
P.H. Dungeon |

If you wish to join this game post to report for duty under your regular alias. When you do I will send you a package of info regarding your secret society, and you can then make your first Troubleshooter.
In this game my goal as a GM will still be to run a really fun game. However, I will be taking on the role of a much more merciless gm than normal. As a player one of your goals will be to entertain me. The better you do at entertaining me the more successful your character will be in the game (maybe). There are many ways you can do this, but here are couple of very important ones.
1. Post ammusing and interesting "in character" posts on a regular basis (players who fail to do this will find that they go through a lot more clones than the ones who do)
2. Make extensive use of the spoiler tags. To foster an air of Paranoia there will be massive ammounts of spoilers going on. You will be conspiring with fellow players against one another, as well as passing spoilers about sneaky things you want to try back and forth to me. I will try to respond to your intentions promptly, but if I'm getting overwhelme by the volume of individual requests I will respond based on which ones I find most interesting.

P.H. Dungeon |

Spoiler for 1-Tru-God
You will need to change your Secret Society membership, and as a result secret skills. You can paste the following information into your character sheet with a spoiler tag.
Service Firm: HPD & Mind Control (News Services)
Mutant Power:
Secret Society: Anti-Mutant (Rank 2)
Secret Skills: Mutant Power Studies, Pop Culture Trivia, Propaganda
Beliefs: Eliminate mutant powers. Re-establish
pure-strain humans as the dominant force
in society. An evil, monolithic conspiracy of
mutants seeks to destroy true humans and
impose a mutant dictatorship. If mutants are
not destroyed, three-armed green-tendriled
monstrosities will take over! With their fantastic
mental powers, they may be warping your mind
and playing with your emotions even now! Kill
any mutant, anywhere, any time. Just because
a mutant has registered with The Computer is
no reason to spare his life. Any deviation from
the human norm is suspect. Anyone who even
looks at you cross-eyed is probably trying to
control your mind. Mutants are evil! Mutants
are foul! Kill all mutants!
Friends: Humanists
Enemies: Psion
Recognition signal: The first member
makes the ‘antennae’ symbol (wiggles two
fi ngers above his head). The second member
responds with a slooow cutting motion across
the throat.
Advancement: For executing mutants or
uncovering evidence of mutation.
Special rules: He should only denounce or execute a citizen with a mutant power if he has actual, incontrovertible proof the mutant power exists.
See Chapter 30, ‘Treason and correction,’ for
a discussion of evidence standards.
Anti-Mutant is generally loyal to The
Computer, and is in fact heavily infiltrated
by Internal Security. The society does have
access to wealthy patrons, and The Computer
(through its Internal Security agents) may
support society missions in keeping with its
own objectives. Expensive and exotic, but
generally legal, equipment is often available
through the society.
The society also maintains detailed records
on all mutations and on those who are
suspected of having mutations. However,
much of this is inaccurate and derives from
Old Reckoning comic books. The rival secret
society Psion makes forays into Anti-Mutant
strongholds to destroy actual data about mutant
powers.
Personal Goals: Though you yourself are a mutant, you see your powers as a blessing because they allow you to detect other mutants and thus destroy them. You suspect that at least one member of your team might be a mutant, and your plan is to quickly figure out who your enemies are, so that you can start destroying them as soon as you get the chance. Of course proving one of your team mates is a mutant without revealing that you are a mutant is challenging, so if you can manage to do this you may have to start finding sneaky ways to wipe em out.
You support The Computer and will do what you can to see to the success of any mission the Computer sends you on.
As part of your job in News Services you specialize in spreading anti-mutant propoganda, and you will do so whenever possible.
Please have a look at my stats.

