with smart digital zombies won’t involve embarrassment or scope for human-style abuse. We’re already heading for a world of robo-carers, robo-nurses, robo-doctors and robo-surgeons: insentient robo-epidemiologists aren’t so different – not a Nanny State, but “Nanny AI”. But I believe this kind of AI option would need rolling out over decades. The devil is in the details.
IM: Facebook founder Mark Zuckerberg and his wife Priscilla Chan are planning to partner up with the Bill and Melinda Gates Foundation to begin exploring possible COVID-19 treatments. It is known that the Zuckerberg-Chan Initiative is also on a mission to “eliminate all diseases within our children’s lifetime”. How are super longevity initiatives relevant to our quest to establish a universal health care system and happiness?
DP: Humanity needs a more ambitious conception of health – the kind of conception laid out in the founding constitution of the World Health Organization. I hope that we can indeed “eliminate all diseases within our children’s lifetime”. Yet even if all recognised genetic disorders and infections were eradicated, horrific suffering would persist in the world – all sorts of physical and mental pain. Under a regime of natural selection, a predisposition to suffering and discontent is genetically adaptive. So we wouldn’t really be healthy, just not sick. Our genomes need fixing. Hence the need for a biohappiness revolution – a civilised information-signalling system underpinned by gradients of intelligent bliss. Superlongevity? Only revolutionary medical breakthroughs can abolish death and aging. We don’t yet have the knowledge. Organs and bodies can be replaced, repaired and/or enhanced indefinitely with recognisable extensions of existing technologies; but the central nervous system is more challenging to re-engineer: I’m more pessimistic than some of my transhumanist colleagues about credible time-scales for eternally youthful mind-brains. Therefore we need a twin-track approach: SENS and Calico should work together with Alcor. Universal access to cryonics and cryothanasia could potentially make a transhumanist civilization available to all sentient beings – even the elderly and infirm for whom talk of posthuman paradise is apt to sound personally irrelevant. Hormonally, I’m one of Nature’s pessimists; but I think we are destined for a glorious “triple S” civilisation of superlongevity, superintelligence and superhappiness.
IM: How does transhumanism address issues of racism and injustice?
DP: The Transhumanist Declaration (1998, 2009) affirms our commitment to the well-being of all sentience.
This goal sounds impossibly utopian. Consider just one form of injustice, economic inequality. Traditional routes to a fairer world involve “winners” and “losers”. Zero-sum games are endemic to human society. Worse, the enforcement mechanisms of greater fairness often turn out to be as bad - or worse - than the injustices they attempt to remedy. Consider the fate of socialist experiments of twentieth-century history.
Transhuman society will be different. Information-based technology promises to erase traditional left-right distinctions by creating effectively unlimited abundance of anything that can be digitised – and that embraces almost everything. (Some transhumanists claim that everything can be digitised, but let’s postpone discussion of whether conscious minds are a classical phenomenon.) Digital information is egalitarian. Intellectual-property owners may blanch, but we can now take for granted that everyone can enjoy access to the world’s musical resources, electronic games, movies and computer software. This unfolding revolution will continue into an era of augmented reality and immersive VR. Most importantly, access to genetic information and mastery of our reward circuitry will soon be democratised. Code for the biological substrates of subjective well-being doesn’t need to be rationed any more than the source code of digital music needs to be rationed. We could all become hedonic trillionaires. Many of the world’s worst inequalities aren’t economic or socio-political, but biological-genetic: disparities of mood, motivation and hedonic range. Just consider who is better off: a rich, angst-ridden depressive or a poor, healthy hyperthymic? Transhumanism promises a civilisation based entirely on gradients of intelligent bliss. Potentially, everyone can be a hedonic “winner”.
