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Paranoia-By-Post: Reference Material

Started by BlueBard, May 18, 2007, 08:15:40 AM

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BlueBard

I am about to post material in this forum related to Paranoia-By-Post character generation and gameplay for easier reference.

A few warnings apply... READ THEM CAREFULLY!

1. DON'T start making up a character!  The game, whenever it starts, is by invitation only and the process to generate an approved clone requires my direct involvement in a few areas.  You're free to daydream about it, though.

2. DON'T post anything 'Classified' about your character, in spoilers or otherwise!  (Define Classified as anything that, if the other characters knew about it, would help them prove you're a Commie Mutant Traitor... or at least frame you as such.)  This is Paranoia.  Anything you post can and will be held against you by the other players who would love to know all about your treasonous secrets.  It's okay to be sneaky in spoilers, but Classified information should always be PM'd.

3. DO ask questions if something isn't clear.  I may not be able to answer all questions and may choose not to clarify certain things, but it doesn't hurt to ask.  At least, it doesn't hurt to ask OOC... In-game is an entirely different matter. (heh, heh)

4. PLEASE DON'T post in this thread unless you have a question about the material.  In fact, it would be better if you just PM'd your questions directly to me.  I don't want a lot of extraneous material junking up the reference.

5. Commie Mutant Traitors who blatantly ignore these warnings will be summarily executed, their frozen clone replacements will be recycled into [deleted for security reasons], and their inferior genetic material will be purged from the DNA bank.  I hope that's plain.

PROPER USE OF SPOILERS:

While I'm at it, I might as well clarify the use of Spoiler text in the game.  Like I said earlier, it's okay to communicate being sneaky in spoiler text, as long as you can be non-specific about any 'Classified' information.

QuoteGood:
"I try to filch something valuable if I can get away with it."

Bad:
"I try to steal that Experimental Forcefield device (that I'm not cleared for)."

Backstabbing Response to Bad:
"I decide to keep an eye on the Experimental Forcefield device, in case someone tries to snatch it."

QuoteGood:
"I'm going to (ahem!) try to influence this bot to leave the door unguarded."

Bad:
"I'm going to use my (highly-treasonous) Machine Empathy mutation to make this bot leave the door unguarded."

Backstabbing Response to Bad:
"I suspect so-and-so is using some kind of treasonous mutation to influence that bot; I'm going to record his activities and insist that he submit to a DNA scan during the Mission De-Briefing."

QuoteGood:
"I'm going to check in with my secret society contact."

Bad:
"I'm going to check in with my PURGE contact and find out what they want me to sabotage today."

Backstabbing Response to Bad:
"I'm going to watch (so-and-so) every second in case he tries to blow something up."

This is Paranoia.  I can't expect the players NOT to take indirect advantage of information they aren't supposed to know.  All I can do is vaporize the players who try to take unfair and direct advantage.

By the same token, I don't want to have to be the go-between for every secret conversation.  If you're plotting with another player, either put it in a spoiler or PM it and copy me.

BlueBard

Base Attributes

All characters have the following basic attributes:

  • Strength
  • Dexterity
  • Stamina
  • Intelligence
  • Chutzpah
  • Charisma

Most of these should be familiar to anyone who's ever played an RPG, but two bear explanation.

Chutzpah is similar to the concept of Willpower, but reflects the character's ability to maintain calm in the face of chaos and bluff their way through any situtation.  Charisma is more about how attractive and persuasive a character is, while Chutzpah is more about attitude and nerve.

The character design system is (very) loosely based on Fudge game mechanics.  Therefore all abilities are rated on the following scale, from worst to best:


  • Terrible
  • Poor
  • Mediocre
  • Fair
  • Good
  • Great
  • Superb
  • Uncanny (aka Legendary)

All of these attributes start out with a rank of Mediocre.  But don't worry; the players will have an opportunity to raise some of those scores during the creation process.

