TEXT: PARANOIA
  Security Clearance ULTRAVIOLET
  WARNING:
  Knowledge or possession of this information  
  by any citizen of Security Clearance VIOLET or lower  
  constitutes a Doubleplus Bad Thing
  Mandatory Fun Enforcement Pack
  AARON ALLSTON 
  with PAUL BALDOWSKI, JAMIE BREWER, ALON 
  ELKIN, JEFF GROVES, MIKE HARGREAVES, 
  HUMZA KAZMI, JOHN KENYON, JOHN SPANN, 
  ALLEN VARNEY, WESLEY WILLIAMS  
  and PARANOIA-LIVE.NET
  Mission blender
  KEN ROLSTON
  1st/2nd edition forms
  BETH FISCHI
  New rehashed even-more-perfect forms
  DAN GELBER 
  GREG COSTIKYAN 
  ERIC GOLDBERG
  Original system design & development
  ALLEN VARNEY
  Layout and editing
  RICHARD NEALE
  Mongoose Publishing line editor
  THE COMPUTER
  Fun enforcement supervisor
  Hi, PARANOIA Gamemaster! We include this 24-page booklet as a cool bonus 
  with the ﬁne full-color PARANOIA Gamemaster Screen, because it’s hard to 
  sell GM screens for roleplaying games nowadays without a cool bonus booklet. 
  (Really, what can you say to sell a GM screen by itself? ‘It has charts from the 
  rulebook! It stands up! Guaranteed opaque at visible wavelengths!’)
  This booklet’s super-cool must-have centerpiece will, we predict, become 
  instantly popular on illegal traitorous Communist scumsucking P2P ﬁleshar-
  ing networks: the mission blender. Using these charts, you roll a 20-sided 
  die about a hundred times, plug words into blanks and hey presto! You have a 
  complete mission based on the mission scheme outlined in Chapter 46 of the 
  PARANOIA rulebook!
  We pad out this booklet with a couple of okay introductory handouts and 
  a bunch of cool forms. PARANOIA needs forms like a Mystic needs sandal-
  lathon. Photocopy and distribute them to the Troubleshooter team leader at 
  suitable times. Make sure the team leader (or his designated  
  ﬂunky) ﬁlls them out. Review all answers closely,  
  then terminate PCs as necessary. Fun!
  TM & Copyright © 1983, 1987, 2004 by Eric Goldberg & Greg Costikyan.  
  All Rights Reserved. Mongoose Publishing Ltd., Authorized User.  
  Based on material published in previous editions of PARANOIA. 
  ILLUMINATI is a registered trademark of Steve Jackson Games, and used by permission.
  The reproduction of material from this book for personal or corporate proﬁt, by photographic, electronic, or other means  
  of storage and retrieval, is prohibited. You may copy blank character sheets, record sheets, checklists and tables for personal use.
  E-mail questions and comments to Mongoose Publishing at sales@mongoosepublishing.com, or write to  
  PO Box 1018, Swindon, Wiltshire SN3 1DG, UNITED KINGDOM. On the World Wide Web: www.mongoosepublishing.com.
  Published by Mongoose Publishing, Ltd. Publication PAR002. Published August 2004. First printing August 2004.
  ™
  
  2
  PARANOIA XP Mandatory Fun Enforcement Pack
  CLEARANCE ULTRAVIOLET
  The mission blender
  There may come a time when you’re faced 
  with the prospect of running a PARANOIA
  mission—yet you have no idea what to do. 
  Posing yourself the interrogative, ‘What 
  sort of mission shall I run?’ seems akin to 
  standing at a precipice in a deep cavern and 
  pushing ﬁ st-sized rocks over the edge, then 
  listening to the distant, hollow echoes as they 
  clatter down the stony slope to their ﬁ nal rest.
  Calm your nerves, apprehensive 
  Gamemaster. This mission blender will help 
  you put together a fully-detailed mission in a 
  trice.
  [Note: The Computer has restored to active 
  duty the word ‘trice’ after many years of 
  retirement. Consult recent CPU Timekeeping 
  Directive 214.05.25.1454.7 ‘Trice Application 
  Standards: Terminological and Metrical 
  (Provisional)’ and accompanying HPD&MC 
  Enforcement Protocols.]
  ■ How to use 
  the mission blender
  On pages 2-16 you will ﬁ nd blender boxes. 
  Each blender box corresponds to one ingre-
  dient of your mission.
  In each box, roll a 20-sided die (1d20), 
  consult the line corresponding to the number 
  rolled and add that element to your mission. It 
  helps to remember your choices—otherwise 
  when you get to the end you’ll have to start 
  over again—so write them down as you go.
  When an entry has a blank for a generic 
  noun (for example, PUBLIC LOCATION), go 
  to the appropriate Generic Noun table at the 
  end of the blender section and roll 1d20 to 
  ﬁ nd out what element goes in the blank.
  You may simply choose the elements you 
  want, according to how much they appeal to 
  you and how well they relate to speciﬁ c PCs. 
  Your choices are obviously correct, because 
  the GM is always right. But where’s the fun in 
  that? To get into the Alpha Complex mindset, 
  try some capricious randomization, where 
  in Troubleshooteresque fashion you cope 
  with weird results beyond your control. Roll 
  dice—post the pages on a wall and throw 
  darts at them—use any appropriate means to 
  make your choices.
  When you’ve made all your choices, you 
  can, like a vapor-addled prophet of ancient 
  Greece making sense of the spots and 
  creases on a steaming sheep’s liver, interpret 
  them into a single consistent mission 
  premise.
  ■ Reading the table entries
  When you roll an entry like this—
  Destroy (1-10, CHARACTER; 11-20, 
  OBJECT) in LOCATION (1-10, secret; 11-
  20, public).
  —it means you make yet more 1d20 rolls. In 
  this example, you’d ﬁ rst roll 1d20 to choose a 
  character or object, then make a second 1d20 
  roll to determine whether the location is secret 
  or public, and a third 1d20 roll on the SECRET 
  LOCATION or PUBLIC LOCATION table. Just 
  page through the tables and you’ll get the idea.
  PARANOIA is the IRRATIONAL FEAR
  START HERE:
  FEAR
  IRRATIONAL
  Roll 1d20 and consult this table to determine the domi-
  nant type of fear you want to instill in the PCs (and their 
  players) during this mission.
  1
  Alpha Complex works so badly it endangers the PCs’ lives.
  2
  Alpha Complex works with terrifying efﬁ ciency.
  3
  Alpha Complex is doomed, and not in a good way.
  4
  The Computer has taken a personal dislike to the PCs.
  5
  The Computer personally likes the PCs too well.
  6
  One of the service groups is breaking down.
  7
  Two or more service groups are breaking each other down.
  8
  An OBJECT—VALUABLE the PCs cherish will be destroyed.
  9
  The PCs’ service ﬁ rms or secret societies are endangered.
  10
  The PCs’ secret societies have turned against them.
  11
  The PCs just aren’t good enough to handle their assignment.
  12
  Everyone else in the Complex is in league against the PCs.
  13
  The effect the PCs are ordered to prevent will be caused by 
  their actions.
  14
  The Commie mutant traitors are winning.
  15
  The Commie mutant traitors are losing, and that’s bad.
  16
  A hostile force is manipulating the PCs’ conscious will.
  17
  Alpha Complex is just a simulation; nothing is physically real.
  18
  The PCs suspect a High Programmer is out to get them.
  19
  The PCs have enough resources but too little time to win.
  20
  The PCs are themselves the greatest threat to Alpha Complex.
  Roll 1d20 to determine the general kind of weirdness 
  or irregularity that prompts The Computer to assign a 
  mission to the Troubleshooters:
  1-2
  Changed perceptions (1-10: apparent to all citizens; 11-20: 
  only certain CHARACTERs, including one or more PCs). 
  Roll to determine what has changed (1-5: sight; 6-10: 
  hearing; 11-15: thoughts or memories; 16-20: smell/taste, 
  touch, balance or other sense).
  3-4
  One or more laws of nature has been altered or revoked (1-
  5: gravity; 6-10: air or water ﬂ ow; 11-15: light or sound; 16-
  20: magnetism, electricity or other energy).
  5-6
  One kind of technological OBJECT is misbehaving.
  7-8
  As 5-6, but the OBJECT is behaving far too well.
  9-10
  A particular drug suddenly has inexplicably altered effects.
  11-12 The economy has grown even stranger than usual.
  13-14 (1-10: The security clearance system; 11-20: The 
   bureaucracy) has provoked an intractable crisis.
  15-16
  Everyone in Alpha Complex behaves in an inexplicable way 
  toward (1-10: one speciﬁ c PC; 11-20: all PCs). Behavior: 1-5: 
  kindness; 6-10: contempt or disgust; 11-15: fear and alarm; 
  16-20: suspicion or hate.
  17-18 The Computer has decreed a new holiday with odd customs 
  and practices, and everyone knows about it but the PCs.
  19-20 Mysterious duplicates or analogues of the PCs or other 
  CHARACTERs are active in Alpha Complex.
  
  3
  MISSION GENERATOR
  TRUST THE BLENDER! THE BLENDER IS YOUR FRIEND!
  that SOMEONE is OUT TO GET YOU
  SETUP
  OUT TO GET YOU
  SOMEONE
  Roll 1d20 to determine the general apparent threat posed by the IRRATIONAL situation, or the consequences if the situation 
  is left unresolved:
  1
  A high-clearance ofﬁcial’s malfeasance will be exposed, and CHARACTER—DANGEROUS wishes to frame the Troubleshooters for the ofﬁcial’s crime.
  2
  Endless wave of assassination attempts will befall CHARACTER—DANGEROUS, who uses the Troubleshooters as decoys while he protects himself.
  3
  An exterior force will conquer Alpha Complex. The Computer dispatches the Troubleshooters to intercept the force.
  4
  A geological event will destroy Alpha Complex (shatter it, open it to the elements, turn it into a cheerily warm volcano, etc.).
  5
  A biological agent will transform or devastate the PCs or a large population. The Computer sends in the Troubleshooters as guinea pigs.
  6
  A new mind-control technique will alter the PCs’ or a large population’s behavior for the worse. The Computer uses the PCs as guinea pigs again.
  7
  Essential life-support services will break down. The Computer sends the Troubleshooters to enforce order and restore services.
  8
  A minor malfunction in LOCATION may grow into a major problem. The PC’s must ﬁx the malfunction and deal with the problems already created.
  9
  As 8, but SOMEONE doesn’t want the team to succeed, and is actively working against them.
  10
  A major malfunction has rendered an entire sector uninhabitable; the local environment kills an unprotected citizen in minutes if not seconds. 
  11 SOMEONE has taken control of PUBLIC LOCATION and is slaughtering enemies. The PCs are either trapped there or sent to deal with the problem.
  12
  The Computer believes something horrible has happened, but gives the PCs no details, and forbids them to tell anyone for fear of starting a panic.
  13
  A deadly pathogen is eating through the population. The PCs are infected the moment their clone backups are decanted. Better hurry on the mission!
  14
  Surplus Armed Forces weaponry ﬂoods the IR market. CHARACTERs happily demonstrate their new armaments in many LOCATIONs.
  15 SOMEONE believes (accurately?) the PCs are assassins sent to kill him; he tries to kill them ﬁrst. Meanwhile, the PCs must complete their MISSION.
  16
  Waste disposal is breaking down; garbage is backing up in the hallways and will soon ﬂood the complex.
  17 SOMEONE in a SECRET LOCATION is ﬂooding the networks with viruses.
  18
  A mysterious command makes all autopilot vehicles home in on LOCATION, threatening terrible harm en route; SOMEONE wants a trafﬁc jam there.
  19
  A strange new Food Vat slime is causing antisocial and dangerous activity in consumers of Hot Fun. The Computer needs PCs to destroy the slime.
  20
  Roll three times on this chart. Everything you roll is happening at once, and the PCs are caught in the chaos. Good luck running this one.
  After determining this apparent threat, roll 1d20 again: 1-10: Threat is real; 11-20: Threat is a lie (roll again for actual threat).
  Roll 1d20 to determine the person, people, organization or agency responsible for the IRRATIONAL situation:
  1
  The Computer—or, if it makes more sense, a CHARACTER—ULTRAVIOLET (and DANGEROUS) manipulating The Computer’s current CompNode.
  2
  An R&D experiment that went (1-10: right; 11-20: disastrously wrong), created by CHARACTER—DANGEROUS.
  3
  A secret society mission that went (1-10: right; 11-20: disastrously wrong), led by CHARACTER—DANGEROUS.
  4
  The INDIGO leader of a rapidly-growing service ﬁrm, who has devised a plan to expand his personal power and the might of his company.
  5
  As 4, but the 21st-degree leader of a secret society.
  6
  As 4, but a powerful mutant who wishes to see his own kind of mutants dominate, and normal humans and all other kinds of mutants subservient.
  7
  One or more PCs’ immediate superior, who has screwed up badly and now wants to pin the blame on the PC and his fellow Troubleshooters.
  8
  A Death Leopard gang.
  9
  An executive at one of the PCs’ service ﬁrms, who wishes to covertly create the situation in order to procure a fat service-group repair contract.
  10
  A High Programmer who has started a lottery or other credit-making scheme and has illicitly pulled needed supplies from some vital installation.
  11
  A subsector’s INFRAREDs, who have gone off their pharmatherapy and are now conspiring against The Computer, led by CHARACTER.
  12
  A senior PLC ofﬁcial, whose division has fallen into strangling bureaucratic torpor and must now be massively overhauled or terminated.
  13
  A senior CPU efﬁciency consultant, who overreacted in imprudent ways in an effort to get proper paperwork ﬁlled out.
  14
  A senior Food Vat Control supervisor in LOCATION, whose division is overproducing, underproducing or doing something strange to the food.
  15
  An Armed Forces director, who mis-keyed some form entries and mistakenly diverted military resources to IRRATIONAL effect.
  16
  A High Programmer who mis-programmed a Compnode so badly the entire node must be re-imaged and rebooted; the situation is cover for this.
  17
  A lone Communist.
  18
  A bot (1-5: warbot; 6-10: jackobot; 11-15: scrubot; 16-20: docbot) reprogrammed by (1-10: Humanists; 11-15: Corpore Metal; 16-20: Death Leopard).
  19
  As 18, but a ﬂeet of bots.
  20
  Everyone in LOCATION is in on it; they want to discredit, destroy, maim and spit on the Troubleshooters.
  The identity of the Someone need not be obvious at the mission’s outset, and in fact things may play out more appropriately if the 
  Someone is not discovered until late in the proceedings.
  