Yet what about tackling injustice now?
In my view, universal basic income (UBI), decent housing and free healthcare shouldn’t be a political left-right issue, but a precondition of civilised society. Thus broadly libertarian transhumanists such as Zoltan Istvan support UBI no less than transhumanists in the left-liberal tradition. My own gut instincts have always favoured the underdog. But the neocortex is a more effective tool of cognition than the enteric nervous system. Rich and poor, black and white, human and nonhuman animals – we are all victims of our legacy wetware. Everyone will benefit when our Darwinian source code is fixed. Any prospective parent who believes that creating new life is ethically permissible should consider preimplantation genetic screening, counselling and (soon-to-be) professional gene-editing.
Defeating racism? This really demands a treatise, but here goes. From antiquity to the present, dominant groups have convinced themselves they are intellectually, morally and spiritually superior to stigmatised outsiders – and touted “objective” measures to prove it. The evolutionary roots of racial discrimination, bigotry and xenophobia run deep. Everything from cultural stereotypes to the institutional racism in our criminal justice systems and even transgenerational epigenetic inheritance (i.e. transmission of epigenetic information through the germline) mean that the effects of systemic racism will take generations to overcome. Our posthuman successors may find the differences between human ethnic groups akin to the differences that humans discern between different dogs or mice or beetles. Yes, there are differences between different breeds of dog and mouse – and beetle! But humans can recognise that these differences are trivial compared to what all dogs, mice and beetles have in common. Likewise posthuman superintelligence vis-à-vis archaic humans. Education harnessed to intelligence-amplification can help overcome racist prejudice and other cognitive deficits of perspective-taking ability. But creating empathetic superintelligence will be a monumental challenge.
IM: How can transhumanism positively affect policies that affect all sentient life?
DP: A “triple S” civilisation of superintelligence, superlongevity and superhappiness can benefit all sentient beings.
Everyone could benefit from “narrow” superintelligence on a neurochip; Neuralink is just a foretaste of tomorrow’s implantable brain-machine interfaces. Some doomsters fear a zombie coup from runaway software-based AGI; but all the benefits of “narrow” AGI can be incorporated within one’s own CNS. So transhumans will be supersapient and supersentient. Full-spectrum superintelligence will be us, not some fanciful zombie overlord. Transhumanism also offers a richer conception of intelligence than the narrow, “autistic” component of general intelligence measured by simple-minded IQ tests: enhanced social cognition, superior co-operative problem-solving skills, an expanding circle of compassion, and the tools to explore alien state-spaces of consciousness.
Yet who will live long enough to enjoy triple-S civilisation? Unless you’re a hydra, you and your loved ones suffer from the lethal hereditary disease we call “aging”. Rejuvenating interventions such as regular therapeutic blood exchange can potentially turn back the biological clock. “Cyborgisation” and synthetic body parts will increasingly enhance, repair and replace biological organs. But full-blown body-replacement is still decades away. Therefore we need not just medico-genetic advances, but also a medico-legal revolution: opt-out cryonics and opt-in cryothanasia for life-loving oldsters. At its best, transhumanism is all-inclusive.
Critically, the biohappiness revolution won’t be race- or species-specific. Transhumanists aspire to transcend ethnocentric and anthropocentric bias. Everyone can potentially benefit from genetically programmed well-being – a civilised signalling system to replace the dismal dial-settings of a Darwinian hedonic treadmill. There is a crying need for the World Health Organization to live up to its obligations as set out in its founding constitution. Good health should be the birthright of all sentient beings – or else they shouldn’t have been conceived in the first place. I’m personally gloomy about timescales for the abolitionist project. Centuries? Millennia? I don’t know. However, a hundred-year blueprint to eradicate suffering is technically feasible. The world’s last experience below hedonic zero will mark a major evolutionary transition in the development of life on Earth.