BlueBard

Security Levels

The Computer assigns every clone a Security Level.  This controls what access the clone has to equipment and what their official status is in the society of Beta Complex.  Security Levels are color coded on the following spectrum, from worst to best:


  • Infrared (Black) -IR
  • Red -R
  • Orange -O
  • Yellow -Y
  • Green -G
  • Blue -B
  • Indigo -I
  • Violet -V
  • Ultraviolet (White) -U

All clones start out as Infrared (IR), but PC's will be elevated to Red level sometime after the start of the game.

This is important to understand and remember.  As a Red level clone, you cannot use -anything- that is of a higher color code than yourself.  Not weapons, not equipment, not even rooms and hallways.  Furthermore, any clone who is of a higher security level than you are is authorized to issue orders to lesser-cleared clones such as yourself which, as long as they are not treasonous, you are obligated to carry out to the letter.

BlueBard

Service Groups:

In Paranoia, The Wise and Benevolent All-Powerful Computer assigns every clone to one of several Occupational Departments known as Service Groups.  Infrared clones are the lowest ranking members of each SG, generally serving as general labor and laser-cannon-fodder.

The GM will randomly select three of the following SG's rolling 4D6, allowing the PC to select one of the three:


4D6ServiceGroup
4-6Armed Forces
7-9Research & Development (R&D)
10-12Central Processing Unit (CPU)
13-15Housing, Preservation, and Development & Mind Control (HPD&MC)
16Internal Security (IntSec)
17-18Production, Logistics, & Commissary (PLC)
19-21Power Services
22-24Technical Services

If by some fluke an SG is rolled more than once, it still counts as one of the three choices.  If PLC is rolled three times for the same player, then by golly let them choose any one of the PLC assignments.  Never let it be said that The Computer isn't fair.

What do these SG's actually do?

Armed Forces: This should be fairly self-explanatory.  The Computer calls out the Armed Forces for any large-scale threat to Beta Complex.  They also often function as security guards.  Low-security clones are the front-line grunts, though combat specialists exist at every level above Infrared.

Research & Development: These are the (mad) scientists trying to improve the quality of life for Beta Complex through dangerously experimental technologies.  They always have new tech they need field tested.  Low-security clones are often the 'field-testers'.

Central Processing Unit: These are the paper-pushers, data-entry specialists, and bureaucrats of Beta Complex. The upper ranks of this group are also tasked with programming for The Computer. Low-security clones are clerks and bureaucratic flunkies.

HPD&MC: This group is tasked with maintenance of Beta Complex firstly and secondly with the health, well-being, and morale of the Citizen population.  It is their task to keep the Citizens 'happy' in accordance with the directives of The Computer.  In addition to keeping Beta Complex clean, they provide medical services, and holovid entertainment and indoctrination.  Low-security clones are usually janitors.

Internal Security: This group is charged with 'keeping the peace' in Beta Complex, namely by ferreting out and eliminating the Commie Mutant Threat.  While they are technically the law-enforcement division, for the most part they form a very large secret police organization tasked with spying on everybody else. Low-security clones are often security guards or informants planted in other organizations.

Production, Logistics, & Commissary: This group comprises the factory workers and storekeepers of Beta Complex.  They are in charge of producing and distributing material goods as needed.  They also manage the Food Vats and run the large Cafeterias where most of the low-security clones eat.  PLC is also well-known for the many forms and authorizations necessary to get any materials issued and rival the CPU group where bureaucratic red-tape is concerned.  Low-security clones are factory workers, warehouse clerks, vat workers, and dishwashers.

Power Services:  This group is in charge of maintaining the systems that generate power for Beta Complex and distribute that energy throughout the power grid, including lighting and environmental systems.  Low-security clones are engaged in electrical and lighting repair mostly, though some constantly monitor parts of the power grid for trouble.

Technical Services: This group is in charge of repairing everything from vending machines to maglev cars to laser pistols to fighter jets.  Low-security clones are mostly field repair technicians.