P.H. Dungeon |

Spoiler for 1-tru-God
For PHD** spoiler omitted **

P.H. Dungeon |

Spoiler for Trouble Shooter X
Service Firm: Technical Servies (Fuel Cell Replenishment)
Mutant Power: Corrosion (touch)
Secret Society: Communists (Rank 2)
Secret Skills: Demolition, Botspotting, Propoganda.
Extra Equipment: Its on the way
Society Beliefs: Smash The Computer and its corrupt capitalist lackeys! All power to the INFRARED masses! The masses are the creators of all wealth; high security clearance citizens are parasites fattening on the blood of the people! All wealth to the creators of wealth. Death to the oppressor! From each according to his abilities; to each according to his needs.
Friends: No one likes Commies!
Enemies: Everybody hates Commies!
Description: The Commies don’t really
know much about historical Communism,
which was a dead doctrine long before Year 1
of The Computer. However, The Computer’s
intense persecution of Communism has led
to its revival. (Certain citizens conclude if The
Computer hates Communism that much, it
can’t be all bad.) Communists have tried to
reconstruct Communism from the few sources
they’ve found, but many celIs have little idea
what it’s all about.
The Party is organized in the traditional cell
structure. Each member belongs to a cell of 3-
12 comrades, directed by a leader, usually the
highest-degree member of the cell. The leader
reports to a higher member, etc., until the top
of the organizational tree is reached—the Party
Chairman. At 3rd degree, a character becomes
the leader of a celI, and at 4th degree, other
celI leaders report to him.
Advancement: Communists admire those
with a good grasp of doctrine (high Communist
Propaganda skiII), and who take daring action
against The Computer. They also encourage
proselytization—‘infecting’ citizens with
Communist propaganda leads to promotion
in the hierarchy.
Special rules: The society teaches the Unhealthy skill of
Communist Propaganda to all members, and
places high priority on achieving higher levels
with the skill. The leadership looks with extreme
suspicion on members who fail to diligently
study and spread this skill.
Information and equipment are sometimes
available to Party members, but the
member must demonstrate a strong case
for its importance and the importance of the
mission.
The Computer intensely fears and despises communists and they are the most persecuted of all secret societies.
Personal Goals/Mission: Do your best to sabatage any mission that will benefit the computer or help support the continued existence of the computer’s tyranny. Distribute as much communist propoganda as possible. A member of your cell will be contacting you with a batch of propaganda pamphlets and posters that are to be distributed- preferably among the masses.
If any of your team members seems overly loyal to the computer or is working too hard to achiever the computer’s mission then you may try to take out that character.
Your contacts In your service firm at technical services have informed you that their has been some issues with the fuel cell replenishment of Skybots. They are tending to run out of power too quickly. If you see this happening he has asked you to file a report.

P.H. Dungeon |

Spoiler for David E (aka Anne-R-KIS)
Service Firm: PLC (Production & Logistics Commisary) (Equipment Assembly Control)
Mutant Power: X-Ray Vision
Secret Society: Pro-Tech (Rank 2)
Secret Skills: Experimental Equipment Repair and Maintenance, Video Games, Weapons of Mass Destruction.
Beliefs: Encouraging research and the
development of new technologies will let
humanity restore the Earth’s ruined surface
and return to the stars beyond. Better gadgets
solve all problems. In recent centuries the
bureaucracy has completely stifled research
and design. We must emerge from the Dark
Age and into the light of the Machine Age.
Bots and computers can transform the world
into a playground, giving humanity unlimited
leisure.
Friends: Computer Phreaks, Corpore
Metal.
Enemies: PURGE, Frankenstein Destroyers.
Description: Pro Tech has no hierarchy.
Independent groups work on their own secret
projects; part of each member’s job is the
procurement of the scarce resources needed
to carry on these secret projects. This often
involves theft of Computer equipment and the
treasonous secret use of Computer research
facilities. Certain Pro Tech groups have
managed to penetrate Computer security and
have access to programs and databanks not
even The Computer itself knows about.
Each Pro Tech member has a code name
by which he is known to other members. Along
with the Computer Phreaks, Pro Techs are
active on the Gray Subnets.
Recognition signal: All members of Pro
Tech have a small subcutaneous implant. This
device vibrates whenever it’s within 10 feet of
another Pro Tech member. The member must
switch off the vibration manually. If the member
is among enemies (say, fellow Troubleshooters)
and can’t turn off the vibration, we don’t have
to point out how distracting it can be.
Personal Goals: You have a small cell of protect friends that you have made contact with during your time working for PLC. Your current project involves building a tactical nuclear warhead. While working for PLC you have secretly been making the odd piece of potentially useful equipment disappear to suite the needs of the project. However, you are in desperate need of uranium to fuel your experiments, so keep your eyes handy for any chances to locate such materials. Your contacts have worked hard to get you on this mission because they have reason to believe it will take you to a sealed off subsector that once house weapons R&D labs. There may still be useful materials and even data hidden on any surviving mainframes. They warned you to be wary of your fellow team-mates, for they suspect that at least one of them is a member of the Frankenstein Destroyers. As a member of Pro-tech you wish to regain control over the Computer and put it to serve humans (currently it is the other way around). However, the Frankenstein Destroyers want nothing more than to destroy the computer and anything associated with it.

