British Diver

GM of PZO Sector-Alpha Complex's page

323 posts. Alias of Xaaon of Xen'Drik.


About GM of PZO Sector-Alpha Complex

CLEARANCE RED!

Perks of RED clearance!
RED (1,000 credits/month)
Food: FunFoods, REDdiMeals with Soylent Red, Bouncy Bubble Beverage occasionally, real food a couple of times a month.
Housing: Room shared with up to five other citizens.
Transport: Feet. Transtube. Transition.
Staff: None.
Authority: None. Even Infrareds aren’t likely to listen to you, as they’re doing jobs for the higher-ups.
Perks: You’re not drugged all the time, and you’re not INFRARED.
Typical RED citizens: Troubleshooters, senior clerks, low-level technicians, Armed Forces grunts; about 10% of the population.

Perversity points

Spoiler:
you start with 25 as a player, they belong to the player...not the character, so if you run out of clones, your next character will also have access to those same Perveristy points...

What can perversity points do?

Well they can either improve YOUR rolls, decrease your opponent's rolls, or you can even spend them to increase or reduce your fellow trouble shooters rolls.

example:
Bob-R-DOG-2: I spend 5 perversity points to hinder Rosas-R-Red-2's shot.
Rosas-R-RED-1 I spend 10 perversity points on my own roll.
Boris-R-LOF-3: I also spend 10 perversity points to assist my comrade Rosas...
Bor-R-DOG-2: uh...comrade? **ZAP ZAP ZAP**

How do I get MORE perversity points?

Make me laugh...pretty simple.

Tension Level

Spoiler:
Someone's always watching, there's a number for that level of tension...it's secret...

Skills

Spoiler:

Action Skills
Management
Bootlicking: How to ingratiate yourself with superiors.
Chutzpah: Getting others to accept doubtful statements through
confident assertion, bluffing and unmitigated gall.
Con Games: Hoodwinking a citizen or bot through fast talk,
spurious logic and persuasion. This isn’t physical sleight of hand
(see Sleight of Hand under Stealth).
Hygiene: Maintaining cleanliness in yourself, your surroundings,
your teammates and innocent passersby.
Interrogation: Extracting useful information from Commie
mutant scum.
Intimidation: This doesn’t exactly ingratiate you with your
inferiors, but it gets their cooperation.
Moxie: Streetwise smarts; canny assessment of a person,
situation or statement.
Oratory: How to get a bunch of people to do what you want.

Stealth
Concealment: Hiding stuff on your person or in your
surroundings; also, spotting stuff others have hidden.
Disguise: Wearing a higher-clearance jumpsuit or false
mustache without looking idiotic.
High Alert: Sensing imminent danger or covert surveillance. Not
really different from most Troubleshooters’ typical state, except
you only get alarmed over actual threats.
Security Systems: Jiggering locks and alarms.
Shadowing: Following someone without being noticed.
Sleight of Hand: Palming and pocketing small things without
being noticed.
Sneaking: Moving around without being followed or noticed.
Surveillance: How to bug things. How to debug things.

Violence
Agility: Rapid or balanced movement, gymnastics, jumping.
Demolition: How to use TNT without killing yourself. At
clearances below GREEN this skill is treasonous.
Energy Weapons: Hitting someone with a laser, sonic weapon
or blaster. This is a vital specialty. You can’t take Energy
Weapons as a weakness, and it doesn’t count as one of your six
common specialties.
Field Weapons: Flamethrowers, gauss guns, tanglers and the
ever-popular plasma generator.
Fine Manipulation: Lockpicking, watchmaking, cutting the red
wire one second before detonation.
Hand Weapons: Hitting someone with a force sword, neurowhip
or truncheon, or with primitive weapons.
Projectile Weapons: Hitting someone with a slugthrower, cone
rifle or other aimed weapon that uses ammunition.
Thrown Weapons: Hitting someone with a grenade, brick or
rock.
Unarmed Combat: Hitting someone when you don’t have a
hand, energy, projectile, thrown or vehicular weapon.
Vehicular Combat: Hitting someone with a weapon mounted
on a vehicle.