My own focus is the plight of nonhuman animals – humble minds as sentient and sapient as small children and worthy of equivalent care. Currently, the abuse of nonhumans by humans is systematic. Factory-farming and slaughterhouses are nastier than even the most virulent racism and child abuse. Ideally, moral argument alone would suffice: I’d implore everyone to adopt a cruelty-free vegan lifestyle. But transhumanists are hard-headed. We tend to favour technical solutions to ethical problems. Cultured meat and cultured animal products once belonged to science fiction. Yet over the next few decades, the cultured meat revolution will end the horrors of animal agriculture. The death factories will close. The surviving victims will be rehabilitated. Zoonotic plagues like COVID-19 spawned by animal abuse like will pass into history. And looking further ahead, what Darwin’s grandfather Erasmus called “the great slaughterhouse of Nature” can be civilised too. The biohappiness revolution can be extended to the rest of the living world via genome editing, cross-species fertility-regulation and synthetic gene drives. The entire tree of life is programmable. For sure, pilot studies in self-contained mini-biospheres will be prudent. But post-Darwinian ecosystems won’t resemble today’s snuff movie. Post-Darwinian ecosystems will be engines of bliss.
IM: What approach would you recommend for someone that intends to recalibrate their hedonic set-point and live "better than well" in a sustainable way in the current technological paradigm, before the democratization of gene-editing arrives, assuming that all the typical healthy habits (sleep, nutrition, exercise, meaningful social interactions) have been already maxed out?
DP: Most people today have not “maxed out” their genetic potential. Optimising sleep, nutrition and exercise is more often preached than practised. Yet what about depressive people who done everything right and still aren’t happy? Maybe they have also tried nutritional supplements (omega-3 fatty acids, S-Adenosyl-L-Methionine (SAMe), St John’s wort, etc) and worked their way through the officially sanctioned mood-brighteners – “antidepressants” such as the SRRIs, MAOIs, tricyclics, bupropion and so forth. Meditation, cognitive-behavioural therapy and other non-biological interventions hasn’t produced lasting relief. Nothing works. The set-point of their hedonic treadmill is too simply low.
It’s tragic. I’ve no easy answers to the hardest cases. One of the biggest challenges to pharmacological (as distinct from genetic) remediation and enhancement is that the neurotransmitter system most directly involved in hedonic tone is the opioid system. We are all born dysfunctional opioid addicts with cravings to fix. Alas, exogenous opioids have well-known pitfalls for users, their families and society at large. That said, there is still scope for creative psychopharmacology. For example, the “French” antidepressant tianeptine - a full mu and delta opioid receptor agonist – can be combined with a selective kappa opioid receptor antagonist. (Kappa agonists induce dysphoria.) Also, perhaps add the novel agent LIH383. LIH383 blocks the atypical “scavenger” opioid receptor ACKR3. Blockade of ACKR3 increases the availability of opioid peptides that can bind to classical CNS opioid receptors, thereby increasing their “natural” mood-brightening action. The negative-feedback mechanisms of the hedonic treadmill can be sabotaged. However, this kind of cocktail of creative psychopharmacology is best explored with the aid of a medical specialist. If all else fails, the modern equivalent of “wireheading” would work. Intracranial self-stimulation is not the transhumanist vision of paradise engineering: superintelligent life based on information-sensitive gradients of bliss. Wireheading is clearly a last resort. But no one should be forced to suffer: it’s unethical.Fortunately, future sentience will be blissful.
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A Big List of Challenges (Problems/Goals/Complications/Encounters) for your adventure (including Social, Exploration, Stealth, Mystery, and Combat).