It should be noted that clones in one service group tend to inherently believe their group is superior to all of the others.  Consequently, it is believed that all of the other groups would like to make yours look bad.  In particular, the rivalry between Armed Forces and IntSec is notorious for political in-fighting that sometimes escalates into outright violence.

BlueBard

Secret Society

You, the player, have just a bit more leeway to decide which secret society you belong to.  Pick your three favorite secret societies from the list.  The GM will select one of the three choices.  This will be your secret society.

Unfortunately, these are secret societies.  Starting out, you don't know anything about any of them except the name (unless of course you have treasonous prior knowledge of the game).  All else will be revealed to you at the proper time.

Anti-Mutants
Communists
Computer Phreaks
Corpore Metal
Death Leopard
Frankenstein Destroyers
Free Enterprise
Humanists
Illuminati
Mystics
Pro Tech
Psion
PURGE
Romantics
Sierra Club

Players automatically start out at the lowest membership rank of their Secret Society and basically know very little.

BlueBard

Mutations

Ah!  The fun part!

The GM will select six 'Beneficial' mutations for you, and you will choose one of the six.  This simulates the process of Un-Natural Selection and the variables of Genetic Modification.  The GM will also assign one 'Not-So-Beneficial' mutation.  The player will be informed of his mutations and will be allowed to decide whether to be a Registered Mutant or not.

Registered Mutants automatically start with 1 Treason point, but aren't normally subject to summary execution for using their powers.  In other words, they are automatically suspect but aren't considered to be traitors until proven guilty.  Players with obvious mutations should probably go ahead and register themselves.

Mutations are ranked on the same scale as Attributes.  All mutations start out at the Mediocre rank, which can be increased later.  Mutations can be Latent, Active, or Always On.  Latent mutations cannot be voluntarily activated by the player and are normally dormant, but they may become active later on.

Most mutations must be activated by the player to be used.  There is a limit to how many times a given mutation can be activated, to prevent abuse.  This is normally once per 'scene'.  A mutation will normally affect at most one subject and last at most one scene.  Attempting to use a mutation more often than this is subject to an Activation roll aside from any rolls for success.

And of course, the GM can involuntarily activate your mutations for you as necessary.  This doesn't count against the activation limit but it can be rather embarrassing, not-to-mention potentially fatal.

The Official List of Beneficial Mutations
[Deleted for security reasons; Did you actually expect me to give you that information?  Need-to-know only!]

The Official List of Common Non-Beneficial Mutations
Blind (or Nearsighted)
Bad Body Odor (OBV) CHA-1
Deaf (or Hard-of-hearing)
Dwarfism (OBV)
Epilepsy
Extra Fingers/Toes (OBV)
Hemophilia
Kleptomania
Low Strength  STR-1
Low Dexterity  DEX-1
Low Stamina  STA-1
Low Intelligence  INT-1
Low Chutzpah  CHU-1
Low Charisma  CHA-1
Megalomania
Missing Fingers/Toes (OBV)
Multiple Personality Disorder
Mute
Narcolepsy
Obsessive-Complusive Disorder
Paranoia 
Phobia 
Photosensitive (Can't tolerate bright light well)
Schizophrenia
Triggered Mutation (Mutation only on when subject to a trigger, GM picks the trigger condition)
Uncontrolled Mutation (On mutations become Activation mutations; Activation mutations become On)
Unlucky
Unnatural Skin Color (OBV)
Unnatural Hair Color (OBV)
Vulnerable: Acid
Vulnerable: Cold
Vulnerable: Drugs
Vulnerable: Electric
Vulnerable: Nuclear
Vulnerable: Poison
Vulnerable: Sonic
Vulnerable: Thermal

The mutations marked OBV are obviously obvious mutations and obviously can't normally be hidden.  Clones with these mutations should obviously register them.  Obviously.