Knowledge Skills
Hardware
Bot Ops and Maintenance: How to operate and fix docbots,
guardbots/warbots, jackobots, scrubots and vehicle autopilots.
Chemical Engineering: Lots of uses for this, but somehow PCs
always want to use it to make explosives.
Electronic Engineering: How to string together circuits and
microprocessors.
Habitat Engineering: Knowledge of the air, communication,
transport, power, water and waste systems. Mighty handy when
you need to find a ventilation shaft to escape incoming fire.
Mechanical Engineering: How to make really neat Rube
Goldberg-type contraptions.
Nuclear Engineering: How to operate a reactor without flooding
half the sector with radioactive waste.
Vehicle Ops and Maintenance: How to use and repair all
vehicles: autocars, crawlers, flybots, copters and Vulturecraft.
Weapon and Armor Maintenance: Sabotaging others’ weapons
and armor, and keeping yours from being sabotaged.

Software
Bot Programming: Revising bot instructions.
C-Bay: Getting the best price buying and selling on Alpha
Complex auction sites.
[i]Data Analysis:
How to understand Computer-generated stuff.
Data Search: Finding something useful using The Computer.
Financial Systems: How to transfer credits safely for legitimate
or criminal purposes.
Hacking: Breaking into The Computer’s systems. Really, what
could go wrong? Treasonous at clearances below GREEN.
Operating Systems: Revising MemoMax clone backup tech.
Rewriting The Computer’s instructions. Treasonous at clearances
below BLUE.
Vehicle Programming: Revising vehicle instructions.

Wetware
Biosciences: Knowing what’s likely to mutate you and how.
Bioweapons: Engineering your own Black Death or weaponized
anthrax. Treasonous at clearances below BLUE.
Cloning: Repairing and operating the tanks that grow new and
backup citizens. Operating MemoMax backup devices so the new
clone remembers his name and boot size.
Medical: How to heal the injured and cure the sick, or ensure
they don’t heal or get cured.
Outdoor Life: Telling a tree from a weed, or a bird from an
elephant, when most citizens have never heard of these.
Pharmatherapy: Ensuring wakefulness, sleepiness, happiness
or any mental state through the application of little pills.
Psychotherapy: Recognizing insanity; helping others recover
from it or descend further into it.
Suggestion: Biochemical and psychological techniques of
subliminal persuasion.

Generic, Non-exhaustive, Bonafide, Certifide, List of IR Market Goods:

Spoiler:

FOOD, DRINK AND CONSUMABLES
Bouncy Bubble Beverage (choice of flavors):
-Plain (IR) 1cr
-Extra Classic (R) 2cr
-Tastes Just Like Something Orange! (O) 2cr
-R&D Experimental Flavor #71 (illegal) 10cr
-Lemony-Limey (Y)
-Limey-Lemony (G)
-NEW! Extra Blue Berry-like (B) 150cr
-B3 CRYSTAL CLEAR (U) 1500 cr
CruncheeTym Algae Chips (choice of flavors):
-Plain (IR) 1cr
-Not Quite As Plain (R) 1cr
-Trippple Cheeze (Y) 3cr
-Vague Hint of Guacamole (G) 3cr
Cold Fun (available in three fun flavors: Pink, Brown, and
Vanilla)
Single-serving cup (IR) 2cr
Single-serving cone (R) 3cr
5-gallon tub (O) 200cr
Vita-Yum Meal Substitute Bar (plain) (R) 2cr
Vita-Yum Meal Substitute Bar Substitute Pill (O) 5cr
Vita-Yum Meal Substitute Bar now w/Chokolyke Flavor (O) 5cr
Chocolyke Puff Crunchers, per can (O) 10cr
Minty Breath-O-Fresheners, per tin (O) 10cr
SweetTreetz "Puffy Puffy w/imitation Cream-like substance" (y) 20cr
SweetTreetz "Puffy-Puffy w/real Whipped Cream"(U) - 1200cr (think twinkie only good)