  4
  PARANOIA XP Mandatory Fun Enforcement Pack
  CLEARANCE ULTRAVIOLET
  1. MISSION ALERT
  2. BRIEFING
  Roll 1d20 to ﬁ nd the means The Computer uses to relay the mission alert to the Troubleshooters, or the circumstances in 
  which the alert ﬁ nds them:
  1-5
  Text message on PDC.
  6-10 CHARACTER—INFRARED courier delivers alert (1-10: verbally; 11-20: hardcopy); seeks 10cr ‘tip’ for the delivery. Demeanor: 1-10: drugged; 11-13: 
  truckling; 14-17: polite; 18: in-your-face friendly; 19: cocky, ‘I know more than I’m telling,’ nudge-nudge; 20: sullen, rude, suicidal.
  11
  Announced over public address loudspeakers.
  12
  Special ‘breaking news’ bulletin in middle of vidshow: 1-10: boring part; 11-18: good part; 19-20: interrupts crucial revelation. Identiﬁ es PCs by name.
  13
  Mission is randomly assigned as a prize in a CruncheeTym algae chips packet.
  14
  Via high-frequency radio transmission that gives PCs excruciating headaches and sends petbots crazy with excitement.
  15
  Relayed through a public confession booth, read in the scrolling ‘Credit Due’ message on a vending machine or overheard in a communal area.
  16
  Stamped on to side of OBJECT-DANGEROUS.
  17
  Via telepathic communication from unidentiﬁ able source. The Computer knows nothing of this method, and will regard it with extreme suspicion.
  18
  Anonymous hardcopy message slipped under door of PC’s (1-10: quarters; 11-14: central entertainment room; 15-18: workplace; 19-20: bathroom).
  19
  Via BOT (1-10: functional; 11-15: malfunctioning; 16-18: booby-trapped; 19-20: smouldering wreckage).
  20
  Scrawled across a LOCATION wall in half-meter-high letters written in (1-5: black paint; 6-8: low clearance paint; 9-12: mid-clearance paint; 13-14: 
  high-clearance paint; 15-18: Cold Fun; 19-20: blood).
  Then roll 1d20 to determine the completeness and accuracy of the mission alert: 1-10: message intact and correct; 11-15: brief-
  ing LOCATION wrong; 16-18: brieﬁ ng time wrong; 19-20: recognition password (to be given to brieﬁ ng ofﬁ cer) wrong.
  If any message content is wrong, roll 1d20 to determine the way it’s wrong:
  1-5
  Missing, replaced by [INSERT DATA HERE] or similar. Secret society contacts or servile truckling to The Computer may ﬁ ll in missing data.
  6-10
  Obscured by advertising (pop-up ad, jingle, viral marketing, etc.). Sponsoring advertiser may possibly have record of unaltered alert.
  11-15 Replaced by extortion threat from anonymous hacker: ‘Send 100cr to this Gray Subnet account and I’ll send you the data.’
  16-18 In machine-readable code, missing vowels, encrypted, etc. Computer Phreaks can help. The Computer doesn’t see the problem.
  19
  Replaced by treasonous SECRET SOCIETY propaganda.
  20
  Alert itself is damaging—text message contains software virus that crashes PC or vidscreen, physical alert has toxins or is radioactive, etc.
  First roll the LOCATION of the brieﬁ ng (1-10: SECRET LOCATION, 11-20: PUBLIC LOCATION). Then roll 1d20 on this table 
  to ﬁ nd the circumstances of the brieﬁ ng, during which the Troubleshooters receive their mission. Here you may want to 
  simply choose a circumstance that ﬁ ts the location—or maybe you can convincingly explain why there’s a brieﬁ ng room in 
  the middle of an INFRARED mess hall. Look at it as a challenge.
  If the entry doesn’t indicate the number of brieﬁ ng ofﬁ cers, and if you care, roll 1d20 and divide the number rolled by 4. This is 
  the number of brieﬁ ng ofﬁ cers. Roll on the CHARACTER table for each. Some may not be visible but only mysterious presences.
  1
  Brieﬁ ng ofﬁ cers behind opaque bulletproof glass, voices electronically ﬁ ltered.
  2
  Brieﬁ ng ofﬁ cers undercover; wary, paranoid; speaks in evasive code-phrases.
  3
  Brieﬁ ng ofﬁ cer is weird invalid (e.g., suspended in sound-dampening gel in a swimming pool communicating through a bizarre array of tubing).
  4
  Brieﬁ ng occurs in a pitch black room, where the only source of light is from the corridor outside the brieﬁ ng room ﬁ ltering in under the door.
  5
  Brieﬁ ng ofﬁ cer is hidden inside a BOT chassis, communicating with an electronically ﬁ ltered voice.
  6
  Ofﬁ cious, schoolmasterly brieﬁ ng ofﬁ cer sitting at the head of a classroom with blackboard and chalk; tests PCs frequently.
  7
  Suspicious, twitchy brieﬁ ng ofﬁ cers in highly defended position (e.g., seated atop a massive gun emplacement) at rear of LOCATION.
  8
  Bureaucratic snafu assigns brieﬁ ng ofﬁ cer to the room (1-8: above; 9-16: below; 17-20: adjacent to) the PCs; won’t join PCs for fear of violating 
  orders; shouts at the top of his voice to be heard, or conveys brieﬁ ng information by notes, courier, etc..
  9
  Brieﬁ ng ofﬁ cer sits curled up and rocking backwards and forwards in the middle of the location; muttering under his breath.
  10
  Brieﬁ ng ofﬁ cer sits with his back to the PCs; he passes notes to a terriﬁ ed INFRARED citizen, who reads them aloud.
  11
  Brieﬁ ng ofﬁ cer has left a recording device with the mission on it, but the mechanism is jammed at double speed with no rewind option.
  12
  Brieﬁ ng ofﬁ cer is shot just after the PCs arrive and is replaced by a different ofﬁ cer who acts extremely shifty and refuses to answer questions.
  13
  Ofﬁ cer has serious coughing ﬁ t every few words, disrupting every sentence, and becomes increasingly angry with every request to repeat himself.
  14
  Brieﬁ ng ofﬁ cer is hiding inside an empty Cold Fun barrel and passes written notes out to the PCs through a small bunghole.
  15
  Ofﬁ cer skims through the entire brieﬁ ng as if he expects those present to know all details already, then walks out without allowing questions.
  16
  Brieﬁ ng ofﬁ cer whispers the brieﬁ ng to the team leader and then expects him to pass it on in the style of Telephone or Chinese Whispers.
  17
  Brieﬁ ng ofﬁ cer wears ARMOR and ﬁ ddles with an exotic-looking WEAPON; expects attack at any moment.
  18
  When the PCs leave the brieﬁ ng an explosion follows, leaving no evidence of the ofﬁ cer except a large burn mark and melted furnishings.
  19
  Given in a transtube, on a recording with a folder of documents; recording self-destructs 5 seconds after stopping. (1-5: tape and docs match mission; 
  6-10: right tape, wrong docs, right mission; 11-15: wrong mission, right tape, right docs; 16-20: wrong tape, right docs, right mission.)
  20
  Brieﬁ ng ofﬁ cer is dead on arrival and no one comes to replace him. May have notes on his body that describe the PCs’ mission.
  
  5
  MISSION GENERATOR
  REMEMBER TO SCREAM
  MISSION ALERT / BRIEFING
  3. OUTFITTING
  Roll 1d20 to determine how the PCs should secure their assigned equipment. Using that ﬁrst 1d20 roll, go to the appropri-
  ate table and roll 1d20 again to determine interesting details of the PCs’ attempts.
  ■ 1-10. PLC
  1
  Designated supply depot is closed for repairs following Commie sabotage.
  2
  Supply clerks recently infected with SellFast.D spam virus, insist all PCs enroll in ‘Make Credits Fast!’ marketing course.
  3
  A Monty Python ‘Cheese Shop’ warehouse; nothing is actually in stock. Staffers are proud of their multiple awards for cleanliness and efﬁciency.
  4
  Surprisingly efﬁcient, but all items have had inventory barcodes removed. Staffers refuse to take returned equipment: ‘It wasn’t issued here.’
  5
  Empty ofﬁce. Door is open. No security (Tension level 0). PCs may take what they want, but have to ﬁnd it themselves and ﬁll out proper paperwork. 
  If the paperwork isn’t ﬁlled out, the items are reported stolen. May be interrupted by IR market thieves, passing looters, etc.
  6
  ‘The PLC Paperwork Shufﬂe’: Different batches of forms required to obtain each individual type of standard equipment. In triplicate.
  7
  A PLC shop that has none of the equipment needed, but is willing to make appropriate substitutions. Could be potentially cool stuff.
  8
  As 7, but strange or incorrect substitutions.
  9
  As 7, but utterly weird and crazed substitutions.
  10
  Ofﬁce only carries ‘non-ordinance’ items—no weapons or weapon-like items. Offers PCs a new ‘Zero-Tolerance’ form to sign.
  11
  Warehouse run by insane high-clearance director; assigns PCs a MISSION on his own behalf so he can give them over-inventoried EQUIPMENT.
  12
  Battle-ravaged warehouse (holes in walls, etc.); has desired equipment, though. Staffers war-weary, twitchy, but forcefully happy.
  13
  ‘Serv-Yourself’ warehouse that makes every citizen ﬁnd his own equipment.
  14
  Shipping containers stacked atop one another, each container listed for inscrutable bureaucratic purposes as being in a different sector.
  15
  ‘Please Observe Silence’ sign on the wall. Anyone who speaks gets bumped to the end of the line. All negotiations must be written.
  16
  A single PLC staffer in a broom closet with a pneumatic tube on the side wall. This lone ofﬁcer is one of the most efﬁcient workers in Alpha 
  Complex; completes all paperwork quickly and throughly. The next time you roll this entry, this staffer has been reassigned or murdered.
  17
  Ofﬁce; looks very busy, but nothing ever gets done. Careful inspection shows all workers are passing the same papers back and forth quickly.
  18
  A Multi-Purpose Chute with grafﬁti ‘CompUSUKS!’ above it—a password (Comp-U-SUK-5) into an unlimited account on this compromised machine.
  19
  Experimental “Mobile PLC’ in a transtube car. Every so often the car must stop to load and unload supplies.
  20
  PLC ofﬁce openly and entirely subverted by SECRET SOCIETY; continues business as usual, unless PCs show signs of alerting the authorities.
  ■ 11-16. The IR market
  1-2
  Squad of Internal Security GREEN goons patrols market, ‘just out for an off-duty walk,’ taking bribes to ‘look the other way’ for each transaction.
  3-4
  Free Enterprise member ‘Nathan D,’ operator of this IR market, is messily killed by rival FreeEnt capo in PCs’ presence.
  5-6
  A ‘Broke’ market. Troubleshooters always leave broke, with stuff that’s broke. Bad deals all around.
  7-8
  An R&D-sponsored market. Every item ‘improved,’ although not in a way PCs or marketeers suspect. Costs only slightly above normal.
  9-10
  A dingy, dirty corridor. PURGE runs this market, and will terminate any group who ‘misbehaves’ (in PURGE’s stern judgment). Lots of weapons.
  11-12 This market is run by the secret society of one PC (select randomly), who always gets the best deals and everything that works.
  13-14 The market is run entirely by Internal Security as a sting operation. Every buyer risks arrest and termination.
  15-16 The SOMEONE (or his allies) responsible for the IRRATIONAL situation runs this market. Marketeers sell the PCs dangerous EQUIPMENT.
  17-18 Red Market, run by Commies. They only barter or trade evenly. PCs wh own little more than their own overalls must buy items elsewhere, then 
  come back here to trade for similarly priced items. (You could make them trade for the shirts off their backs.)
  19-20 Marketeer gives PCs a fair discount if they also take a ‘bonus’ small OBJECT—DANGEROUS; marketeer wants the PCs to (1-10) use it in PUBLIC 
  LOCATION, or (11-20) leave it in SECRET LOCATION.
  ■ 17-20. C-Bay or other online auction site
  If the PCs seek equipment on an auction site, roll 1d20 for price (1: 50% discount off list price; 2-3: 30% off; 4-7: 10% off; 
  8-13: list price; 14-17: 10% over list price; 18-19: +25% over list; 20: bidding war—+30% over list!). Then roll 1d20 again for 
  delivery method and time (1-6: agreed drop point LOCATION nearby, immediate; 7-12: drop point LOCATION 30 minutes 
  away; 13-18: please allow 24 hours for delivery to PCs’ speciﬁed address; 19-20: will get around to it someday for sure). 
  Then roll 1d20 to determine unusual details of the transaction:
  1-2
  A PC’s auction site account has been hijacked by a Computer Phreak using it to auction treasonous warbot plans.
  3-4
  Items the PCs want are listed against a red-tinted background. No other items are. What’s up? (Nothing. But keep the players nervous about it.)
  5-6
  The auction site has been compromised by a ‘phishing’ scam. It appears to be legit, but is just designed to steal ME Card numbers.
  7-8
  Computer Phreak prankster breaks in during each bid the PCs make, taunting them and deriding their EQUIPMENT and MISSION.
  9-10
  This terminal is infected with spyware that reports all transactions to SECRET SOCIETY, which may send a gang to steal the PCs’ stuff.
  11-12 Drop point to pick up purchased equipment is SECRET LOCATION run by SECRET SOCIETY, which charges a 2% commission for services.
  13-14 Drop point is an ambush by SECRET SOCIETY thugs; there is no equipment; the PCs (1-15: regain the money they bid; 16-20: lost their money).
  15-16 A rival auction site has insidiously faked the site the PCs intended to use; the transaction goes through the rival site; the delivery is accompanied by 
  a hard-sell pitchman CHARACTER who seeks to lure the PCs over to the rival site and won’t give them their equipment until they commit.
  17-18 As 15-16, but staffers from the PCs’ own site have detected the fraud, sent their agents to attack the rival site’s agents, and the PCs’ equipment 
  now sits in the middle of a ﬁreﬁght between rival auction staffers.
  19-20 Nothing at all unusual about this transaction. Or is there? Sounds a little— suspicious, doesn’t it? Absolutely nothing wrong? Really? Hmm....
  
  6
  PARANOIA XP Mandatory Fun Enforcement Pack
  CLEARANCE ULTRAVIOLET
  ANTI-MUTANT
  CORPORE METAL
  FRANK. DESTROYERS
  COMPUTER PHREAKS
  DEATH LEOPARD
  COMMUNISTS
  FCCC-P
  LOCATION / MISSION
  1-5
  Find and assassinate the 
  mutant TARGET with MUTANT 
  POWER in PUBLIC LOCATION 
  6-10
  A member of your team has 
  mutagens and plans to mutate 
  loyal citizens! Augh! Don’t let 
  anyone ingest any pharmaceuti-
  cals, unless you know for a fact 
  what the chemicals are!
  11-15
  TARGET is a mutant sympa-
  thizer, working to raise regis-
  tered muties from second-class 
  citizenship. (1-5: Discredit; 6-20: 
  Kill) him!
  16-20
  One of our more— enthusiastic 
  members, TARGET, is damaging 
  a little too much Computer 
  property and giving us a bad 
  name. Stop him at once.
  Then roll 1d20 to determine the mission the 
  society assigns to the PC. All missions are in 
  the main mission’s destination sector:
  1-10 Roll on the speciﬁ c society’s table.
  11-12 Deliver OBJECT to CHARACTER in 
  SECRET LOCATION.
  13-14 Steal OBJECT from CHARACTER in 
  PUBLIC LOCATION.
  15-16
  Destroy (1-10, TARGET; 11-20, 
  OBJECT) in LOCATION (1-10, secret 
  location; 11-20, public).
  17-18 Sabotage OBJECT at LOCATION (1-10, 
  secret; 11-20, public).
  19-20
  Comprehensively recon (1-10, 
  TARGET; 11-20, OBJECT) in LOCATION 
  (1-10, secret; 11-20, public).
  For each Troubleshooter who wants to 
  contact his secret society for a private 
  brieﬁ ng, roll 1d20 to ﬁ nd out how the 
  brieﬁ ng takes place:
  1-4
  Note in SECRET LOCATION.
  5-6
  A ﬂ ickering light ﬁ xture presents 
  message in binary code.
  7-8
  A laser pointer projects message 
  onto PC’s retina.
  9-10
  Instructions printed on back of 
  the PC’s toiletry ration.
  11-14 Loudspeaker broadcasts 
  message to PUBLIC LOCATION.
  15-16
  Delivered by note, but there are 
  multiple copies, each with a 
  slight difference in intent.
  17-18 Written in invisible ink on wall.
  19-20 Coded dot pattern or stain on 
  ﬂ oor of PUBLIC LOCATION.
  1-5
  See to it that no meatbag 
  abuses any bots while you are 
  around, and that TARGET will 
  never abuse any bot again, ever.
  6-10
  Recode this speciﬁ c BOT, and 
  all the bots you see, to liberate 
  them from the dominion of their 
  asimov circuits.
  11-15
  Recruit this speciﬁ c BOT at your 
  destination LOCATION into our 
  organization. Do whatever it 
  takes.
  16-20
  Test this cybernetic bio-
  implant—on someone else. (Roll 
  on rulebook’s Hit Location chart 
  to see what body part is 
  mechanized.)
  1-5
  A shipment of bot parts is 
  passing through a LOCATION at 
  your destination; insert this 
  explosive device into it. Then run 
  very fast.
  6-10
  Find this speciﬁ c BOT in 
  LOCATION and use these tools 
  to reprogram it to serve our 
  purposes. Heh, heh.
  11-15
  Destroy all BOTs owned by 
  CHARACTER-VIOLET in 
  LOCATION.
  16-20
  TARGET will be in a certain 
  LOCATION. Take these tools and 
  program a BOT to attack him. 
  When the bot attacks, you 
  rescue him. That should help 
  you convert him to our cause.
  1-5
  Comrade! Rescue SOMEONE 
  from doom at the hands of the 
  capitalist oppressors and 
  recruit him to our great cause!
  6-10
  Pass out these propaganda 
  leaﬂ ets to the oppressed 
  INFRARED proletariat. Try not 
  to get caught, da?
  11-15
  Disrupt the power elite’s control 
  over your destination’s 
  LOCATION, and show the power 
  of the people!
  16-20
  Equalize the distribution of 
  wealth at your destination. 
  Plunder the fatted plutocrats 
  and distribute their ill-gotten 
  gains to the weak and helpless.
  1-5
  Always need more Wakey-
  Wakey and other anti-sleep 
  drugs! Get a supply and drop it 
  at our cache at LOCATION in 
  your destination sector.
  6-10
  We suspect Computer Phreak 
  CHARACTER is an IntSec 
  inﬁ ltrator; check him out and, if 
  necessary, delete him.
  11-15
  This OBJECT—UNUSUAL 
  contains a concealed datajack 
  with a cool new trojan. Plug it 
  into any confession booth at 
  your destination to run it.
  16-20
  A certain isolated off-net 
  terminal in your destination 
  sector has some cool data. 
  Copy it and bring it back.
  1-5
  Preach the Good Data to the 
  unwashed INFRARED masses 
  at every opportunity. Gain as 
  many converts as possible.
  6-10
  Convert SOMEONE to our views, 
  by whatever means necessary. 
  Be of good faith! The Computer 
  blesses your success!
  11-15
  Persuade as many citizens as 
  you can to confess in a 
  confession booth. Confession is 
  good for the [deleted for security 
  reasons].
  16-20
  Offerings have been critically 
  low. Reap donations from the 
  ﬂ ock at your destination, that we 
  may show them the light. Let us 
  prey, brothers and sisters!
  1-5
  If you were to, like, destroy or 
  spray-paint or decorate this 
  speciﬁ c PUBLIC LOCATION, 
  man, that would be moderately 
  cool.
  6-10
  Start a riot in PUBLIC 
  LOCATION. Big riot, get me? 
  Looting brigades are awaiting 
  your signal.
  11-15
  We need more weapons! Here 
  is a list of dropoff points 
  throughout your destination 
  sector. Route all of your team’s 
  weapons to these places, where 
  we can snag them.
  16-20
  This vatslime TARGET has been 
  giving us grief. Blow him up 
  really pretty, with style, get me?
  4. SECRET SOCIETY MISSIONS
  
