TEXT: [title page, cover goes here]
  
  1
  CREDITS
  Special thanks to Brian Williamson for being a great 
  conversation partner and friend. Without you, this game 
  would not be nearly as good.
  License:
  Support Me:
  This roleplaying game and its cover art are licensed under the Creative Commons Attribution-
  ShareAlike 4.0 International License.
  To view a copy of this license, visit: creativecommons.org/licenses/by-sa/4.0/
  Under this license, you are free to copy, share, and remix all the content in this book for any 
  purpose, even commercially. Under the following conditions:
  1. 
  You attribute Stirling Joyner.
  2. 
  You license any derivative works under the same license.
  I released this game for free. If you like it and want to help me make more, please become a 
  supporter on Patreon or send me a donation on PayPal. You can also pay what you want for this 
  game on DriveThruRPG.
  •	Patreon Link: patreon.com/sjrpgdesign
  •	PayPal Link: paypal.me/sjrpgdesign
  •	DriveThruRPG Link: drivethrurpg.com/browse.php?keywords=stirling+joyner
  Thank you Dan Shauer (DrLeaf), Johnathan & Jenn Madera, Austin Farrow, 
  and Keller Scholl for supporting me on Patreon already!
  Concept, Design, and Writing:  Stirling Joyner
  Editing:  Caroline Harbour and Morgan Rawlinson
  Layout:  John Fischer
  Aesthetic Advice: Morgan Rawlinson
  Cover Art:  Stirling Joyner & Morgan Rawlinson
  Playtesting: 
  Josie Joyner, Darcy Joyner, Brian Williamson, Garrett Gaunch, Elizabeth Williamson, 
  Jeff Seitz, Dan Schaeffer 
  Third-Party Images Used in Cover:
   
  Public Domain: Five dollar bill, Crop circles (Jabberocky), UFO
   
  CC BY-SA 3.0: Lizard (Ksenija Putilin)
   
  Fair Use: Newspaper clippings (Chicago Tribune), Warning lable, Reptilian secret service  
   
   
  agent (YouTuber Reptillian Resistance), Google Earth image of Area 51 
   
   
  (DigitalGlobe, Google)
   
  CC BY 4.0: CC BY-SA button
  
  2
  I stumbled out of the crashed alien spacecraft and toward the secret government 
  bunker that housed the real Statue of Liberty. Agent Burks unloaded his plasma 
  thrower into the surrounding forest, melting the trees before they had a chance to 
  burn. The lizardman clone we were supposed to transport safely was bleeding to 
  death in my arms. I had only one thought:
  “Abraham Lincoln is going to pay.”
  —Anonymous caller; accessed from the archives 
  of Mystery Public Radio.
  
  3
  A roleplaying game is like a board game, except not at all. Like a board game, an RPG has 
  rules and a goal, but the goal is to tell a story, rather than to win. The rules of an RPG provide a 
  structure to help tell the story.
   
  Participants of RPGs typically take on one of two roles: player or Game Master. Each 
  player creates a character, called a player character (PC). PCs are completely controlled by their 
  players. The game’s story usually revolves around the PCs working together to complete a mission, 
  quest, or some other goal.
   
  The other role is that of the Game Master. In this game, the Game Master is called the 
  Controller. The Controller serves as the intermediary between the players and the rest of the game 
  world. They describe how the world responds to the PCs’ actions. Thus, the Controller doesn’t 
  make just one character but instead plays all the other characters the PCs interact with. These are 
  called Non-Player Characters, or NPCs.
  You are a henchman of the Illuminati: a secret society of elites that controls the world from 
  the shadows. You must use your skills and wits to pull off an elaborate conspiracy. However, as 
  you carry out your mission, you will find that the truth is far more strange than you could have 
  imagined. Will you complete your mission unscathed, or be destroyed by the machinations of your 
  masters?
  This game allows you to create stories modeled after outlandish conspiracy theories. Things 
  will be simple at the start, but as you make progress, the the plot will become more and more 
  convoluted. By the end, the story will be a complete tangle of madness.
   