DRUGS & RECREATION
Cancer-Lite Cigarettes (R) 6cr
Cancer-Free Cigarettes (O) 8cr
Xanitrick (Wakey-Wakey) tablet (IR) 1cr
Visomorpain (Little Black Friend) tablet (IR) 1cr
Gelgernine (Inner Happiness) tablet (R) 2cr
Gelgernine aerosol spray (G) 200cr
Sandallathon (Sleepy-Sleepy) tablet (R) 1cr
Pyroxidine (Wide-Awake) tablet (R) 20cr
Pyroxidine capsule (R) 100cr
Asperquaint (Tireless Servant) tablet (Y) 6cr
Rolactin (Happy Life) tablet (B) 50cr
Smoking Boots gag—fool your friends! (R) 150cr
Smoke refill for boots (G) 90cr
PlastiLaser—realistic zap noise! (R) 50cr
FunFun Firecrackers—safe for all ages! (R) 5cr each
Yo-yo, lasts for hours! (G) 20cr

HYGIENE & MAINTENANCE
Teela-O Pocket Mirror (R) 5cr
Hottorch (R) 100cr
Instant Cleans-O-Spray (R) 50cr
Comb, red (R) 5cr
Lemonie-Moistened Towelettes, 20 count (R) 50cr
Hammer (O) 10cr
Dental floss, 10m (O) 1cr
Crowbar (Y) 10cr
Bandages, self-stick, box of 25 (Y) 25cr
Chapstick, Dyno-mint flavor (G) 100cr
Nail (I) 1cr
Chainsaw, electric (I) 100cr

CLOTHING & ACCESSORIES
Pen (plastic, black stick, black ink) (IR) 3cr
Pen (metal, black w/gold trim, red or black ink) (R) 10cr
Ink refills:
Black (IR) 1cr
Red (R) 1cr
Orange (O) 3cr
Invisible (illegal) 25cr
Invisible revealer (G) 160cr
Gas mask (R) 50cr
Sneakers, black w/red stripes (R) 120cr
Sneakers, red w/black stripes (R) 220cr
Shoelaces, spare (O) 1cr
Heat-resistant mittens (O) 35cr
FastDraw Executive laser holster (O) 90cr
Sunglasses (O) 2cr
Pencil, disposable (O) 1cr
Notepad (G) 1cr
Hiking boots (B) 75cr

SURVIVAL & TECHNOLOGY
Bullhorn, with MegaBooster! (R) 50cr
Plasticord, per meter (R) 1cr
Binoculars (O) 50cr
Stopwatch (Y) 15cr
Slide rule (Y) 10cr
Magnifying glass, bifocal (G) 5cr
Collapsible travel bag (G) 50cr
Box of matches (B) 1cr
Lantern, electric (B) 20cr
Geiger counter (B) 100cr
Utility knife multi-tool (B) 50cr
Nightvision goggles (I) 300cr
Disposable lighter (I) 4cr
Calculator (I) 10crS
Umbrella (V) 10cr
Fake RED laser barrel, non-op (illegal) 12cr
Fake ORANGE barrel, non-op (illegal) 18cr
Fake YELLOW barrel, non-op (illegal) 27cr

PROMOTIONAL MERCHANDISE
[Listed price is for logo mug; x2 for T-shirt, x3 for poster]
Teela-O (IR) 15cr
Funbot (R) 10cr
Mark IV Warbot (R) 35cr
Best Good Happy Sector Hour (Y) 25cr
‘Death from Above’ Mark IV collector patch (O) 110cr
Toothpaste Disaster ‘hoodie’ sweatshirt (V) 300cr
w/ ‘I survived’ logo—very rare, few made (UV) 12,000cr

Blaster Energy 500cr (O)
Brass knuckles 10cr (R)
Cone rifle** 1,000cr (B)
Cone rifle shells**