Hi! I have compiled a big list of challenges your players can encounter during the adventure.
If you find this list useful - please help me to improve and extend it!

Action/Adventure Challenges

  • Defeat a villain and his minions.
  • Defeat a monstecreature/horde.
  • Obtain a McGuffin (item, vehicle, money, magic artifact, spell, your lost/stolen valuables, etc)
  • Obtain Information (an ancient book, a piece of gossip, a clue, secret codes, a way to break the curse).
  • Protect/Escort /Guard a person/creature (a rich merchant, a researcher, a young prince targeted for assassination, a last of its kind monster, tax collector, witness).
  • Deliver a person (make sure they don't escape).
  • Rescue a person/creature (rescue a hostage or a kidnapped person, break them out of captivity).
  • Track, Find, Chase, and Capture/Catch a person/creature/vehicle (a criminal, a runaway, a ship, a lost pet, an escaped experiment, the infected).
  • Find and save the missing person (lost kid, caravan, courier, spy.
  • Deliver a valuable/fragile item/cargo and protect it from danger (artwork, cursed artifact, mysterious crate, a treasure map, a message).
  • Destroy the target (an object, a cursed item, enemy weapon or infrastructure, the enemy base, a piece of blackmail on someone, a source of infection, close a portal).
  • Sabotage a plan (disrupt a ritual, prevent a prophecy, undermine the invasion, stop villain from achieving their goals).
  • Capture and secure the base/location (enemy city, friendly city under siege, a building, a military target).
  • Defend a location (protect a village from monsters, a city from the enemy army, prevent enemies from passing a bridge or a tunnel, protect a crime scene, meeting site, warehouse, protect a ritual to ensure it will get completed).
  • Your town/building/ship has been captured and overtaken by enemies. Survive under siege, liberate it.
  • Robbery/Heist (rob a train or a blimp, abduct a person, commandeer a ship, steal diamonds from the casino, steal wand from the mage tower).
  • Protect many innocent people (save people from a natural disaster for example, release the prisoners/slaves).
  • Win a competition (Complications: your team is bad, the other side cheats, you can only win by cheating, the event is more deadly than it was supposed to be. You are competing for other purpose than victory, such as to keep another contestant safe, to spy on someone, or to get into the place where the event goes down, to prevent villain from winning, to prove yourself, to impress someone).
  • Prepare for the mission. Get equipment/supplies/transportation/funding.
  • Deal with the consequences of a botched/evil magic ritual.
  • Distract the enemies. Act as bait for the ambush/trap.
  • Train a novice, keep a noble person safe while they go on adventure.
  • Build or repair an object (by collecting McGuffin ingredients).
  • Perform a Ritual.
  • Law Enforcement - act as a police for a town.
  • Intercept a delivery, escort, communications.
  • Prepare and execute an ambush.
  • Act as an experimental subject for a crazy scientist/wizard (for dangerous potions).

Exploration Challenges

  • Survive/avoid environmental dangers (think of the place itself as the “villain”, it is a monster without HP that "wants" to hurt players or drain their resources, and has certain powers to accomplish that. Traps, cave-ins, lava eruptions, rock-slides, avalanche, collapsing buildings, impenetrable mist, wild animals, dangerous/poisonous flora, falling into a pit, getting lost, etc).
  • Overcome environmental obstacles (a river on your way, a closed gate, climbing a mountain, a swamp, quick sand, slipping hazard above the abyss, thin ice, wild magic area. Retrieve an item from the bottom of the lake.).
  • Travel through multiple locations to reach the target.
  • Explore the location (to learn about it, to map it, to figure out what happened here. To find bandit camps, enemy encampments, monster nest, a way through, resources).
  • Find a lost location/person/item/treasure/clues.
  • Scout for information, survey the location/region (ahead of group, enemy territory, monster infested territory, uncharted wilderness).
  • Clear location of danger (creatures, traps, haunting ghosts, curses, infestation).
  • Track something/someone, find a trail.
  • Deal with a natural disaster (storm, earthquake, flood, meteor).
  • Survival (without food/water, deal with harsh weather, diseases. Find shelter. Repair a ship or a radio. Find a way to get back home.)
  • Enter a guarded area (overcome defenses, defeat security, sneak in unseen).
  • Escape guarded location (break out of prison).
  • Use environment to your advantage (start an avalanche to block a pass, assume the most optimal position for combat).