  7
  MISSION GENERATOR
  PUSH THAT BUTTON. YOU KNOW YOU WANT TO.
  SECRET SOCIETY MISSIONS
  FREE ENTERPRISE
  HUMANISTS
  ILLUMINATI
  PSION
  SIERRA CLUB
  MYSTICS
  PURGE
  PRO TECH
  ROMANTICS
  1-5
  Help your teammates rediscover 
  the joys of getting ‘down and 
  dirty.’ Prevent the team hygiene 
  ofﬁcer from doing his job.
  6-10
  Destroy power generators in the 
  sector and distribute these 
  miniature ﬂame generators 
  (candles) among the citizens to 
  teach them the pleasure of 
  ‘roughing it.’
  11-15
  Locate at least one exit to 
  Outdoors and ﬁnd out how well 
  it’s guarded. Report back to us.
  16-20
  Take this box of ‘insects’ [GM: 
  ants? bees? mutated termites 
  that munch on metal?] and 
  release them in PUBLIC 
  LOCATION.
  1-5
  Spread the wonders and ideals 
  of Old Reckoning times by 
  acting like this character from [a 
  popular book, TV show, movie, 
  comic or cartoon].
  6-10
  Take this radio transmitter and 
  set it up in SECRET LOCATION 
  so we can broadcast Old 
  Reckoning music throughout 
  your destination sector.
  11-15
  A Gray Subnet is rumored to 
  have a copy of an Old 
  Reckoning [song/vidtape/
  publication]. Download it when 
  you get the chance, would you?
  16-20
  This rare tape preserves an Old 
  Reckoning ﬁlm. Find a way to 
  copy it. Bring a dozen copies to 
  our next meeting.
  1-4
  Prevent your team from 
  achieving their objective by any 
  means necessary, but don’t 
  allow your cover to be blown.
  5-8
  Replace your team’s happiness 
  pills with these, which will spur 
  them to destructive rampages.
  9-12
  CHARACTER—INFRARED is a 
  fellow PURGE member. Protect 
  him at all costs as he performs 
  his MISSION.
  13-16
  Destroy Computer property and 
  make it look like TARGET, a 
  member of SECRET SOCIETY, 
  is responsible.
  16-20
  Plant this bomb in this crowded 
  PUBLIC LOCATION. Detonate 
  when you’re far enough away.
  1-5
  Assassinate TARGET, a 
  dangerous Anti-Mutant. Recover 
  the OBJECT—VALUABLE he 
  stole from our fallen brother.
  6-10
  Identify other mutants on your 
  team and report them to us for 
  potential recruitment. If they get 
  in trouble, try to protect them.
  11-15
  The way to power is practice, 
  practice, practice. Employ your 
  mutant power often, in new and 
  inventive ways. Report your 
  experiences to us.
  16-20
  Administer this mutagen to other 
  members of your team. It will 
  give them a mutant power. Then 
  recruit them into Psion.
  1-5
  Find a speciﬁc BOT in 
  LOCATION and use this super-
  nifty PDC software and cable to 
  reprogram it to do our bidding.
  6-10
  In SECRET LOCATION hook this 
  little kit into the power grid. It 
  diverts electricity to our base for 
  a new project. If you see 
  anything cool there, steal it.
  11-15
  Plant this micro-camera in a 
  speciﬁc R&D service ﬁrm at 
  your destination. We’ll monitor 
  the stuff they create. While 
  you’re there, steal their stuff.
  16-20
  TARGET has been stealing stuff 
  from R&D, slowing the advance 
  of nifty technologies. Find and 
  kill him, then return the goods 
  for further research.
  1-5
  Help bring more into the fold! 
  Distribute this addictive drug 
  among your team and anyone 
  you meet. Yeah, okay, maybe it 
  mutates them, but what a high!
  6-10
  For our newest brew we need 
  an ingredient/drug stored in 
  LOCATION. Steal some and 
  bring it back.
  11-15
  TARGET really needs to mellow 
  out… permanently. Give him a 
  hit of this drug so he can see 
  the light, man. Oh, and have 
  some yourself when you want.
  16-20
  Seek a new high! Find and steal 
  a substance or technique that 
  makes you feel good. Then tell 
  the gang about it!
  1-5
  Steal (1-10: something vital to 
  the mission, 11-20: a PC’s 
  personal or assigned property) 
  and leave this note in its place. 
  [GM: Maybe it’s a ransom note, 
  an accusation of a team 
  member or just random coded 
  nonsense.]
  6-10
  Acquire three compromising 
  pictures of TARGET and send 
  them to this address. Three!
  11-15
  Ensure your team goes to 
  SECRET LOCATION while one 
  teammate is carrying this 
  OBJECT—VALUELESS.
  16-20
  Secretly put this message in the 
  pocket of TARGET. Don’t read it, 
  or else. Ask no questions!
  1-5
  Find this speciﬁc BOT in 
  LOCATION and, using these 
  tools, reprogram it to do our 
  bidding.
  6-10
  We need more weapons! Here 
  is a list of dropoff points 
  throughout your destination 
  sector. Route all of your team’s 
  weapons to these places, where 
  we can snag them.
  11-15
  We’ve discovered B3 is loaded 
  with chemicals that make us 
  subservient to the machines! 
  Don’t let anyone drink it!
  16-20
  Take this EMP Bomb and plant 
  it in SECRET LOCATION at your 
  destination. Detonate it once 
  you’re out of sight.
  1-5
  Carry OBJECT—VALUABLE and 
  sell it for the best price you can. 
  We’ll give you a commission.
  6-10
  Get the PDC contact info of all 
  your teammates and anyone 
  else you can, so we can add 
  them to our mailing list.
  11-15
  Steal OBJECT—VALUABLE and 
  deliver it to CHARACTER, your 
  contact, for the IR market.
  16-20
  Word of mouth sells! Advertise 
  the IR market availability of 
  (product, service, etc) any way 
  you can. Infect high-clearance 
  folks with this SellFast.D virus. 
  They’ll be your best customers; 
  they just can’t help themselves!
  
  8
  PARANOIA XP Mandatory Fun Enforcement Pack
  CLEARANCE ULTRAVIOLET
  SERVICE SERVICE
  HPD&MC
  POWER SERVICES
  ARMED FORCES
  INTERNAL SECURITY
  R&D
  CPU
  PLC
  TECH SERVICES
  Roll 1d20 to ﬁ nd the service group 
  for which the Troubleshooters must 
  perform their ‘service service’:
  1-2
  Armed Forces
  3-4
  Central Processing Unit (CPU)
  5-8
  HPD & Mind Control (HPD&MC)
  9-10 Internal Security
  11-13 Production, Logistics & 
  Commissary (PLC)
  14-15 Power Services
  16-18 Research & Design (R&D)
  19-20 Technical Services
  Then roll 1d20 on that group’s table 
  to determine the nature of the service.
  5. SERVICE SERVICES
  1-4
  Field-test this standard-issue (1-
  10: ARMOR; 11-20: WEAPON).
  5-8
  Test new battle tactics in your 
  next few combats and report 
  back on results.
  9-12
  IntSec TARGET in PUBLIC 
  LOCATION is spying on us; 
  dissuade him with extreme 
  prejudice.
  13-14 On your way, destroy Commie-
  infested PUBLIC LOCATION.
  15-17
  Covertly help CHARACTER—
  GREEN, a shell-shocked ofﬁ cer, 
  regain his conﬁ dence and loyalty.
  18-20
  Find CHARACTER—GREEN, a 
  former ofﬁ cer, and take away his 
  hard-earned medals.
  Roll 1d20. 1-15: PCs ﬁ eld-test experi-
  mental EQUIPMENT: 16-20: roll again on 
  this table.
  1-4
  Destroy EQUIPMENT. Never, ever 
  try to activate it.
  5-8
  Escort scientist CHARACTER—
  BLUE to a Sanity Correction 
  Facilty.
  9-12
  Force TARGET to test 
  EQUIPMENT (or test EQUIPMENT 
  on TARGET).
  13-14 Water and fertilize a hydroponic 
  garden using this new chemical.
  15-17
  Capture (but don’t harm!) a BOT 
  gone frankenstein, and bring it in 
  for therapy.
  18-20
  Find out why PUBLIC 
  LOCATION was destroyed after 
  testing of EQUIPMENT.
  1-4
  Interview and accompany 
  CHARACTER—INDIGO on his 
  daily routine, which overlaps 
  your mission’s destination and 
  purpose. Sort of. We think.
  5-8
  Let a reality-vidshow /news crew 
  follow you around.
  9-12
  Test a new (1-5: song; 6-10: 
  dance; 11-15: foodstuff; 16-20: 
  viral thought pattern) in PUBLIC 
  LOCATION.
  13-14
  Ask CHARACTER—YELLOW, a 
  former vidshow director, which 
  subliminal messages his shows 
  included.
  15-17 Dress up as lovable mascots.
  18-20
  Escort CHARACTER to his new 
  quarters in LOCATION. Make 
  sure he stays there this time.
  1-4
  Use this experimental power 
  generator to power anything 
  you use on this mission.
  5-8
  On your way, restore the power 
  to PUBLIC LOCATION and ﬁ nd 
  out why it went out.
  9-12
  Lay wire to a LOCATION—
  DANGEROUS and power up the 
  place. Secure the power source 
  from any danger.
  13-14 Recruit 10 volunteers for 
  reactor shielding duty.
  15-17
  Replace the batteries in 
  CHARACTER—BLUE’s 
  EQUIPMENT.
  18-20
  Carry these huge batteries and 
  drain any unauthorized power 
  source you ﬁ nd.
  1-4
  Roll again to get a service for 
  another group; PCs don’t know 
  that service is actually for 
  Internal Security (revise service 
  to covertly further IntSec goals).
  5-8
  Openly pretend to be the sworn 
  enemies of SECRET SOCIETY in 
  order to lure them out.
  9-12
  On your way, stop in at PUBLIC 
  LOCATION to quell a riot until 
  Crowd Control arrives.
  13-14 Plant this bug on TARGET.
  15-17
  Find BOT and secretly tinker with 
  it to make it (1-5: malfunction; 6-
  10: bugged; 11-15: explosive; 16-
  20: loyal to IntSec).
  18-20
  Another team has been given a 
  service service (roll again). Stop 
  them from completing it.
  1-4
  Retrieve our OBJECT from the 
  unwilling SERVICE GROUP that 
  won’t return it.
  5-8
  Transport OBJECT—DANGEROUS 
  from one warehouse to another.
  9-12
  CHARACTER—GREEN has been 
  demoted and ﬁ red from his 
  service ﬁ rm. Find and notify him.
  13-14
  Take 100 leaking OBJECTs to the 
  Waste Recycling Subdivision in 
  your destination sector.
  15-17
  CHARACTER—RED has taken 
  OBJECT (1-10: VALUABLE; 11-
  20, DANGEROUS) and escaped to 
  your destination sector. Retrieve 
  the stolen item. Delete the traitor.
  18-20
  Take this memory upgrade to the 
  CPU Central CompNode at your 
  destination. Don’t drop it.
  1-4
  Devise a Mission Statement 
  (MS) and Vision Statement (VS) 
  and explain all your actions and 
  choices according to them.
  5-8
  Let a ‘Yellowpants’ efﬁ ciency 
  evaluator follow you around and 
  create new regulations on the 
  spot, without killing him.
  9-12
  Fill out a report after each (1-10: 
  ﬁ reﬁ ght, 11-15: inspection, 16-
  19: sensitive conversation, 20: 
  unusual resource consumption).
  13-14
  Improve your people skills—talk 
  as many people as possible into 
  coming along with your team.
  15-17 Help CHARACTER-YELLOW to 
  receive well-deserved promotion.
  18-20 Monitor the efﬁ ciency of 
  SERVICE FIRM.
  1-4
  Find this malfunctioning BOT and 
  bring it in for repair.
  5-8
  Use VEHICLE to get to your 
  destination. Also, try to ﬁ nd out 
  what’s wrong with it.
  9-12
  This BOT went Frankenstein. We 
  replaced the asimov circuits, 
  so we think we’ve ﬁ xed it. Take it 
  with you. Use it heavily. Report.
  13-14
  Test every confession booth you 
  ﬁ nd to make sure it’s in working 
  order.
  15-17 Test out this new cyborg limb.
  18-20
  Repair a trafﬁ c light at the 
  interchange between 
  LOCATION—PUBLIC and 
  LOCATION—PUBLIC.
  