BlueBard

Tweaking Attributes

After any modifications to attributes due to mutations are applied, the player can now tweak the character's starting attributes.  This is accomplished by making some attributes worse in order to raise others.  Each change in attribute rank is worth a certain number of 'points' which are gained or spent.

Terrible to Poor: -2 pt
Poor to Terrible: +2 pt
Poor to Mediocre: -1 pt
Mediocre to Poor: +1 pt
Mediocre to Fair: -1 pt
Fair to Good: -2 pt
Good to Great: -3 pt
Great to Superb: -4 pt
Superb to Uncanny: -5 pt

To give an example of how this works, assume a character with all Mediocre attributes wants to raise his Strength as high as he can.  He needs 1 point to raise it to Fair, so he decides to lower his Intelligence to Poor (+1 point).  To raise it to Good he needs 2 points, so he lowers his Chutzpah and Charisma to Poor (+1 point each).  Now to raise it to Great he needs 3 points, so he lowers his Intelligence and Charisma to Terrible (+2 points each).  He has one point left over, so he decides to raise his Chutzpah back up to Mediocre.  If he wanted to continue raising his Strength instead, he'd need 4 points to raise it from Great to Superb.  He has one point left over, so all he really needs is 3 points.  He lowers his Chutzpah to Terrible (+2 points) and lowers his Dexterity to Poor (+1 point).  To raise his Strength all the way up to Uncanny, he would need 5 points.  To get that many points, he would need to lower Dexterity to Terrible (+2), Stamina to Poor (+1) and then lower Stamina again to Terrible (+2).  He'd have Uncanny Strength, but every other attribute would be Terrible.

At that point, he could apply Training Skills to raise those Terrible attributes back up a little.

BlueBard

Skills

The players buy skills based on three phases: Natural Inclination, Service Group, and Secret Society.  In the Natural Inclination phase, the player can spend their skill points on anything they want.  In the Service Group phase, they must spend their skill points on skills related to their SG.  In the Secret Society phase, they must spend their skill points on skills related to their Secret Society.

All skills start at Mediocre level.  Players may attempt skills (except Training skills) they do not have at the Terrible level plus a penalty, unless the GM rules otherwise.

Note that the Skill system is intended to be flexible.  There is an 'official' Skill list, but it is not intended to be all-inclusive.  You can have any skill you can think of, as long as the GM rules it is appropriate.

Buying Skills

Players get 5 skill points for each phase, which they may use to buy a skill or raise a skill.  Skill points unused during a phase are lost.  Point costs are cumulative.  Players can also make a skill worse in order to gain points back.  However, a player can not start with more skills per phase than he has ranks in Intelligence, or two skills per phase, whichever is higher.

Unskilled to Mediocre: -1 pt
Terrible to Poor: -2 pt
Poor to Terrible: +2 pt
Poor to Mediocre: -1 pt
Mediocre to Poor: +1 pt
Mediocre to Fair: -2 pt
Fair to Good: -3 pt
Good to Great: -4 pt
Great to Superb: -5 pt
Superb to Uncanny: -6 pt

This works pretty much like the system for tweaking attributes.  You pay one skill point to get the skill, then you can tweak it up or down based on the table above.  Let's walk through an example.

Say you have an Armed Forces guy who happens to be a member of Death Leopard.  His intelligence is Mediocre, so he can have up to three different skills per phase, five points per phase. 

In Phase One, Natural Inclination, he decides that this character's natural inclination is for blowing things up so he chooses to boost Demolition as high as he can.  He uses 3 points to raise Demolition to Fair, leaving two points left over.  He decides he should be somewhat stealthy, so he chooses to take Stealth at Mediocre leaving one point remaining.  He further decides some knowledge of Chemistry will help him blow things up, so he takes Chemistry as a skill.  He doesn't need to know much Chemistry, so he buys it down to Terrible and uses the 3 points he gains to boost Demolition to Good.

