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The only thing you will usually need to prepare in advance is a map of the local variants in the part of the Matrix the mission will be set in. You should start by drawing a dotted line at the top of the page (representing the rim of the Matrix) and a thick line down the centre of the page representing the natural timelines leading to Nexus.

Next, you should choose a handful of natural and deviant timelines. The easiest method is to decide first on the natural structure of the region. In this configuration, no variants should reach the dotted line.

The arrows in the above diagram indicate where the variants collapse into the natural timelines leading to Nexus.
For each variant decide what makes them different from the natural timeline leading to Nexus. Once this initial stage has been determined, you can then decide on events that have caused deviation. These are usually one of the following:
The expected behaviour of a set of variants should adhere to the following guidelines, at least most of the time:

To add to the `feel' of the maps, we suggest that sector names and variant codes are used (see the example maps). Sector names are generated randomly by the Nexus Central Computer, and are hence fairly incomprehensible. The Variant Code is a three to five digit number. For natural timelines the number will be an integer, and for deviants, the same number with a suffix (i.e. 398 could be the natural timeline code, and 398.24 could be the code for a deviant from that timeline).
The player's map should consist of the configuration of the variants, the time axis and if you are feeling generous, the Epochs. You can also label any previously known Shifter activity, if you wish.
However, because variant 975 has such a high entropic rate coupled with the events that transpire there, 940 collapses earlier than it should as the Matrix tries to balance the variant-space-time in the area.
These are both non-descript, convergent variants that collapse through low entropy gain. This is mainly due to their peaceful nature and the fact that the other variant (221) has doin's a transpirin' that cause the Matrix to reassign the variant-space-time.
Society starts to change, and quite quickly almost everybody is employed in amusement park jobs. Production industries are fully automated, and all that there is to occupy peoples lives are either working at an amusement park, or enjoying the park's `pleasures'. Even completely unrelated industries are affected by the amusement park theme; transport is brightly coloured and invariably an exotic, amusement park derivative, food is almost always fast, and people are paid in ride tokens.
Needless to say the general populace is what we might consider `verging on insanity'. For those that cross the verge is the latest in competitive sport: serial killing. Across the internet (or ElvisNet as it's known in this fun variant) aliases claim mass killings and destruction in an attempt to gain the coveted Number 1 Serial Killer slot.
Into this picture comes a strange fellow indeed. We will know him as Gerard Steed from Variant 198 in this sector (see Sub-section 8.7.4). The ElvisNet serial killers know of him as Mr. X, and he's this weeks highest new entry.
Just prior to point C is where Gerard comes into this sickenely Elvis-orientated variant. He finds the whole serial killer mentality interesting and wants in on the action, getting various jobs around the parks. He tends to work in areas where there is access to the general public in some way, but not necessarily in an obvious way, i.e. food, transport, beauty products, flower arranging etc. He uses this to cause death in as aesthetically pleasing a way as possible, whilst being extremely careful to leave no clues as to the culprit.
He also has another secret, his steamtech shiftbox. This will be extremely difficult to find, and players should only get to it through intelligence and cunning (ahh well).
Point C itself is where the various Happy Lands around the world get annoyed enough with each other to start the Happy War. This meant that they all had to redevelop weapons and battle tactics. These all come from Happy Land type items, like deadly candy floss and cuddly toys that explode. The various cascaded timelines are where different types of the war were fought.
Another important aspect to this variant are the police. The Elvis Cops patrol Happy Land (where Gerard is based), and if their intelligence doesn't get to the players, make sure their annoying dress code (yes, like Elvis), and their constant Elvis-like drawl (Uh-huh-huh, thang you very much) does.
If the players do anything to prolong the timeline's existence, including:
This a strange timeline that will be familiar to fans of Antarctic Press. The world is inhabited by anthropomorphic animals of all descriptions. Anthropomorphs are creatures that have been developed into `human' form i.e. they have hands fashioned from their claws and stand upright (generally) on two of their feet. An example of anthropomorphic animals could be almost any famous cartoon character.
These animals are grouped vaguely by their type, into factions which are generally at war with other factions. Many alliances exist, as do many intense feuds. The animals are intelligent, and can communicate.
They are only limited by their knowledge and their physiology. Whilst they are anthropomorphic, they do still have characterisations of their `original' forms i.e. moles will have bad eye sight, most will find it hard to manipulate items if they did not have opposable thumbs in original form etc. They live in feudal systems with basic technology like bows and swords. Occasionally there are pieces of ancient human technology that special Keepers of Knowledge devote their lives to maintaining. They will know how to use the technology, but not how to create it. It will become apparent very quickly to players that there is no sign of important genetech to be found here.
The story behind this is that humans managed to wipe themselves out (surprise, surprise) with various chemtech and biological warfare. Before they were wiped out they built a huge organic computer in a huge underground silo. The computer, who's called Genesis, has a prime directive that is to create a lifeform capable of withstanding all the toxins now present on the world. The anthropomorphs are it's only success to date. It is important to note that Genesis, because he is biological, is also affected by the toxins and radiation. Therefore, he has to constantly fight against the various strains of disease by recreating versions of himself that are more resistant. Genesis is the genetech that Nexus wants, but there are difficulties.
Due to the nature of the computer, it is surrounded by what the natives call the `forbidden zone'. The players will be hard pushed to find any animals willing to go there, and will be fought all the way there. Once they arrive, they will discover the area to be huge and desolate. The area is patrolled by sentinel tanks that fire upon anything that moves.
If the players make it to the silo (and it won't be easy - make it real hard), they will need to somehow get Genesis to Nexus. Genesis is psionic, and so cannot be affected by shifting abilities unless he gives permission. Genesis can be reasoned with, even though he is slightly cranky, but on no account will he leave his post on this world.
What the first team failed to find was one of the men working on the White Epoch breakthrough, Gerard Steed. As the variant is being demolished, he managed to send a message back to himself to get out whilst he can. Using this knowledge (and no, please don't argue temporal mechanics here, this is Shifter, we can do what we want), he uses the prototype shiftbox and manages to escape.
The traditional method is to call a beer/pizza/fag break and decide what's happened. To make keeping track of changes easy, it is suggested that you either:
Usually, it will take several shifts before the players achieve their objectives. Inexperienced players often make matters worse for themselves, either by messing around with the variants inadvertently, or turning rogue for the fun of it.
If there are no more experienced Shifters to act as Guide, the player with the highest score on the Preliminary Exam should be mission leader. If there are higher rank Shifters taking part, either nominate one as the mission leader, or have them act as Guide. As Guides, they should act as advisors, but let the Neos run the mission. If things get out of hand, or if they get bored, they can take charge of the mission.
8.6 Twisted Cheese of Obsidian Sector
This Sector has been hit by a Shifter going `joy riding' and a Raider. The resulting damage is quite extensive, and requires skilful, intelligent action by a competent Shifter team. Since none are available, your players will have to do. For the full size map of this part of the Matrix, click here.
8.6.1 Variant 1,021