Spoiler:

solid slug 100 (B)
solid AP 150 (B)
dum-dum 120 (B)
HE Impact 200 (I)
HEAT Impact 400 (I)
napalm Energy 300 (B)
flare 100 (B)
ECM Energy 400 (I)
gas Bio varies 250 (B)
tacnuke** Energy 150,000 (V)
Cone rifle triggers** 100cr (B)

Energy pistol Energy Energy 200cr (Y)
Flamethrower Field Energy 500cr (Y)
Force sword 400cr (B)
Gauss gun 500cr (I)
Grenade 50cr (R)
Hand flamer 1,000cr (V)
Ice gun 500cr (G)
Knife Hand 20cr (R)
Laser pistol (barrel) 25cr *
Laser pistol (body) 75cr (R)
Laser rifle (barrel) 50cr *
Laser rifle (body) 250cr (O)
Needle gun 750cr (B)
Neurowhip 300cr (G)
Plasma generator** 2,000cr (V)
Slugthrower 450cr (Y)
Spoiler:

solid slug Impact 50cr (Y)
solid AP 75cr (G)
dum-dum 60cr (Y)
HE 75cr (Y)
HEAT 100cr (G)
napalm 75cr (Y)
flare 40cr (Y)
ECM Energy 200cr (I)
gas 75cr (Y)

Slugthrower, semi-automatic 750cr G
Sonic pistol 150cr O
Sonic rifle 300cr O
Stun gun Field 250cr O
Sword 20cr any
Tangler 250cr G
Truncheon 10cr R

Used weapon 10-25% off market value; reliabilty varies (heh,heh!)
Reloads/recharges 10% of the base weapon cost, unless otherwise specified. Lasers are recharged by buying a new barrel.
************************************************************************
CLEARANCE ULTRAVIOLET - GMs eyes ONLY!

Spoiler:
THAT'S IT!!! DELETE YOUR CHARACTER AND GET OUTTA MY GAME!!!

Spoiler:
Flow Chart - Combat
1. Attack!
An attacking character rolls against
Violence skill. An entity without Violence
skill rolls against the scene’s Tension
level or the number 11.
More than one character attacking: Figure
everyone’s attack result separately, then
apply all effects simultaneously.
Attacker surprise: You may give the
attacker one free attack before the target
gets to respond.

2. Hit or miss?
If the attacker chose a specific target
and hit successfully, that target may take
damage.
If the attack missed, did it hit a different
target instead? Target the character with the
lowest Power. Serves him right.
Backfires: If the attack missed by a
margin of 10 or more, or if the roll was 20,
the attack may backfire. Some weapons
malfunction in circumstances independent
of the margin, so check the description.
If a backfire doesn’t suit your purposes,
it doesn’t happen.

3. Multiple targets?
Can the attack plausibly hit more than
one target? If so, select multiple targets
based on the attack description or the
attack roll’s margin.

4. Default damage
The attack deals the damage you want
it to deal. Attack descriptions suggest
their default damage in ‘Minimum-Boost-
Maximum’ format on the Weapon Chart.

5. Defense
Does the target have armor or other
defenses? Does the defense apply against
the attack type? If so, reduce the default
damage by a number of steps equal to the
target’s defense value.

6. Boost
You can adjust damage based on the
attack roll margin and the attack’s Boost
increment. Don’t like the arithmetic? Use
the handy chart on the facing page.

7. Actual damage
If the attack’s damage is reduced to nothing,
the attack still hits the target, but it
has no effect.
For damage effects, see Chapter 27,
‘Damage and injuries’ (page 75).