  Conspiracist is intended for impromptu one-shot games. This means that unlike many 
  roleplaying games, this game is designed to be played in a single session without preparation. 
  Controllers are welcome to run long, pre-planned campaigns, but this rulebook is not written with 
  that style of play in mind.
  What Is A Roleplaying Game?
  How Is This Game Different from Some 
  Other RPGs?
  INTRODUCTION
  
  4
  It is believed that a group of powerful people are conspiring to rule the world. Some claim that 
  they already do. Conspiracy theorists call these people, and the organization they constitute, the 
  Illuminati. Conspiracy theorists believe the Illuminati exerts immense control over art, culture, and 
  the economy. They are thought to communicate through secret codes and symbols to keep their 
  activities secret.
  The exact nature of the Illuminati’s activities is unknown. Many believe they influence world 
  governments to further their own agenda. Some believe they consort with aliens and other inhuman 
  beings. A few believe they somehow control every aspect of human life.
  Because there are a wide range of theories about the Illuminati, this game leaves the specifics of 
  the organization up to the Controller. Guidelines are provided in the Controller’s section about how 
  to portray an Illuminati that fits your group’s desired playstyle (see Maximum Paranoia Index, page 
  13).
  What Is the Illuminati?
  Disclaimer
  While this game plays better if the participants have a thorough knowledge of conspiracy 
  theories, this book is intended to be accessible to the uninitiated. If you are interested in learning 
  more, there is an appendix in the back with conspiracy theory related links.
  
  5
  01: CHARACTER CREATION
  •	Race:  What species does your character belong to?
  •	Specialties:  What are your character’s areas of expertise?
  •	Occupation:  What does your character do when they aren’t on an Illuminati mission?
  •	Motivation:  Why does your character risk their life for the nebulous Illuminati?
  1. PCs are of low rank in the Illuminati organization. Therefore, being members of the Illuminati does not 
  give them any special authority over anyone.
  2. At the outset of the mission, PCs are loyal to the Illuminati (i.e. not double agents).
  3. The PCs have very little knowledge of the organization they work for.
  The Illuminati recruit their henchmen from all walks of life, ensuring that each team has a 
  diverse set of skills. There are no restrictions on the kind of person your character can be, but this 
  book assumes all player characters will abide by these guidelines:
  You create your character by choosing from the options in the following sections. These stats will 
  help to describe your character and define their abilities.
  Character Overview
  Race
  Though humans believe they are the only intelligent life on Earth, there is a race of alien beings 
  that dwells among us. They disguise themselves as humans to blend into society, and are deeply 
  involved with the Illuminati. With the Controller’s permission, players may choose either human or 
  reptilian as their character’s race. Each one is described below.
  Reptilian
  Human
     Reptilians are a race of lizard people of unknown origin. They disguise themselves as humans to 
  infiltrate and control our society.
  Humans are normal. Human PCs receive no special bonuses or penalties for being human.
  Super Senses:
  Not of this World:
  +1 bonus to all rolls relating to senses. The specifics of reptilians’ super senses is up to the Controller.  
  -1 to all rolls involving social interaction with humans. Reptilians are trained to be infiltrators, 
  but Player Character reptilians are fresh out of the breeding hive. They are still learning. 
  Sometimes their lizard accent or mannerisms will come out, or they will accidentally pay for 
  something with triangular alien coins. The Controller can come up with other ways for reptilians to 
  ruin basic social interactions. A reptilian may forfeit one of their Specialties to remove this penalty 
  (see “Specialties,” below). 
  
