TEXT: 1
  Introduction
  This product is for use with the PARANOIA 
  roleplaying game. This product is for use by 
  qualiﬁ ed gamemasters only, and is supplied 
  without warranty or guarantee of ﬁ tness for 
  this or any other purpose. This product is rated 
  for use at temperatures between -10 degrees 
  centigrade and +50 degrees centigrade. This 
  product is not to be exposed to naked ﬂ ames 
  or toxic chemicals. This product may contain 
  nuts. This product contains adult concepts and 
  situations. This product contains recipes, but 
  you are urged not to try these recipes at home. 
  This product contains excessive violence 
  and scenes of danger – you’re urged not to 
  try that at home as well. This product should 
  not be used as a guide to overthrowing your 
  government or running your own cafeteria. 
  This product is treasonous. This product is a 
  product of a sick mind. This product is made of 
  100% recycled words. This produce endorses 
  the Humanist society. This product is rated for 
  voltages of 110/220 volts. This product may not 
  be used in the state of California. This product 
  supports the People’s Glorious Revolution. 
  This product is a contractual obligation. This 
  product is for ages 8 and up. This product is 
  not carbon neutral. This product is censored 
  by HPD&MC. This produce is [[[ censored ]]]. 
  This product is inherently happy. This product 
  is covered under the terms of the Alpha 
  Complex End User Agreement. This product 
  may explode. This product may not explode. 
  This product is multiplied by the rate of change 
  to determine the ﬁ nal delta-v. This product is 
  an interaction between your optic nerve and 
  your brain. This product is farm-fresh and tasty! 
  This product does not exist.
  This product is Alpha Complex Nights 2. 
  Instructions for Use
  Don’t bother reading this introduction. Instead, 
  read either of the two missions – there’s 
  Viva La Revolution on page 38, and The 
  Communist Cafeteria Conspiracy on 
  page 07. Both take the semi-radical step of 
  giving the Troubleshooters a considerable 
  amount of inﬂ uence and authority, then making 
  them exercise it, and ﬁ nally judging them on 
  how they screw up. It’s rather like handing a 
  child a live hand grenade, sending him out 
  to play in the garden, and then complaining 
  about how hard it is to mow the lawn when 
  it’s covered in…well, actually, that’s a horrible 
  simile, but the point is that having authority 
  and power isn’t necessarily at odds with the 
  essential powerlessness of PARANOIA. 
  In addition to these two ﬁ ne missions, there are 
  six pregenerated Troubleshooters on page 2, 
  suitable for immediate use. 
  Viva La Revolution
  The Troubleshooters ﬁ nd themselves trapped 
  in YUC Sector when a revolution overthrows 
  The Computer. To survive, they must adapt 
  to a strange new world where The Computer 
  is the enemy, traitors are the good guys, 
  and…well, that’s actually the full extent of the 
  changes, apart from the greater incidence of 
  food shortages and public executions. You 
  never appreciate Friend Computer until it 
  explodes in a shower of sparks…
  The Communist 
  Cafeteria Conspiracy
  A sector-wide panic over a Commie Mind Control 
  Ray and the machinations of an ambitious 
  INDIGO combine to give the Troubleshooters 
  control over a prestigious cafeteria. They’re 
  supposed to use it to track down the nefarious 
  Commie Mind Control Ray, but they get caught 
  up in the usual problems of running a cafeteria 
  – assassins, artillery emplacements, mutant 
  uprisings… you know, the usual. 
  INTRODUCTION
  
  2
  PARANOIA: Alpha Complex Nights 2
  ALPHA COMPLEX NIGHTS 2
  Roland-R-AND-1
  Male CPU Team Leader
  Service ﬁ rm: Pockomatic Pockets
  Service ﬁ rm type: Pocket Protector Refurbishers
  Security Clearance: RED
  Credits: 540
  Tic: Always states things dramatically and 
  poses as if he’s the hero in an action movie
  Tic 2: _______________________
  Example of tic in use
  Troubleshooter 1: We’ve got to take the 
  transbot to FUD Sector.
  Roland: Yes! But! Can we make it…in 
  time!?!
  Troubleshooter 1: Sure, it’s the next 
  stop.
  Roland: Or! Is! It! 
  Action Skills & Specialities
  Management 04
  Bootlicking 08
  Oratory 01
  Writing unintelligible things on forms 10
  Stealth 09
  Sleight of Hand 13
  High Alert 1
  _________________________ 15
  Violence 10
  Energy Weapons 14
  Unarmed Combat 14
  Vehicular Combat 1
  Posing Dramatically For The Camera 16
  Knowledge Skills & Specialities
  Hardware 09
  Weapons & Armour Maintenance 13
  Nuclear Engineering 1
  Tailoring & Uniform Repair 15
  Software 07
  Data Analysis 13
  Data Search 13
  Financial Systems 1
  ____________________ 13
  Wetware 05
  Pharmatherapy 09
  Medical 01
  Open slots for narrow specialities: 
  2 (Stealth, Software)
  Harry-R-ISP-1
  Male Armed Forces Equipment Ofﬁ cer
  Service ﬁ rm: ThreatWatch 
  Service ﬁ rm type: Threat Assessors 
  Security Clearance: RED
  Credits: 205
  Tic: Always responds to a question with 
  another question
  Tic 2: _______________________
  Example of tic in use
  Troubleshooter: Do you have any spare 
  laser barrels?
  Harry-R: What makes you think I do?
  Troubleshooter: You’re the equipment 
  ofﬁ cer!
  Harry-R: Why did you use up all your barrel’s 
  charges?
  Action Skills & Specialities
  Management 04
  Intimidation 08
  Moxie 01
  __________________ 10
  Stealth 05
  Security Systems 09
  Disguise 01
  Faking Security System Footage 11
  Violence 08
  Energy Weapons 12
  Field Weapons 12
  Projectile Weapons 01
  Hand Weapons 12
  Really Cool Trick Shots 14
  Knowledge Skills & Specialities
  Hardware 07
  Vehicle Ops & Maintenance 11
  Chemical Engineering 01
  Kicking Things Until They Work 13
  Software 06
  Bot Programming 01
  C-Bay 10
  Security System Hacking 12
  Wetware 04
  Outdoor Life 08
  Suggestion 01
   __________________________ 10
  Open slots for narrow specialities: 
  2 (Management, Wetware)
  Nigel-R-RIP-1
  Male R&D Happiness Ofﬁ cer
  Service ﬁ rm: Alpha Complex Progressive Bots
  Service ﬁ rm type: Bot Processing
  Security Clearance: RED
  Credits: 301
  Tic: Ends most sentences with the name of 
  the person he’s talking to
  Tic 2: _______________________
  Example of tic in use
  Roland-R: Nigel-R, do you have your PDC 
  handy?
  Nigel: I sure do, Roland.
  Roland-R: Can you use it to call The 
  Computer?
  Nigel: I’ll get right on that, Roland.
  Roland-R: It’s nice to have someone who 
  obeys orders on the team.
  Nigel: I’ve got your back, Roland.
  Action Skills & Specialities
  Management 05
  Con Games 09
  Hygiene 01
  Forging Sindy-R’s signature 11
  Stealth 04
  Concealment 08
  High Alert 01
  Scavenging damaged bits of equipment 10
  Violence 06
  Energy Weapons 10
  Agility 10
  Field Weapons 01
  _____________________ 12
  Knowledge Skills & Specialities
  Hardware 06
  Bot Ops 10
  Electronic Engineering 01
  __________________________ 12
  Software 08
  Financial Systems 12
  Hacking 01
  Bot Programming 12 
  Bot Sabotage 14
  Wetware 07
  Biosciences 01
  Medical 11
  Holding your breath when you spray aerosols 13
  Open slots for narrow specialities: 
  2 (Violence, Hardware)
  