P.H. Dungeon |

Spoiler for Kruleaid
Service Firm: Internal Security (Forensic Analysis)
Mutant Power: Telekinesis
Secret Society: Death Leopard (Rank 3)
Secret Skills: Demolition, Gloating, Gambling
Extra Equipment: small can of red spray paint
Society Beliefs: Wreck things. Have fun. Cause trouble.
Have fun. Be rebellious. Have fun. Mock the
powerful. Have fun. Defy The Computer. Have
fun. Fragile things dropped from a great height
make a nice sound. Life is boring. Anything you
do to liven it up is doing everyone a big favor.
Those who are too lame to enjoy themselves
don’t deserve to have a good time. Nothing is
more boring than The Computer. But... it pays
to be sneaky. Having too much fun will get
you executed. Pretend to be a good citizen, but
whenever you can do something you aren’t
supposed to.
Society Struture: Street Gang.
Personal Goals: Get your hands on some
explosives so you can blow some s#!! up.
You also specialize in playing pranks on
high ranking citizens, so whenever the
opportunity arises take advantage of it, but
try to frame your fellow team members, so
as to deflect the blame away form yourself.
As a member of Forensic Analysis you have
some skill at covering your tracks so that
you don’t get caught causing trouble.

P.H. Dungeon |

Spoiler for Zoocat
Service Firm: Internal Security (Glee Quota Adjustments)
Mutant Power: Electroshock
Secret Society: Frankenstein Destroyers (Rank 1)
SECRET SKILLS: Demolition, Toolmaking, Programming.
Beliefs: Man has a soul to guide his intelligence.
Robots and The Computer have no soul, and
are therefore evil and amoral. Machines are
tools for Man’s use. Intelligent mechanisms
(bionic or mechanical) pervert the natural
order and cannot distinguish between right and
wrong. Destroy them.
Friends: Humanists, PURGE.
Enemies: Corpore Metal, Pro Tech, FCCC-
P.
Description: Each member reports to an
immediate superior one degree higher than
himself. Members of the 2nd degree or higher
have one or more subordinates. Orders are
relayed down the chain of command, and
information and requests relayed up.
Recognition signal: Secret handshake—
three pumps, one squeeze.
Advancement: Characters advance by
disabling or destroying robots or computers.
Damaging the Computer itself is especially
respected.
Special Rules: Information about robot and computer technology
is readily available to organization members. Other
information may also be available, but may take
days or weeks to obtain. Certain types of equipment
useful in sabotaging robots and computers are also
readily available.
Society Mission: One of the members of your team belongs to Pro-tech your superior wants you to take him out.
Other Info: Working for the Glee Quota adjusters, has really given you some insight into how insane and ridiculous the ruler of The Computer is. You absolutely find the mandatory happiness policies put in place by the computer intolerable and sabatoge them whenever possible. You would not want Happiness Officer as a bonus duty, and you will likely want to kill whoever is the Happiness Officer.

P.H. Dungeon |

Okay I think I've posted everyone's necessary secret society info and goals. You can now finalize your characters. Pay close attention to the info I sent you, as it will play a big role in helping you determine what the true objectives of your character are (who you are out to get, and who you might want to ally with). Remember that your true loyalty lies with your secret society (assuming you have one, after all it is generally treasonous to belong to a secret society- especially those damn commies). You may or may not have any real loyalty to your Service Firm (for most of you it is just a job or a cover for your activities as a secret society member).

P.H. Dungeon |

GAME OBJECTIVES
1. Serve The Computer.
2. Locate and eliminate traitors, including
(but not limited to) Communists,
secret society saboteurs and
terrorists, unregistered mutants, data
pirates, WMD manufacturers and
IR Marketeers.
3. Investigate and eradicate corruption.
4. Remove dangers to the good order and
smooth operation of Alpha Complex.
Aside from these duties, your Troubleshooter
has some personal goals. Many are universal
among citizens of Alpha Complex. Most
citizens prioritize them as follows:
1. Survive!
2. Rise in security clearance.
3. Get rich.
4. Further your secret society’s goals.
In addition to these standard goals, your
Troubleshooter may have other goals not
shared by all citizens:
5. (Optional:) Locate and protect fellow
mutants who share your power.
6. (Optional:) Find Old Reckoning artifacts
to collect or resell.
7. (Optional:) Escape from Alpha Complex
to freedom Outdoors.
8. (Optional:) Overthrow The Computer
(good luck!).
Note that none of these goals, in themselves,
require your character to lie, conspire, suborn,
plant evidence, bear false witness or commit
assault against your fellow Troubleshooters.
Still, in the right circumstances, all that can
help.