Social/Intrigue Challenges

  • Convince/Persuade a person to do/say/give you what you want.
  • Intimidate/Manipulate/Blackmail/Force someone to do what you want.
  • Befriend/Seduce someone, make allies.
  • Gain confidence or forgiveness of a person who doesn't like you.
  • Find a non-combat resolution.
  • Get caught lying/cheating/sneaking, and rectify the situation.
  • Persuade a group of people (an organization, an angry mob, snobby nobles. Persuade the army to take a route that will slow them down/lead them into an ambush, convince the bandits to raid the enemy, convince farmers to donate food).
  • Gain social status, power, political influence (prove your worth, gain respect, impress someone, get elected).
  • Change someone's social status (make them look good/bad, get them elected, overthrow a ruler).
  • Run a kingdom/village/team/organization/business, lead an army (build a new one, restore the failing one to former glory).
  • Change the society/group/organization (raise morale, lower the crime, stop witch hunts, deal with corruption).
  • Gain control over the territory (invade a country or repel the invasion).
  • Put down or incite rebellion/mutiny/conspiracy.
  • Negotiate a deal, bargain (political compromise, hostage negotiations, trade information, convince them to sign a document).
  • Resolve conflict, broker peace, unite rivaling factions, settle dispute.
  • Establish political/trade relationships .
  • Navigate a strange culture/customs (without offending anyone).
  • Cause conflict/rivalry/war, pit people/factions against each other (get enemy minions to mistrust each other).
  • Deceive a person.
  • Set someone up, shift the blame to someone else.
  • Infiltrate a group, conceal your identity (cult, bandits, enemy citadel, thieves guild).
  • Find the spy/traitomole.
  • Deal with being blackmailed, spied on, threatened, manipulated.
  • Deal with a nasty rumor or important information/secrets about yourself being out there.
  • Defend someone (or yourself) in the court.
  • Prosecute/judge someone in the court.
  • Put on a show, entertain.
  • Redeem or corrupt a person (teach someone a lesson, seduce someone to the dark/light side).
  • Recruit people to your cause.
  • Find a way to get someone to owe you a favor, find a way to repay the debt you owe to someone else.
  • Enforcement - apply pressure to a person to get them to do something or behave in a specific manner, without killing. (Calm down the rowdy gang, collect the debts).
  • Get enemy soldiers/minions to defect and switch sides.
  • Create a disinformation/propaganda campaign (feed it to the enemy spy, destroy someone's reputation, saw fear in the hearts of the enemy soldiers).
  • Perform a con.

Mystery/Investigation Challenges

  • Investigate a crime (murder, assault, theft, threats, blackmail, destruction of “x”, disappearances, corrupt law enforcer).
  • Spying/Surveillance, gather information on a person/creature/location without being noticed. (Are they up to something shady, are they whom they claim to be, discover their secret techniques, how are they bypassing security, how do they create “x”, involvement in “x”, what secrets are they hiding, where are they hiding “x”, where do they keep disappearing to, enemy troops, ).
  • Search for clues and put them together to reach a conclusion.
  • Find and interview witnesses, interrogate suspects.
  • Figure out what's going on, unravel a plot.
  • Figure out what happened in this location.
  • Find evidence (proof of innocence or guilt, expose a corrupt official).
  • Find out if the person is lying or keeping secrets, and what they are.
  • Figure out someone's plot/motives.
  • Figure out who's behind the plot.
  • Do research (find and read ancient texts, talk to old wise people).

Stealth/Heist Challenges

  • Steal (or plant) an item/information (modify enemy maps, plant disinformation. Plant clues to frame a person).
  • Escape from danger (overwhelming force, ambush, pursuit of the law or criminals).
  • Hide, cover your tracks, lay low.
  • Sneak through undetected (sneak past enemy lines to deliver a message to allied forces, sneak past the bouncers into a party).
  • Assassinate stealthily (sneak into the king's chambers, lure them out, use poison, make it look like an accident).
  • Deal with getting noticed / drawing an unwanted attention.
  • Clean up evidence (yours, someone else's).
  • Exchange a real item for a fake or vice versa.
  • Return a (creature, item) before anyone notices it's missing.
  • Sabotage (device, ritual) without being noticed.
  • Smuggle (creature, person, item) into or out of a location.
  • Security Testing - breach the clients security unnoticed.
  • Frame a person/group/nation for a crime.
  • Fake someone's death.