  9
  MISSION GENERATOR
  PANIC IS UNDER CONTROL. DO NOT EVERYTHING.
  SERVICE SERVICES / MISSION
  1-5: INVESTIGATE
  13-14: GUARD / RESCUE
  6-8: DELIVER
  15-17: OBTAIN
  9-12: REPAIR
  18-20: KILL / DESTROY
  6. THE MISSION
  If you haven’t already determined a mission pretext from the OUT TO GET YOU table (page 3), roll 1d20. Use the result to select the cor-
  respondingly numbered table below. Then roll 1d20 again on that table to determine the pretext of the Troubleshooters’ mission. The mission 
  proper need have nothing to do with the FEAR/IRRATIONAL/SOMEONE/GET YOU elements you established on pages 2-3. The mission 
  pretext can be completely unrelated, so long as it puts the Troubleshooters in a position to encounter the important elements you determined.
  1-4
  We suspect CHARACTER, who’s 
  inﬁltrating a SERVICE GROUP 
  ﬁrm for Internal Security, of being 
  a double-agent for SECRET 
  SOCIETY. Inﬁltrate the ﬁrm and 
  see where his allegiance lies.
  5-8
  Investigate an unexplained 
  disaster in PUBLIC LOCATION.
  9-12
  Investigate mysterious disap-
  pearances of citizens in 
  LOCATION. If they’re being 
  captured by Commies, save 
  them. If they’re trying to escape 
  Alpha Complex, shoot them.
  13-14
  Investigate a string of murders. 
  All the victims were (1-4, sliced; 
  5-8, diced; 9-12, burnt; 13-16, 
  crushed; 17-20, disintegrated).
  15-17
  Investigate accusations of 
  CHARACTER—GREEN planting 
  evidence against 
  CHARACTER (HIGHER THAN 
  GREEN).
  18-20
  Determine the cause of the 
  recent INFRARED riots in 
  LOCATION. We suspect 
  SOMEONE.
  1-4
  Deliver this highly conﬁdential 
  package to CHARACTER—BLUE. 
  Make sure no one opens it. [GM: 
  Contains OBJECT—DANGEROUS.]
  5-8
  Deliver a shipment of fragile, 
  badly-needed OBJECTs to 
  LOCATION—DANGEROUS.
  9-12
  Deliver this ominous, ticking 
  package to a SECRET SOCIETY 
  base. Make sure they accept it. 
  By the way, this mission has a 
  time limit...
  13-14
  Transfer the highly dangerous 
  traitor CHARACTER to a more 
  secure LOCATION. Make sure he 
  doesn’t die; we want to save that 
  for the Date with Death vidshow.
  15-17
  Deliver these emergency 
  WEAPONs to a Troubleshooter 
  team under attack. No, you don’t 
  need to be armed; it’s a simple 
  delivery mission!
  18-20
  Deliver this OBJECT to 
  CHARACTER—ULTRAVIOLET. 
  Though the item appears 
  treasonous, rest assured it is 
  perfectly above-board. Perfectly.
  1-4
  The (1-5: surveillance; 6-10: 
  communications; 11-15: 
  transport; 16-20: termination 
  center) system at LOCATION has 
  gone down. Repair it and 
  determine the cause.
  5-8
  The (1-5: food delivery; 6-10: 
  beverage delivery; 11-15: 
  drug delivery; 16-20: sewage) 
  system in LOCATION has 
  become plugged. Unplug it.
  9-12
  The power in LOCATION—
  DANGEROUS has gone out. 
  Determine the cause and bring 
  the power back online.
  13-14
  Fix a broken vending machine in 
  LOCATION—DANGEROUS. Stay 
  alert; citizens nearby report 
  explosions and laser ﬁre.
  15-17
  LOCATION is having problems 
  processing (1-5: forms; 6-10: 
  drugs; 11-15: promotions; 16-20: 
  traitors). Go help out.
  18-20
  The Computer’s own Compnode 
  in LOCATION has gone down. 
  Repair it at once! Instantly!
  1-4
  Members of two SECRET 
  SOCIETIES are trading illegal 
  OBJECTs—DANGEROUS at 
  LOCATION—SECRET. Retrieve 
  the goods and the creds.
  5-8
  Traitors with MUTANT POWER are 
  active in LOCATION. Use this 
  Skin Core Sampler to obtain 
  their genetic material for study.
  9-12
  Recent excavation has 
  uncovered an ancient stockpile 
  of nuclear material beneath 
  LOCATION. Retrieve all you can.
  13-16
  SECRET SOCIETY has stolen 
  VIOLET-Clearance plans. 
  Intercept and retrieve them 
  before the thieves (1-7, destroy 
  them; 8-16, deliver them to their 
  superiors; 17-20, upload them to 
  the Gray Subnets).
  17-20
  An unauthorized OBJECT—
  DANGEROUS was accidentally 
  deployed at LOCATION—
  UNUSUAL. Go and retrieve it 
  before it squashes something 
  important.
  1-4
  Irate CLEARANCE (BELOW 
  GREEN) citizens are trying to 
  break into a SERVICE GROUP 
  facility in LOCATION. Prevent 
  them from entering until 
  reinforcements arrive.
  5-8
  Guard the Food Vats from 
  SECRET SOCIETY trying to taint 
  them with drugs. Be careful not 
  to taint them yourselves.
  9-12
  Accompany Tech Services 
  mechanics making repairs to a 
  group of BOTs at LOCATION. We 
  think one tech is a SECRET 
  SOCIETY member trying to 
  derange the bots.
  13-14
  Commie mutant traitors have 
  threatened to disrupt the 
  televised Loyal Celebration 
  parade. Patrol the route at 
  LOCATION and stop them.
  15-17
  Guard CHARACTER—INDIGO on 
  his latest pleasure trip. Pay no 
  attention to his odd comments.
  18-20
  Evacuate technicians from the 
  reactor at LOCATION. Of course 
  the radiation levels are safe—but 
  hurry.
  1-4
  CHARACTER—INFRARED has a 
  treasonous but powerful MUTANT 
  POWER, with which he has 
  inspired revolt, and taken over 
  (1-10, PUBLIC; 11-20, SECRET) 
  LOCATION. Remove the  mutant 
  and resolve the unrest.
  5-8
  An R&D genetic experiment is 
  running loose in LOCATION. 
  Neutralize it before it causes too 
  much damage. If it talks to you, 
  ignore it.
  9-12
  An abandoned LOCATION has 
  been infested by Commies. 
  Demolish it, preferably with the 
  Commies inside.
  13-16
  (1-10: A Vulture Squadron; 11-
  20: IntSec) has been inﬁltrated 
  by no less than (1d20) Commie 
  traitors. Remove them; ensure 
  they fall in the line of duty, so we 
  can honor them as fallen heroes.
  17-20 Neutralize CHARACTER in 
  PUBLIC LOCATION.
  
  10
  PARANOIA XP Mandatory Fun Enforcement Pack
  CLEARANCE ULTRAVIOLET
  7. DEBRIEFING
  Roll 1d20 to ﬁ nd the circumstances of the debrieﬁ ng, during which the Troubleshooters report on their mission:
  1-2
  Debrieﬁ ng room is well-appointed with luxurious carpet, comfortable chairs and refreshments served throughout. Soothing musics plays 
  throughout the session. Laser emplacements are visible in every corner and track the PCs’ every move.
  3-4
  A cavernous spherical reactor coolant chamber (recently decommisioned) with the PCs securely strapped into dentist chairs at wrist, ankle, waist 
  and chin. The booming voice of the unseen ofﬁ cer echoes from strategically placed speakers.
  5-6
  A pitch black room, with dim light ﬁ ltering in under the entrance door. Unsettling clicking noises, like a trigger being pulled on a jammed gun.
  7-8
  A compact ofﬁ ce with one desk and a chair, occupied by the debrieﬁ ng ofﬁ cer, with the PCs standing amid towers of forms, printouts and manila 
  folders, all bearing the names of one or more PCs.
  9-10 The debrieﬁ ng ofﬁ cer stands behind a massive, blast-shielded podium ﬂ anked by BLUE Vulture troopers with plasma generators, while the PCs sit 
  in brilliant interrogation spotlights that look disconcertingly like bullseyes.
  11
  Room contains nothing but miniature stools, where the PCs perch with difﬁ culty and discomfort.
  12
  A mirrored room ﬁ lled with eye-searing halogen lamps. The PCs’ eyes water constantly. The ofﬁ cer and guards wear shaded full-face visors.
  13
  Debrieﬁ ng takes place in a cinema with stadium seating, popcorn and Bouncy Bubble Beverage, with security camera and bot recordings of each 
  PC’s less commendable activities projected onscreen.
  14
  Debrieﬁ ng conducted solely by R&D scientists. They ask many questions about equipment, giving the impression the only reason for the mission 
  was to test equipment. After the scientists leave, The Computer covers the treason accusations.
  15
  Troubleshooters and debrieﬁ ng ofﬁ cer sit at a round table. Ofﬁ cer orders them to play a card or board game, while the ofﬁ cer encourages them to 
  reveal details about their mission and about their feelings.
  16
  Room is ﬁ tted with seesaws, with a PC sitting on one side of each and a BLUE Trooper with blaster on the other. In the lower position, the PCs are 
  obscured by a charred blast shield. The debrieﬁ ng ofﬁ cer reads mission details, raising each PC on a note of treason, lowering them on a point of 
  commendation. (This is an experimental HPD&MC psychological exercise intended to encourage loyalty.)
  17
  Room is sheet steel with a single chair in the center and a large sign: PLEASE SIT DOWN with arrow pointing to the chair. The debrieﬁ ng ofﬁ cer 
  spends the session pacing around the chair, and (if necessary) discourages PCs from sitting in it. Chair is (1-10: harmless; 11-20: lethal).
  18
  The debrieﬁ ng ofﬁ cer sits in complete silence while paging through several thick ﬁ les, ﬂ anked by BLUE Vulture troopers armed with cone riﬂ es. 
  PCs who speak are met with scowls. The debrieﬁ ng ends without a word.
  19
  The debrieﬁ ng room is locked when the PCs arrive, and no debrieﬁ ng ofﬁ cer ever arrives no matter how long they wait.
  20
  The debrieﬁ ng ofﬁ cer is dead on arrival, seated at an empty desk in a plain room, and no one arrives to replace him.
  8. THE OUTCOME
  Roll 1d20 for each Troubleshooter convicted of treason at the debrieﬁ ng:
  1-2
  The ﬁ ne or punishment is waived by some CHARACTER—ULTRAVIOLET; no reason is given. The PC now owes a favor....
  3-4
  Pursuant to a new CPU directive encouraging loyalty, the ﬁ ne or punishment is doubled and then some.
  5-6
  Docbots implant in the PC’s small intestine a splendid new intravenous drug dispenser from R&D, with a range of anti-social behavior 
  suppressant drugs intended to restrict future treasonous behavior.
  7-8
  After paying the usual ﬁ nes and penalties, the PC receives a pleasant little NeoBot companion; learning to play nicely with his NeoBot will be 
  lots of fun and will help the citizen be more useful in the future.
  9-10
  Everywhere the PC goes, The Computer will judiciously deprive him of its usual blessings: lights fail, water will not run, vidshows won’t play, etc.
  11-12
  Mandatory toiletry rations reduced until the PC learns to do better.
  13-14
  PC is tonight’s guest on (1-3: Bake That Traitor!; 4-6: Catch That Commie!; 7-9: Date With Death; 10-12: Citizen Death Match; 13-15: Meltdown 
  for Millions!; 16-18: Ready, Set, Fry!; 19-20: Extreme Makeover).
  15-16
  PC’s secret society raids termination center just as PC was about to step in the booth; they remove PC to remote sector, change his appear-
  ance and identifying personal characteristics, fake identity papers and set him up under a new name; player writes new name on character 
  sheet, play continues normally.
  17-18
  As 15-16, but secret society spirits the PC out of Alpha Complex to a (1-2: rewarding; 3-20: very short) new life Outdoors; start new character.
  19-20
  The PC’s assorted atoms will be used to power the sector he failed to assist in life.
  Roll 1d20 for each surviving Troubleshooter who received a commendation(s) or was otherwise rewarded at the debrieﬁ ng:
  1-2
  CHARACTER—ULTRAVIOLET recruits PC into his Program Group and promises him great rewards; reward the player with additional 
  munchies and candy. Troubleshooter’s original secret society expects him to work undercover in the Program Group, furthering their interests.
  3-4
  Pursuant to a new CPU directive encouraging loyalty, the standard rewards are doubled.
  5-6
  The Computer politely asks the PC to lecture Junior Citizens in the creches about how he got to be the citizen he is today. Have the player 
  extemporize a speech at least one minute long.
  7-8
  The Computer promises to spend even more time looking after the PC, even if at the expense of others.
  9-10
  The Computer rewards the PC with a Combat Exemption form. If completely ﬁ lled out in advance and approved by the mission team leader, it 
  exempts the bearer from a single ﬁ reﬁ ght of his choice. ‘I got a note from The Computer, says I don’t have to.’
  11-12
  The Computer rewards the PC with an OBJECT—VALUABLE too large, unwieldy or just heavy for the PC plus others to carry away. 
  Unauthorized disposal of property is treasonous.
  13-14
  The PC is rewarded with a free clone backup, but it turns out substandard (ﬁ gure genetic drift as if it were clone backup number 18).
  15-16
  As 13-14, but it is unfortunately a completely different body: 1-10: a Hero of Our Complex; 11-20: a notorious and reviled traitor.
  17-18
  On the PC’s next mission, The Computer assigns a special vidcrew to follow him around for a documentary on how good citizens should act.
  19-20
  The player may pick one other player whose character was convicted of treason. That player’s PC is volunteered for terminal reactor shielding.
  