OKAY
SNAFU
WOUNDED
MAIMED
DOWN
KILLED
VAPORIZED
Spoiler:
Okay means okay.
Snafued means the target is unhurt but was
distracted into making some kind of mistake.
Maybe he messed up his aim and missed
shooting his own teammate by a hair, or he
tripped, or something fell on him. The target
can’t attack in the next round, because he’s
busy sorting himself out. He can run, hide,
make a phone call or rationally debate various
strategies while laser blasts fly around him. He
just can’t attack. At the end of the next round
he’s no longer snafued.
Wounded means the target is Snafued in the
next round and also requires first aid, drugs, or
the oh-so-attentive care of an Alpha Complex
docbot. The player can’t spend Perversity on
his own character for the rest of this round or
the next round. At the end of the next round
the character is no longer snafued but is still
wounded.
Maimed means the target is snafued in the
next round, and also one of his limbs becomes
useless or absent. The player can’t spend
Perversity on his own character for the rest of
the scene. The Snafu goes away at the end of
the next round, but the maiming stays.
Down means the target is immobile and
basically incapacitated. A downed character
isn’t necessarily wounded or maimed. As with
maimed, the player can’t spend Perversity on
his own character for the rest of the scene. If
you allow it, the downed character may still
speak and listen groggily, point an accusing
finger or weakly pull a trigger. Possibly the
downed character’s perceptions are distorted
so he witnesses events unreliably.
Killed means dead. The player can spend
Perversity normally on other players’ rolls.
Vaporized means the target permanently
and irrevocably Goes Away, reduced to a thick
red spray, component body cells or conceivably

Spoiler:
Flow Chart- TREASON
1. Accuse!
An accusing character rolls against
Management skill (no specializations
allowed). You may allow Perversity
spending according to your dramatic
needs.
When more than one character is
accusing, figure everyone’s result separately,
then apply all accusation effects
simultaneously.

2. Credible or not?
If the accusation roll succeeds, the
charges are initially credible.
Backfires: If the accusation roll
missed by a margin of 10 or more, or
if the roll was 20, the accusation may
backfire. Continue with this formula, but
the former accuser now becomes the
target. If a backfire doesn’t suit your
purposes, it doesn’t happen.

3. Multiple targets?
Can the offenses plausibly indict more
than one target? If so, select multiple
targets based on the type of offense and
the attack roll’s margin.

4. Default correction
A successful accusation prompts
the correction you want it to prompt.
The Treason and Insubordination charts
suggest corrections in ‘Minimum-Boost-
Maximum’ format.

5. Defense
In Classic games, reduce the default
correction by steps equal to the target’s
Access attribute. Straight: Step reduction
equals the target’s Access attribute
plus number of his current clone. Zap:
No defense and no reduction.

6. Boost
You can adjust the correction’s severity
based on the roll margin and the
offense’s Boost increment. If you shudder
at the thought of division, use the
chart on the facing page.

7. Actual correction
The Computer or the citizen metes out
correction on the spot. If the accusation’s
correction is reduced below one step, the
accusation has no effect. A corrected
target may become extremely unhappy,
earning The Computer’s disapproval and
possibly further correction.
For correction effects, see Chapter 30,
‘Treason and correction’ (page 81).

Spoiler:
Character tracker P&A + Perversity
Chuckles-R-DRR-1 (twominuteshate)
P:20 (xray vision)
A:4
Perv:25

Tataz-R-BIG-1 (Robert Brambley)
P:5 (detect mutant power)
A:4
Perv:25

Ham-R-SLG-1 (Tarlane)
P:12 (regeneration)
A:3
Perv:25

Chevboi-R-DEE-1 (xyrophobic)
P:11 (uncanny luck)
A:2
Perv:25

Liam-R-PZO-1 (Davi the eccentric)
P:20 (Mental blast) uh oh
A:1
Perv:25

Sam-R-SPD-1 (PhD)
P:17 (machine empathy)
A:5
Perv:25

Abel-R-CHR-1 (hogarth)
P:14 (puppeteer)
A:5
Perv:25

*If you're reading this, and I figure out you're using your power too much, you will probably end up with a lobotomy and your power will be a 1...*
Power rating will change at each new clone as well.