In Phase Two, Service Group, Demolition is a good skill to have.  He learns even more effective ways of blowing things up.  He spends 4 points to raise Demolition from Good to Great.  This leaves one point left over, so he decides to take Combat:Handgun at Mediocre.

In Phase Three, Secret Society, Demolition is a key skill for Death Leopards.  He spends 5 points to raise Demolition from Great to Superb, and now he's done.

The list of 'Official' Skills follows.

BlueBard

Skill List (not inclusive!)

COMBAT
--------
Combat: Archaic Weaponry
Combat: Handgun
Combat: Hand Weapons
Combat: Heavy Weaponry
Combat: Rifle
Demolitions
Survival Skills

GENERAL
---------
Acting
Communications Ops
Culinary Arts
Driving
Filching
Media Arts
Medical
Observation
Pharmaceutics (Drugs)
Piloting
Stealth

KNOWLEDGE
------------
Biology
Botany
Chemistry
Cryptography
Economics
Genetics
Geology
Lore: Beta Complex
Lore: Holovid Entertainment
Lore: Geek Trivia
Lore: Outside
Lore: Pre-Whoops History
Lore: Rumors and Gossip
Lore: Secret Societies
Lore: Vulture Squad
Quantum Physics

SOCIAL
-------
Bluff
Bootlicking
Bureaucracy
Interrogation
Intimidation
Leadership
Oratory
Persuasion
Propaganda
Robopsychology (aka Spurious Logic)

TECHNICAL
-----------
Engineering: Alternative Power
Engineering: Electronics
Engineering: Electrical
Engineering: Mechanical
Engineering: Nuclear
Invention
Repair: Bot
Repair: Mechanical
Repair: Tech
Repair: Vehicle
Repair: Weapons
Programming
Security Systems

TRAINING
---------
Training: Strength (raises Str)
Training: Dexterity (raises Dex)
Training: Stamina (raises Sta)
Training: Intelligence (raises Int)
Training: Chutzpah (raises Chu)
Training: Charisma (raises Cha)

Attribute Training Skills

The various Training skills allow a character to raise their base attributes through intensive training. 

Here's how this works:

Training rank:
Terrible  --  No effect
Poor      --  Raise Terrible attribute to Poor
Mediocre  --  Raise Poor attribute to Mediocre
Fair      --  Raise Mediocre attribute to Fair
Good      --  Raise Fair attribute to Good
Great     --  Raise Good attriubte to Great
Superb    --  Raise Great attribute to Superb
Uncanny   --  Raise Superb attribute to Uncanny

So, to raise a Terrible attribute to Poor, you'd want to 'buy' Training for that attribute at the Poor level.  Then you'd raise Training to Mediocre to raise the attribute again, and so on.

BlueBard

Finishing Up The Character

Advantages
The player gets one free Advantage to do whatever he wants, subject to GM approval.  He could raise any attribute, mutation, or skill by one rank.  He could buy an extra skill or an extra mutation.  He could eliminate a not-so-beneficial mutation.  Or create some new skill or mutation the GM never thought of.

Disadvantages
The player can choose for his character to have up to three Disadvantages.  Generally these are in the form of not-so-beneficial mutations.  For each Disadvantage, the player can buy one Advantage.  The GM must approve each Disadvantage and Advantage.

Equipment
Don't worry about equipment.  You start out with nothing, except maybe a pack of Teela-O-MLY trading cards they passed out at the last Happiness Enforcement Rally.  The Computer will provide you with everything you need for your assignment.

The Name Game!
Every clone has a name.  This name must conform to Computer-approved standards of identification.  The first name can be one word of any length.  This is followed by a dash and then the letter which designates their security clearance.  At the beginning of the game this will be -IR and will be promoted to -R. This is followed by another dash and the three letter code which designates that clone's home sector.

Some examples of approved clone names:  Fun-I-GUY, Toyz-R-RUS, Art-U-DER, Stuff-G-BMM, Johnny-B-GUD, Lots-O-LUK, etc.