  6
  Specialties
  Specialties are areas in which your character excels. When a PC tries to perform an action that 
  falls under one of their Specialties, they automatically succeed. Each PC gets two Specialties. If 
  there are more than three players, they get one specialty each. If there is only one player, their 
  character may have three Specialties.
  Using Specialties well requires creative interpretation. For example, Scientific Assassination could 
  be used to:
  To create a Specialty, select one word from each column of the table below. 
  Examples: Philosophical Sabotage, Digital Information Gathering.
  Linguistic
  Persuasion
  Scientific
  Assassination
  Crowdsourced
  Sabotage
  Digital
  Repairing
  Philosophical
  Fear Mongering
  Explosive
  Theft
  Famous
  Deception
  Emotional
  Sneaking
  Mechanical
  Information Gathering
  •	Kill a scientist;
  •	Kill anyone using a “sciencey” method (chemicals, stabbing them with a broken beaker, etc.), 
  though the Controller could rule that the method must be different each time;
  •	Ruin a scientist’s career;
  •	Etc.
  Note that a Specialty cannot give you superpowers. “Linguistic Assassination” does not mean 
  your character can kill someone by speaking a magic word. The trick with Specialties is making 
  them work within the bounds of your character’s physical capabilities.
  Reptilians use advanced technology to appear human, and they can “morph” between 
  reptilian and human forms at will. However, this technology has been known to glitch, especially 
  when the reptilian is under stress. Sometimes the disguise will make the reptilian appear somewhat 
  inhuman, or switch off altogether. The Controller may use accidental morphing as a Complication 
  when they feel it is appropriate (see “Complications,” below). Reptilians can only morph into one 
  human form. However, a reptilian character may forfeit one of their Specialties to gain the ability 
  to morph between multiple human forms.
  Morphing: 
  
  7
  Airline Pilot: 
  If wearing your pilot uniform, you may walk into most restricted areas without anyone 
  questioning you. People will just assume that you have a perfectly good reason to be there.
  Business Tycoon: 
  You may pay the Controller real money to give you rerolls. The first reroll is $1, and each 
  subsequent reroll costs one more dollar than the last. i.e. the second reroll would cost $2, etc.
  Cult Leader: 
  Get Philosophical Persuasion as a bonus Specialty.
  Fake Conspiracy Theorist: 
  You invent fake conspiracy theories to throw other theorists off the real trail. You can convince 
  other people you are crazy without rolling and you get a +1 bonus to social interactions.
  Freemason: 
  You may attempt a secret freemason handshake with an NPC. Roll a d4. On a three or higher, 
  they are also a freemason and will help you out. If you roll less than three, they are an enemy of the 
  masons and recognize you by your handshake. The Controller may choose to make this roll on the 
  player’s behalf, so the player doesn’t know the result.
  Hacker: 
  Get Digital Sneaking as a bonus Specialty.
  Lawyer: 
  Get Linguistic Deception as a bonus Specialty. 
  Lifestyle Homeless: 
  You always know the “word on the street” (local rumors, etc).
  Music Artist: 
  Quote lyrics from one of your character’s songs (make it up on the spot). Explain how that 
  applies to the current situation and why that means you should succeed. The Controller may give 
  you an automatic success, or a bonus to your roll.
  Other: 
  Choose an occupation not listed here and get a bonus specialty that fits, or devise your own 
  special ability with the Controller’s permission.
  The Illuminati has influence over all aspects of society. While the more important members are 
  wealthy and powerful individuals, the organization employs all kinds of people as pawns. 
  Each Occupation below provides a special benefit. Players are free to make up their own 
  Occupations, using these as inspiration. However, the Controller ultimately decides what is 
  appropriate for the game.
  Occupation
  