Spoiler:
Tension Levels
Tension levels by location
These are just suggestions. You can adjust the Tension level freely.
Entries such as ‘RED areas’ means all RED areas not otherwise listed in specific entries.
When an area could have more than one Tension level, use the highest.
0 Sewers; reactor cores; Outdoors; conferences with the GM
1 IntSec interrogation chambers
2 INFRARED areas
3 Supply closets; garages; bot stations; HPD&MC indoctrination centers
4 RED areas
5 Briefing rooms; food vats; sickbays; clone tanks; PLC warehouses
6 ORANGE areas
7 Mess halls; waiting rooms; grooming stations; elevators and stairwells
8 YELLOW areas
9 R&D labs; any place with Junior Citizens (kids)
10 GREEN areas
11 Troubleshooter HQ; Armed Forces bases; armories
12 BLUE areas
13 Termination centers; re-education centers; IntSec stations
14 INDIGO areas
15 Power and Tech Services control rooms; IntSec headquarters
16 VIOLET areas
17 Confession booths; CPU monitoring loci
18 ULTRAVIOLET areas
19 Central Compnodes
20 Bathrooms

Spoiler:
Acts deserving rewards
A. Being extremely happy: 10cr

B. Doing a small favor spontaneously
for a higher-clearance citizen: 10cr
-B/1. A large favor involving non-trivial
effort: 30cr
--B/2.A really large favor that takes
most of a day, if not longer: 70cr

C. Unctuous flattery: 10cr

D. Completing a mission successfully:
promotion and 100% bonus

E. Completing a service service
and filing a report: 100cr

F. Risking your life to serve or rescue a
citizen of your clearance: 500cr
-F/1. A higher-clearance citizen:CLx5%
--F/2. To serve The Computer: 50%

G. Terminating a traitor of your clearance
or lower with sufficient evidence: 50%
-G/1. A traitor of higher clearance:
25%

H. Turning over a traitor of your clearance
or lower to Internal Security: 25%
-H/1. A traitor of higher clearance:
10%

Spoiler:
Insubordination chart
Offense
A. Asking a question unrelated to a mission or duty 10cr
B. Asking whether a particular hypothetical question unrelated to a mission or duty would be considered insubordinate
or treasonous
20cr
C. Asking whether a particular hypothetical question, if it were hypothetically directly related to a mission or duty,
would be considered insubordinate or treasonous (nobody likes a smartass)
30cr
D. Being out of uniform or sloppy 10cr 10cr
E. Being unhappy 10cr
F. Bringing bad news 50cr
G. Curiosity about or postulation of supposed virtues of Old Reckoning times 10cr
H. Curiosity in general, undue 30cr
I. Evading IntSec or Computer surveillance 50cr
J. Excessive rudeness 10cr
K. Failing a hygiene inspection 10cr
L. Jokes, insolence, or disregard for the importance of a mission or duty 10cr
M. Jokes, insolence, or disrespect for a specific higher-clearance citizen CLDx100cr
N. Jokes, complaints or warnings about a specific service firm or group other than Internal Security 30cr
O. Jokes, complaints or warnings about Internal Security 100cr
P. Questioning the ability or judgment of a higher-clearance citizen CLDx100cr
Q. Questioning the ability or judgment of The Computer 1,000cr
R. Turning off one’s PDC (communicator) during a mission 50cr
S. Unauthorized vandalism or destruction of property of equal or lower clearance, not in line of duty 50cr

Spoiler:
Treason Chart
AA. Being accused of treason by a citizen of lower clearance
+1 boost
-BB. By a citizen of equal clearance
+/-0 Boost
-CC. By a citizen of higher clearance
-1 boost
DD. Falsely accusing a lower-clearance citizen of treason
O5C
-DD/1. A citizen of equal clearance
O4C
-DD/2. A citizen of higher clearance
P3M