Extra credit if you can make the GM laugh and shoot Coca-Cola out his nose.  It's best if you plan on having an -R or an -O security designation, as it's unlikely your clone is going to live long enough to get to -U.

The Cloning Vats, Cryonic Storage, and Engram Impression
Why, you may ask, should a player spend this much time developing a character that's going to die?  This is, after all, Paranoia.  Death is not only practically inevitable, it's downright encouraged to go out in as entertaining and spectacular a manner as you can manage.

In the original game, you got six clones.  That's all.  And a lot of the character creation process was random, so character generation wasn't a big deal.  You played whatever you got stuck with, just like everybody else.  And it was fun.  Because The Computer said so.

Well, in Beta Complex things are a bit different.  Advances in cloning technology, cryogenics, and engrams (remember Star Trek?) mean that each character can essentially have unlimited copies of themselves.  Here's what happens when a clone dies in Beta Complex:

A backup copy is pulled out of Cryonic Storage.  The copy is impressed with the most recent scan of that clone's engrams, and therefore knows everything the previous copy did prior to the current mission.  The new clone is briefed and sent out to replace its' predecessor.  Meanwhile, a DNA sample is pulled out of Cryonic Storage and sent to the Cloning Vats.  Within a few hours, an identical clone is grown and shoved into Cryonic Storage to await its' turn.

See?  Unlimited and perfect duplication!

Well, not really.  You see, the same errors in the cloning process that allow mutations to creep in also affect this.  Not to mention that the engram recording isn't always flawless.  In practical terms, each copy loses one rank in one attribute, mutation, or skill (GM's choice).  Training can offset this to some degree, but a clone who dies a lot is going to wind up being less perfect with each duplication.  There is also a 1 in 6 chance that one of the clone's beneficial mutations will be replaced with an entirely different mutation.  On the plus side, if the character has any Latent mutations one of those will now become active.

It's up to the player to decide when his current character is no longer fun to play and when to generate a new one.  What this means in practical terms is more continuity, more characterization, and best of all, unlimited mayhem.  If you need a bajillion clones to complete a mission, no problem!

BlueBard

The Hose Factor
(Or, "Why Can't I Pick My Own Service Group?")

Because.

Seriously, the flavor of the game is that the PC's (Player Clones) are hosed.  They're hosed before the mission even starts.  They know this.  This frees them to do things they'd never dream of doing in another game.  Including laughing uproariously when the character they've invested so much time in dies a spectacular death.  Which is, after all, only temporary.

If you randomly generate everything there is about a character, then it's no big deal when he dies.  You just don't have that much invested in it and the sense of desperation is lost.  On the other hand, if you can decide everything about your character then you are 'In Control of Your Destiny'; you do not have to put up with any weaknesses unless you decide to, there's less imperative to solve impossible dilemmas in a creative and unconventional way, and there's less humor in what I call the 'What the Heck?' factor.

So I've chosen a middle-of-the-road path that hopefully balances these things out more.  And the first time your team manages to pull a creative solution out of an impossible situation and succeed against all odds, you'll appreciate why playing Paranoia can sometimes be way more exciting than any other RPG could be.  And when Murphy's Law strikes and everything goes down the tubes, you will hopefully be free to see the humor of the situation and have fun with it.  Because... That's what Paranoia is about.  Besides the opportunity to good-naturedly hose your buddies, that is.

BlueBard

I'm starting a FAQ and putting it right here.

Frequently Asked Questions:

Q: If you use your Advantage to raise your intelligence, does that increase your maximum allowable skills/phase during character creation, or is skill selection considered to be basically finished by the time you take an advantage?

A: No, you can not boost Intelligence with an Advantage and then retroactively tweak your maximum number of skills per phase.  Skill selection is finished by the time you take Advantages (unless you use your advantages to purchase a new skill or boost an existing one).  Advantages and Disadvantages are considered to be 'outside' the normal character creation process.

Q: If you use Training skills to raise your intelligence, would that increase your allowable skills/phase during character creation?