  11
  MISSION GENERATOR
  THIS SECTOR HAS BEEN TRAITOR-FREE FOR [000] DAYS
  1-12: PUBLIC LOCATION
  13-20: SECRET LOCATION
  DEBRIEFING / GENERIC NOUNS
  LOCATION, LOCATION, LOCATION
  If an entry calls for a LOCATION Generic Noun, choose a location from these lists based on the logic of the 
  mission so far. If there is no logic (don’t worry, it’s PARANOIA), use repeated rolls of 1d20 to determine the 
  location and its characteristics. Clearance: Roll 1d20 on the CLEARANCE table to see the area’s clear-
  ance and Tension. Safety: If you don’t already know the area’s threat level, roll 1d20 on the SAFETY table. 
  Public or secret?: First roll 1d20. Use the result (1-12: PUBLIC; 13-20: SECRET) to pick one of the two sets 
  of tables below. Then roll 1d20 again on that table’s appropriate safety section to determine the location.
  SAFETY
  CLEARANCE
  Roll 1d20; the number 
  rolled is the scene’s 
  Tension level, and also 
  determines the area’s 
  clearance:
  1-3
  INFRARED
  4-6
  RED
  7-8
  ORANGE
  9-10
  YELLOW
  11-12 GREEN
  13-14 BLUE
  15-16 INDIGO
  17-18 VIOLET
  19-20 ULTRAVIOLET
  1-10
  SAFE
  11-16 DANGEROUS
  17-20 UNUSUAL
  Note how some locations 
  appear on both the SAFE 
  and DANGEROUS lists. Isn’t 
  that inspirational?
  ■ PUBLIC LOCATION—SAFE
  1-2 Food production area  
  (IR-Y: Food Vats, G-U: hydroponic gardens)
  3-4 Living quarters  
  (IR: barracks; R-Y: dormitory; G-B: apartment; I-U: mansion)
  5-6 Dining area  
  (IR: mess hall; R-Y: cafeteria; G-B: dining room; I-U: dining hall)
  7-8 Computer interface (IR: public terminals area; R-Y: Computer café; 
  G-B: private terminal, I-U: communications nexus)
  9
  Corridor
  10 SERVICE GROUP waiting room
  11
  Grooming and hygiene station
  12 SERVICE GROUP storage facility or warehouse
  13
  Vidshow entertainment lounge
  14
  Garage / Vehicle dispatch
  15
  Postal sorting room
  16
  Junior Citizen creche
  17
  Transtube station
  18
  Recreational resort (if below Clearance GREEN, roll again)
  19
  Forms processing center
  20
  Bathroom (change Tension level to 20)
  ■ PUBLIC LOCATION—DANGEROUS
  1-2
  Armed Forces (1-8, dormitory; 9-15, armory; 16-20, ﬁring range)
  3-4
  IntSec (1-6, admin ofﬁces; 7-10, holding cells; 11-15, interroga-
  tion room; 16-18, janitorial stores; 19-20, surveillance station)
  5-6
  Hospital (1-7, ER; 8-10, drug vending area;  
  11-13, medicinal supplies; 14-16, intensive care;  
  17-18, recovery room; 19-20, morgue)
  7-8
  Reactor (1-7, outer core; 8-12, control room;  
  13-17, coolant stack; 18-20, shielding)
  9-10 Vulture Squadron (1-5: barracks; 6-10: hangar; 11-15: indoor 
  ﬂybot testing facility; 16-20: battle readiness exercise ﬁeld)
  11-12 Troubleshooter HQ (1-5, outer lobby; 6-10, ﬁring range;  
  11-15, brieﬁng rooms; 16-20, dispatch)
  13
  Factory ﬂoor
  14
  R&D research laboratory (1-10: gadgets; 11-20: biochemical)
  15
  Food preparation area (1-15, Food Vats; 16-19, kitchen; 20, 
  hydroponics garden)
  16
  Technical Services cloning facility (well guarded)
  17
  Booth (1-10, confession; 11-20, information)
  18-20 Abandoned sector (roll again on PUBLIC LOCATION—SAFE, 
  but now it’s a decaying and pestilential wreck)
  ■ PUBLIC LOCATION—UNUSUAL
  1-2
  Soylent recycling room (near morgue)
  3-4
  Duct (1-10, enviro conditioning; 11-20, maintenance)
  5-6
  Bright Vision Re-education Center
  7-8
  Bot manufacture center
  9-10
  Shaft (1-10, transtube; 11-14, waste channel; 15-19, wiring 
  conduit; 20, bottomless)
  11-15 Small room (1-7, broom cupboard; 8-14, elevator;  
  15-18, packing crate; 19-20, communications booth)
  16-20 Big room (1-10, FunBall arena; 11-17, hangar; 18-20, chimney)
  To determine crowd levels in a public location, roll 1d20: 1-10: 
  crowded; 11-19: empty; 20: abandoned.
  ■ SECRET LOCATION—SAFE
  1-2
  Alpha Complex dome (1-12: inside; 13-20: outside)
  3-4
  IR market
  5-6
  IR marketeer living quarters
  7-8
  CompNode (1-12, SubNode; 13-18, False / Lesser Node; 
  19-20, Primary Node)
  9-10
  MemoMax archive vault
  11-12
  Museum of Famous Forms
  13-14
  Junior Citizen fort (no Commies allowed!)
  15-16
  Sewer tunnel
  17-18
  Proper Bedding Maintenance Hall of Fame
  19-20
  ULTRAVIOLET mausoleum
  ■ SECRET LOCATION—DANGEROUS
  1-8
  SECRET SOCIETY meeting room (1-8: empty; 9-12: only 
  guards; 13-18: meeting in progress; 19-20: meeting members 
  recognize a PC as one of their own, welcome him)
  9
  Secure dome access gate
  10
  Reactor waste landﬁll
  11
  Portal to the Outdoors guarded by 1d20 guardbots
  12
  Armed Forces dome defense turret  
  (defense position on the outer dome)
  13
  Missile silo (1-10, active; 11-20, decommissioned)
  14 SECRET SOCIETY’s paint-mixing facility
  15
  Technical Services clone backup ordering ofﬁce
  16
  Warbot armature ﬁtting lab
  17
  Cone riﬂe fuse packing facility
  18
  Map room for several sectors
  19
  Unrecoverable bot brain junkyard
  20
  Underplex (1-10, derelict rooms; 11-15, abandoned shafts;  
  16-20, The Dungeon)
  ■ SECRET LOCATION—UNUSUAL
  1-2
  Small room (1-7, broom cupboard; 8-14, elevator;  
  15-18, packing crate; 19-20, communications booth)
  3-4
  Big room (1-10, illegal sports arena; 11-17, hangar;  
  18-20, chimney)
  5-6
  Abandoned and forgotten portal to the Outdoors
  7-8
  Underground lake
  9-10
  Natural cavern
  11-12
  Private slime farm
  13-14
  Inside CHARACTER’s mind
  15-16
  Acid-etched sinkhole under food production area
  17-18
  Heat-resistant mitten knitting sweatshop
  19-20
  ULTRAVIOLET Gallery of Perversities
  
  12
  PARANOIA XP Mandatory Fun Enforcement Pack
  CLEARANCE ULTRAVIOLET
  CHARACTER—ORANGE
  CHARACTER—INFRARED
  CHARACTER—RED
  CHARACTER / TARGET
  CHARACTER—CLEARANCE
  Either roll 1d20 or use the current 
  scene’s Tension level to ﬁ nd the line 
  on this table representing the NPC’s 
  security clearance. ‘+’ or ‘–’ indicates 
  the number of ranks of difference 
  between the clearances of the NPC 
  and the Troubleshooter team leader.
  1
  INFRARED
  2-3
  PC team leader’s clearance –2
  4-5
  PC team leader’s clearance –1
  6-8
  PC team leader’s clearance
  9-13 PC team leader’s clearance +1
  14-16 PC team leader’s clearance +2
  17
  PC team leader’s clearance +3
  18
  BLUE
  19
  INDIGO
  20
  VIOLET or ULTRAVIOLET
  Adjust the result according to 
  the needs and logic of the scene. 
  For example, you won’t ﬁ nd High 
  Programmers hanging around RED 
  mess halls.
  Next, roll on the appropriate clear-
  ance table for the NPC’s occupation.
  During their mission the 
  Troubleshooters encounter NPCs 
  who are either TARGETS or just plain 
  ordinary CHARACTERs.
  For a TARGET, roll 1d20 on the 
  TARGET table below.
  For a non-targeted CHARACTER, 
  make two 1d20 rolls (or just choose 
  appropriate entries) on the CHARACTER 
  tables below to determine the NPC’s 
  role and threat level. Then roll on the 
  appropriate CHARACTER clearance 
  subtables on these two pages to ﬁ nd 
  out more about the character.
  ■ TARGET
  1-5
  One of the PCs.
  6-10
  A mission ofﬁ cial who is ultimately 
  disposable (brieﬁ ng/debrieﬁ ng 
  ofﬁ cer, guy who gives the PCs their 
  service service, PLC clerk, etc.).
  11-12
  A CHARACTER vital to the mission’s 
  success—an eyewitness, for 
  example, or the citizen they’re 
  supposed to be protecting/rescuing/
  spying on/delivering a package to/
  bringing in for interrogation. If no 
  such person exists, either invent one 
  or roll again.
  13-14 Random CHARACTER.
  15-20 SOMEONE.
  1
  Algae pizza delivery person
  2
  Autobot collision safety tester
  3
  Barracks bedding delouser
  4
  Biohazard detection helper
  5
  Dihydromonoxide treatment attendant
  6
  Drug therapy results assistant
  7
  Dud ammo determination tester
  8
  Food vat slime scraper
  9
  Impact armor tester
  10
  Mess hall grease trap cleaner
  11
  Reactor fuel rod replenisher
  12
  Reactor shielding standby volunteer
  13
  Retirement gulag laundry worker
  14
  Scrubot hydrochloric acid tank reﬁ ller
  15
  Scrubot lint screen cleaner
  16
  Sector monitor screen polisher
  17
  Sector roadway maintenance worker
  18
  Vendobot Hot Fun supplier
  19
  Vulture weapon practice assistant
  20
  Roll again. If 20 again, CHARACTER—
  ULTRAVIOLET in disguise! 
  (Why? Who knows why?)
  1
  Armed Forces corporal
  2
  CPU Computer monitor monitor
  3
  Computer Sevenday Praise admin.
  4
  Data researcher
  5
  Electronic equipmt. repair specialist
  6
  Food Vat manager
  7
  HPD&MC Asst. Undersecretary
  8
  HPD&MC vidshow animator
  9
  IntSec Second Line Riot Control
  10
  IntSec interrogation assistant
  11
  Nightcycle vidshow cameraperson
  12
  ORANGE Handler (bot specialist)
  13
  PLC package retrieval forkbot op
  14
  Pharmatherapy dispensing tech
  15
  Power Svs Battery Backup Replacer
  16
  R&D scientiﬁ c assistant
  17
  Sector sign correction manager
  18
  Tech Services service technician
  19
  Troubleshooter veteran (disabled)
  20
   Vehicle maintenance greaser
  1
  Armed Forces private
  2
  Autobot recharger
  3
  BLUE IntSec trooper (undercover)
  4
  CPU forms courier
  5
  Chemical engineering safety tech
  6
  Food Vat worker
  7
  Group Singalong Choir leader
  8
  HPD&MC low-rent bureaucrat
  9
  HPD&MC Sector Survey assistant
  10
  Industrial plant ofﬁ ce worker
  11
  IntSec riot control stooge
  12
  Manager of INFRARED mess hall
  13
  Mutagen collection specialist
  14
  PLC order processing worker
  15
  Power Services wire spooler
  16
  R&D weapons beta tester
  17
  Sector hallway cleanliness inspector
  18
  Tech Services vendobot repairperson
  19
  Troubleshooter on medication
  20
  Weapons cleaner
  ■ CHARACTER role
  1-5
  Information source
  6-10 Bureaucratic obstacle
  11-12 Physical threat
  13-14 Sadistic hindrance
  15-20 Indifferent bystander
  ■ CHARACTER threat level
  1-8
  SAFE
  9-17 DANGEROUS
  18-20 UNUSUAL
  ■ CHARACTER—SAFE
  1-5
  Drugged (sandallathon, visomorpain)
  6-10 Gullible (worryingly lacking in paranoia)
  11-12 Stumbling, awkward, prone to breakage
  13-14 Meticulous, obsessive-compulsive
  15-20 Amicable, self-interested, ordinary
  ■ CHARACTER—DANGEROUS
  1-5
  Paranoid with WEAPON and ARMOR
  6-10 Drugged (thymoglandin, hydropsionic acid)
  11-12 Buzzing, high on Wakey-Wakey
  13-14 Wild-eyed, incoherent, even frenzied
  15-20 Psychotic, kill-crush-smash-destroy
  ■ CHARACTER—UNUSUAL
  1-5
  Quietly delusional
  6-10 Believes himself possessed by demons
  11-12 Panicky, hyperactive, lacks attention
  13-14 Drugged (rolactin, dynomorphin, xanitrick)
  15-20 Dreamy, dazed, probably a Mystic
  
  13
  MISSION GENERATOR
  YOUR CREDIT IS MAXED OUT. I’LL HAVE TO CANCEL YOUR IDENTITY.
  GENERIC NOUNS 2
  CHARACTER—BLUE
  CHARACTER—ULTRAVIOLET
  CHARACTER—INDIGO
  CHARACTER—VIOLET
  CHARACTER—GREEN
  CHARACTER—YELLOW
  1
  Armed Forces lieutenant
  2
  CPU forms designer
  3
  Field medic
  4
  HPD&MC junior executive
  5
  IR market coordinator
  6
  IntSec Confession Extraction Tech
  7
  Internal Security GREEN goon
  8
  Jumpsuit Cleanliness Ofﬁcer
  9
  Mission alert announcement ofﬁcer
  10
  Onsite vidshow news reporter
  11
  PLC B3 machine delivery agent
  12
  Power Services Repair Team leader
  13
  R&D ﬁeld tester
  14
  Reactor refueling supervisor
  15
  Small arms trainer
  16
  Tech Services bot recovery specialist
  17
  Troubleshooter Motivation Consultant
  18
  VIOLET Supervisor’s personal chef
  19
  Vulture Squadron ﬂybot repair tech
  20
  Vulture Warrior recruitment ofﬁcer
  1
  Armed Forces master sergeant
  2
  Bot reprogramming technician
  3
  CPU ofﬁce manager
  4
  Clone tank monitor
  5
  HPD&MC afternoon vidshow host
  6
  Historical record corrector
  7
  Internal Security sector patroller
  8
  Mutant Registration Ofﬁce supervisor
  9
  PLC ‘Yellowpants’ mngmt consultant
  10
  Power Services disruption repair
  11
  R&D weapon calibrator
  12
  Sector chemical hazard assayer
  13
  Security systems installer
  14
  Service ﬁrm staff supervisor
  15
  Service group ossiﬁed bureaucrat
  16
  Star FunBall player
  17
  Tech Services ofﬁce liaison
  18
  Transtube director
  19
  Troubleshooter dispatcher (amputee)
  20
  Vulture Squadron ﬂybot refueler
  1
  Armed Forces captain
  2
  CPU senior records ﬁler
  3
  Drug therapy allocator
  4
  HPD&MC Sector Expansion Survey
  5
  INFRARED menu compiler
  6
  Insubordination ﬁne collector
  7
  Internal Security lieutenant
  8
  ME Card assignment technician
  9
  PLC subsector supervisor
  10
  Power Services dispatch supervisor
  11
  R&D MemoMax researcher
  12
  Sector vidshow network regulator
  13
  Senior polling consultant
  14
  Senior slime researcher
  15
  Singalong Superior Administrator
  16
  Tech services food chemist
  17
  Tech Services vehicle designer
  18
  Vehicle therapist expert  
  (consulted by vidshows)
  19
  Vidshow senior producer
  20
  Vulture Squadron ﬂybot pilot
  1
  Armed Forces cartographer
  2
  Armed Forces general
  3
  CPU Director
  4
  High Programmer’s exec. assistant
  5
  HPD&MC Director
  6
  HPD&MC Lead Semanticist
  7
  Internal Security Director
  8
  IntSec Secret Society Fact Archivist
  9
  Master Programmer Associate
  10
  Old Reckoning museum curator
  11
  PLC Director
  12
  Power Services Director
  13
  Power Services Routing Advisor
  14
  Printing Ofﬁce Administrator
  15
  R&D Chief Technology Ofﬁcer
  16
  Strategic Principles Ofﬁcer, Armed 
  Forces Security Strategies
  17
  Tech Services Bot Allocation Advisor
  18
  Tech Services Director
  19
  Tech Services Vehicular Advisor
  20
  Vidshow legend
  1
  Aide to VIOLET Supervisor
  2
  Armed Forces major
  3
  Bouncy Bubble Beverage Brand 
  Manager
  4
  C-Bay auction site chief executive
  5
  CPU Risk Assessment Partner
  6
  CPU Senior Executive Manager
  7
  Citizen Recycling Devices CTO
  8
  Credit Licence Checking CFO
  9
  Happiness Together Group Leader
  10
  HPD&MC studio head
  11
  Hygiene Policy Overseer
  12
  IntSec Thought Control Supervisor
  13
  Junior Programming Aide
  14
  PLC Cold Fun Production Chief
  15
  Power Services Group Sector Chief
  16
  R&D Medication Senior Strategist
  17
  R&D Senior Researcher
  18
  Retirement gulag overseer
  19
  Tech Services Senior Director
  20
  Trend Identiﬁcation senior consultant
  1
  On a stretcher carried by two 
  INDIGO citizens; sipping an ice-cold 
  mint julep; looks ﬁne.
  2
  Has white hair and an intravenous 
  drip; looks old and haggard, yet is an 
  insane melee combat monster.
  3
  Programming something extremely 
  important.
  4
  Programming something extremely 
  treasonous.
  5
  Playing a card game that includes 
  pictures of the PCs on the cards.
  6
  Speaking to Vulture Warriors.
  7
  Looking for a ﬁght.
  8
  Orders the PCs to protect his retreat 
  while ﬂeeing from something.
  9
  The current head of a service group.
  10
  The current supervisor of this sector.
  11
  Current youngest UV citizen in the 
  Complex (probably late teens).
  12
  Obviously displaying a mutant power.
  13
  Has the blood of many citizens on his 
  person.
  14
  Blames PCs for his treasonous acts.
  15
  Testing reliable R&D equipment.
  16
  Heading to a brieﬁng room.
  17
  Displaying antisocial behavior.
  18
  With his assistant out for a stroll.
  19
  Without a care in the Complex.
  20
  The body of a dead High 
  Programmer; loud alarm klaxons.
  