David Eitelbach |

Poor timing -
But I just got a new job, and I probably won't have the time to participate in this PbP as much as I'd like. I don't want to hold up the game, so I'll just watch the game unfold as a spectator. Sorry for making you go through the trouble of whipping up a character background for me, PHD. I hope that you can use it for someone else's new character!
- David

P.H. Dungeon |

No worries hopefully we can find another recruit.
Poor timing -
But I just got a new job, and I probably won't have the time to participate in this PbP as much as I'd like. I don't want to hold up the game, so I'll just watch the game unfold as a spectator. Sorry for making you go through the trouble of whipping up a character background for me, PHD. I hope that you can use it for someone else's new character!
- David

P.H. Dungeon |

Spoiler for Davi
Service Firm: PLC (Production & Logistics Commisary) (Equipment Assembly Control)
Mutant Power: X-Ray Vision
Secret Society: Pro-Tech (Rank 2)
Secret Skills: Experimental Equipment Repair and Maintenance, Video Games, Weapons of Mass Destruction.
Beliefs: Encouraging research and the
development of new technologies will let
humanity restore the Earth’s ruined surface
and return to the stars beyond. Better gadgets
solve all problems. In recent centuries the
bureaucracy has completely stifled research
and design. We must emerge from the Dark
Age and into the light of the Machine Age.
Bots and computers can transform the world
into a playground, giving humanity unlimited
leisure.
Friends: Computer Phreaks, Corpore
Metal.
Enemies: PURGE, Frankenstein Destroyers.
Description: Pro Tech has no hierarchy.
Independent groups work on their own secret
projects; part of each member’s job is the
procurement of the scarce resources needed
to carry on these secret projects. This often
involves theft of Computer equipment and the
treasonous secret use of Computer research
facilities. Certain Pro Tech groups have
managed to penetrate Computer security and
have access to programs and databanks not
even The Computer itself knows about.
Each Pro Tech member has a code name
by which he is known to other members. Along
with the Computer Phreaks, Pro Techs are
active on the Gray Subnets.
Recognition signal: All members of Pro
Tech have a small subcutaneous implant. This
device vibrates whenever it’s within 10 feet of
another Pro Tech member. The member must
switch off the vibration manually. If the member
is among enemies (say, fellow Troubleshooters)
and can’t turn off the vibration, we don’t have
to point out how distracting it can be.
Personal Goals: You have a small cell of protect friends that you have made contact with during your time working for PLC. Your current project involves building a tactical nuclear warhead. While working for PLC you have secretly been making the odd piece of potentially useful equipment disappear to suite the needs of the project. However, you are in desperate need of uranium to fuel your experiments, so keep your eyes handy for any chances to locate such materials. Your contacts have worked hard to get you on this mission because they have reason to believe it will take you to a sealed off subsector that once house weapons R&D labs. There may still be useful materials and even data hidden on any surviving mainframes. They warned you to be wary of your fellow team-mates, for they suspect that at least one of them is a member of the Frankenstein Destroyers. As a member of Pro-tech you wish to regain control over the Computer and put it to serve humans (currently it is the other way around). However, the Frankenstein Destroyers want nothing more than to destroy the computer and anything associated with it.