  3
  Janine-R-UIL-1
  Female Tech Services Comm & Recording 
  Ofﬁ cer
  REGISTERED MUTANT
  Service firm: Poke-It-With-A-Stick-
  Incorporated
  Service ﬁ rm type: Slime Identiﬁ cation
  Security Clearance: RED
  Credits: 102
  Tic: Pokes things with sticks as her first 
  approach to any problem.
  Tic 2: ________________________
  Example of tic in use:
  Roland-R: Is that a bomb?
  Janine-R: I’ll poke it with a stick!
  Nigel-R: What if it’s got a tamper-sensitive 
  switch?
  Janine-R: Ok, I’ll poke it carefully with 
  a stick.
  Action Skills & Specialities
  Management 09
  Bootlicking 13
  Interrogation 01
  Accidentally spilling liquids onto important 
  paperwork 15
  Stealth 04
  Shadowing 08
  Security Systems 01
  ________________________________ 10
  Violence 10
  Energy Weapons 14
  Fine Manipulation 14
  Thrown Weapons 01
  Poking things with sticks precisely in the right 
  place 16
  Knowledge Skills & Specialities
  Hardware 05
  Chemical Engineering 09
  Habitat Engineering 09
  Electronic Engineering 01
  Use of industrial cleaning chemicals in non-
  standard ways 11
  Software 04
  Bot Programming 08
  Vehicle Programming 01
  _______________________________ 10
  Wetware 10
  Biosciences 14
  Cloning 01
  Slime Sample Identiﬁ cation 16
  Open slots for narrow specialities: 
  2 (Stealth, Software)
  Yancy-R-OCK-1
  Male HPD&MC Loyalty Ofﬁ cer
  Service firm: Bureau of Post-It-Note 
  Review and Censorship
  Service ﬁ rm type: Semantics Control
  Security Clearance: RED
  Credits: 455
  Tic: Really really likes Bouncy Bubbly 
  Beverage
  Tic 2: _______________________
  Example of tic in use
  Troubleshooter: Ok, we’ve got to sneak 
  up on those Commies! Be quiet!
  Pssst!
  Troubleshooter: What was that?
  Yancy-R: I opened a can of B3. *glug glug 
  glug* 
  Troubleshooter: Fine, ﬁ nish that and then 
  we’ll sneak over.
  Yancy-R: Okay, okay. *glug glug glug*
  Troubleshooter: And…go! Quietly! 
  *sneak sneak sneak*
  Yancy-R: *burp*
  Action Skills & Specialities
  Management 04
  Con Games 08
  Moxie 08Bootlicking 01
  Handwriting Analysis on Post-It Notes Only 10
  Stealth 07
  Surveillance 11
  Sneaking 01
  Concealing B3 cans about your person 13
  Violence 09
  Energy Weapons 13
  Fine Manipulation 13
  Projectile Weapons 01
  ________________________________ 15
  Knowledge Skills & Specialities
  Hardware 04
  Mechanical Engineering 08
  Chemical Engineering 01
  Encyclopaedic Knowledge of Glues & Solvents 
  10 
  Software 08
  Data Analysis 12
  C-Bay 01
  Secretly Sending Text Messages From Your 
  PDC 14
  Wetware 09
  Suggestion 13
  Biosciences 01
  _______________________________ 15
   
  Open slots for narrow specialities: 
  2 (Violence, Wetware)
  Sindy-R-SIN-1
  Female PLC Hygiene Ofﬁ cer
  Service ﬁ rm: Ofﬁ cial Fun Food Additive 
  Logistics (OFFAL)
  Service ﬁ rm type: Food Vat Control
  Security Clearance: Red
  Credits: 327
  Tic: Pretends to be very clumsy
  Tic 2: _______________________
  Example of tic in use
  Troubleshooter: Sindy, hand me that 
  highly explosive and very unstable chemical 
  canister
  Sindy: Oops.
  Action Skills & Specialities
  Management 09
  Interrogation 13
  Moxie 01
  Screaming Arguments With Superiors That Annoy 
  Them So Much They Punish Everyone 15
  Stealth 07
  Sneaking 11
  Surveillance 01
  _______________________________ 13
  Violence 04
  Energy Weapons 08
  Agility 08
  Demolitions 01
   
  Knowledge Skills & Specialities
  Hardware 08
  Habitat Engineering 12
  Vehicle Ops & Maintenance 01
  _______________________________ 14
  Software 10
  Hacking 14
  Vehicle Programming 01
  Hiding One Window With Another When Using 
  A Computer 16
  Wetware 08
  Bioweapons 12
  Medical 01
  Identifying Food Additives By Taste 14
  Open slots for narrow specialities: 
  2 (Stealth, Hardware)
  INTRODUCTION
  
  4
  PARANOIA: Alpha Complex Nights 2
  ALPHA COMPLEX NIGHTS 2
  Nigel-R-RIP-1
  Male R&D Happiness Ofﬁ cer
  Mutation: Empathy
  Society: Pro Tech
  Secret Skills: Experimental Equipment 
  Repair & Maintenance 07, Video Games 15, 
  WMD 12
  Background
  This isn’t good at all. You were happily 
  working away in your little niche in R&D, 
  reﬁ tting bots with experimental gadgets, when 
  your boss handed you a handful of forms 
  – Troubleshooter aptitude forms. You ﬁ lled 
  them out without thinking, and suddenly you 
  were being volunteered for Troubleshooter 
  duty. On one hand, promotions, beneﬁ ts and 
  access to experimental weapons. On the other, 
  near-certain repeated and painful death. You 
  suspect your boss knows this. He’s never 
  liked you. 
  You want out of the Troubleshooters, but 
  generally the only way out is in six identical 
  body bags. There are two other possibilities. 
  One, you do so well that you get promoted up 
  a few security clearances, outrank your boss, 
  cancel his orders and get him assigned to 
  Troubleshooting duty instead. Option two is 
  ensure that your group screws up so badly that 
  no-one ever trusts you with a mission again, 
  and you’re sent back to the labs fulltime.
  Of the rest of your team, Roland-R the team 
  leader seems like a parody of a Troubleshooter. 
  Someone that determined to impress has to 
  be hiding something. You also know there’s 
  at least one undercover IntSec ofﬁ cer in the 
  group – it’s probably Yancy-R, Sindy-R 
  or Harry-R. You’ve worked with Sindy-R 
  before back in the bot company – she’s really 
  clumsy, and you suspect she’s a drug addict, 
  maybe even one of those Mystics. 
  Secret Society Instructions
  Your contact tells you: ‘ProTech is currently 
  locked in a feud with the other two other 
  technology-driven societies – the hacker 
  Computer Phreaks and the freaky bot fetishists 
  at Corpore Metal. Your mission, which you 
  don’t have any choice in choosing to accept, 
  is to gather ammunition against Corpore Metal 
  and the Computer Phreaks. Steal or capture 
  their stuff so we can use it as leverage over 
  them. 
  Roland-R-AND-1
  Male CPU Team Leader
  Mutation: Polymorphism  
  Society: Sierra Club
  Secret Skills: Wild Lore 13, Birdwatching 
  8, Bioweapons 16
  Background
  You’ve always known that you were destined 
  for greatness. You know with total certainty that 
  you are going to be remembered for all time 
  as a Hero of the Complex, as a champion of 
  the people and a legendary Troubleshooter! 
  You’ve made it to RED clearance, but that’s 
  just the ﬁ rst step on the ladder! Get a few 
  missions under your belt, and you’ll zoom up 
  the security clearances until you reach the 
  ranks of the exalted!
  The problem, though, is jealousy. Everyone, 
  from the other junior citizens in the crèche 
  to your co-workers at Pockomatic to your 
  fellow Troubleshooters, tries to hold you back 
  and denies your glorious destiny! You must 
  overcome their jealousy and weakness so you 
  can fulﬁ l your inﬁ nite potential! 
  You especially mistrust Harry-R-ISP and 
  Janine-R-EAS. He’s after your job as Team 
  Leader, and she’s a ﬁ lthy mutant!
  Secret Society Instructions
  The Sierra Club has been having a lot of 
  trouble lately with Internal Security spies. 
  The society’s an easy target for inﬁ ltration by 
  IntSec spies, because we’re so nice and open. 
  Therefore, if you could get Internal Security to 
  focus on another bunch of traitors, say those 
  technological madmen at ProTech or Corpore 
  Metal, that would help a lot. They say that 
  Nigel-R is in ProTech – get Internal Security 
  to focus on him! 
  Personal Equipment
  One pocket lint vacuum cleaner
  One grenade (RED)
  (12) Pocket Protectors (Used)
  (4) real apples from Outdoors
  (2) RED laser barrels
  Assigned Equipment
  Laser pistol body (no barrel)
  Red Reﬂ ec Armour
  Series 1300 PDC
  Pocket Protector Measuring Kit
  Harry-R-ISP-1
  Male Armed Forces Equipment Guy
  Mutation: Slippery Skin 
  Society: Psion
  Secret Skills: Power Studies 14, Comic 
  Book Trivia 20, Twitchtalk 08
  Background
  You were raised not in a standard crèche, but 
  in a secret Psion breeding program designed 
  to produce the ultimate mutant. It didn’t work, 
  so they snuck you back into Alpha Complex 
  society to serve as a Psion agent. Your 
  credentials are all faked, though, and anyone 
  looking into your background too closely 
  may ﬁ nd out that there’s something odd and 
  treasonous about you. Your social skills are 
  also poorly developed.
  Fortunately, your cover role as a Threat 
  Assessor means that most people are more 
  scared of you than you are of them, and you 
  can deflect questions by interrogating the 
  questioner. 
  Of your teammates, you mistrust Yancy-R 
  – he hates mutants. Roland-R is a great 
  leader, though – just like in the vidshows. Stick 
  close to him, and you’ll be ﬁ ne. 
  Secret Society Instructions
  Your primary mission is to protect the Psion 
  society by carrying out the instructions of 
  Control. They will inform you of what you 
  need to know.
  A more personal project is registered mutant 
  and fellow Troubleshooter Janine-R. Recruit 
  her to the mutant cause!
  Personal Equipment
  (100) mylar comic protectors (empty)
  (20) back issues of Old Reckoning Comics in 
  plastic protectors
  A copy of the Alpha Complex Etiquette 
  Guide
  (3) Laser barrels
  Assigned Equipment
  Laser pistol body (no barrel)
  Red Reﬂ ec Armour
  Series 1300 PDC
  Toolkit
  (2) Laser barrels
  
