\documentstyle[character]{game}
\begin{document}

\name{\Csample}

\topquote{Arthur Dent \ldots\ I hate that guy!}{You}

You really hate Arthur Dent.  You're not sure why you know that, or
even who Arthur Dent is, but you're sure that you hate him.  You see,
right now you're Robert Agrajag, cleanliness cechnician\footnote{Read
janitor.} for the Golgafrinchan Ark Fleet, Ship B, but you remember
being many other things.  A London executive spending an evening in a
nightclub.  A rabbit in a peaceful forest.  Even a bowl of petunias
mysteriously called into existance miles up into the air.  You have
been reincarnated in many different forms, and in many different
times.  Unlike most, though, you can remember your previous
incarnations.

The reason for this is that all of these memories have one thing in
common.  All of them include being killed, and each time it was Arthur
Dent's fault.  Oh, he didn't always do it on purpose, though he did
knock your rabbit-self over the head for dinner.  Sometimes, like
at\ldots\ Stavromula Beta was it?  The memories aren't too
clear\ldots\ Sometimes he was just ducking a bullet and it happened
to hit you.  In your petunia-self you just saw him looking out the
window of a passing ship, you can't be sure if he had anything to do
with your rapid demise.  Despite the immediate evidence, though, the
pattern is clear.  Arthur Dent exists to make your life miserable, and
thus you must destroy him.

Of course, you never know when Arthur Dent may appear, so you just
have to go on with your life until then.  You rather like being a
cleanliness technician.  It's quiet work and you're left much to
yourself, especially on the Ark where you're the only one around.
Keeping all of the freezer bays clean isn't really that tough with
nobody tracking dirt on the floor after all.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% A good place to cover people who didn't get full mention in the
% preceding data.  You always want to use \mapname\Ccharacter_sequence
% for the first mention, to give both character and player names.

\begin{singlespace}
%{\bf Contacts}
%\begin{tightlist}
%\item None.
%\item{\em \mapname\Cfred:} \they\Cfred's from the quarry where you work.
%\end{tightlist}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Extractable INSTRUCTIONS:
% fill in the slots.  for all Lists, make sure to use
% the macros from the corresponding files, and to create macros as needed.
% If there aren't any items in your list, the template will insert
% a ``None'' entry for you.


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% you should define bluesheet macros in ../LaTeX/Lists/bluesheets.tex
\begin{extractable}{Bluesheets}
\Bsample
\end{extractable}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% you should define greensheet macros in ../LaTeX/Lists/greensheets.tex
\begin{extractable}{Greensheets}
\Gsample
\end{extractable}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% you should define ability macros in ../LaTeX/Lists/abilities.tex
\begin{extractable}{Abilities}
\Asample
\end{extractable}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% you should define generic item macros in ../LaTeX/Lists/genericitems.tex
% unique items get done here, using one of:
% 
% \normalitem{name}{secret info}{item number}
% \bulkyitem{name}{secret info}{item number}{number of hands bulky}
% \unstashitem{name}{secret info}{item number}
%
% {secret info} shows up in the charsheet but not on the item card
% \unstashitem marks an item as unstashable
% \bulkyitem marks an item as however many hands bulky.

\begin{extractable}{Items}
\normalitem{A Mop.\\A nameplate on the handle reads ``Bob Agrajag''.}
	{This is {\em your} mop.  Your daddy gave it to you when you
	were eight years old.}
	{0101}
\normalitem{A Golgafrinchan ID Card for ``Bob Agrajag''.\\Opens type C locks.}
	{}{1234}
\bulkyitem{A bucket.\\Holds 2 gallons of water.}{}{5544}{1}
\end{extractable}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% memory packets have a simple syntax:
% \mempacket{trigger}{secret data} to get a ``goes in manila packet'' version
% \memfold{trigger}{secret data} to get a ``fold over and staple'' version
% (in either, trigger is put in boldface, secret data in italics)
\begin{extractable}{Memory Packets}
%should be \GETnumber{\Carthur}
\memfold{Badge number 42}
	{That's Arthur Dent!  You must kill him before he kills you!}
\memfold{Open at Game Start}
	{I'm sorry, but it seems that an escape capsule has just
fallen on your head.  You are dead.  Roleplay accordingly.}

\end{extractable}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% If your combat system isn't the Cinematic one, delete this
% whole section, of course!  If it is, you should define cinematic
% combat card macros in LaTeX/Lists/combatcards.tex.
%\begin{extractable}{Combat Cards}
%\CCnosepunch
%\CCcower
%\end{extractable}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% This is where character stats go.  
% The statcard arguments are defined in LaTeX/Mech/game.sty.
% You get the format idea, no?

\begin{extractable}{Stats}
\statcard
{5} %Phi
{2} %Alpha = Race
\end{extractable}
%0       Nothing (Computer)
%1       Golgafrincan
%2       Human
%3       Betelgeuse
%4       Ursa Minor
%5       Altarian
%6       Wowbagger
%7       Robot
%8       Mouse in Suit
%9       Mouse

\end{singlespace}
\end{document}