P.H. Dungeon |

What you must forget If you have prior experience with other roleplaying games, this is regrettable but can be overlooked. However, it is mandatory to abandon the following notions, which interfere drastically with the PARANOIA experience:
1. Solidarity among characters or players. Other (non-fun) RPGs exhort you to do your part in the adventuring party, split the loot equally, avoid internal strife and generally play good little scouts. In PARANOIA this trusting behavior will get you killed six times in six minutes. Trust no one, especially your fellow players.
2. The quest for weapons and loot. Other games reward your efforts with treasure, cool new powers and ever more damaging attacks. Most powerful weapons in PARANOIA are experimental. You’ll learn quickly not to trust experimental weaponry. You have a mutant power, but it too is hard to control and prone to backfires. The Computer rewards successful missions with credits, which you can spend on a variety of useful or gratuitous possessions—but only if you’re cleared to own them.
3. Shaping a complex personality. In other games you can craft a highly individual character of emotional depth, who grows and changes over time in fascinating ways. In PARANOIA it is unwise to grow attached to your Troubleshooter, whose lifespan is typically measured in days, if not hours. The Computer prizes conformity; interesting or outlandish behavior is not actually illegal but always suspicious. Instead of plumbing depths of character, experience the game’s atmosphere. You’ll probably enjoy the game more if you treat your Troubleshooter as a stand-in for your own hopes, schemes and fears.
4. Comprehensive attributes, skills and combat options. Many other RPGs have elaborate character creation, movement and combat systems. These games offer a well-designed character a broad range of control in almost any situation. In PARANOIA you have no control. The Gamemaster decides all details of movement, combat and the environment. Your character survives entirely at the pleasure of the GM, who shields you from other players so long as you do entertaining things. Entertain or die. The GM tells you what you see. You say what you want to do. The GM tells you what happens. You don’t try to optimize your tactical advantage; instead, you want the best dramatic advantage. The most entertaining character wins; put on a good show and Fate will smile on you. You’ll enjoy watching the boring characters die like—well, like Troubleshooters. Won’t that be fun?
Of course it will. Fun is mandatory.

P.H. Dungeon |

Until today you were just another Clearance INFRARED worker,
working a low-pay job for one of The Computer’s service firms. For
a hundred credits a month you did light drudgework. The work was dull.
Meals consisted of microwaved Hot Fun pouchmeals,
extruded ropes of Cold Fun and a bag of algae flakes, washed down
with CoffeeLike, TeaSir or the occasional Bouncy Bubble Beverage.
You slept in a different bunk each night in the communal barracks.
It was loud as a boiler room. It smelled like turpentine. You got skin
rashes and ringworm. Still, you drifted along blissfully in a haze of free
HappiTime medication.
Then you reported another INFRARED’s treasonous behavior
to your friend The Computer. In recognition of your service,
The Computer promoted you to RED Clearance,
awarded you 1,000 credits and your own quarters,
authorized a reduction in sedation, and granted
a token treasure from the high-clearance
hydroponic gardens: an apple.
A real apple.

P.H. Dungeon |

Born in Crisis, Tested Under Fire
No matter how many stories you’ve heard at your current or previous security
clearance about Mike-U-BCE-5 and -6, the truth about these legendary High
Programmers and the origin of the Troubleshooters is more wonderful still.
Originally diligent INFRARED workers in the earliest years of
The Computer, the Mike-BCE clone family earned The Computer’s trust, and
Mike-BCE-5 and -6 both rose in clearance to the illustrious ranks of the High
Programmers. Heed their example! Earn The Computer’s trust and you, too,
may aspire to the highest service!
During his honorable early career, Mike-U-5 served The Computer loyally as
Chief Supervisor of the Armed Forces. Only after a dangerous mission into the
Outdoors Sector did Mike-U-5 succumb to the traitorous infl uence of mutant mind
control. Even The Computer’s most trusted servants are always vulnerable, so be
constantly alert!
Subverted and compelled to commit treason, Mike-U-5 returned to Alpha
Complex and foolishly attempted to lead the Armed Forces and Internal Security in an uprising against your friend The Computer.
Not corrupted as his brother had been, Mike-U-6 put down the abortive uprising, but Mike-U-5 and certain renegade forces escaped The Computer’s justice. The lingering threat of Mike-U-5 and the temporary reduction in the strength of Alpha Complex defenses led Mike-U-6 to propose to The Computer the formation of a new elite service unit, the Troubleshooters.
Mike-U-BCE-6 led the Troubleshooters loyally on many missions in The Computer’s service. Ultimately he himself led the mission into Outdoors Sector to locate Mike-U-5. As you know from numerous vidshow adaptations, Mike-U-6 confronted his traitorous brother in a Communist stronghold and terminated him, but not before the treacherous brother mortally wounded the great High Programmer. The dying words of Mike-U-6 to his loyal Troubleshooters still hold true to this day: ‘Serve The Computer as it works to protect our Great Complex!’ Mike-U-BCE-6