  5
  Janine-R-UIL-1
  Female Tech Services Comm & Recording 
  Ofﬁ cer
  REGISTERED MUTANT
  Mutation: Toxic Metabolism
  Society: Communists 
  Secret Skills: Demolition 14, Tractor 
  Maintenance 10, Communist Propaganda 08
  Background
  There you were, working away at your not-
  especially-fun and not-especially-safe job in 
  Slime Identiﬁ cation, poking slimes with sticks 
  and so on, when a rotting valve in a food tank 
  burst and ﬂ ooded the chamber with mutagenic 
  gunk. They tested you for mutation after that, 
  found out about your toxic metabolism, and 
  suddenly you’ve got an ugly yellow stripe down 
  your sleeve and a permanent black mark on 
  your record. As a registered mutant, you’re 
  doomed never to get promoted; you’ll be the 
  butt of every practical joke and the scapegoat 
  for every disaster. 
  Therefore, you volunteered for the 
  Troubleshooters. It’s not like it’s any 
  more dangerous for you than not being a 
  Troubleshooter. People try to shoot mutants 
  everywhere, and maybe you’ve got a growing 
  unconscious death wish anyway. You’ve also 
  Oh, also, we’ve got a few gadgets left over that 
  we haven’t ﬁ eld tested. You’re a Troubleshooter 
  now, you’re probably doomed anyway, so you 
  may as well risk pressing the buttons.’
  Personal Equipment
  Toolkit
  One roll of (20) Asperquaint stimulant tablets
  (10) illegal technological blueprints tattooed 
  onto your body
  (2) laser barrels
  (1) experimental overcharged laser barrel 
  (theoretically boosts weapon damage output 
  signiﬁ cantly)
  (1) spare bot brain
  (1) black box with a button 
  (1) white oblong with a button
  (1) glowy greeny thing with a button
  Assigned Equipment
  Laser pistol body (no barrel)
  Red Reﬂ ec Armour
  Series 1300 PDC
  Gelgerine aerosol (Happy Gas!)
   (2) Laser barrels
  joined the Communists – if Alpha Complex 
  society is going to look down on you and 
  mistreat you, then you may as well throw your 
  lot in with the enemy. You don’t really believe 
  in Communism, but you’re a bitter, bitter little 
  woman and are willing to work with anyone 
  who screws over the authorities. Hey, they 
  said you were a dangerous genetic deviant 
  – you’re only conforming to expectations. 
  Your immediate priority is working out which 
  of your fellow Troubleshooters is going to 
  try to kill you ﬁ rst. Yancy-R keeps making 
  snide comments about you, and Roland-R 
  is such a gung-ho Troubleshooter that he’d 
  probably shoot you to make a point. The real 
  danger, though, might be Harry-R, who 
  keeps watching you. 
  Secret Society Instructions
  Comrade! You are valued member of 
  Communistic society. Is good, yes. Communism 
  makes great strides with your aid! Day of 
  glorious establishment of new society certain 
  to be soon, yes. But, Internal Security watching 
  Communist society closely. We can do nothing 
  while capitalist runningdog spies are dogging 
  our every move! Your mission, then, is to make 
  contact with Internal Security and volunteer to 
  become informant. You will be double agent, 
  feeding false information to Internal Security 
  and winning their trust. Tell them whatever you 
  wish, as long as it is all lies. 
  Personal Equipment
  (12) long sticks
  (1) sharpened stick
  Collection of interesting toxic slimes
  Collection of Communist pamphlets
  (1) Laser Barrel
  (1) Pocket blaster pistol (ORANGE)
  Assigned Equipment
  Laser pistol body (no barrel)
  Red Reﬂ ec Armour
  Series 1300 PDC
  So You’re A Mutant informational 
  pamphlet
  Multicorder
  (2) Laser Barrels
  Background
  You used to be a boring, persnickety, ofﬁ cious 
  citizen, obsessed with ﬁ lling out forms and 
  rotas and quotas and rulebooks. You hated 
  traitors and Commies and mutants and obeyed 
  everything Friend Computer told you.
  Then, a few months ago, you won a free can 
  of Bouncy Bubbly Beverage in a competition. 
  It was spiked with something… wonderful. 
  Your mind opened and unfolded and woke up 
  and burned brightly all at once. You were at 
  one with the universe, and all its secrets were 
  revealed to you. It was more than the perfect 
  high – it was perfection in all forms. You’d do 
  anything to experience that high again. 
  After that, returning to a life of form ﬁ lling and 
  bureaucracy seemed impossible. It would be 
  much too dull. You arranged to have yourself 
  transferred to the Troubleshooters. There’s a 
  problem, though – your psychological proﬁ le 
  (which you managed to steal a copy of) states 
  clearly that you’re a boring, persnickety, 
  ofﬁ cious citizen, and if your observed behaviour 
  deviates too far from this proﬁ le, you’ll be 
  identiﬁ ed as a traitor and terminated (your 
  handwriting analyses have doomed hundreds 
  of citizens, so you know whereof you speak). 
  You’ll need to appear dull and boring while 
  searching for any high to equal that magic, 
  magic can. 
  Secret Society Instructions
  You joined the drug-obsessed Mystics so they 
  could help you ﬁ nd enlightenment, but they’ve 
  sent you to spy on the Anti-Mutant society. 
  You don’t have a big problem with mutants, 
  but you’ve got to pretend you do.
  Your Mystic contact says: ‘We need to know 
  what the Anti-Mutants are doing – we think 
  they’re trying to destroy mutagenic chemicals 
  that we need for experiments. Find out what 
  they’re up to and report back. Bring drugs.’
  Your Anti-Mutant contact says: ‘Beware! Our 
  spies report there’s a powerful mutant in your 
  Troubelshooter team, one bred by the hated 
  Psion cult to be the ultimate mutant. Find it 
  and kill it!’
  Personal Equipment
  (12) cans of B3
  B3 fan club membership card
  B3 branded hat with two B3 holders
  (1) packets of 100 post-it notes (GREEN 
  clearance borders)
  (1) dose of Thymoglandin combat drug 
  Yancy-R-Rock-1
  Male HPD&MC Loyalty Ofﬁ cer
  Mutation: Deep Thought
  Society: Mystics, spying on Anti-Mutants
  Secret Skills: Power Studies 08, Comic 
  Book Trivia 10, Twitchtalk 12
  INTRODUCTION
  