  8
  Why does your character work for the Illuminati? Below are some common motivations, though 
  you can always come up with your own.
  Answers: 
  Strange things have happened to you, and you just want to know why. If you are a human, 
  maybe you were abducted by aliens or a loved one died under mysterious circumstances. If you’re a 
  reptilian, maybe you’re trying to figure what your race’s real goals are. Someone told you that you 
  could find answers if you took this job, but so far it’s only led to more questions.
  Guilt: 
  You did something wrong, and this is your punishment. If you’re a human, maybe you were a 
  death row inmate whose execution was faked so the Illuminati could utilize your skills under the 
  radar. If you’re a reptilian, you might have done something wrong and been sent down to Earth for 
  punishment or retraining.
  Loyalty: 
  You are unquestionably loyal to the Illuminati. If you’re a human, maybe your family has been 
  involved with the Illuminati for generations and your honor is at stake. Or maybe the Illuminati 
  told you something that convinced you to follow them to the end. If you’re a reptilian, perhaps it’s 
  patriotic pride for your race that keeps you loyal.
  Power: 
  If you are a human, someone promised you wealth and or influence in exchange for your 
  loyalty to the Illuminati. If you are a reptilian, maybe you heard that ground work on Earth was a 
  good way to move up the ranks of your alien empire.
  Motivation
  
  9
  02: ACTION RESOLUTION
  In Conspiracist, the success of PCs’ actions is determined by rolling an Illuminati Pyramid of 
  Fate, also known as a four sided die, or d4. When a PC attempts to do something, they must roll a 
  Pyramid of Fate.  On a roll of 3 or higher, their action succeeds as intended. If they roll less than 3, 
  a Complication occurs.
  A Complication is a story element which is interesting, adds complexity to the plot, and is 
  negative for the PCs. When a PC rolls a Complication, that means their attempt to do something 
  causes or reveals something negative. 
  A complication should always add something new or change the direction of the story, if 
  only slightly. If a PC rolls a Complication and the Controller can’t think of anything, they should 
  brainstorm with the players. If no one can come up with an interesting Complication, let the action 
  succeed. It’s more compelling for a character to succeed and bring about change than to fail and 
  leave everything the same.
  The Controller decides the outcomes of the Non Player Characters’ actions, unless they are 
  opposed by a player (see “Opposed Actions,” below).
  Complications
  NPC Actions
  Example
  Brian Williamson is sneaking into a secret laboratory. Before he does so, 
  he checks the perimeter of the facility for security cameras. He rolls a 1. 
  He notices there aren’t any cameras, but he gets so caught up in looking 
  for them that he stumbles into an armed guard.
  If a player and an NPC are opposed, only the player rolls. If the player rolls a Complication, 
  the NPC gets what they want. Otherwise, the player gets what they want.
  If two PCs oppose each other, both of them roll. Whoever rolls highest wins. If both players tie, 
  the characters are at an impasse. If that makes no sense within the narrative, they must reroll. If 
  both players roll Complications, the Controller applies Complications to both parties if possible.
  Opposed Actions
  Player vs. NPC
  Player vs. Player
  
  10
  Combat is free-form. Characters engaged in combat act in whatever order flows naturally with 
  the action, though it is best to give each character a chance to act once before letting someone take 
  a second action.
  When one character attacks another, handle it as an opposed action. There are no hit points 
  or damage values in this game. The PC either succeeds and the combat goes the way they want, 
  or they get a Complication. If the PC rolls a Complication, then the combat introduces a new plot 
  element that is negative for the PC.
  Getting a Complication in combat doesn’t necessarily mean the character dies or is injured. 
  Such a Complication would obviously be negative for the PC, but the character should only get 
  injured or die if it contributes to the plot or changes the direction of the story in a meaningful way.
  PCs may work together on some actions, giving them a better chance of success. When PCs 
  work together, roll an extra die for that action. Any number of characters may work together in the 
  story, but the maximum number of dice that can be rolled for a single action is two. If one of the 
  two dice rolls a success, the action succeeds. 
  PCs can cooperate on actions like breaking down a door, searching for an item in a room, or 
  anything else where one person helps another do something. Actions for which multiple participants 
  cannot improve the chance of success, such as jumping over a pit or sneaking, cannot be handled as 
  cooperative actions.
  Combat
  Cooperative Actions
  
