In order to get the ball rolling here in UPS and get some more people involved, I thought it'd be interesting to set some challenges basically anyone even only remotely familiar with UPS can contribute. If this is successful, I'll set some other challenges for people.
So my first challenge to everyone is to come up with a location in Sigil where a new adventuring party can meet. In other words, a good place for a GM to begin a campaign. Bars, government agencies, or guilds are good examples of such places, or the cesspit all the players happened to fall into at once. Feel free to put in as much or little detail as you want, or as many entries as you want. I'll make an entry myself soon.
Debtor's Project of Sigil
Sigil has no lack of scum and villainy outside and inside Sigil's many jails, but the true tragedy are those citizens whom committed no crime except stupidity or bad luck. These debtors have challenged the patience of their loaners for the last time, and either they are taken off the streets to clean their debts or pay the interest with blood.
However, regular prisons are far too rough for such transgressors, and in an attempt to keep debtors separate from rapists and murderers the Harmonium engineered a Debtor's “Project” in the heart of the Hive. Standing as a contrast to the sea of slums as a sharp, obsidian box, the Project was just recently built to house such transgressors. So early in it's inception, the prison is already overcrowded with desperate and hopeless Cagers.
In order to make to make room for new prisoners, each debtor works in sweat-shop conditions sewing Harmonium uniforms until they make up the cost of their debt in hard labor. Since interest is frozen on the debtors, the prisoners can eventually pay off their debt, but a few prisoners are so far in the hole they will never expect to leave in their lifetimes doing mere minimum-wage labor.
For those prisoners who want an earlier leave or whose debts are so massive they could never expect to leave in a reasonable time, there is a second option: becoming a Harmonium Auxiliary. Auxiliaries do dangerous tasks that regular Harmonium could not do, such as gain the trust of individuals the Harmonium usually wouldn't associate with, jobs requiring methods Harmonium would not normally sully themselves with, or simply routine tasks that Harmonium can't complete for a simple lack of manpower. Despite rumors, the Harmonium actually give auxiliaries missions they expect them to survive, trying to tailor each mission to the strengths and weaknesses of each Auxiliary group.
Debtor Auxiliary
Most debtors are wastrels or incompetent and thus make bad adventurers. However, skilled individuals occasionally go into debt, and it is these men and women the Harmonium makes use of. Tough prisoners are put on street under strict supervision to augment patrols into rougher neighborhoods. Those that prove themselves really resourceful (like the players) are sent on undercover work into criminal organizations or patrolling into very dangerous areas.
Auxiliaries are provided with batons and light armor to take down unruly folks non-lethally. During dangerous missions auxiliaries are given heavier armor with firearms. NPC auxiliaries are equivalent to low-level thugs in the d20 Modern core rulebook.
Lieutenant Durain Brask Strong Hero 3/Charismatic Hero 3/Soldier 3: CR 9; Medium-sized humanoid (Dwarf); HD 3d10 + 3d8 + 3d6 +21; hp 70; Init +1; Spd 15 ft.; Defense 22, Touch 16, Flatfooted 21 (+6 tactical armor, +5 class, +1 Dex); BAB +6/+1; Grap +9; Atk +10/+5 Melee (1d6+4/20 Baton); Atk +8/+3 Ranged (2d10+2/20 10 Gauge Shotgun); Atk +8/+3 Ranged (2d6/20 9mm Autoloader); SQ Dwarf Traits; AL LG; SV Fort +8, Ref +6, Will +5; Str 16, Dex 13, Con 15, Int 10, Wis 11, Cha 13.
Occupation: Law Enforcement (Intimidate, Knowledge (Tactics))
Skills: Diplomacy +7, Gather Information +4, Intimidate +10, Knowledge (Streetwise) +6, Knowledge (Tactics) +6, Listen +6, Spot +6.
Feats: Iron Will, Personal Firearms Proficiency, Power Attack, Toughness, Weapon Focus (Baton), Weapon Focus (9mm Autoloader), Weapon Focus (10 Gauge Shotgun), Weapon Specialization (10 Gauge Shotgun)
Talent (Strong Hero): Extreme Effort, Melee Smash,
Talent (Charismatic Hero): Coordination, Inspiration
Possessions: 9mm Autoloader, 10 Gauge Shotgun, Metal Baton, Tactical Armor, 3 Handcuffs, Pepperspray.
Brask was a veteran beat cop before suddenly promoted to lieutenant and put in charge of the Debtor's Project. It's a definite change of pace, one that Brask isn't sure is a good one. He's already felt that he's compromised his rather strict ethics enough in order to keep the operation running somewhat smoothly, but, he's a surly sort and wouldn't trust even fellow Harmonium to run it: he's seen far too much corruption for his lifetime.