  6
  PARANOIA: Alpha Complex Nights 2
  ALPHA COMPLEX NIGHTS 2
  (BLUE)
  (1) dose of Zybenzaphrene suggestion drug 
  (ORANGE)
  (6) doses of Geglernine happy drug (RED)
  Assigned Equipment
  Laser pistol body (no barrel)
  Red Reﬂ ec Armour
  Series 1300 PDC
  Ofﬁ cial Loyalty Ofﬁ cer armoured notebook 
  with lock
  Ofﬁ cial Loyalty Ofﬁ cer armoured notebook 
  key
  Ofﬁ cial Loyalty Ofﬁ cer armoured pen
  (3) packets of 100 post-it notes (RED clearance 
  borders)
  (2) laser barrels
  Sindy-R-SIN-1
  Female IntSec agent spying on PLC 
  Hygiene Ofﬁ cer 
  Mutation: X-Ray Vision
  Society: FCCC-P, spying on Frankenstein 
  Destroyers, 
  Secret Skills: Demolition +, Screwdriver 
  Ops & Maintenance 12, Bot Programming +
  Background
  They’re out there, you know. The bots. 
  Heartless, soulless machines, who wouldn’t 
  blink at ripping you to pieces. They can’t even 
  blink, you know. No eyes, just watchful, sinister 
  cameras. 
  You’re not sure when you ﬁ rst became aware 
  that the bots were out to get you. Probably 
  when you were assigned the stressful job of 
  spying on Production, Logistics and Conspiracy 
  – er, Commissary. Being an undercover agent 
  is hard work, and you took to popping pills to 
  stay awake and focussed. Your religion, your 
  absolute faith in the Holy Computer and the 
  First Church of Christ Computer-Programmer 
  was a great support to you in this hard time. 
  But the bots started watching you, and you 
  realised that the church was wrong – the bots 
  were not created by Friend Computer to help 
  humanity, they are evil emanations of the hated 
  AntiComputer, and must all be destroyed! You 
  joined the Frankenstein Destroyers to ﬁ ght 
  against the bots, but your ﬁ ght is at heart a 
  holy crusade!
  Of the other Troubleshooters, your Internal 
  Security training tells you to mistrust Roland-
  R – he seems a little too loyal. Also, you’ve 
  worked with Nigel-R before, when reviewing 
  the bot company he works for. You pretended 
  to be clumsy so you could sabotage the hated 
  bots when they were weak and vulnerable! 
  He’s a horrible bot lover.
  Secret Society Instructions
  Your FCCC-P contact says ‘child, the enemies 
  of the Holy Computer are everywhere. 
  You must smite them! Especially the hated 
  Communists! And PURGE! And the Humanists! 
  Smite them all!
  Oh, and one of our spies informed us that 
  there’s something odd about Harry-R’s CPU 
  record. Keep an eye on him.
  Your Frankenstein Destroyer contact informs 
  you that bots are evil and should be smashed. 
  So what else is new?
  Personal Equipment
  FCCC-P holy symbol
  Lump hammer
  (1) Laser barrel
  Assigned Equipment
  Laser pistol body (no barrel)
  Red Reﬂ ec Armour
  Series 1300 PDC
  Hygiene kit
  Skin Core sampler
  (2) Laser barrels
  
  CONTENTS
  Introduction  
  8
  Breiﬁ ng War 
  9
  Cafeteria of the Damned 
  15
  This Will Solve the Problem 
  19
  This Did Not Solve the Problem 
  24
  Food Fight 
  29
  The Commie Ray Job 
  34
  Triumph of the Tinfoil Hat Brigade 36
  GARETH HANRAHAN
  Writer/Scapegoat
  CHARLOTTE LAW
  Editing, graphics/Drillbots
  JIM HOLLOWAY
  Cover /Blueprints
  ALISON BLACKWELL
  Interior Art /Treasonous Propaganda
  WILL CHAPMAN
  Layout/Infrared Drone
  TM & Copyright © 1983, 1987, 2008 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 is used by permission.
  The reproduction of material from this book for personal or corporate proﬁ t, by photographic, electronic, or other means of storage and retrieval, is prohibited. You may 
  copy 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 MGP 6642. Published August 2006. First printing September 2008. Printed in USA
  BEN ENGELSBERG
  Plot Developmer/Mad R&D Scientist
  DAN GELBER
  GREG COSTIKYAN
  ERIC GOLDBERG
  Original game design & development/
  Building committee
  THE COMPUTER
  Looking after your best interests
  PARANOIA
  Special duties for special troubleshooters
  ™
  Security Clearance ULTRAVIOLET
  WARNING:
  Knowledge or possession of this information by any citizen 
  of Security Clearance VIOLET or lower is treason punishable by a 
  long spell of Armed Forces latrine scrubot maintenance duty.
  The Communist Cafeteria Conspiracy
  
  8
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  Introduction
  Have you ever noticed that a lot of 
  PARANOIA missions have really long 
  titles? Vapours Don’t Shoot Back? 
  Yellow Clearance Black Box Blues? 
  And now The Communist Cafeteria 
  Conspiracy. 
  It’s not that longer titles ﬁ ll more space, we 
  swear. 
  And the editors wouldn’t let me call this one 
  The Communist Cafeteria Conspiracy 
  Constitutes A Clear And Calamitous 
  Concern To The Computer!
  The following is absolutely not 
  true in the slightest: The Communists, 
  dastardly enemies of Alpha Complex, have built 
  a dastardly and evil machine, a Communism 
  Ray! This insidious beam alters the brainwaves 
  of any citizen exposed to its baleful inﬂ uence, 
  causing them to betray Friend Computer and 
  give into their deepest, most secret, most 
  traitorous impulses! Unless this machine is 
  destroyed, the Communists will continue 
  to warp the minds of the citizens of Alpha 
  Complex! You, an elite team of troubleshooters, 
  must spearhead our efforts to ﬁ nd and destroy 
  the Communism Ray! Good luck!
  The following is wholly accurate 
  and truthful: Some poor schmuck of an 
  INFRARED named Joe was hauled in for 
  questioning by Internal Security after he was 
  caught on a restricted level of the VitaYum 
  Uniﬁ ed Citizenry Food Pyramid Court. When 
  asked to explain his traitorous actions, he 
  panicked and claimed that some mysterious 
  external force affected his mind and forced 
  him to behave treacherously.
  This would have been the thinnest excuse in 
  history, if it were not for IntSec case ofﬁ cer 
  Toni-G. For years, she’s fostered her own 
  paranoid delusion that the Commies were 
  working on mind control techniques to subvert 
  the loyal citizens of Alpha Complex. When 
  she read the transcript of Joe’s interrogation, 
  she seized upon it as clear evidence that 
  the Commies had indeed perfected a 
  Communism Ray.
  She escalated the report and soon every 
  Service Group was concerned with the spectre 
  of the Commie Ray. Rumours began to spread 
  about the Ray’s capabilities and inﬂ uence. 
  Soon, others began to ‘fall victim’ to the Ray, 
  consciously or unconsciously using the rumour 
  of the Ray to enable their own traitorous 
  behaviour. Treason becomes permissible if it 
  is not your fault…
  The whole Commie Ray situation was seized 
  on by Dominic-I. He wants to humiliate his 
  rival INDIGO Section Supervisors, to ensure 
  his promotion to VIOLET. By deliberately 
  arranging a four-way train crash of initiatives, 
  he can shame the other service groups. 
  Mission Overview
  The Communist Cafeteria Conspiracy 
  revolves around something that does not 
  actually exist but everyone thinks it does. 
  Therefore, the Troubleshooters had really 
  better come up with some sort of Commie Ray 
  and someone to blame. The mission consists 
  of a series of increasingly desperate attempts 
  to find the Ray, coupled with increasingly 
  bizarre derangements caused by belief in 
  the Ray. 
  Episode 1. The Brieﬁ ng War: The 
  Troubleshooters are briefed by a group of 
  six brieﬁ ng ofﬁ cers, representing ﬁ ve different 
  service groups, each of which has their own 
  mission for the Troubleshooters. Everyone 
  in Alpha Complex wants to deal with the 
  Commie Ray Crisis. The compromise is that 
  the Troubleshooters will co-ordinate multiple 
  attempts to locate the ray, starting with 
  ground zero for the Communism outbreak 
  – the cafeteria.  
  Episode 2. Cafeteria of the Damned: 
  The Troubleshooters are sent to the VitaYum 
  Unified Citizenry Food Pyramid Court, a 
  massive cafeteria in the affected sector, to 
  watch for signs of treachery. It turns out that 
  the whole cafeteria is ﬁ lled with traitors but 
  none of them are anything to do with the 
  Commie Ray. 
  Episode 3. This Will Solve The 
  Problem: After getting to grips with the 
  food service industry, the different service 
  groups begin their plans to ﬁ nd the Commie 
  Ray. The Troubleshooters need to balance the 
  plots of the Armed Forces, Internal Security, 
  HPD&MC and R&D, while keeping PLC’s 
  cafeteria running smoothly (for a sufﬁ ciently 
  rough deﬁ nition of smooth). 
  Episode 4. This Did Not Solve The 
  Problem: The four plans escalate. The 
  effects of the Commie Ray get worse. It’s all 
  blamed on the Troubleshooters. Furthermore, 
  they learn that they’re about to play host to a 
  prestigious dinner for high-clearance citizens.
  Episode 5. Food Fight: The four plans 
  start interfering with each other. Dominic-I 
  tries using the dinner, the Troubleshooters 
  and the preceding ﬁ ascos to humiliate the 
  other INDIGOs but he’s killed by a PURGE 
  assassin.
  Episode 6. The Commie Ray Job: 
  R&D develop their own version of the ray 
  but it is stolen by an awful lot of traitors. 
  The characters have to chase it across the 
  cafeteria as it beams genuine traitorous 
  thoughts into the minds of passing citizens. 
  Then it explodes.
  Episode 7. Triumph of the Tinfoil 
  Hat Brigade: Debriefing, wherein the 
  Troubleshooters apply what they have 
  learned.
  