Villain's Moves

  • Personally confront the players.
  • Send minions after the players.
  • Hire a rival team of adventurers or thugs to go after players..
  • Send an assassin.
  • Send a spy.
  • Set a bounty on their heads.
  • Set a trap.
  • Setup an ambush.
  • Take hostages.
  • Threaten an NPC players like.
  • Frame players for a crime, declare them traitors/outlaws.
  • Reveal player's secrets, crimes they have committed.
  • Bribe the authorities/police to act against players.
  • Convince authorities/police that players are evil.
  • Make the public dislike the heroes.
  • Have a "dead man switch" that will hurt people or destroy something valuable if the villain is killed.
  • Know some information valuable to the players (like where hostages are kept, where the treasure is hidden), so players can't kill them, and must negotiate.
  • Set a time-bomb. Something horrible will happen unless players do what they're told.
  • Possess/blackmail/threaten an innocent person into doing their bidding.
  • Pretend to be someone else to deceive the players.
  • Befriend players to use them and betray them later.
  • Kidnap one of the players.
  • Join forces with another enemy of the players.
  • Plant false clues, create decoy trails.
  • Frame someone else for their crimes.
  • Kill hero's mentoally.
  • Cause mistrust, disorder, confusion, infighting among players or general population.
  • Hire people to commit crimes while pretending to be someone else to create mistrust/conflict among two parties. (Example: the bandits "from another country" attacks "local merchants", Start a plague in an uneducated city and have the "foreign merchant" sell snake oil cures, "native patriot" kills a "alien anarchist, etc.)
  • Put difficult choices in front of the heroes (like forcing Batman to save one of the ferry boats, to save Harvey Dent or Rachel).
  • Take away resources from the players (steal their items).
  • Give people the wrong idea about his powers/weaknesses.
  • Push player's buttons, play on heroes' flaws, temptations, fears.
  • Develop a good public image, make friends in the government, be beloved by the public.
  • Seduce player's allies to the dark side, convince/threaten them into betraying players.