A: If you use a Training skill to boost your Intelligence, it counts for an increase in maximum number of skills in the next skill phase and beyond.  So for example, if you Train up your Intelligence in the Natural Inclination phase, your maximum number of skills per phase does not increase until the next phase (Service Group).

Q: Can I use an Advantage to activate a latent mutation?

A: Yes, you can use your Advantage to activate a latent mutation.

Q: How does the "Registered Mutant" thing work? Do both good and bad mutations have to be registered (in theory)? Does each mutation that I have have to be registered seperately? If not, does registering one mutation mean all my mutations are effectively registered?

A: Mutations are registered individually.  You can register any mutation you can 'demonstrate' that you have.  (You can't register a latent mutation because you can't demonstrate it.)  You could even register a mutation you don't have if you can convince the Registration Official that you do have it.  If you have three different mutations, you may choose to register any of them or all of them or none of them.  You want to register any Obvious mutations along with all mutations that you wish to be able to use in public without being fingered as a traitor.  The exception is that you never want to register any extra-treasonous mutation.  If you have an extra-treasonous mutation, you will be advised of that fact.

Q: Why doesn't this point system of yours make sense?

A: This is Paranoia... Things have a twisted logic all their own.

Q: Hey!  This point system lets me [text deleted for security reasons]!  Is that right?

A: Hint: Try re-reading this whole reference like a good commie mutant traitor who needs every advantage he can get to keep from being vaporized.  Things will become much clearer.

Q: Can I take apart/recharge my laser barrel myself?

A: Probably not.  It is designed to be reasonably tamper-proof to prevent unauthorized modifications (not to mention taking PLC out of the loop for charging up the barrels... imagine if anyone could simply recharge their own laser barrels instead of requisitioning them!).  Taking one apart is akin to solving a Rubik's Cube with a combination lock; complicated but not impossible, virtually unique to each barrel.  (PLC has specialized devices for doing the recharges and servicing the barrels.)  Were anyone to do so, it would be obvious to anyone that the 'quality seal' had been broken if they were to inspect the barrel.  (Actually, it's an LED built into the barrel that goes out if it's tampered with.  Sure, you could probably tamper with the LED... if you could get into it.)

BlueBard


BlueBard

For anyone considering a Phobia disadvantage, here are some ideas:  http://www.phobialist.com/

BlueBard

Common Equipment available in PLC Supply Centers:

NOTE: Requisition Only means you can't buy the thing, you have to submit a form to get it.  In triplicate.  Which might require you to file additional forms.  In triplicate.  When the mission is over, you may have to give it back depending on what it is and whether it is temporary or permanent issue.  If you lose or damage it, you have to pay the fine.  If you don't have enough credits to pay the fine, you're obviously a suspicious character with no regard for The Computer's property.

Infrared Equipment List:

Infrared Jumpsuit: Ill-fitting, bulky, and rather smelly clothing that is meant to ensure that citizens will excel at their current duties in order to try and get out of this ugly thing. Requisition Only (Fine Cost: 5 credits)

Little Black Friend (Visomorpain): Keeps you from worrying too much about life's problems and make you feel just dandy. Cost: Free

Utility Belt & Pouches: Standard issue belt with various pockets. Useful for holding small items. Cost: 2 credits

Wakey-Wakey (Xanitrick): The modern-day Beta Complex coffee, but don't worry about it stunting your growth, the hormone suppressants do that just fine. Also a mandatory stimulant used at waking. Cost: Free

Red Equipment List:

Bag of Cruncheetym Algae Chips: Dried algae wafers heavily laced with salt. Tastes like salted cardboard. Cost: 1 credit

Bottle of Bouncy Bubble Beverage: A highly carbonated soft drink that is a favorite of most Troubleshooters.  Cost: 2 credits

Brass Knuckles: Primarily used to increase damage of one's hits in unarmed combat. Requisition Only (Fine Cost: 10)