  9
  INTRODUCTION
  Dramatis Personae
  Name
  Role
  Quirk
  Treachery
  Joe
  The INFRARED who started the Commie Ray rumour
  Dead
  Trespassing
  Karl-R
  Hulking mutant warehouse manager
  Speaks…hurr… slowly
  PSION mutant
  Kevin-R
  PURGE conspirator/diner
  Pontiﬁ cates
  PURGE
  Morris-O
  Stressed ﬂ oor manager
  Always stressed and whiny
  Frankenstein Destroyer
  Bert-Y
  Belligerent Armed Forces thug
  Shouts a lot
  Sierra Club
  Herman-Y
  Debrieﬁ ng ofﬁ cer
  Bored all the time
  None
  Mike-Y
  Food Pyramid Security Ofﬁ cer
  Gruff
  None, tending towards Communism
  Alice-G
  Perky equipment manager
  Always cheery
  Death Leopard
  Larry-B
  Armed Forces brieﬁ ng ofﬁ cer
  Violent
  FCCC-P
  Krystal-G
  HPD&MC brieﬁ ng ofﬁ cer/yoga instructor
  Airhead
  Romantic
  Toni-G
  IntSec brieﬁ ng ofﬁ cer
  Ice queen
  Insane
  Alphonse-B
  Snooty chef
  French
  PURGE/Romantic
  Chet-B
  PLC Restaurant manager/brieﬁ ng ofﬁ cer
  Friendly 
  Free Enterprise/fraud
  Victor-B
  R&D Brieﬁ ng ofﬁ cer
  Mad Scientist
  Pro Tech
  Dominic-I
  CPU Brieﬁ ng ofﬁ cer/responsible for this glorious disaster
  Avuncular good guy
  Illuminati
  Ingrid-I
  Cannibalistic restaurant supervisor
  Eats people
  Anti-Mutant
  Mathias-I
  IntSec Section Supervisor
  Hates people
  Unknown
  Rhonda-I
  R&D Section Supervisor
  Accountant
  Humanist
  George-I
  Armed Forces Section Supervisor
  Tells boring war stories
  Sierra Club
  Kenny-I
  Tech Services Section Supervisor
  Dead
  Being dead
  Ann-I
  Power Services Section Supervisor
  Says nothing.
  Illuminati
  A Trio of Killer Robots
  A Trio of PURGE assassins
  Guards, Warbots and Artillery Pieces 
  Diners, Cannibals, Mutants, WaiterBots in full chorus
  And no communists whatsoever. 
  ‘ARMED FORCES INTERNAL 
  OPERATION, CODENAME ‘TEAL 
  YOGHURT’, CLASSIFICATION 
  RED EYES ONLY. You are ordered 
  to report to Brieﬁ ng Room 2910, 
  Level 87, Sector FOG for a brieﬁ ng 
  by Lieutenant Larry-B-OMB. This 
  order has been designated SUPER 
  HIGH PRIORITY by Troubleshooter 
  Dispatch.’
  A Funny Thing Happened 
  On The Way To The Mission
  Tension 10
  The characters all meet up at the local 
  transtube station, an ugly grey lump of 
  concrete, semi-feral scrubbots, empty vending 
  machines and security cameras. As they wait 
  for the transtube, they get another mission 
  alert. 
  ‘Attention, Troubleshooter. You are 
  scheduled for a meeting in Brieﬁ ng 
  to proceed immediately to Brieﬁ ng 
  Room 2910, Level 87, Sector FOG for 
  a brieﬁ ng by Internal Security Case 
  Ofﬁ ce Toni-G-TLD. This message is 
  classiﬁ ed RED clearance. Further 
  details are not available at your 
  security clearance.’ 
  You stand, proud to have another 
  chance to serve Alpha Complex 
  as an elite Troubleshooter. Your 
  co-workers stare at you as you 
  leave. Something is different this 
  time, though. Normally, the eyes 
  of the other citizens in your service 
  firm are filled with a mixture of 
  jealousy, fear and pity when you 
  get a mission alert. This time, they 
  are nervous and jumpy, as if they 
  cannot wait for you to leave or 
  maybe they just really need to go 
  to the bathroom.
  No time to worry about that now, 
  though! You just got another 
  mission alert! 
  1. The Brieﬁ ng War
  Episode Summary: Six mission alerts, 
  one brieﬁ ng, no waiting. 
  The Alerts, The 
  Endless Mission 
  Alerts
  Tension 10
  Read the following to your players:
  It is another perfect day in Alpha 
  Complex under Friend Computer’s 
  benevolent, omnipresent watchful 
  cameras. You are all happy in your 
  assigned service firms, working 
  away at your assigned fun jobs, 
  when your PDCs bleep and you 
  receive a mission alert. How fun!
  It reads: ‘TROUBLESHOOTER! You 
  have been assigned to a fun and 
  challenging mission. This mission 
  is designated HIGH PRIORITY by 
  Troubleshooter Dispatch. You are 
  
  10
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  Room 2910, Level 87, Sector FOG 
  with HPD&MC Briefing Officer 
  Krystal-G-RMS. Estimated brieﬁ ng 
  time is twenty-nine minutes. This 
  message is security clearance RED 
  and has been designated ULTRA 
  HIGH PRIORITY. Thank you for your 
  attention. Have a nice daycycle.’
  While reading this third mission alert, a 
  dishevelled looking INFRARED shufﬂ es up 
  to the characters. He plucks the sleeve of a 
  random Troubleshooter to attract his attention. 
  ‘Hey buddy,’ he asks, ‘got any drugs? 
  Good stuff, right?’ He asks this question 
  right in front of a security camera, which should 
  sound alarm bells in the brain of any paranoid 
  Troubleshooter. This wannabe Mystic (Horace) 
  has heard that you can do any traitorous stuff 
  you want, as long as you ‘blame it on the 
  rays’. Of course, the characters haven’t yet 
  heard this rumour, so Horace is likely get 
  severe demerits if not termination for his 
  impromptu drug dealing.
  Once they’ve dealt with Horace, the transbot 
  arrives to whisk the characters away to FOG 
  Sector. The transbot that arrives is out of 
  keeping with the grimy transtube station 
  – it’s a brand-new and very shiny bot, all 
  streamlined and clean. FOG Sector is a 
  wealthy and prestigious sector, a showcase 
  for new technologies and initiatives, the pride 
  of Friend Computer. 
  On the transbot, the characters get another 
  two mission alerts. The ﬁ rst comes as they’re 
  boarding the transbot:
  ‘Troubleshooters. Briefing at 
  Briefing Room 2910, Level 87, 
  Sector FOG with R&D Chief Field 
  Testing Co-ordinator Dr. Victor-
  B-RSQ! Immediately! Priority 
  DOUBLEPLUSULTRA.’
  The second message comes as they enter 
  FOG Sector. It’s a breathtaking sight, as 
  the transbot emerges over a vast multi-level 
  canyon. The bot is suspended over this abyss 
  by a narrow magnetic rail; below them, the 
  characters can see level after level of meeting 
  rooms, shopping malls, ofﬁ ces and confession 
  booths, all shiny white with newly-painted 
  colour-coded clearance stripes. 
  ‘This message is sponsored by 
  VITA-YUM CHOCCO BARS! Now 
  with added Chewy Bits! VITA-YUM 
  – THEY’RE YUMMY.
  Attention, consumer! There’s a 
  special offer on briefings right 
  right now at Brieﬁ ng Room 2910, 
  Level 87, Sector FOG. Your brieﬁ ng 
  officer is Chet-B-BQU, VitaYum 
  Unified Citizenry Food Pyramid 
  Court Supervisor and he’ll be glad 
  to instruct you on your assigned 
  mission. This has been designated 
  PRIORITY ZERO by Troubleshooter 
  Dispatch. Have a great daycycle! 
  Mention the code BARGAINS 
  BARGAINS BARGAINS for a 
  special offer on Troubleshooter 
  equipment!’
  The transtube follows a path through the 
  tangle of magnetic rails before eventually 
  depositing the Troubleshooters in a corridor 
  that’s open to the main concourse on one side. 
  (There’s a fragile railing; standard Death Star 
  architecture.) As they walk along the (oddly 
  sticky) corridor outside the brieﬁ ng room, they 
  get a sixth and ﬁ nal mission alert. 
  ‘MISSION ALERT. Estimated reading 
  time for this alert is 32 seconds. You 
  are instructed to travel to Brieﬁ ng 
  Room 2910, Level 87, Sector FOG 
  (standard Troubleshooter travel 
  allowances, ref CPU/4232/trans/3120/
  B) for a briefing chaired by CPU 
  Administrator-Citizen Dominic-
  I-FOG. This message is security 
  clearance RED (see ‘Security 
  Clearances & You! Revised Citizen’s 
  Guide) and priority ZEROPLUSPLUS 
  (see CPU Report ‘Misleading 
  and Confusing Priority Codes in 
  Troubleshooter Dispatch’).’
  From inside the briefing room, the 
  Troubleshooters hear what sounds like a 
  heated argument.
  Brieﬁ ng, Plural
  Tension 10
  Briefing Room 2910 is airy and 
  spacious, with a one-way window 
  offering a view over the balcony and 
  a selection of abstract art decorating 
  the walls. It’s got a wide table 
  with built in computer interface, 
  a stylish minimalist podium and 
  matching comfortable chairs for 
  Troubleshooters being briefed. 
  Unfortunately, all of the chairs 
  are occupied already and the 
  room is crammed with two dozen 
  aides, flunkies and bodyguards. 
  Six brieﬁ ng ofﬁ cers ignore you as 
  you enter. At the podium, dozing 
  slightly, is an elderly citizen in 
  INDIGO with a long white beard. 
  He’s wearing a CPU badge and 
  is using a large stack of reports 
  as a pillow. Around the table are 
  another five citizens, all GREEN 
  or BLUE. They’re all arguing with 
  each other.
  The argument continues until one of the 
  Troubleshooters say something (if none of 
  the Troubleshooters say anything, then wait a 
  minute, then have Larry-B the Armed Forces 
  officer whirl around and demand to know 
  why the Troubleshooters didn’t announce 
  their arrival – don’t they know the urgency of 
  the mission?), at which point Larry-B spins 
  around and snaps ‘What? How dare 
  you interrupt! You will stand to 
  attention, Troubleshooters, and you 
  will wait until we are ready to deal 
  with you!’
  The Brieﬁ ng Ofﬁ cers
  So, who are these six brieﬁ ng ofﬁ cers? 
  Larry-B-OMB, Armed Forces: Loud, 
  abrasive, gung-ho, Larry-B believes that 
  the biggest threat facing Alpha Complex is 
  Communism and the only solution are guns, 
  lots of guns. He despises civilians, he despises 
  traitors and he especially despises anyone 
  who does not think the Armed Forces are the 
  best and most loyal servants of The Computer. 
  He’s wearing a formal dress uniform with a 
  big ‘Vulture Warriors’ pin on his lapel and a 
  non-standard but very impressive slug thrower 
  strapped to his belt. 
  Toni-G-RTE, Internal Security: A cold, 
  pale blonde female citizen, Toni-G is almost 
  ghost-like. She moves completely quietly and 
  only raises her voice when furious. She’s 
  immensely paranoid and is convinced that 
  absolutely everyone else in Alpha Complex 
  