P.H. Dungeon |

Your High Purpose and Great Opportunity
The Computer has already shown its trust in you by promoting you to Security Clearance RED. By recruiting you now to its elite Troubleshooter service unit, The Computer demonstrates its confi dence that you can face any problem caused by any traitor in any sector of Alpha Complex. Total victory is now in sight. Do your part!
Fulfill your mission! Serve The Computer and you will rise rapidly in its service.
Beware! Traitors are everywhere! The safety of your fellow Troubleshooters and the security of Alpha Complex depend on you. Immediately report any treasonous or insubordinate behavior or any suspicion of treason or insubordination to The Computer. Failure to do so is treason. Some of your fellow Troubleshooters may serve The Computer as guardians of Internal Security. They are here to protect you. They diligently report every hint of treasonous or insubordinate behavior to The Computer.
Rejoice to know any treason among your companions will be discovered and punished!
You may be asked to test experimental equipment or perform vital services for your own or other service firms.
Honor these simple requests, for they help The Computer protect and serve Alpha Complex!
Your missions may take you to unfamiliar sections of Alpha Complex. The traitors you face may try to subvert you with unfamiliar and treasonous ideas. Be prepared! Know the enemy! Guard against treason!
When you are troubled or uncertain, always remember the honorable legacy of the Troubleshooters who perished before you. Do as they did. Serve The Computer. The Computer is your friend.

P.H. Dungeon |

CLONING
Long ago, in Old Reckoning times before The
Computer began guiding Alpha Complex—
before Alpha Complex even existed!—humans
once reproduced by rutting, like vile animals.
Shudders and expressions of revulsion are
permitted, though not mandatory.
Because The Computer cares deeply for all
citizens, it now grows them in clone tanks. This
is much less messy and disgusting than the
old way, and far less random. The Computer
ensures every human citizen is genetically
perfect in all respects. Improved by a program
of mandatory hormone suppressants, human
citizens are no longer troubled by the bestial
urges of past generations.
The Computer’s researchers in R&D continue
to pioneer stunning advances in cloning
technology. Earlier generations of citizens
were grown in ‘clone families’ of six genetically
identical siblings, all decanted from the tanks at
the same time. When they died, their precious
genetic heritage was lost to Alpha Complex.
Today, thanks to advances in forced-growth
cloning technology, The Computer’s loyal
servants in Technical Services can now
produce new clone copies of any citizen at
will.
R&D’s amazing MemoMax technology
can copy and transfer the deceased citizen’s
memories to a new clone with speed and
absolute accuracy. Tech Services installed
your MemoMax circuitry before you were
decanted, and it functions perfectly today.
The rare citizen of Alpha Complex who
meets an untimely demise must sometimes
wait for resources to become available to
grow a new replacement body. In contrast, as
a Troubleshooter you enjoy The Computer’s
fullest consideration.
Though you need not expect unusual hazards
as you locate and terminate the last remaining
vicious Communist enemies of Alpha Complex,
The Computer has thoughtfully ordered for you
five ready backup clones and a MemoMax
Constant Realtime Update Priority link. The
CRUP link ensures the highest priority for your
return to action.
You may obtain more clone replacements,
beyond the original five, from Tech Services
at a regulated cost per set of six—though again,
do not worry! Historically the number
of Troubleshooters who have required
more than five replacement clones is within
acceptable margins, given prevalent situational
circumstances.

P.H. Dungeon |

Spoiler for Tim-R-PRU1
Service Firm: Power Services (Fuel Cell Rod Disposal)
Mutant Power: Slippery Skin
Secret Society: Frankenstein Destroyers (Rank 1)
SECRET SKILLS: Demolition, Toolmaking, Programming.
Beliefs: Man has a soul to guide his intelligence.
Robots and The Computer have no soul, and
are therefore evil and amoral. Machines are
tools for Man’s use. Intelligent mechanisms
(bionic or mechanical) pervert the natural
order and cannot distinguish between right and
wrong. Destroy them.
Friends: Humanists, PURGE.
Enemies: Corpore Metal, Pro Tech, FCCC- P.
Description: Each member reports to an
immediate superior one degree higher than
himself. Members of the 2nd degree or higher
have one or more subordinates. Orders are
relayed down the chain of command, and
information and requests relayed up.
Recognition signal: Secret handshake—
three pumps, one squeeze.
Advancement: Characters advance by
disabling or destroying robots or computers.
Damaging the Computer itself is especially
respected.
Special Rules: Information about robot and computer technology
is readily available to organization members. Other
information may also be available, but may take
days or weeks to obtain. Certain types of equipment
useful in sabotaging robots and computers are also
readily available.
Society Mission: Your contact tells you, ‘Glorious Operation “Gear Frenzy”
is in full swing. It is not enough that we destroy the bots… we will make them destroy each other! Resist the urge to participate in the bashing, though. We’ve had a couple of members—compromised—recently. Internal Security surely knows that someone on your team is a Frankie at this point. Don’t let them catch you and compromise us further! Death to the Bots!’
You could probably goad someone else on your team into attacking a bot at some point—hardly anybody likes bots, really—and then you could turn them in as the Frankenstein Destroyer on your team, effectively taking the heat off yourself and probably getting a bonus as well.
"Reporting for duty! All hail the Computer!"
<looks around>
"Some call me...Tim? Well, everybody does, actually."