8.6.2 Variant 940
This is a pretty boring variant, with no real impact on anything else. It features a peaceful middle ages, where everyone got on with each other, instead of the usual human carnage. By 964, due to the fact that the timeline has such a low entropy increase, combined with the fact that there were no `Dark Ages', it collapsed.8.6.3 Variant 975

8.7 Anthology of Beef Vol. 794
This sector has a few items that The Axe want investigating. There is some advanced genetech being used somewhere here that Nexus could make use of, and there has also been some strange disturbances that need investigating. Are the Shifters up to the task? We doubt it, but let them try anyway. (See Sector Map for Anthology of Beef)
8.7.1 Variant 215 & 225

8.7.2 Variant 221
At point A a huge amusement park opens in the USA, called Happy Land. Soon it takes over most of America. At point B, EuroHappy Land opens. Again, it takes over most of Europe.

then the variant may reach the White Epoch (using Gerard's tech) and the Elvis Cops will become Shifters and the players will suffer interference from shifter Elvis Cops.
8.7.3 Variant 176.869

8.7.4 Variant 198
This is the variant that Gerard Steed comes from. The blob on the point that the variant collapses is to mark where a Shifter team has been in and demolished the timeline. This was because it reached White Epoch, and Nexus always keeps potential competition in the Matrix to a minimum.
8.8 Alterations to the Map
After the Shifter team punches out, you should give them an updated version of the map, taking into account how their activities have affected the variant they have just punched out of. Since it's impossible to plot these effects until all Shifters in a team have punched out, you only need to do this between shifts.
If the players are solving matters too easily, throw in something to make things harder for them (if a rogue shifter is somehow involved, have them make another alteration whilst the players were busy).8.9 Typical Mission Structure
The following shows the usual progression of a Shifter session.
8.10 Field Trips
For field trips, you should make the players take the Preliminary Exam before the mission briefing. The point is to see who has picked up the most knowledge of the Background. You should reward or punish cheating on the exam as you see fit.8.11 Power Ups
Power ups allow characters to advance in skill levels. Power ups can only be used to increase skills - not families or sub-families. Power ups work as follows:
Gamesmasters should be impressed if a character's skills ever reach level 7, but should not allow players to try for level 8.