  11
  is hiding something (and they usually are). 
  Her especial fear is that Communists will ﬁ nd 
  some way to infect her mind, so she always 
  wears thick black scrambler glasses that 
  cover her eyes with a grey haze of static (and 
  theoretically block viral thought patterns and 
  other brain-infecting propaganda).
  Krystal-G-RMS, HPD&MC: Krystal-
  G used to work in the crèches with Junior 
  Citizens, until her Uncanny Luck mutation 
  manifested itself and she found herself 
  promoted from INFRARED to GREEN in a few 
  weeks through a clerical error. She’s absolutely 
  clueless about everything, so she falls back 
  to using the same techniques that worked 
  on Junior Citizens – hugging them, talking to 
  them in simple words with a sing-song voice 
  and pumping the little brats full of drugs when 
  their backs are turned. She’s a ﬂ uffy pink 
  marshmallow but a ﬂ uffy pink marshmallow 
  with a dangerously powerful mutation.
   
  Victor-B-RSQ, R&D: Is your standard 
  issue mad scientist, prone to breaking into 
  bouts of cackling. He’s got a cybernetic 
  arm that he keeps tinkering with; his arm 
  occasionally ﬂ ails wildly or makes insulting 
  gestures until he takes the battery out and 
  resets it. 
  Chet-B-BQU, PLC: Chet-B’s a smarmy 
  manager, with a fake grin plastered onto his 
  1. THE BRIEFING WAR
  face and a habit of grabbing your hand and 
  shaking it for the duration of the conversation. 
  He’s also a Free Enterprise gangster who 
  has skimmed thousands of credits from the 
  Food Pyramid accounts. He’s using the 
  Troubleshooters’ intrusion as an excuse to ﬂ ee 
  FOG Sector with his ill-gotten gains, a plot that 
  will become apparent in Episode 5.
  Dominic-I-FOG, CPU: A canny old clone, 
  Dominic-I is very much aware that success in 
  Alpha Complex is not deﬁ ned as ‘completing 
  your mission’ but by ‘being able to pin the 
  blame on everyone else’. His primary goal, 
  therefore, is to ensure that everyone else 
  screws up in such a way to cripple themselves 
  but leave him unscathed. He’s carefully 
  cultivated a reputation as a wise, genial and 
  slightly doddery old bureaucrat, while he’s 
  actually capable of sending his own clone 
  brother to the termination booths with a smile 
  and a cheery wave. 
  The Brieﬁ ng
  When the brieﬁ ng properly begins, it’s Larry-B 
  who takes charge initially. The Troubleshooters 
  barely get a word in edgeways. 
  Larry-B: ‘Troubleshooters, the threat we 
  face is COMMIE MIND CONTROL! Those 
  Commie bastards have developed some 
  sort of mind control ray that causes loyal 
  citizens to turn traitor. We are deploying an 
  immediate armed cordon around the afﬂ icted 
  zone that-’.
  Toni-G: interrupting ‘You wouldn’t know 
  about the Communism Ray if it wasn’t for my 
  research, you dolt. It was I who identiﬁ ed its 
  deleterious effects on the populace. This is 
  clearly a matter for Internal Security’s agents 
  to deal with.’
  Krystal-G:‘It’s, like, mind control and I’m, 
  like, in Housing…Housing…what’s the P stand 
  for again? Anyway, we also do mind control. 
  That’s one of our bits. So, I should, like, do 
  this brieﬁ ng.’
  Victor-B: ‘Ha! A form of remote brainwave 
  manipulation, undetectable by the most 
  sensitive of instruments, with no physical 
  transmitter or liminal signal? HPD&MC dreams 
  of such a technology! You have no more 
  understanding of this situation than a scrubbot 
  does of anything other than scrubbing! This will 
  require SCIENCE to unravel!’ His artiﬁ cial 
  arm ﬂ ails wildly.
  Chet-B: ﬂ ashing the Troubleshooters 
  a ‘it’s not my fault, I barely know these 
  people’ grin ‘Look, I’m the manager of the 
  premier cafeteria complex in this sector, the 
  VitaYum Unified Citizenry Food Pyramid 
  Left to right – Larry-B, Toni-G, Dominic-I, Krystal-G, Victor-B, Chet-B
  