  14
  PARANOIA XP Mandatory Fun Enforcement Pack
  CLEARANCE ULTRAVIOLET
  OBJECT—DANGEROUS
  OBJECT—UNUSUAL
  OBJECT—SAFE
  OBJECT—VALUELESS
  OBJECT—VALUABLE
  OBJECT
  Make a 1d20 roll on the table 
  below (or just choose an appropri-
  ate entry) to determine an object’s 
  category. Then roll on the appropri-
  ate OBJECT subtables on these 
  two pages to ﬁ nd out more about 
  the object.
  ■ Object categories
  1
  SAFE
  2-4
  DANGEROUS.
  5-6
  UNUSUAL.
  7-9
  VALUABLE
  10
  VALUELESS
  11-12 WEAPON
  13-14 ARMOR
  15
  EQUIPMENT
  16-17 VEHICLE
  18-20 BOT or bot brain
  Possibly you may express regret 
  at a die roll result (‘Darn, I was 
  hoping it would be a weapon’). In 
  such cases, Gamemaster, remem-
  ber: You are always right. If the die 
  result offends you, change it!
  1
  Aerosol paint stripper
  2
  Certiﬁ cate for free clone backup
  3
  Collectible six-pack of ‘B2’ - Bubble 
  Beverage
  4
  Combination for a security lock
  5
  Deluxe PDC with enhanced infrared-
  light camera, shoots accurately in 
  total darkness
  6
  File of SECRET SOCIETY 
  members led by CHARACTER—
  VIOLET
  7
  Flybot authorization dongle
  8
  Front-row tickets to Championship 
  FunBall game
  9
  Geiger counter
  10
  High-clearance ME Card
  11
  High-clearance laser barrel
  12
  Large-denomination plasticred
  13
  Old R&D ﬁ le: Mutant Power Origins
  14
  Old Reckoning atlas, dated 2097
  15
  Packet of freeze-dried fruit
  16
  Paint (1-10: spraycan; 11-20: bucket)
  17
  Picture of high-clearance citizen in 
  compromising position
  18
  Radiation-sensitive badge
  19
  Signed photo of Tella-O-MLY-1
  20
  Treason ﬁ le on CHARACTER —
  INDIGO
  VALUELESS is shorthand to 
  describe common, ordinary objects 
  widely available at many clearances 
  for a few credits.
  1
  Black ink pen
  2
  (1-10: Can; 11-20: Case) of soda
  3
  Chapstick caps (144)
  4
  Drinking mug
  5
  Electric fan
  6
  Empty laser barrel
  7
  Flashlight
  8
  Happy-Air air freshener
  9
  Hot Fun pack
  10
  ‘I ♥ FC’ shirt 
  11
  ‘Kiss the Vat Tech’ apron
  12
  Loyalty anthem recording
  13
  PDC covers (50 different styles)
  14
  Plasticord (synthetic rope), 100m
  15
  Pogo stick
  16
  Polystyrene drink cups (100)
  17
  SuperGum and/or SuperGum solvent
  18
  Tools (hammer, hand drill, etc.)
  19
  Toothbrush
  20
  Vacuum cleaner
  For other valueless objects, look 
  at the Equipment charts in the 
  rulebook.
  1
  Botulin toxin
  2
  B3 laced with MemWipe
  3
  Communist PDC, activates at 
  random to shout recorded 
  Communist propaganda
  4
  Dangerous creature from Outdoors, 
  on leash
  5
  IntSec homing beacon 
  (disguised as OBJECT—SAFE)
  6
  Memories of an Unregistered Mutant 
  Life by Frank-B-HJN-6
  7
  Miniature BOT, prone to kamikaze 
  attacks
  8
  Mutagen-contaminated syringes
  9
  Old Reckoning artifact sought by 
  three SECRET SOCIETIES
  10
  Open beaker of bubbly green goo 
  labeled BIOHAZARD—DO NOT 
  OPEN!
  11
  Plutonium
  12
  Sapient, mobile R&D bomb that 
  gloms onto PC’s arm
  13
  Stoppered vial of poison gas
  14
  Super-lubricant, seeps through any 
  container
  15
  Sweaty dynamite
  16
  Telepathic Subconscious Message 
  Emitter, currently stuck on (1-10; 
  violent, 11-20: suicidal)
  17
  Vat of liquid nitrogen, freezes solid 
  anything living upon contact
  18
  Vermin poison
  19
  Vial of acid
  20
  Weaponized anthrax or bioweapon
  SAFE means the object can be 
  transported and used safely. 
  (Granted, inventive players can 
  devise ways to kill themselves with a 
  toothbrush, but its default condition 
  is harmlessness.)
  1
  5-meter ladder (not collapsible)
  2
  12 sheets of black rubber
  3
  447 ‘The Computer Is Your Friend’ 
  metal placards (gross weight 122 kg)
  4
  Anaesthesia intubation ﬁ berscope
  5
  Bathroom hand dryer
  6
  Bucket and mop
  7
  Colonoscopy video tubes
  8
  Copper pipe tube branching
  9
  Crate of 144 room deodorizers
  10
  Grating for overhead ﬂ uorescent 
  lighting
  11
  Grease exhaust hood
  12
  Hose reel
  13
  Industrial washer and dryer
  14
  Mess hall bench
  15
  Metric ton of bolts and braces for 
  INFRARED barracks cots
  16
  Ofﬁ ce reception counter
  17
  Pallet of packaged mucus specimen 
  traps
  18
  Refrigerator
  19
  Restroom ﬂ oor mats
  20
  Steel cubicle (broken down)
  1
  All-surface black marker pen
  2
  Beach umbrella
  3
  Bottle of foaming hand soap
  4
  Box of plastic building blocks
  5
  Bungee cord
  6
  Cheese grater
  7
  Globe
  8
  Hand buzzer
  9
  High-frequency whistle
  10
  Laser pointer
  11
  Magnet
  12
  Musical instrument
  13
  Old Reckoning encyclopedia volume
  14
  Pencil sharpener
  15
  Rolodex
  16
  Stapler (Clearance RED)
  17
  3.3-meter pole
  18
  Tin of weatherprooﬁ ng wax
  19
  Treasonous yet seductive Old 
  Reckoning recorded music
  20
  Weird new R&D toy for Junior Citizen 
  creches—twisty cube-thingy puzzle
  
  15
  MISSION GENERATOR
  HAVEN’T YOU BEEN TERMINATED YET?
  GENERIC NOUNS 3
  EQUIPMENT
  VEHICLE
  WEAPON
  ARMOR
  Roll 1d20 to determine the gen-
  eral nature of the equipment:
  1-4
  Behavior modiﬁer (hypnosis 
  devices, pheromone emitters, 
  subsonic/supersonic irritants)
  5-8
  Communications, unusual type 
  (telepathy gun, telephone that 
  launches miles-long wire into 
  body of recipient, holographic 
  mime projector, tight-beam 
  loudspeaker)
  9-12
  Mobility enabler (skates, boots, 
  motorized shopping cart, 
  vehicle, jet pack, propeller 
  helmet, frictionless shoe soles)
  13-16
  Sensor (detects something 
  hitherto undetectable or 
  inconvenient to detect)
  17-20
  Economic (credit license 
  analyzer, plasticred duplicator, 
  IR market activity scanner)
  Roll 1d20 again to determine 
  what’s wrong with the equipment:
  1-2
  Only affects imaginary targets
  3-4
  Occasionally explodes
  5-6
  Gradually poisons/irradiates user
  7-8
  Turns on/off inappropriately
  9-10
  Parasitically bonds with user
  11-12 Enrages citizens against user
  13-14 Excessive use constitutes 
  treason
  15-16 Intelligent; neurotic or frightened
  17-18
  Picks up targets it’s not 
  supposed to, who don’t like 
  being picked up
  19-20 Gradually mutates user
  BOT
  A BOT entry may be a bot brain 
  instead, if it makes more sense in 
  the situation at hand.
  1
  A small metallic can that bleeps 
  constantly. The Computer claims 
  it’s extremely important.
  2-4
  Scrubot
  5
  Pharmabot (hovering sphere that 
  injects drugs and dispenses pills)
  6-8
  Jackobot
  9
  Snooper (small hovering sphere 
  that tracks a target’s scent)
  10
  Robutler (you rang, sah?)
  11
  Docbot Model 1
  12
  Docbot Model 5
  13
  Petbot
  14
  Teachbot
  15
  Psychbot Sanity Restoration Unit 
  (see rulebook, page 204)
  16
  Explodatron (small, nervous bot 
  that exists to explode in hopeless 
  situations, taking enemies and 
  PCs with it)
  17
  Guardbots (roll 1d20 for number)
  18
  Combots (roll 1d20 for number)
  19
  Warbot
  20
  Roll again, only this time, the bot is 
  bigger than the standard model. 
  Much bigger.
  1
  Truncheon (S5K impact), knife (S5K), 
  brass knuckles (S5W), or any other 
  low-tech melee weapon
  2-4
  Laser pistol (W3K energy); barrel 
  color is user’s clearance, or roll on 
  LOCATION CLEARANCE table.
  5
  Stun gun (stuns)
  6
  Hand ﬂamer (S3K energy)
  7
  Force sword (S3K energy)
  8
  Ice gun (S3K impact)
  9
  Slugthrower (1-4: solid slug; 5-8: solid 
  AP; 9-12: dum-dum; 13-16: HE or 
  HEAT; 17-18: napalm; 19-20 gas)
  10
  Semi-automatic slugthrower (ammo 
  as in entry 9)
  11
  Energy pistol (W3K energy)
  12
  Sonic pistol (S3W energy)
  13
  Needle gun (S3W impact)
  14
  Gauss gun (W3K energy)
  15
  Sonic riﬂe (S3W energy)
  16
  Blaster (M3K energy)
  17
  Cone riﬂe (ammo as in entry 9)
  18
  Flamethrower (S3K energy)
  19
  Plasma generator (V1V energy)
  20
  Roll again, only this time the weapon 
  is more lethal than the standard 
  model. Much more lethal. (Weapon 
  hits for one damage step above its 
  maximum)
  1
  Trend-Stepper
  2
  Transition
  3
  Hack
  4-7
  Autocar
  8-9
  Truckbot, forklift or other freight
  10
  Crawler
  11-12 Transbot
  13-14 Transtube
  15-16
  Cyclebot (two-wheel motorized 
  transport popular with Death 
  Leopards)
  17
  Hover (small personal hovercraft)
  18
  Copter
  19
  Vulturecraft (heavily armed, 
  extremely snobbish aircraft)
  20
  Roll again, only this time, the 
  vehicle is faster than the standard 
  module. Much faster.
  1
  None
  2-5
  Reﬂec (E1; roll on LOCATION 
  CLEARANCE table if necessary)
  6-8
  Kevlar (I3)
  9-10
  Specialized armor suited to 
  circumstances—environment suit, 
  Faraday suit, asbestos clothing. If no 
  specialty is useful, substitute kevlar.
  11-12 ArmorAll (4)
  13
  Combat suit (5)
  14
  Battle armor (6)
  15
  Power vest * (charged with high 
  voltage; does S4K energy damage 
  to attackers using bare hands, metal 
  hand weapons or force swords)
  16
  Camouﬂage suit* (works like 
  Chameleon mutant power; one shot 
  can render it completely useless)
  17
  Electromagnetic clothing* (makes 
  wearer a living magnet; can stick to 
  metal walls; watch out for knives!)
  18
  Jet suit* (aerodynamic suit with 
  jetpack)
  19
  Prismatic armor* (E4; mirrored suit 
  reﬂects energy attacks; wearer is 
  most visible target around)
  20
  Roll again, only this time, the armor 
  is more protective than the standard 
  model. Much more protective. 
  Prevents injuries almost entirely. It’s 
  also much more cumbersome.
  * = experimental R&D equipment
  EQUIPMENT—CIRCUMSTANCES
  None of the blender boxes call for this 
  table, but sometimes you want to know 
  the situation in which the PCs ﬁnd a 
  particular piece of equipment. Roll 
  1d20:
  1-2
  In a dusty, mislabeled crate in a 
  SERVICE GROUP warehouse.
  3-4
  In a (1-10, parked; 11-20, 
  abandoned) transport
  5-6
  Behind a (1-7, ﬂoor; 8-14, ceiling; 
  15-20, wall) panel
  7-8
  In a small cache of SECRET 
  SOCIETY goods.
  9-10 On or near the body of a dead 
  CHARACTER.
  11
  In a service ﬁrm form recycling bin.
  12
  In an R&D lab.
  13
  Under an empty bunk in an 
  INFRARED barracks.
  14
  Hidden in a malfunctioning enviro-
  duct
  15
  In a courier-delivered parcel
  16
  In a laundry cart
  17
  In the bottom drawer of a desk
  18
  In an open safe
  19
  In the back of a freezer
  20
  Dropped on a PCs head
  