  11
  03: RUNNING THE GAME
  In the world of Conspiracist, conspiracies and unexplainable phenomena lurk behind every 
  closed door. Nothing is as it seems, and every truth has a stranger truth behind it. This chapter and 
  those following instruct Controllers on how to ensure that their games are appropriately strange, 
  absurd, and paranoid. There’s no top secret information here though, so players are welcome to 
  continue reading.
  Use the Complication mechanic to ensure that the plot becomes more convoluted the longer 
  the game is played. Complications should compound on each other, always adding more strange 
  elements to the story. By the end, the plot should be a big, paranoid mess.
  In the midst of this mess, it’s still important to have some coherence. At least until the end, your 
  players should be able to determine their next step at all times. The story should revolve around one 
  goal, even if the way of achieving it gets complicated. Though watching the plot collapse under its 
  own weight is entertaining, you should still work toward some kind of resolution. If for some reason 
  this proves impossible, just have aliens blow everything up or something.
  General Advice
  Example:
  Complications Drive the 
  Plot Forward
  Samuel Garfield has been tasked with hunting down a group of 
  escaped monkey test subjects and eliminating them. His investigation 
  leads him to an abandoned zoo. There he finds a cryptozoologist, who 
  runs when Garfield questions him. Garfield attempts to shoot him in the 
  leg but gets a Complication: he misses and accidentally hits a bear cub, 
  angering its mother.
       The bear charges. Garfield turns his gun on the animal. His player 
  rolls to hit, and gets another Complication: much to Garfield’s surprise, 
  the bullets pass straight through the bear, doing no harm. The Controller 
  decides that this bear is a hologram. She further decides that the 
  monkeys created this hologram because they are doing something in this 
  zoo and don’t want to be discovered. She concludes from this that the 
  experiments gave the monkeys super intelligence and they are working 
  on a weapon to destroy humanity. Samuel Garfield no longer faces a 
  threat from the bear, but little does he know that he now faces a greater 
  threat from evil monkey geniuses.
  
  12
  MPI
  Game World
  0 Cuils
  The world follows ordinary laws of physics, and absolutely nothing paranormal may be brought 
  into the game. The Illuminati, though mysterious, is a distinctly human organization. Their primary 
  goal is achieving or maintaining world domination. If it were possible to play this game straight, 
  this would be the MPI to use.
  1 Cuil
  Physical reality is still essentially in line with human understanding. Aliens are probably common 
  visitors to earth, though exactly how they relate to the Illuminati is unclear. It is probably fair to 
  assume that there is little or no supernatural influence on this world, though the Illuminati might 
  have an occult vibe. The Illuminati’s plans probably involve the apocalypse in some way.
  2 Cuils
  Virtually all historical facts are lies created by the Illuminati, as are news stories about current 
  events. The Illuminati is deeply connected to if not directly controlled by aliens. The supernatural 
  is highly active and the Illuminati is likely connected to it in some way. The Illuminati’s true plans 
  are hidden beneath a thousand false agendas.
  3 Cuils
  Many well documented scientific facts are lies manufactured by the Illuminati. Most if not all 
  people are under direct Illuminati mind control. The Illuminati gets powers from demons and 
  reports directly to aliens, assuming aliens aren’t a lie the illuminati created to make it seem like 
  they aren’t really in charge. Shadow people and other secret beings run rampant in the dark 
  corners of the world, but the Illuminati has little or no control over them. The Illuminati’s primary 
  goal is making it seem like they don’t have any goals.
  4 Cuils
  All widely accepted knowledge about the universe is an Illuminati lie. Most if not all bad things 
  that happen are the direct results of Illuminati interference. PCs should not be surprised if aliens 
  order them to sneak into someone’s house and pour all their milk down the sink. Most if not all 
  people are reptilians in disguise. The Illuminati is deeply connected to the supernatural and may 
  even be to blame for it. The Illuminati’s plans, if they even have any, cannot be comprehended by 
  humans.
  5 Cuils
  The Illuminati is a lie created by the Illuminati itself to cover up its own existence. The PCs are 
  under the employ of the fake Illuminati, assuming there even is a real one. It is controlled by 
  aliens, shadow people, and the Easter Bunny. All conspiracy theories are true. Every single one of 
  them. Especially the ones that are incomprehensible word salad.
  If your players would enjoy a game where the plot becomes an unintelligible tangle of parallel 
  universes, secret experiments, and magic rituals, that’s awesome. However, some players prefer 
  things a little more down-to-earth. To find the right balance of weirdness and coherence for your 
  group, consult the Maximum Paranoia Index table.
  The Maximum Paranoia Index, or MPI, indicates how absurd a game of Conspiracist can 
  become. Choose the MPI before the beginning of the game, basing your choice on discussion with 
  your players. The MPI is measured in units of absurdity called Cuils. This rulebook assumes an 
  MPI of about 3 Cuils, but higher levels are strongly encouraged. Note that the MPI doesn’t affect 
  the rules in any way. It’s really just a numeric indicator of your play group’s boundaries.
  Maximum Paranoia Index
  