  12
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  Toni-G: interrupting ‘investig- oh, you said 
  that one already.’
  Chet-B: ‘Ok, co-operate fully with any 
  investigation, military action, ﬁ eld testing or 
  any other initiative, as long as we meet 
  our sales targets. And we’re not going to 
  do that while we sit here arguing over who gets 
  the Troubleshooters.’
  Larry-B: interrupting ‘Armed Forces!’
  Krystal-G: interrupting ‘HPD&MC!’
  Victor-B: interrupting ‘R&D!’
  Toni-G: interrupting ‘IntSec.’
  Dominic-I: awakening suddenly 
  ‘Aaagh!’
  Everyone stops and waits for the 
  INDIGO citizen to speak.
  Dominic-I: ‘Hmm…you all make excellent, 
  excellent cases. I need to consult privately with 
  the Troubleshooter team for a moment. Please 
  wait in the ante-room, all of you.’
  Everyone troops out except for 
  Dominic-I, the Troubleshooters, and 
  Dominic-I’s bodyguards.
  Dominic-I: ‘Please, sit down. Sit, sit. Let’s 
  get this brieﬁ ng started properly’.
  The Actual Brieﬁ ng
  Dominic-I explains that the actual problem 
  – locating and destroying the source of the 
  Commie Ray that turns ordinary citizens 
  into traitors, apparently – has become a 
  departmental hot potato. Every service group 
  – well, apart from Power and Tech Services 
  – has an interest in the case. Therefore, 
  to avoid a bureaucratic logjam, Dominic-I 
  suggested they call in Troubleshooters, who 
  are outside the service group structure. 
  The mission is to take control of the Food 
  Pyramid, which seems to be the primary target 
  for Commie Mind Control, probably because it’s 
  a newly-built facility and therefore a high-proﬁ le 
  target. Then, they must locate and destroy the 
  Commie Ray, by implementing the various 
  service group plans. The Troubleshooter 
  team members should each oversee one of 
  the plans (pairing into teams if there are more 
  that ﬁ ve Troubleshooters, taking multiple plans 
  each if there are less). One of the plans should 
  be the solution to the problem and by having 
  an external party oversee the execution of the 
  plans, it ensures that the service groups can 
  work smoothly together.
  Dominic-I presents this in a conspiratorial tone 
  of voice, suggesting that the Troubleshooters 
  are his allies in this bureaucratic end run 
  around the other groups. Let the players decide 
  which of them will oversee each plan. Dominic-
  I then instructs the Troubleshooters to go and 
  get a private brieﬁ ng from the appropriate 
  officer – so, the character who’s going to 
  co-ordinate security goes to see Larry-G, the 
  character who wants to run ﬁ eld testing goes 
  to Victor-B and so on. 
  Take each Troubleshooter aside and present 
  the appropriate brieﬁ ngs individually. None of 
  the brieﬁ ng ofﬁ cers are happy with Dominic-I’s 
  compromise but are each determined to be the 
  one who solves the threat of the Commie Ray. 
  All the brieﬁ ngs end with the ofﬁ cer promising 
  the Troubleshooters full and absolute support 
  but don’t call us, we’ll call you.
  IntSec Brieﬁ ng
  Toni-G’s brieﬁ ng is short and to the point – the 
  Communists exist as part of the traitorous 
  underground. All the characters need to do 
  is inﬁ ltrate one or more secret societies and 
  follow them back to the Commies. The Food 
  Pyramid is a large, public venue and Internal 
  Security suspects that it is full of society 
  message drops and secret meetings. The 
  ﬁ rst step is to reduce the obvious security 
  presence, encouraging traitors to act more 
  openly within the Food Pyramid. Then, once 
  they have learned of secret society meetings, 
  inﬁ ltrate the meetings and ﬁ nd the Commies.
  Armed Forces Brieﬁ ng
  Larry-G ﬁ lls his brieﬁ ng with military jargon and 
  codes. The 215th Infantry is standing by at Fort 
  Insurmountable, ready for insertion into the 
  mission zone. Once deployed, the 215th will 
  secure the area and be ready to strike against 
  the Commie foe. Civilians, Larry-G proclaims, 
  have weak minds, untempered by military 
  discipline. The Troubleshooters’ mission is to 
  co-ordinate deployment of the 215th and ensure 
  the civilians ‘don’t get in the way’.
  Court. It’s got multiple levels for different 
  security clearances. A customer went up the 
  wrong stairs-’
  Toni-G: interrupting ‘And IntSec swooped 
  in and arrested the Troubleshooter! I mean, 
  troublemaker. We interrogated him and do you 
  know what his defence was? “I don’t know 
  what made me do it!” MADE ME DO IT! He 
  was COMPELLED by an OUTSIDE FORCE to 
  commit treason!’
  Larry-B: ‘That’s why I’m saying we must take 
  a stand against Communism! A forceful stand! 
  We secure the whole sector with disciplined 
  Armed Forces troops whose stronger minds 
  will resist Commie mind control! Meanwhile, 
  the Troubleshooters investigate the source of 
  the Commie ray and-‘
  Victory-B: ‘These Troubleshooters, ﬁ nd the 
  transmitter? Ha! Unthinkable! If the ray is as 
  I believe it to be, it will require the use of the 
  most advanced and experimental technologies 
  available to us! We must immediately ﬁ eld 
  test our own psychotronic devices! We 
  cannot afford a mind control gap with the 
  Communists!’
  Krystal-G: ‘Look, the important thing to do 
  is to warn people to stay alert, so they’ll know 
  not to give into Commie mind control if the 
  Commies try to mind control them. I’ve got 
  some pamphlets and educational materials 
  here…’
  Toni-G: ‘Informing the common citizenry 
  is not an option. The Troubleshooter mission 
  requires strict information control. The 
  Commies cannot know we have discovered 
  their ray!’
  Victor-G: ‘You have not discovered the ray! 
  You have only surmised the existence of the 
  ray from observation of its effects!’
  Chet-B: ‘Look, guys, it’s getting close to 
  dinner time and I’ve got a cafeteria to run. We 
  need to make a decision about the course 
  of action. You know that as long as the PLC 
  targets are hit, we will co-operate fully with any 
  investigation –‘
  Larry-B: interrupting ‘Military action!’
  Krystal-G: interrupting ‘Educational 
  campaign!’
  Victor-B: interrupting ‘Field testing!’
  
  13
  1. THE BRIEFING WAR
  HPD&MC Brieﬁ ng
  Krystal-G informs the characters handling the 
  HPD&MC liaison that she wants to educate 
  the common citizens about the dangers of 
  the Commie Ray. A HPD&MC documentary 
  team will be sent to meet the characters at 
  the Food Pyramid and the characters are to 
  design an informational video on the dangers 
  of the Commie Ray. They must also ensure 
  that the population are kept happy, reassured 
  and informed of what they’re cleared to know 
  – remember, higher-clearance citizens on the 
  upper levels of the Food Pyramid deserve to 
  know more about the ongoing crisis. 
  R&D Brieﬁ ng
  Victor-B laughs and reassures the R&D 
  liaison that he is taking a personal interest 
  in the Commie Ray Crisis. Already, his lab 
  technicians are working on new and grander 
  devices that will detect, counteract or maybe 
  even reverse the effects of the Commie mind 
  control beam! All the Troubleshooters need to 
  do is ensure that these devices are installed 
  correctly by precisely following the instructions 
  that Victor-B will send along with them.
  PLC Brieﬁ ng
  Chet-B is quite optimistic. He’ll give the 
  Troubleshooters a tour of the Food Pyramid 
  before handing the keys over to them and 
  the cafeteria has a skilled staff who basically 
  run the place anyway. The only thing the 
  characters need to worry about are the 
  targets – the Food Pyramid needs to make 
  100 Consumption Tracking Metric Units per 
  daycycle (incorporating breakfast, lunch, 
  dinner and mandatory snack breaks), so the 
  Troubleshooters need to ensure that the efforts 
  to stop the Commie Ray don’t interrupt the 
  business of serving food to the citizens. 
  Consumption Tracking Metric Units 
  The CTMUs used by the Food Pyramid are based on the simple principle that feeding a high-clearance citizen is worth more than feeding 
  an INFRARED. A CTMU is a complex metric derived from both the income from food sales and credits for completing your assigned duties 
  of feeding the masses. You get one CTMU for every:
  256 INFRAREDS
  64 RED/ORANGE
  8 YELLOW/GREEN
  1 BLUE OR HIGHER
  The number of CTMUs earned by the Food Pyramid is determined by a random roll, modiﬁ ed by the level of chaos in the cafeteria. The 
  tables for CTMU earnings are given in Episodes 4, 5 and 6. The characters need to earn 100 CTMUs per daycycle. Earning few or excess 
  CTMUs will cause problems for the Troubleshooters.
  Consumption Tracking Metric Unit Tracking
  CTMUs 
  Result
  50 or less
  Food Court has dropped below starvation levels; higher-clearance citizens authorised to eat lower-clearance ones. 
  Troubleshooters get called to account for themselves by Chet-B’s vicious supervisor, Ingrid-I. She doesn’t need 
  authorisation to eat people. See page 28 for more on Ingrid-I. 
  51-74
  Food Court food budget severely overstretched. CPU auditors called in. They discover Chet-B’s embezzling but 
  blame the characters. The characters need to somehow reﬁ ll the budget by earning 125-149 CTMUs.
  75-89
  Food Court is running dangerously low on credits. The Troubleshooters are instructed to earn more credits – or 
  else. Fined 250 credits
  90-99
  Below optimum CTMU earnings. Shape up. Fined 100 credits each.
  100
  Optimum CTMU earning! Well done!
  101-110
  Above optimum CTMU earning! Have a bonus 100 credits!
  111-125
  Well above optimum CTMU! You earn an extra 250 credits each. Also, supplies are running low.
  125-149
  Supplies massively overstretched, especially drug supplies. Populace is now longer in a happy druggy haze. 
  Chance of food riots, spontaneous mutant power use, raids on upper levels.
  150+
  Biblical level disaster. INFRAREDs like a plague of locusts, eating everything. Doom, doom.
  
