Before we prod
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* [DONE] Levels of suck for Telmo
* [DONE] Bomb less stupid
* [nelhage] Double-check research trails

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* [DONE] Fix computer mechanic
* [DONE] Fix item storerooms
* [DONE] Fix roomlist/prod stuff
* [DONE] Think about Commander / IntSec characters and balance
* [DONE] Fix the badge number collision...oops
* [DONE] Fix bomb plot - make it more difficult and clarify the need for 
  an occult power source
* [ternus] Make committee plot a bit more player determined (see efogg's 
  email)
* Needs more plot
 * \alpha-rep
 * \beta-rep
 * soulless
 * negotiator (should have more direct hand fixing sanity)
* Rethink soul machine
 * Why shouldn't they do exactly what Telmo did and stash it?
   - Possibily make it more useful in general, not simply in the instances where it will be destroyed.
* [DONE] Make 500th post

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Notes from bacontime:

* [DONE] Add fish 'n' chips
* [DONE] Is jesstess's charsheet too evil?
* Negotiator needs soul-finding mechanic.  (dot trail??)
* Treaty -- not amendable
* Make fish people care more about their goals
* [DONE] Hint to captain about int-sec guy's existance
* Hubert is Game Mommy
* [DONE] Streamline the ritual mechanic:
	-- Hide all packets so GM's aren't required
	-- See GM after ritual, summons demon
	-- Give them the red tape. 
* Truth mechanic once per person per hour (not per game)
* telmo needs another way to be saved.  
* [DONE} telmo needs to interact with the soul machine on the hour?
* [DONE] store room mechanic needs changing.  
	-- can 1-hand items be stashable in pockets or not?

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General notes:

* Cast the characters with guns carefully
* [DONE] Remember to give the cultists the pure-soul mechanic
* [DONE] If efogg wins, make sure he gets his greensheet