P.H. Dungeon |

Well it looks like we've got 6 trouble shooters basically ready to serve the benevolent computer. I think I've sent everyone the extra little details they need to know to begin. Therefore, I think we are ready to get things going. Best of luck! I'll get the game thread going shortly. Keep an eye out for PARANOIA!! on the pbp game board!

P.H. Dungeon |

I was just thinking about Perversity Points right now. I'm not sure how well they will work in PbP format, but I'm thinking I might give them a shot.
For those who don't know perversity points basically work as follows
The gm awards them to players for doing things that are entertaining and improve the fun of the game. The player can spend accumulated perversity points to improve a die roll or worsen a roll for another player. Each point spent adds or subtracts one to the roll.
I think we could use them, but if you are using them against another player then you will have to be on top of things. If a player posts his intended action, and you see the action you can spend perversity points to lower its success if you wish. However, if I post the results of the action before you get a chance to post your desire to use perversity points than you will have missed your chance to spend them against a player.

Kruelaid |

I was just thinking about Perversity Points right now. I'm not sure how well they will work in PbP format, but I'm thinking I might give them a shot.
For those who don't know perversity points basically work as follows
The gm awards them to players for doing things that are entertaining and improve the fun of the game. The player can spend accumulated perversity points to improve a die roll or worsen a roll for another player. Each point spent adds or subtracts one to the roll.
I think we could use them, but if you are using them against another player then you will have to be on top of things. If a player posts his intended action, and you see the action you can spend perversity points to lower its success if you wish. However, if I post the results of the action before you get a chance to post your desire to use perversity points than you will have missed your chance to spend them against a player.
You could just secretly use them, or pretend to (whatever makes running the game easier for you is fine by me). On the other hand I don't know anything about perversity points because it's beyond my security clearance.

P.H. Dungeon |

KILLING AND DYING WITH STYLE
I encourage you to terminate your fellow
Troubleshooters with style, and a certain
amount of gloating. In the same way, if they get
you first, you yourself should perish with style. If
you expect to be rapidly transferred to a clone
backup, demonstrate a generous, charitable
forgiveness toward the traitor, exit more in
sorrow than in anger, and on revival prepare
a cold revenge. If repeated treason has gone
against you, and your clone template is about to
be erased permanently, etiquette dictates your
last clone should go down fighting, shouting
secret society slogans and defiantly mocking
the other PCs for their cowardly servitude to
The Computer.
If another Troubleshooter dispatches you, it
is exceedingly poor form to trot up in your new
body and start firing back. Instead, enact a
cool, calculated revenge, delayed for maximum
suspense. Plant evidence; concoct deathtraps;
get him in trouble with his secret society. The
game plays much better this way, and everyone
has more fun.
Likewise, if you terminate Martin-R-TSD-1 for
having the mutant power of Slippery Skin, don’t
start firing immediately when Martin-R-TSD-2
arrives. You, the player, may know his skin is
still slippery, but your character doesn’t. Making
every clone identical is a game convenience; it
saves a lot of time creating new characters, and
is the basis for some cheap jokes. However, the
idea that all backup clones have the Prime’s
mutant power is unknown in Alpha Complex or
to The Computer. Act accordingly.
For that matter, you don’t necessarily know
the mutant power stays the same. I
may give the new clone a different power.
Don’t assume anything based on the rules,
which you know nothing about.