  13
  04: STAGES OF PLAY
  Planning
  Mission Briefing
  A session of Conspiracist is divided into two stages. The first is the Planning stage, where the PCs 
  receive their briefing, figure out what their mission is, and decide how to move forward. The second 
  is the Execution stage, where the PCs carry out their plan, do additional investigating, and deal 
  with Complications.
  The Controller gives the PCs a cryptic message from their Illuminati masters. This could 
  be a strange poem, a television commercial, or something even more abstract. The players must 
  then interpret the meaning of this message. Any conclusions they come to determine what their 
  characters think their mission is.
  The players make logical connections to interpret information in the briefing until they come 
  to a conclusion about their assignment. The players don’t need to have a complete plan at this stage. 
  They only need a goal and a starting point. Once the players have reached a conclusion, they may 
  conclude with the phrase, “Illuminati confirmed.”
  Example
  The Controller gives his players their mission briefing. It is a plastic bag 
  containing fried chicken. The players discuss with each other and follow 
  this chain of logic:
  •	Fried Chicken. Kentucky Fried Chicken.
  •	KFC has 11 herbs and spices. Herb refers to marijuana, and spice is a 
  street name for synthetic marijuana.
  •	We all know 11 is a special Illuminati number (Google it).
  •	So, 11 herbs and spices = Illuminati drugs.
  •	Kentucky Fried Chicken. You know what else is in Kentucky? 
  •	That’s right. Kentucky State University.
  •	Since fried chicken = Illuminati drugs, that means the Illuminati is testing 
  an experimental drug on KSU students.
  •	The bag the chicken came in was transparent, or “see through.”
  •	Since the fried chicken can be seen, that means someone on campus 
  has figured out how to make the drug themselves.
  •	This person must be stopped. Illuminati confirmed.
  