  16
  PARANOIA XP Mandatory Fun Enforcement Pack
  CLEARANCE ULTRAVIOLET
  CHARACTER—CIRCUMSTANCES
  None of the blender boxes call for this 
  table, but sometimes you want to know 
  what a particular NPC is doing when 
  the PCs ﬁ nd him. Roll 1d20:
  1-6
  Plotting against the PCs (if appropri-
  ate) or else (1-5: The Computer; 6-10: 
  Internal Security; 11-15: rival service 
  ﬁ rm; 16-20: rival secret society).
  7
  Just doing his job.
  8
  Just trying hard not to do his job.
  9
  En route to club meeting.
  10
  Watching old vidshow repeats.
  11
  Playing multiplayer Solidarity Solitaire.
  12
  Caught doing something that (despite 
  obvious appearances) is in no way 
  treasonous, no sir!
  13
  Taking medication.
  14
  Taking waaay too much medication 
  (make character’s condition 
  DANGEROUS)..
  15
  Watching a vidshow.
  16
  Taking an HPD&MC Trend Identiﬁ er 
  survey.
  17
  Assaulting an HPD&MC Trend 
  Identiﬁ er.
  18
  Dining on food beﬁ tting his clearance.
  19
  Reporting treason to Internal Security.
  20
  Evading Internal Security.
  MALFUNCTION
  SECRET SOCIETY
  MUTANT POWER
  If you need to know an NPC’s 
  mutant power, roll 1d20 on this 
  table:
  1
  Adhesive Skin (S)
  2
  Chameleon (Z)
  3
  Charm (C/S/Z)
  4
  Corrosion (C)
  5
  Death Simulation (S)
  6
  Electroshock (C/S/Z)
  7
  Energy Field (C/S/Z)
  8
  Hypersenses (C/S)
  9
  Machine Empathy (C/S/Z)
  10
  Matter Eater (C/S/Z)
  11
  Mental Blast (C/S/Z)
  12
  Puppeteer (C/Z)
  13
  Pyrokinesis (C/S/Z)
  14
  Regeneration (C/S/Z)
  15
  Rubbery Bones (S)
  16
  Slippery Skin (C)
  17
  Telekinesis (C/Z)
  18
  Teleportation (C/Z)
  19
  Toxic Metabolism (S)
  20
  Ventriloquist (S)
  You may need to adjust the 
  outcome based on your chosen 
  play style. The letter abbreviations 
  after each power name show the 
  play style(s) that power is suited for: 
  (C)lassic, (S)traight, (Z)ap.
  If you need to know an NPC’s 
  secret society, roll 1d20 on this 
  table:
  1
  Anti-Mutant
  2
  Communists
  3
  Computer Phreaks
  4
  Corpore Metal
  5
  Death Leopard
  6
  FCCC-P
  7
  Frankenstein Destroyers
  8
  Free Enterprise
  9
  Humanists
  10
  Illuminati (roll again for cover group)
  11
  Mystics
  12
  Pro Tech
  13
  Psion
  14
  PURGE
  15
  Romantics
  16
  Sierra Club
  17
  Internal Security plant 
  (roll again for cover society)
  18
  Program Group lackey for 
  CHARACTER—ULTRAVIOLET
  19
  Spy for another Alpha Complex
  20
  Recently-shanghaied innocent 
  bystander, in waaay over his head
  If the NPC’s society degree is 
  important, roll 1d20 or choose a likely 
  rank.
  It’s time for your players’ equipment to malfunction. Maybe they’ve actually discovered a use for the item that is helping 
  them out. Maybe one player has too many clones left compared to the other players. Maybe he insulted your dog. For 
  whatever reason, it’s time for things to go wrong. Roll 1d20:
  1
  Fizzle! A thin trail of smoke rises. Nothing else happens, ever.
  2
  A vital piece, like the trigger, handle or steering wheel, falls off in the user’s hand.
  3
  The entire object collapses into dozens or hundreds of component parts. Especially good for vehicles in motion.
  4
  Feedback in the hyperwhatsis drive circuits causes earsplitting auditory feedback, like nails on a blackboard through a loudspeaker. Citizens three 
  kilometers away wince; anyone nearby is affected as if by an area Mental Blast.
  5
  Works, sort of. The idea is right, but the results are unexpected. Jet boots might burn a hole in the ﬂ oor; a metal detector might go off constantly, 
  inasmuch as metal is everywhere in Alpha Complex.
  6
  Works right, but in an extremely low-key fashion. The rocket jet skates toodle along at about 1.5 KPH; the Antimatter Death Ray inﬂ icts a light sunburn.
  7
  The object hums and vibrates impressively for a round. Or two. It builds in pitch; lights blink, everybody stops to stare, and then .... roll again.
  8
  Needs adjustment. Fires slightly to the right of target, or has touchy brakes. Restrict the user’s Perversity spending until it’s successfully ﬁ ddled with. 
  (Note: if the user takes a narrow specialty in the use of this particular item, that modiﬁ er is cancelled for that character.)
  9
  Lubricant or other goo squirts all over the place.
  10
  One little red light starts ﬂ ashing for no apparent reason. Next round, roll again.
  11
  Something sparks and starts smoking. The smell of melting plastics ﬁ lls the air. Item is ruined.
  12
  Works great. Keeps right on working. In fact, it won’t stop.
  13
  Works ﬁ ne, but starts to leak radiation. Over time, this could be a Bad Thing.
  14
  Works great. Once. Ever.
  15
  A little gear or something falls off and bounces away, ping-ping-ping... It’ll be real hard to ﬁ nd, and where did it come from anyway? Item works right 
  this time, but backﬁ res next time.
  16
  Starts to overheat. A lot. Melts into slag within a minute or so. Smells awful.
  17
  Works great! In fact, about ten times as well as it should.
  18
  The voice of an onboard bot, which nobody has ever heard before (and may never hear again), calmly says ‘your door is ajar’ or ‘please do not push 
  that button again’ or sings a creche song suited for Junior Citizens. Roll again.
  19
  Item was sabotaged by SECRET SOCIETY. A hidden speaker starts shouting propaganda at HIGH VOLUME. Item is otherwise useless.
  20
  Roll twice more on this table and combine the results.
  
  PARANOIA mutant powers
  New PARANOIA player, you are fortunate to have a compassionate and considerate Gamemaster! This ﬁne person now provides 
  you this handy reference sheet summarizing what a typical Clearance RED citizen of Alpha Complex knows about mutations. 
  Mutants are dangerous and untrustworthy, so it pays to be aware of their weird, unnatural powers.
  ■ Absorption
  Absorb energy attacks like a sponge sucks up water. Play 
  style: Zap.
  ■ Adhesive Skin
  Stick to walls and ceilings; grapple unbreakably. Play style: 
  Straight.
  ■ Adrenalin Control
  Be super-strong and agile for a minute, then nurse a hernia. 
  Play style: Straight.
  ■ Bureaucratic Intuition
  Figure out with unnatural speed how paperwork and bureau-
  cratic processes work. Play style: Straight.
  ■ Chameleon
  Blend into cluttered and poorly lit backgrounds so no one 
  can see you. Play style: Zap.
  ■ Charm
  Exude pheromones that make everyone around you be as 
  trusting as a friendly drunk. But when your charm wears off, 
  they realize they’ve been hosed. Play style: All.
  ■ Corrosion
  Your sweat makes metal rust. A lot of metal, if you want. Play 
  style: Classic.
  ■ Death Simulation
  Play convincingly dead for hours or days, then revive 
  unharmed. After reviving, you need a few days to recover 
  before you can play dead again safely. Play style: Straight.
  ■ Deep Thought
  You’re a superhumanly brilliant, lightning calculator brainiac. 
  When you think hard, like mutant-ly hard, your eyes glow. 
  Play style: Straight.
  ■ Desolidity
  Turn immaterial and walk through walls; projectiles pass 
  through you harmlessly. But there’s always one substance 
  you can’t seem to pass through. Worse, it’s a different sub-
  stance each time. Play style: Zap
  ■ Detect Mutant Power
  Stand still and concentrate, and you can vaguely sense the 
  presence of nearby mutants and identify their powers. Play 
  style: Classic.
  ■ Electroshock
  Deliver a damaging electric shock to a person, or short out a 
  bot or unshielded electronics (but The Computer is shielded, 
  so don’t even try, bub). Play style: All.
  ■ Empathy
  Read someone’s emotions, or project your own emotions to 
  control him. Play style: Classic, Straight.
  ■ Energy Field
  Form a force ﬁeld around your body that protects like good 
  armor. Lasts a minute or so. Highly visible. Play style: All.
  ■ Growth
  Become a giant; shrug off huge amounts of damage; reach 
  that burnt-out light bulb you’ve been meaning to change. 
  Play style: Zap.
  ■ Hypersenses
  Supersensitive sight, hearing, touch, taste and smell. Play 
  style: All.
  ■ Levitation
  Float up and down or around (slowly) by the power of your 
  mind alone. Play style: Classic, Zap.
  ■ Machine Empathy
  WARNING! Incredibly treasonous! Makes machines and 
  The Computer like you as a buddy. Play style: All.
  ■ Matter Eater
  Eat plastic, lead, enriched uranium, you name it. No, really, 
  it’s true. Play style: All.
  ■ Mechanical Intuition
  Figure out how weird machines work. Play style: Straight.
  ■ Mental Blast
  You stare hard at people and their brains slosh around 
  violently. Play style: All.
  ■ Polymorphism
  Change your face and body to look like someone or some-
  thing else. Lasts a few minutes. Play style: Classic, Zap.
  ■ Puppeteer
  Take control of a single part of a target person’s body. 
  Control the head to make your victim say what you want. 
  Doesn’t work on bots. Play style: Classic, Zap.
  ■ Pyrokinesis
  Start things burning by staring at them hard. Play style: All.
  ■ Regeneration
  Heal injuries incredibly fast and regrow parts that got blown 
  off. Play style: All.
  ■ Rubbery Bones
  As limber as a dog’s chewtoy, you can squeeze through just 
  about any gap. Play style: Straight.
  ■ Shrinking
  You can get, like, really really small. No, smaller than you’re 
  thinking. Small. Play style: Zap.
  ■ Slippery Skin
  You’re so oily no one can hold on to you. Skid barefoot 
  across smooth ﬂoors fast. Play style: Classic.
  ■ Telekinesis
  Move or squeeze small objects with the power of your mind 
  alone. Play style: Classic, Zap.
  ■ Teleportation
  One moment you’re here, then bamf! Somewhere else. You 
  hope it’s where you wanted to go. Play style: Classic, Zap.
  ■ Toxic Metabolism
  Eat poisonous stuff without harm, then exude it through your 
  skin to sicken or kill at a touch. Play style: Straight.
  ■ Transmutation
  Change an inanimate object into any other inanimate object. 
  No limits on size, weight or composition. Play style: Zap.
  ■ Uncanny Luck
  Make incredibly unlikely things happen, though that usually 
  occurs anyway in PARANOIA. Play style: Classic, Straight.
  ■ Ventriloquist
  Project your voice at a distance, yet be heard only by the 
  listeners you want. Play style: Straight.
  ■ X-Ray Vision
  See through walls, Superman-style. Play style: Classic, Zap.
  Copyright ©2004 Eric Goldberg and Greg Costikyan. Permission to photocopy for personal use only. Unauthorized use is treason!
  
  Greetings, new PARANOIA player! Always regard your ever-considerate Gamemaster as a trusted friend, even though (or perhaps 
  because) the GM can snuff out your Troubleshooter’s life in the twinkling of an eye. As proof of friendship, your GM now gener-
  ously grants you this handy reference sheet. It summarizes what a typical Clearance RED citizen of Alpha Complex knows about 
  treasonous secret societies. Secret societies are the enemy of all right-thinking citizens, and you must know your enemy.
  Ask your kind GM what play style this PARANOIA mission will use. The chosen play style determines how freely you can talk about 
  the information on this sheet. In a Classic or Straight game, you can talk about it without automatically being accused of treason or 
  insubordination; however, none of this is considered suitable for polite conversation. In a Zap game, revealing knowledge of any of this is 
  grounds for immediate termination. Then again, so is most everything else in Zap.
  Copyright ©2004 Eric Goldberg and Greg Costikyan. Permission to photocopy for personal use only. Unauthorized use is treason!
  PARANOIA secret societies
  ■ Anti-Mutant
  You’d never guess it from their name, but they hate mutants. 
  They want to locate, kill, oppress and forestall mutants.
  Friends: Humanists.
  Enemies: Psion.
  Advancement: Executing mutants or uncovering evidence of 
  mutation.
  ■ Communists
  Overthrow The Computer, smash the machinery of capitalist 
  oppression, power to the proletariat, blah blah.
  Friends: None.
  Enemies: Everyone hates Commies!
  Advancement: Daring action against The Computer; prosely-
  tizing (‘infecting’) others with Communist Propaganda.
  ■ Computer Phreaks
  Hack Computer terminals, credit licenses, you name it.
  Friends: Pro Tech.
  Enemies: FCCC-P.
  Advancement: Defeating physical and data security; opening 
  access to databanks and programs.
  ■ Corpore Metal
  Bots and artiﬁcial intelligences are the next stage of evolu-
  tion, and humans should help them achieve supremacy.
  Friends: Pro Tech.
  Enemies: Frankenstein Destroyers, Humanists, PURGE.
  Advancement: Reprogramming bots to liberate them from 
  obedience to humans. Eliminating superﬂuous humans.
  ■ Death Leopard
  Blow things up. Vandalize. Defy authority. Have fun.
  Friends: PURGE.
  Enemies: FCCC-P.
  Advancement: Committing daring mischief without getting 
  caught.
  ■ FCCC-P
  The First Church of Christ Computer-Programmer worships 
  The Computer as the manifestation of the Divine. 
  Friends: Pro Tech.
  Enemies: Communists, Death Leopard, Humanists, Sierra 
  Club.
  Advancement: Rising in security clearance; learning pro-
  gramming; committing treason to be absolved in confession.
  ■ Frankenstein Destroyers
  These guys hate bots and machines.
  Friends: Humanists, PURGE.
  Enemies: Corpore Metal, FCCC-P, Pro Tech.
  Advancement: Destroying or reprogramming bots and 
  machines without getting caught.
  ■ Free Enterprise
  Buy, sell, earn a fortune. Maﬁa-style black markets rule!
  Friends: Everyone but Commies.
  Enemies: Commies.
  Advancement: Getting rich. After that, getting even richer.
  ■ Humanists
  Overthrow The Computer. Humans must rule their own fate.
  Friends: Frankenstein Destroyers, Romantics.
  Enemies: Corpore Metal, FCCC-P.
  Advancement: Disabling or reprogramming bots and The 
  Computer.
  ■ Illuminati
  They’re so secret, the other societies don’t even know they 
  exist. Your character doesn’t either, unless he joined them.
  Friends: None.
  Enemies: None.
  Advancement: Doing whatever your leader tells you. Or else.
  ■ Mystics
  Hey, man, drop out and connect with the Cosmic All. Dude.
  Friends: Romantics.
  Enemies: None.
  Advancement: Finding and selling great new drugs.
  ■ Pro Tech
  They love gadgets, especially new experimental stuff.
  Friends: Corpore Metal.
  Enemies: Frankenstein Destroyers, PURGE.
  Advancement: Stealing cool equipment; reprogramming bots.
  ■ Psion
  Mutants are the future of humanity. Ordinary humans aren’t.
  Friends: None.
  Enemies: Anti-Mutant.
  Advancement: Supporting and protecting mutants; increasing 
  their mutant power’s strength and gaining new powers.
  ■ PURGE
  Destroy The Computer and kill everyone who supports it. A 
  scary bunch.
  Friends: Death Leopard, Humanists, Romantics.
  Enemies: FCCC-P.
  Advancement: Sabotaging equipment and missions.
  ■ Romantics
  Restore Old Reckoning culture,the way things used to be.
  Friends: Humanists, PURGE.
  Enemies: Corpore Metal, FCCC-P, Pro Tech.
  Advancement: Obtaining Old Reckoning stuff,
  ■ Sierra Club
  Return to glorious nature, the way people were meant to live.
  Friends: Humanists, Mystic, Romantics.
  Enemies: Corpore Metal, Pro Tech.
  Advancement: Getting Outdoors; bringing Outdoors inside.
  
  Mission Report Form 1A/887-2
  Distributed by the Ofﬁce of Information Collection and the Ofﬁce of Forms and Vouchers, PLC
  Form 1A/887-2 is divided into two sections (Brieﬁng and Debrieﬁng) and consists of three pages: red, green, blue. The ﬁrst section should be ﬁlled out 
  during the pre-mission brieﬁng. Thereafter, tear off the green carbon copy and hand it to the brieﬁng ofﬁcer. The second section should be ﬁlled out dur-
  ing debrieﬁng. After ﬁlling out, tear off the blue copy and hand it to the debrieﬁng ofﬁcer. Keep the red copy as a permanent record of your achievement.
  Name __________________-____-_______-____
  Why were you or weren’t you chosen to be Team Leader?  ___________________________________________________________
  Have you had any Bouncy Bubble Beverage in the last three days? If yes, check the following boxes as appropriate.
  In what way was the actual mission different from the assigned mission?  _______________________________________________
  _________________________________________________________________________________________________________
  Did you succeed in completing your mission? Why?  _______________________________________________________________
  If you had been Team Leader, what would you have done differently?  __________________________________________________
  Which team member was the least help?  ________________________________________________________________________
  What part of the mission was the most fun?  _____________________________________________________________________
  What part of the mission was the least fun?  ______________________________________________________________________
   
  Yes 
   
  No 
   
  Yes 
   
  No 
   
  Yes 
   
  No
  If asked by The Computer, would you volunteer for vacuum implosion testing?
  Was the mission equipment adequate?
  Did you accuse any team member of being a Commie mutant traitor? If no, please explain.  ________________
  ________________________________________________________________________________________  
  ________________________________________________________________________________________
  For Ofﬁcial Use Only
  Debrieﬁng Ofﬁcer’s Name __________________-_____-________-____
  Mission Assignment No.  ______________________________________
  In my opinion, __________-___-______-___ per-
  formed his mission ____________ and  
  deserves:
   promotion
   another chance
   extensive brain tissue testing
   demotion
   summary execution
   
  Yes 
   
  No 
   
  Yes 
   
  No 
   
  Yes 
   
  No
   
  Yes 
   
  No
  Did the team complete their assignment?
  Did the team exceed their Acceptable Casualty Level?
  Did the Troubleshooter return all original equipment?
  Was the Troubleshooter clean and courteous?
  For Ofﬁcial Use Only
  Brieﬁng Ofﬁcer’s Name ____________________-_____-________-____
  Mission Assignment No.  ______________________________________
  Acceptable Casualty Level _____________________________________
  Actual Mission Description:
   