P.H. Dungeon |

Through the wonders of wireless
networking and mobile digital technology,
The Computer has been able to bring
many new services to the happy citizens of
Alpha Complex, increasing their happiness
above what had already been a near-
maximal state.
As an example, among every
Troubleshooter’s most prized equipment is,
invariably, a Series 1300 Personal Digital
Companion (PDC), a helpful, friendly AI
contained within a small plastic case,
bearing a small color display screen and a
standard telephony keypad.
The Series 1300 device is indeed truly
a personal digital companion; through the
miracle of voice-profiling technology, a
Series 1300 device will respond only to
the voice of its designated user. Thus a
traitorous troubleshooter cannot gain access
to the PDC of a loyal troubleshooter, except
maybe by forcing him to speak to the PDC
at laserpoint.
In this regard the Series 1300 device
is vastly superior to the now-deprecated
Series 1200, which required the user to
provide a thumbprint to unlock the device.
Since the introduction of the Series 1300,
the incidence of Troubleshooter casualties
missing thumbs has declined a seasonally-
adjusted 68%.
The Series 1300 PDC is truly a multipurpose
device with many useful features. Among
them:
Calendar
Troubleshooter Ron-R-GUY-1: PDC!
PDC: Yes, citizen user?
Troubleshooter: What is my schedule for
today, PDC?
PDC: Loading… 0900 to 0945, interrogation
by Internal Security. 0945 to 1000, mandatory
Bouncy Bubble Beverage break. 1000 to
1200, show trial, televised live on What’s
My Treason?. 1200 to—
Troubleshooter: Wait! That’s not my
schedule. There must be some mistake.
Loudspeaker: Citizen Ron-R-GUY-1.
Please report to Internal Security for
immediate interrogation.
Address Book
Troubleshooter: PDC!
PDC: Yes, Citizen user?
Troubleshooter: Please add citizen
Rachel-R-BLT-2 to my address book.
PDC: Accessing. I’m sorry, citizen user.
There is no such citizen.
Troubleshooter: Huh? I left her in cubicle
ZXY-12 in BLT sector just 10 minutes ago!
PDC: Accessing. Cubicle ZXY-12 is
currently undergoing cleaning and renovation
by the Department of Housing Preservation
and Development and Mind Control prior to
new occupancy.
Troubleshooter: But… Please access
cloning records for Rachel-R-BLT.
PDC: Accessing. There is no citizen
Rachel-R-BLT. There has never been a
citizen Rachel-R-BLT.
Troubleshooter: But…
PDC: You are mistaken.
Troubleshooter: But…
PDC: You seem distraught and possibly
delusional, citizen. Please be calm, and
remain in the area. Assistance is on the
way.
Camera
The PDC can take an infinite number
of high-resolution color photos with the
built-in camera. ‘Infi nite,’ because they
are stored locally only for milliseconds,
after which they are sent over the air to
Internal Security, where they are stored
for your convenience, then scanned and
auto-interpreted for evidence of treason.
Later, they can be printed, using the printer
in any standard confession booth, in lush
color, on high-quality photo-reproduction
paper, to serve as evidence at your trial.
Phone
Of course there is also a phone feature.
Ah, yes, the self-destruct mechanism—a
handy little feature. As a last resort, a
Troubleshooter can always set his Series
1300 PDC to self-destruct and use it as a
grenade. The popularity of this feature is
attested to by the fact that Troubleshooters
who discharged their PDC prior to death
at the hands of traitorous enemies is up
a seasonally-adjusted 68% in this quarter
alone.

P.H. Dungeon |

Citizen Horton-R-TKK-1 your schedule is as follows:
700- Engage in FIt Fun daily exercise regime.
720- Morning hygiene routine.
830- Report for duty at Service Firm.
1030- Performance appraisal meeting with superiors.
1130- Morning loyalty sing along break.
1145- Nutripaste sustenance break.
1215- Afternoon Experimental Happiness Capsule volunteer testing.
1400- Emergency exit procedures drill.
1700- Daily Service Firm Duty ends.
1900- Red Laser Barrel basic safety training course with Officer Glen-R-GUN.
Changes his name again
"PDC, what's my schedule today?"

Your Friend the Computer |

Citizen Boris-x-LOF, why have you not reported directly to the play by post thread? During a recent happiness assessment survey it was noted that your current icon is not seen to be smiling. Citizen, are you aware that Happiness is Manadatory? Happy citizens smile. Is there a reason you are not smiling citizen?
PDC...Schedule please
Good Morning Computer