Bullhorn: This unusually named device allows citizens to make themselves be heard over all sorts of loud and obnoxious noises, by making their voices even *MORE* loud and obnoxious than those other noises. Cost: 50 credits

Com I Unit: Transmission device used to keep in contact with one's teammates, mission control, the Computer, and the occasional Commie. Requisition Only (Fine Cost: 100)

Field Telephone: Consists of a phone and a *REALLY* long extension cord, primarily used on missions where radio silence is a must. Requisition Only (Fine Cost: 100)

First Aid Kit: Consists of band-aids, pain killers, cyanide capsules, and other medicinal supplies.  Cost: 25 credits

Flashlight: A simple on/off device that illuminates one's surroundings. Always good for hours of mindless entertainment. Cost: 10 credits

Grenade: Pull pin and throw. Requisition Only (Fine Cost: 50)

Happiness Energy Bar: A quick fix for a case of the munchies. Cost: 2 credits

Hottorch: This item produces a small intense flame that is useful for cutting purposes and starting small fires. Cost: 100 credits

Inner Happiness (Gelgerine): Makes you feel so gosh darn happy that you're actually *GLAD* you live in Beta Complex; scary huh? Requisition Only (Fine Cost: 5 credits per bottle of 10)

Kevlar Armor: Padded armor that's useful for preventing projectile weapons from loosening your bowels (and other intestines). Requisition Only (Fine Cost: 200)

Knife: Sharp pointy object that's useful for cutting things. Cost: 5 credits

Laser Pistol: The weapon of choice amongst Troubleshooters (mostly because that's all they're cleared for), and always great for a laugh at parties. Requisition Only (Fine Cost: 100)

Multicorder I: A useful device that acts as scanner/recorder of sorts. Commonly used as proof of a teammates 'transgressions' during a debriefing. Requisition Only (Fine Cost: 600)

Personal Hygiene Kit: Consists of Soap on a Rope, breath mints, steel-needled brush, ammonia, and other various cleansing materials. Cost: 25 credits

Plasticord: A cord that's made out of plastic, hence the name Plasticord. Cost: 1 credit per meter

Red Jump Suit: The Red clearance equivalent of clothing. Stiff and starchy and smells, but at least it fits slightly better than an Infrared jumpsuit. Requisition Only (Fine Cost: 15 credits)

Red Laser Barrel: Laser ammo that's cleared for citizens of Red clearance or above. Each barrel contains six rounds. Attempting to fire more than the six rounds is *NOT* recommended. Requisition Only (Fine Cost: 25 credits)

Red Reflec Armor: Protects you from Laser shots of Red clearance or lower. In other words, this armor protects you from your teammates and Infrareds, otherwise its open season. Requisition Only (Fine Cost: 100 credits)

Sleepy-Sleepy (Sandallathon): Ensures a nice restful (death-like) sleep in the most unfavorable conditions (like living *ANYWHERE* in Beta Complex). Also is mandatorily assigned to ensure sleep cycles. Cost: Free

SuperGum/Solvent: This is actually two distinct items, but the lousy PLC clerk in charge of the manifest wrote it down on as one item. The SuperGum is a super adhesive that's useful for putting things together. The Solvent is useful for taking things apart. Remember there's no such thing as SuperGumSolvent, a runny glue-like substance that never seems to dry.  Cost: 25 credits

Thermos: Useful for keeping liquid contents at a constant temperature. Also useful for hiding semi-treasonous items that you don't want you're Momm-Y (briefing officer) to find out about. Cost: 25 credits

Truncheon: Your typical "whacking" stick. Doesn't exactly help visually impaired citizens find their way across the transtube, but makes a nice impact with fellow citizens. Requisition Only (Fine Cost: 10 credits)

Wide-Awake (Pyroxidine): Increases one's awareness and generally keeps one awake, *Wide* awake (hence the name). Cost: 5 credits per bottle of 10

BlueBard