  Yes 
   
  No 
   
  Yes 
   
  No 
   
  Yes 
   
  No 
   
  Yes 
   
  No 
   
  Yes 
   
  No 
  The Computer is my own private, intimate, personal friend.
  The Commie Mutant Traitor threat is worse now than ever before.
  The corridor lights are dimmer than usual.
  Alpha Complex is shrinking.
  I have fuzz on my tongue.
  Special Assignment (check appropriate box):
   Team Leader
   Loyalty Ofﬁcer
   Hygiene Ofﬁcer
   Equipment Ofﬁcer
   Bot Maintenance Ofﬁcer
   Communications and Recording Ofﬁcer
   Happiness Ofﬁcer
   Other _____________________________
  Describe, in your own words, your mission  
  assignment.
  For Ofﬁcial Use Only
  Loyalty Rating: 
  Section 2: Debrieﬁng
  Section 1: Brieﬁng
  
  Information/Equipment/Weapon Receipt Form 44AA93/2-[2]<2>{2}/
  Distributed by the Ofﬁce of Information Collection and the Ofﬁce of Forms and Vouchers, PLC
  Citizen, only a traitor would carry unauthorized equipment. To show that you are authorized to carry the equipment in your possession, keep the blue 
  copy of this form on your person at all times. Failure to display this form when requested is proof of treason.
  Name __________________-____-_______-____
  Why do you need this item?  __________________________________________________________________________________
  Hasn’t The Computer provided for all of your needs?     Yes  No      
   
  If yes, why do you need this item.  ___________________________________________________________________________
   
  If no, please list all other ways that you feel The Computer is deﬁcient.  _______________________________________________
  _________________________________________________________________________________________________________
  In your own words, how will your receiving this item beneﬁt Alpha Complex?  ____________________________________________
  _________________________________________________________________________________________________________
  Do you promise to return the item undamaged?     Yes  No      
  If no, why are you intentionally endangering Computer property?  _____________________________________________________
  _________________________________________________________________________________________________________
   
  Yes 
   
  No 
   
  Yes 
   
  No 
   
  Yes 
   
  No 
   
  Yes 
   
  No 
   
  Yes 
   
  No 
  Alpha Complex is very different from Outside.
  The Computer needs my help.
  The Computer cares about me, especially.
  Outside has no ceiling.
  You can never have too much conﬁdence in your fellow citizen.
  Please describe the item. Be sure to include the 
  model and serial numbers.
  Please check the box below which best describes the item received.
   Weapon
   Communications Equipment
   Information
   Credits
   Armor
   Spleens
   Other _____________________________
  For Ofﬁcial Use Only
  Citizen receiving item ___ __________________-_____-________-____
  Item  _____________________________________________________
  Serial no.  __________________________________________________
  Date received  ______________________________________________
  Credit value of item  __________________________________________
  My recommended penalty for loss or damage to this 
  equipment is:
   a pep talk
   reassignment to R&D Physiology Dept.: Flex-
  ibility Enhancement: Joint Removal
   __________________ credit ﬁne
   _____________ hours of community service
   termination
  Do you think the Commies are a threat because they are more intelligent than the average citizen?
  Are you more intelligent than the average citizen?
  Why isn’t The Computer able to exterminate the Commies? ___________________________________________
  Have you seen anyone drinking the New Bouncy Bubble Beverage?
  If yes:
   
  When?  _________________________________________________________________________________
   
  Where were they?  ________________________________________________________________________
   
  How much did they drink?  __________________________________________________________________
   
  What was the Bouncy Bubble Beverage batch number?  ___________________________________________
   
  What was its expiration date?  _______________________________________________________________
  Would you recognize the citizen if you saw him again?
  If he was dead?
  If his face was distorted?
  Have you tried the New Bouncy Bubble Beverage?
  If asked, would you?
   
  Yes 
   
  No
   
  Yes 
   
  No  
   
  Yes 
   
  No 
   
  Yes 
   
  No
   
  Yes 
   
  No
   
  Yes 
   
  No
   
  Yes 
   
  No
   
  Yes 
   
  No
     HPD&Mind Control Questionnaire Sampler:
  
  R&D Experimental Equipment  
  Testing Report Form
  Distributed by the Ofﬁce of Information Collection and the Ofﬁce of Forms and Vouchers, PLC
   Experimental Equipment 
  Identiﬁcation Number: ____________________________
   Experiment Title: ______________________________
   Project Reference Code: ________________________
   R&D Project Supervisor: ________________________
   R&D Sector Ofﬁce: _____________________________
   Testing Agent’s Name: _________________________
   Next of Kin: ___________________________________
   Witnesses to Equipment Test:
  Name: 
   
  Titles/Ofﬁces:
  ______________  
   _____________
  ______________  
   _____________
  ______________  
   _____________  
  For Ofﬁcial Use Only
  Loyalty
  Rating 
  R-15/18 Est.
   Was the equipment damaged in any way before, during or after 
  the test? If so, how? _____________________________________
   Did the experimental equipment perform as described? If not, 
  what problems did you have with the equipment?
   Yes 
   No
   Were the instructions included with the equipment adequate? If 
  not, what other methods of crowd control can you think of?
   Yes 
   No
   Was the equipment damaged in any way before, during or after 
  the test? If so, in what way?
   Yes 
   No
   Description of Experimental Equipment:
   Do you have any complaints with the way that this equipment 
  was designed?
   Yes 
   No
   If there were ﬂaws or problems in the equipment, who do you 
  think is responsible?
   The Computer 
   The Testing Agent
   The R&D Supervisor 
   Communists
   Other R&D Personnel 
   Other __________________ 
   What do you think of the new taste of Bouncy Bubble Bever-
  age? Are there any other Commissary products that you think need 
  improving? Please put your answers in the box provided below:
   Please describe, in detail, the test of the equipment, listing 
  the nature, situation, environment, controls, and reactions of all 
  tests performed on the equipment while in the testing agent’s 
  possession.
   Please list any and all instances in which the equipment 
  was handled by any citizen other than the authorized testing 
  agent listed above.
  For Ofﬁcial Use Only
  Form 120-9-4523-23-A/5
  Filing Agent  ________________________________________
  Date of Processing  __________________________________
  IntSec Approval  _____________________________________
  Post-Testing Resultant
  Personnel Disposition
  R&D Supervisor
  Chief Engineer
  Production Supervisor
  Testing Agent
  Hygiene Ofﬁcer
  Sponsoring High Programmer
  R-13/27
  Promoted
  Commended
  Transferred
  Demoted
  Terminated
  Present yellow copy to debrieﬁng ofﬁcer. Send yellow copy to ZIN Sector: Department of Experimental Equipment Evaluation. Maintain yellow copy for your own records.
  
  Equipment Complaint Form B4379-10(398)/ 7R
  Distributed by the Ofﬁce of Information Collection and the Ofﬁce of Forms and Vouchers, PLC
  Name __________________-____-_______- 1  2  3  4  5  6  (circle clone number)         Date  ________________________  
  Equipment Name   ________________________ Equipment Serial No.  ________________________________________________
  Describe, in your own words, the intended function of the equipment and how it failed to perform that function.  _________________
  _________________________________________________________________________________________________________
  _________________________________________________________________________________________________________
  _________________________________________________________________________________________________________
  What is the value of the equipment in credits?  ____________________________________________________________________
  Was the equipment malfunctioning when ﬁrst received?     Yes  No 
  If yes, why did you accept the equipment?  _______________________________________________________________________
  _________________________________________________________________________________________________________
  _________________________________________________________________________________________________________
  What caused the equipment failure? (check one box)
   Failure to follow equipment direction
   Unintentional or repeated abuse of the equipment
   Computer error
   High velocity impact
   Spontaneous combustion
   Other. Be speciﬁc:  __________________________________
  Name the person or persons responsible for the equipment’s failure,  
  detailing precisely the actions on their part which resulted in the malfunction.   
  _____________________________________________________________  
  _____________________________________________________________
  _____________________________________________________________
  What punishment would you recommend?
   Verbal reprimand
   Security clearance demotion
   Reassignment to Docbot Test Lab: Surgical Division: Spleen and 
  Liver Banks
   Brain softening and reeducation
   Summary execution
   _____________________ credit ﬁne
  Draw, as accurately as possible, the equipment 
  in question. Be sure to indicate any design ﬂaws 
  which may have led to the equipment’s failure.
  Who administered this form? __________________-_____-________-____
  Yes  No  Was the form administered fairly?
  Yes  No  Were the ofﬁce personnel who issued the equipment clean   
   
  and courteous? 
  Yes  No  The Commie mutant traitor threat is worse now than ever   
   
  before. 
   
  If you answered yes, why is the threat worse now? Who is 
  responsible? Does this mean The Computer is an ineffective leader? 
  Are you suggesting that you could do a better job than The Computer? 
   
   
   
   
   
  If you answered no, why? Do you feel The Computer is exag-
  gerating the Commie menace? Why would you think that?  
   
   
   
   
  Name one thing you would like to see changed in Alpha Complex and why.  __  
  _____________________________________________________________  
  _____________________________________________________________  
  _____________________________________________________________  
  _____________________________________________________________
  Check the box below which best describes your 
  feelings about the following statement. ‘I think the 
  new taste of Bouncy Bubble Beverage is...’
   a marked improvement over the old B3.
   great!
   I was unaware of any change.
   super scrumpdillyitious!!!
   yucky. Loyal citizens prefer the taste of old 
  Bouncy Bubble Beverage.
  For Ofﬁcial Use Only
  Complaintant’s Name _______-__-____ - ___
  No. previous complaints  ________________
  Evidence of equipment abuse?  ___________
  B4379-10(398)/ 7R
  Internal Security Only
  Previous Loyalty Rating  ________________
  New adjusted Loyalty Rating  _____________  
  
  Accusation of Treason/Termination Voucher Request Form
  Distributed by the Ofﬁce of Information Collection and the Ofﬁce of Forms and Vouchers, PLC
  Name of Accusing Citizen: ___________-____-_______-____
  Name of Accused Citizen: ___________-____-_______-____
  Nature of Accusation: (Please check all appropriate boxes)
   Destruction or Defacement of Computer Property
   Theft or Hoarding of Computer Property/Services
   Injury or Reckless Endangerment of Fellow Citizen(s)
   Communist Activities
   Wrongful Accusation of Treason
   Possession of Treasonous Items
   Possession or Use of Unregistered Mutant Power
   Member of Secret Society
   Breach of Security Clearance
   Failure to Report Treason
   Failure to Report Failure to Report Treason
   Failure to Obey an Order from The Computer
   Failure to Obey an Order from a Citizen of Higher Security Clearance
   Failure to Follow Correct Alpha Complex Procedures
   Failure to Comply with Regulation 135.17/69a-12B
   Failure to Maintain Proper Hygienic Standards
   Failure to Report to Detention or Compulsory Morning Exercises
   Putting Fizz-Wizz in a High Programmer’s Shower Head
   Bribery
   Conspiracy
   Counterfeiting
   Forgery
   Unsupervised Dueling
   Extortion
   Kidnapping or Detention of Citizen Without Computer Permission
   Obstructing an IntSec Investigation or Troubleshooter Mission
   Falsifying Information
   Resisting Hygienic Processing or Medical Treatment
   Failure to Follow Semantic Protocols
   Leaving a Sector Without a Sector Transfer or Other Authorization
   Tampering With a Food Vat
   Treason by Thought
   Treason by Word
   Treason by Deed
   Other Treasonous Activity (please specify):  _____________________________
  Witnesses to Treasonous Act
  Name: 
  Titles/Ofﬁces:
  _______________ ________________
  _______________ ________________
  _______________ ________________
  _______________ ________________
  _______________ ________________
  _______________ ________________
  For Ofﬁcial Use Only
  Form 397-3-0985-85-K/6
  Filing Agent  ________________________________________
  Date of Processing  __________________________________
  IntSec Approval  _____________________________________
  Post-Testing Resultant
  Personnel Disposition
  Accusing Citizen
  Accused Citizen
  Investigating IntSec Ofﬁcer
  Sector IntSec Supervisor
  Link-O-PRK-5
  HPD&MC Sector Supervisor
  I-58/32
  Promoted
  Commended
  Transferred
  Demoted
  Terminated
  For Ofﬁcial Use Only
  Loyalty Rating         Q-87/67 Int.
  
  
  
  
  
  
  Did you notice if the accused or any of the witnesses tried the new Bouncy Bubble 
  Beverage? Have you tried it yourself? If so, what did you think of it?
  Please describe, in detail, the act of treason committed. 
  ■ List all involved citizens. 
  ■ List any possible motives you think the accused may have had. 
  ■ List all opportunities and situations that allowed the treasonous act to 
  occur.
  ■ List all citizens you know who were directly associated with the accused 
  during the last 100 days. 
  ■ List the reasons why you think citizens commit treason. 
  ■ List the citizens you associate with who have committed treason. 
  ■ List the times you have thought about committing treason.
  Please ﬁll out the back page of this form. Thank you for your cooperation.
  397-3-0985-85-K/6
  
  Termination Voucher
  Distributed by the Ofﬁce of Information Collection and the Ofﬁce of Forms and Vouchers, PLC
  Form 16.2.83/AII7
  This Document Entitles the Bearer to Terminate
  _______________________________________
  Who has been proven to be a Traitor to Alpha Complex and The Computer
  The above-named traitor has been convicted of the following 
  charges:
   Destruction or Defacement of Computer Property
   Theft or Hoarding of Computer Property/Services
   Injury or Reckless Endangerment of Fellow Citizen(s)
   Communist Activities
   Wrongful Accusation of Treason
   Possession of Treasonous Items
   Possession or Use of Unregistered Mutant Power
   Member of Secret Society
   Breach of Security Clearance
   Failure to Report Treason
   Failure to Report Failure to Report Treason
   Failure to Obey an Order from The Computer
   Failure to Obey an Order from a Citizen of Higher Security Clearance
   Failure to Follow Correct Alpha Complex Procedures
   Failure to Comply with Regulation 135.17/69a-12B
   Failure to Maintain Proper Hygienic Standards
   Failure to Report to Detention or Compulsory Morning Exercises
   Putting Fizz-Wizz in a High Programmer’s Shower Head
   Bribery
   Conspiracy
   Counterfeiting
   Forgery
   Unsupervised Dueling
   Extortion
   Kidnapping or Detention of Citizen Without Computer Permission
   Obstructing an IntSec Investigation or Troubleshooter Mission
   Falsifying Information
   Resisting Hygienic Processing or Medical Treatment
   Failure to Follow Semantic Protocols
   Leaving a Sector Without a Sector Transfer or Other Authorization
   Tampering With a Food Vat
   Treason by Thought
   Treason by Word
   Treason by Deed
   Other Treasonous Activity (please specify):  _____________________  
   
  Afﬁx  
  Photograph  
  of  
  Traitor Here
  TERMINATE
  Traitor’s Fingerprints
   Left Thumb 
  Right Thumb
  L. Index 
  R. Index
  L. Middle 
  R. Middle
  L. Annulary 
  R. Annulary
  L. Pinky 
  R. Pinky
  Traitor’s Retinal 
  Patterns
  Left 
  Right
  Name of Traitor:
  Last Known Location:
  Last Assignment:
  Weight:
  Height:
  Distinguishing Features:
  Known Associates:
  Afﬁx  
  Photorepro 
  of Traitor’s 
  Tongueprint 
  Here
  Name of Terminating Agent:  _________________________________________
  Date of Termination:  _______________________________________________
  Time of Termination:  _______________________________________________
  Location of Termination:  ____________________________________________
  Backup Location of Termination (in case of power outage):  ______________________ 
  Traitor’s Voiceprint
  DNA Pattern
  
SOURCE: textdata/thevault/Paranoia [multi]/Rules and stuff/Paranoia XP - Gamemaster Screen Booklet - Mandatory Fun Enforcement Pack (MGP6631).pdf