  14
  Execution
  The PCs’ Relationship With The Illuminati
  This is the stage where most of the game takes place.  After the Planning stage, you should 
  make a quick outline of the major accomplishments needed to achieve the PCs’ goal. The PCs’ 
  actions will cause a lot of things to go wrong, so keep the structure loose. You might find it helpful 
  to think of a few obstacles they might encounter and write those down as well. This will make 
  things easier, since you won’t have to make everything up on the fly.
  As the story progresses, constantly look for ways to bring the PCs deeper into a web of mystery. 
  The Complications mechanic will make this easy, but you can always throw in more general 
  weirdness just to make things more interesting.
  The Illuminati’s recruitment process is a secret even to those recruited. Its members stalk 
  potential inductees for years, quietly shaping their lives before bringing them into the fold. No one 
  ever declines an employment offer from the Illuminati, and almost all members come willingly. The 
  Illuminati are more than ready to offer people what they want.
  The Illuminati organization is set up to avoid revealing its true structure to anyone, even its 
  own agents. No agent is ever made aware of the true identity of their higher-ups. In fact, it’s unlikely 
  they will ever meet more than a few other members face to face. The PCs are given their mission 
  briefing with no additional instructions, no back doors, and no help. This way, if they get caught, 
  the police will just think that some lunatics attempted to murder a college student because they saw 
  a piece of fried chicken.
  The Illuminati are so wise, they simply know that the PCs will be able to understand their 
  briefing and fulfill their intended purpose unassisted. Even if they do fail, how are the PCs to know 
  this wasn’t their masters’ plan all along? What is a man to a god? What is a god to the Illuminati?
  Example
  Sara Whitman attempts to open a wall safe which she believes contains 
  DNA samples from all past US presidents. She rolls to crack the safe 
  and gets a 3, gaining access without Complication. She opens the safe to 
  discover it leads to a pocket dimension containing a full sized 1950’s era 
  suburb. William Howard Taft emerges from one of the homes. Though she 
  rolled a success to open the safe, the Controller still introduced something 
  weird to make the story more interesting.
  Controller Decides Truth
  Were the players right? The Controller should decide what the message was supposed to mean 
  after the players have finished deliberating. The best idea is probably to let the players be right, 
  but add in one or two things they missed. You can bring those things in later as Complications or 
  twists.
  If you decide that the players’ interpretation was wrong in any way, make sure that the truth 
  could have been interpreted from the original briefing. Otherwise that would just be unfair. You 
  should also drop clues throughout the game that could tip the players off to what they missed. Most 
  importantly, the PCs should never reach a dead end. Wherever they look, there should always be 
  something to investigate, explore, or get attacked by. 
  
  15
  05: COMPLICATING MATTERS
  Beings
  Aliens
  This chapter contains ideas to help the Controller create Complications. 
  There are a number of nonhuman entities that the PCs might encounter. Some of them are 
  listed below. The description of each being is followed by a list of theories about that being. You can 
  decide which, if any of them are true.
  These are diminutive creatures with large heads and big bulbous eyes. Due to their skin color, 
  they are often called greys. They possess spacecraft which they use to monitor and communicate 
  with humans.
  •	Greys secretly run most if not all major governments.
  •	Greys have put mind control devices in satellites around the world.
  •	Greys have psychic powers.
  •	Greys are not a biological race but are beings from another dimension.
  •	Greys are not malign but wish to enlighten the human race.
  •	Greys are breeding their own race of humans.
  •	These humans are alien hybrids.
  •	These humans will rule the world.
  •	These humans already rule the world.
  •	The greys will take these humans back to their world, never to be seen again.
  •	The Illuminati is trying to defeat the greys.
  •	Because the Illuminati works for something that wants the earth for itself.
  •	Greys are just one of many alien species that visits the Earth.
  Reptilians
  These are lizard people who disguise themselves as humans. The Controller should note 
  that allowing players to make reptilian characters will change the dynamic if they encounter 
  one in the wild.
  •	Reptilians position themselves in the highest levels of government;
  •	By killing public officials and taking their places.
  •	By using the media to manipulate the masses;
  •	Because most reporters are reptilians.
  •	By sheer force of numbers because most voters are reptilians.
  •	Reptilians are actually greys in disguise.
  •	Reptilians are alien-human hybrids.
  •	Reptilians are a species that evolved alongside humans on Earth.
  •	Reptilians just want to fit in.
  Theories
  Theories:
  