Conduct and bearing
EE. Arguing with the Gamemaster
Medication
FF. Assaulting a lower-clearance citizen
O5T
-FF/1. A citizen of equal clearance
C4T
-FF/2. A citizen of higher clearance
M3T
GG. Being present in a location of higher security clearance
P4M+CLDx100CR
HH. Damaging, destroying or losing assigned equipment
P3C
II. Failure to defer to a citizen of higher security clearance
P4B+CLDx100CR
JJ. Theft of equipment, possessions or files, including filesharing
P4C
KK. Framing a citizen of lower clearance for a crime
P4M
-KK/1. A citizen of equal clearance
C4B
-KK/2. A citizen of higher clearance
M4T
LL. Possessing a treasonous (Unhealthy) skill
Brainscrub
MM. Possessing unauthorized food, information or equipment
P3M+CLDx100CR
NN. Refusing to take a prescribed drug
P4M
OO. Threatening the physical or financial safety of a lower-clearance citizen
O5B
--OO/1. A citizen of equal clearance
C4B
--OO/2. A citizen of higher clearance
M3B
PP. Unauthorized destruction of higher-clearance property
P4M+CLDx100CR + Replacement Cost
QQ. Demonstrating knowledge of the PARANOIA rules above the player’s clearance
Termination
RR. Lying to the Gamemaster
Termination!!!

Missions
SS/1. Disobeying an order given by a mission superior
P5B
SS/2. Disobeying an order given by The Computer
C5T
SS/3. Failure to complete a mission
O4C
SS/4. Failure to complete a service service
O5C
SS/5. Refusing the assignment of a service service
P5M
SS/6. Refusing to accept a mission
Termination

Mutation
TT/1. Mutation registration
Medication
TT/2. Suspicion of mutation possession
C4T
TT/3. Proof of mutation possession
M3T
TT/4. Incontrovertible proof of mutation possession
Termination
TT/5. Possession of Machine Empathy
Termination
Secret society membership
UU/1. Confessing to secret society membership
M3T
UU/2. Suspicion of secret society membership
M3T
UU/3. Proof of secret society membership
B3T
UU/4. Incontrovertible proof of secret society membership
Termination
UU/5. Knowledge of Communist doctrine
Brainscrub
UU/6. Being a Communist
Termination

VV. Terminating a lower-clearance citizen without prior authorization or evidence
C3B
VV/1. A citizen of equal clearance
B2T
VV/2. A citizen of higher clearance
Termination


OKAY
PROBATION
CENSURE
MEDICATION
BRAINSCRUB
TERMINATION
ERASURE

Spoiler:
super double secret post awards:
MO!
6 pg9 = 6
6 pg10 = 12 +1 access

Liam
6 pg2
2 pg3 = 11 = +1 Access
5 pg4 = 13
5 pg5 = 18
7 pg6 = 25 +1 skill point
5 pg7 = 30 +1 skill point
6 pg8 = 36
9 pg9 = 45 +1 skill point
8 pg10 = 53 New specialized skill

Whatt
4 pg2
6 pg3 = 12 #1 +1 access
4 pg4 = 18
8 pg5 = 22 #2 +1 skill point
3 pg6 = 25
8 pg7 = 33 +1 skill point
2 pg8 = 35
5 pg9 = 40 +1 skill point
2 pg10 =42

Tataz
4 pg2
3 pg3
4 pg4 = 11 #1 +1 access point
2 pg5
5 pg6 = 18
3 pg7 = 21 +1 skill point
0 pg8 = 21
1 pg9 = 22 dropped out.

sam
3 pg2
10 pg3 =13 #1 +1 access point
5 pg4 =23 #2 +1 skill point
10 pg5 =28
4 pg6 = 32 #3 +1 skill point
8 pg7 = 40 +1 skill point
9 pg8 = 49
4 pg9 = 53 Special skill
8 pg10 = 61 New focused skill.

ham 1 pg2

Whatt
3 pg 7
4 pg 8 = 15 +1 access
6 pg 9 = 24
2 pg10 = 26

Chuckles
6 pg2
7 pg3 = 13 #1
10 pg4= 23 #2 +1 skill point
7 pg5 =30 #3 +1 skill point
7 pg6 = 37
8 pg7 = 44 +1 skill point
7 pg8 = 51 New special skill.
7 pg9 = 58
8 pg10 = 66 New focused skill.


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