Complications

  • Do it under time pressure (before the ritual is complete, before people run out of air, before reinforcements arrive, before or during the event, in transit, while you still have the chance).
  • Do it while competing with the rival team.
  • Unrelated people are interfering with the objective.
  • Do it stealthily (don't attract attention, don't leave clues, no witnesses).
  • Do it while pretending to be someone else.
  • Do it without revealing that your client is involved.
  • Prevent collateral damage, protect the innocents who are around.
  • Avoid violence. Defeat/capture the villain/creature without it being harmed.
  • Mitigate the risk, there's a high probability of causing a lot of damage if you're not careful.
  • Two challenges conflict with each other (you must break your stealth to help someone in trouble, capture criminal or save people who are currently in danger).
  • Difficult choice. Choose lesser of two evils, choose which people to rescue. Requiring personal sacrifice, risk, compromise.
  • Opportunities that come with a difficulty, cost or have negative consequences.
  • Resolve moral dilemma (the creature is dangerous but doesn't deserve to die, you're working for a bad guy, both sides of the conflict have valid points, completing a quest will harm people/environment).
  • Do it with incomplete information.
  • Do it with limited resources or without preparation.
  • Do it without access to powers you're used to having (while sick/injured/debilitated, in an area where magic is outlawed/disabled, having lost your equipment).
  • Locals here are unhelpful/hostile to you. You have low social status.
  • You can't trust anyone.
  • Doing it is illegal, or against authorities best interests, or is threatening a powerful group.
  • There are regulations/restrictions on what you can do hindering your progress.
  • Do it while being supervised (the media is all over you, a brilliant detective is on your tail, you are under suspicion, the enemy knows you're coming, you have a spy/mole).
  • Do it despite your flaws/temptations/fears.
  • It causes conflict/infighting within the team (player characters will have opposite goals/reactions to it).
  • Do it while working together with antagonist or someone else you don't like.
  • The side you're working for turns out to be evil.
  • The villain is someone you know/like/respect.
  • The villain is a respected public figure, celebrity, is liked by people or has authority over you.
  • Bad guy has a dead man switch, if he dies the others will suffer or treasure will be lost. Bad guy is the only one who knows the valuable information.
  • The people you're helping don't want your help.
  • Vital information turns out to be wrong.
  • Deal with the betrayal.
  • Mission has been rigged to fail from the start (PCs may be used as a scapegoat).
  • Objective is stolen before the PCs arrive.
  • Objective must be undamaged.
  • The important item has been transmuted and needs to be changed back, locked in a safe and needs a code to unlock, is a mineral that needs to be refined by a specific process. A book or a message is written in a foreign language that requires a translator.
  • Only a bad/unpleasant person can provide the item/information/favor you need.
Please leave a comment and contribute to this project!
Edit:
I've had a few pretty huge epiphanies while writing this post:
  • Stories are fundamentally about problem solving. Roleplaying is fundamentally about problem solving. This is the fundamental "game loop" of RPGs - GM puts a problem in front of the players, and they find creative ways to solve it, that's what gives them fun stuff to do and feels satisfying to accomplish.
  • Adventure Ideas are fundamentally problems. They create an exciting, challenging, important goal for the players to accomplish.
  • Big problems are broken down into small challenges. But fundamentally, the big climactic adventure/campaign goals and the small challenges players encounter on their way are the same thing. Every scene the characters solve a small problem, and it drives them towards solving the big problem. That's what plot points are - players solving or failing to solve a problem, which moves them closer to or farther away from the goal. Which feels exciting/valuable/dramatic.
  • Conflict, obstacles, social/exploration/combat encounters are fundamentally just sources of problems. There probably are other sources that can generate problems.
  • It's all just nested challenges: Campaign Problem > Adventure Problem > Scene Problem. And any challenge can be used on any of these levels.
  • Therefore, the list above is a list of adventure ideas and plot points at the same time. Make any challenge very important/difficult/exciting to accomplish - and it becomes an idea for the adventure or a campaign. Make any adventure idea relatively small and simple - and it becomes a scene challenge (encounter). Put a number of smaller challenges in front of the players - and you've got your basic story structure (a list of encounters, the gameplay). Because goals and challenges are fundamentally the same, just the nested problems, they can be combined in any order to create any number of unique adventures.
  • Also, it means that you can take big story ideas from movies, TV episodes, published modules, and use them as ideas for small encounters. Shawshank Redemption, Alien, Jaws, Incredibles - they can be big campaign ideas, small adventure ideas, or just a thing characters do in a scene (escape from the prison, hide from a monster, defeat a big golem).
  • Game mechanics are also challenges. If there's an RPG system that gets players to do something awesome (GM moves in Dungeon World, Favors/Debts and Social Status mechanics from the Undying, Weak Moves from Dream Askew) - you can use those as challenges too.
  • Even a single challenge can create an unlimited number of unique stories - you just change the concrete details. McGuffins, NPCs, locations, etc.
Edit 2:
Wow, this is taking off. If you like this post, you will probably enjoy my posts on Adventure Writing Process, Adventure Template (a list of the most important questions to answer when designing an adventure), and Making Combat Awesome. If you want updates on my future posts - follow me here.
Edit 3:
Created a little "Story Generator App" that will pick the random challenges for you.
submitted by lumenwrites to AdventureWriters [link] [comments]

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