  16
  •	There are many kinds of shadow people. Some are benign, others are not.
  •	Shadow people radiate a feeling of complete wrongness.
  •	Shadow people often stand in one place, seeming to observe those they appear to.
  •	A shadow person may slowly walk towards or continuously follow those it appears to.
  •	Shadow people drain the life force from those around them.
  •	Shadow people appear just before something terrible is about to happen.
  •	Shadow people sometimes walk wherever they please, ignoring obstacles like people and walls.
  •	Shadow people can appear and disappear at will.
  •	Shadow people can interact with the physical world when they want to.
  •	Shadow people drain the heat from the air around where they stand.
  Shadow People
  These are dark, humanoid apparitions that sometimes manifest to humans.
  Theories:
  Organizations
  Street Legion: the Homeless Alliance
  International Cryptozoologists Union
  UFO Cults
  Conspiracy Theorists
  These are people groups and organizations that the PCs might run into during their missions.
  This is a network of people who would voluntarily live a life of homelessness, rather than be 
  part of a corrupt, Illuminati-controlled system. These people believe they have personally witnessed 
  Illuminati activity. Because of this, they simply cannot reintegrate into normal society.
  Most members suffer from some combination of mental disorders that results in paranoia, 
  delusions, and hallucinations. Or maybe that’s just what the sheeple think. Maybe they’re 
  completely right. Maybe they have more solid information on the Illuminati than the PCs do.
  Cryptozoology is the study of animals whose very existence is contested, such as Bigfoot and 
  the Loch Ness Monster. Many of these so-called “cryptids” are old Illuminati experiments, thus 
  cryptozoologists can often be found in the middle of the weird world of conspiracy. To defend their 
  own legitimacy, many cryptozoologists banded together and formed ICU. These guys are always 
  showing up in remote places, looking for sasquatches and other creatures.
  Many people believe aliens will one day whisk them away to their home planet or a higher level 
  of consciousness. These people gather together in UFO hotspots to watch the lights in the sky. Over 
  time, various religions have grown out of these groups, each with its own strange beliefs.
  There are those whose mission in life is to uncover the truth about the Illuminati. These are the 
  conspiracy theorists. They come from many different walks of life, and they vary widely in levels 
  of sanity. Many of them run blogs or YouTube channels, or are frequent conspiracy forum posters. 
  Though not a formal group, conspiracy theorists can still be a threat to the PCs. They might figure 
  out what’s really going on, or lead the PCs off track with their theories.
  
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  APPENDIX I: 
  Mission Briefings
  Low on mission briefing ideas? Here are some you can use:
  •	The top YouTube search result for “hotel commercial”
  •	A 24 pack of Ice Mountain water bottles
  •	A mason jar with a small teddy bear inside
  •	[in Just-] by E. E. Cummings
  •	Any video by YouTube user totheark
  •	Open a book and type the first two nouns you see into YouTube and click on the first video 
  under one minute you see.
  •	Select a random object from your desk
  •	A bouquet of roses
  •	A flip phone that has been smashed to bits
  •	Pick a color. Roll a d20. The mission briefing is a d20 of the color you chose, but every face is the 
  number you rolled.
  •	Dial the number of a local pizza restaurant without your players’ knowledge. Hit call and say 
  “here’s your mission briefing,” as you turn on speakerphone and leave the phone on the table for 
  the players to answer. The entire situation that results (including real life pizza deliveries) is the 
  mission briefing.
  
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  APPENDIX II: 
  Conspiracy Resources
  Below are links to resources relating to the Illuminati, conspiracy theories, and the paranormal. 
  •	conspiracy.wikia.com : A wiki of conspiracy theories
  •	4chan.org/x/ : 4Chan’s Paranormal board
  •	reddit.com/r/conspiracy/ : Conspiracy subreddit
  •	coasttocoastam.com : Paranormal talk show
  •	youtube.com/user/ThePeladophobian/ : Conspiracy theory parodies
  •	youtube.com/user/Truthiracy3 : Very weird conspiracy theorist
  •	bentoandstarchky.com/dec/rants.htm : The rants of Francis E. Dec, Esquire
  •	http://www.infowars.com/listen-to-the-radio-show-archive/ : Alex Jones’ talk show
  
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SOURCE: textdata/thevault/Conspiracist/Conspiracist the Game THEY Dont Want You to Play.pdf