  14
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  Secret CPU Brieﬁ ng
  Once all the other brieﬁ ngs have been carried 
  out, randomly select one Troubleshooter. 
  Dominic-I contacts that Troubleshooter 
  and summons him to a meeting. There, the 
  INDIGO informs the Troubleshooter that his 
  secret mission is to observe the others and 
  report everything he sees to Dominic-I. Further 
  instructions may be issued later.
  We’re Off To See 
  The Food Court
  Tension 5
  Finally, once all the brieﬁ ngs are complete, 
  Chet-B collects the characters and brings 
  them to the VitaYum Uniﬁ ed Citizenry Food 
  Pyramid Court…
  Secret Society Missions
  After the brieﬁ ngs, the Troubleshooters each 
  receive a secret society mission. If one of the 
  brieﬁ ng ofﬁ cers matches the secret society 
  of a Troubleshooter, then that ofﬁ cer gives 
  the mission; other missions are given by 
  anonymous clones in the corridors.
  Anti-Mutant: Karl-R, the stores manager 
  in the Food Pyramid, is a ﬁ lthy mutant scum. 
  Get him killed if you can. 
  Communists: Er…we don’t have a mind 
  control ray. We’ve no idea what’s going on. 
  Some of our propaganda was conﬁ scated last 
  week by the Food Pyramid’s security service 
  – get it back or destroy it.
  Computer Phreaks: We’ve hacked the 
  guest list for the dinner in the Food Pyramid 
  in two days time. Mathias-I of IntSec is on that 
  list. Terminate him!
  Corpore Metal: We have received reports 
  that there is a Frankenstein Destroyer in 
  the Food Pyramid, mistreating our Botty 
  Brothers. Find and kill the machine hater. (It’s 
  Morris-O)
  Death Leopard: Dude! There’s a Death 
  Leopard in the Food Pyramid called Metal 
  Noise. She’s done nothing cool lately. She 
  must be down – ﬁ nd her and motivate her. 
  (Alice-G is Metal Noise.) 
  FCCC-P: There is a stack of Church leaﬂ ets 
  hidden behind a false wall on the third shelf 
  in the third locker in the third giant walk-in 
  refrigerator downstairs in the storage section 
  of the Food Pyramid. Retrieve them and pass 
  the good news out to the INFRAREDs.
  Frankenstein Destroyers: One of our 
  allies, Morris-O, works in the Food Pyramid. 
  Promote him if you can.
  Free Enterprise (Chet-B): Listen to me, 
  friend! I’ll make you rich; just keep the Food 
  Pyramid going as long as you can.
  Humanists: We’ve learned that a group of 
  high-clearance citizens are meeting for dinner 
  in a few days in the Food Pyramid. We want 
  you to capture the Commie Ray and use it on 
  them, thus spreading treason at the highest 
  levels of Alpha Complex and sowing the seeds 
  of The Computer’s destruction!
  Illuminati: We need a warbot. Don’t ask 
  why. We will arrange to have one delivered to 
  the cafeteria. Somehow, get it out of there and 
  leave it in the corridor outside, unwatched, with 
  the engine running.
  Mystics: Dude! Here’s a packet of…well, 
  green goop. There’s a dinner of high-clearance 
  citizens in the food pyramid in a few days 
  time. Mix this stuff into their food and they’ll 
  be tripping, man!
  Psion: Our agent Karl-R works in the Food 
  Pyramid. Do not be deceived by his brutish 
  demeanor – he is a valued asset. Promote 
  him! 
  Pro Tech (Victor-B): We must capture 
  this Commie Ray for ourselves!
  PURGE: Our agents led by Kevin-R will be 
  meeting in the cafeteria. Find them, join them 
  and aid their mission.
  Romantics (Krystal-G): Hi! Wow, it’s 
  great to be working with you! I don’t have 
  a secret mission for you, but let’s be best 
  friends!
  Sierra Club (Larry-B): I’m sending you 
  one of my best men, Bert-Y. He’s one of us. 
  Protect him! 
  Listen carefully, I will say this only once.
  
  15
  2. CAFETERIA OF THE DAMNED
  Episode Summary: The Troubleshooters 
  are put in charge of one of the largest and most 
  prestigious cafeterias in Alpha Complex. This 
  proves to be a mistake. Chet-B takes them on 
  a tour of the cafeteria and introduces them to 
  his four underlings, all of whom are traitors in 
  their own way. 
  There’s also what looks like another dining 
  level above the BLUE one, sectioned off from 
  the lower levels by tinted windows. It looks 
  to diners below like there are noble high-
  clearance citizens dining in the very same 
  building as them. What a grand gesture of 
  brotherhood and unity! In fact, behind the tinted 
  window are mobile human-shaped dummies 
  with head-mounted cameras, observing the 
  citizens below.
  Level 0 - INFRAFRED
  Level 2 – YELLOW-GREEN
  Level 3 - BLUE
  LEVEL 4 - ULTRAVIOLET
  Level -1 - Stores
  INVERTOWER
  Of course, they really do not need these 
  cameras – the literal centrepiece of the 
  VitaYum Uniﬁ ed Citizenry Food Pyramid is 
  the VitaYum/Complex Dynamics Security 
  Invertower. It looks rather like the offspring 
  of a many-eyed, many-limbed giant mutant 
  tarantula that had sex with a giant many-eyed, 
  many-limbed chandelier; the offspring then got 
  a advertising fast-food. It’s a huge mess of 
  screens, cameras and cables handing from the 
  apex of the pyramid and reaching almost to the 
  ground ﬂ oor. On the inside of the Invertower 
  are the management and security ofﬁ ces of 
  the Food Pyramid. 
  Around the walls of the various levels are food 
  preparation areas, restrooms, storerooms, bot 
  maintenance facilities and so forth. Beneath 
  the Food Pyramid is a cavernous series 
  of storerooms and warehouses along with 
  dedicated Food Vats. 
  2. Cafeteria of the Damned
  The VitaYum 
  Uniﬁ ed Citizenry 
  Food Pyramid 
  Court
  The VitaYum Unified Citizenry Food 
  Pyramid Court is the grandest, most exciting 
  advancement in Alpha Complex Commissary 
  Food Deployment since the Fun High-Speed 
  FunInjection Nipple. It’s a huge pyramid-
  shaped room in the heart of FOG Sector, 
  eight levels high and capable of serving up to 
  800 citizens at once. The whole building is a 
  pristine, wipe-clean sparkling white, with more 
  colour-coded stripes running everywhere. The 
  stripes on the walls designate the security 
  clearance of the area; the stripes on the ﬂ oor 
  guide patrons to different sections of the Food 
  Pyramid.
  The whole ﬂ oor level of the Food Pyramid 
  is INFRARED clearance. Above that, the 
  walls slope inwards and the diners eat on 
  wide balconies overlooking the ﬂ oors below. 
  The next level is RED clearance and serves 
  RED and ORANGE citizens, then a YELLOW 
  clearance level for YELLOW and GREEN 
  citizens and ﬁ nally a BLUE clearance level 
  for BLUE and higher citizens. Levels are 
  connected by escalators and elevators. 
  What, The 
  Troubleshooters Are In 
  Charge?
  Yep. We’re giving the Troubleshooters actual 
  authority over higher-clearance citizens. 
  They get to make decisions and have some 
  level of control over the course of events.
  This is exactly like giving a man enough rope 
  to hang himself.
  
  16
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  Hi, We’re In 
  Charge
  Tension 10
  Read the following to the players.
  Chet-B leads you through a twisty 
  maze of corridors, all alike to a 
  door marked Invertower Access. It 
  opens into a glass-walled elevator. 
  Once you’re all inside, the elevator 
  descends into a vast pyramidal 
  chamber. You’re travelling down a 
  thick knot of cables hanging from 
  the apex of the pyramid (get it? It’s 
  an Inverted Tower!) All around the 
  walls of the pyramid, you see tier 
  after tier of cafeterias and seating 
  areas, coded by clearance level. 
  The tinted windows of the upper 
  level, the luxurious BLUE private 
  couches and ﬁ ne restaurants, the 
  high-quality dining for YELLOW 
  citizens, the queues for the RED 
  vending machines, and the food 
  troughs for the INFRAREDs.
  The elevator passes into a tangled 
  complex of cables and screens that 
  hangs in the centre of the open 
  space. With a loud DING, you arrive 
  in a small cluster of rooms at the 
  very heart of the Food Pyramid. 
  ‘From here, you can oversee every 
  aspect of our operations. We’ll 
  come back here at the end of the 
  tour’ says Chet-B, pumping the 
  hand of [TROUBLESHOOTER] three 
  times, then making an odd gesture 
  with his thumb. 
  Chet-B then introduces a YELLOW clone, 
  Mike-Y, who is the chief of security for the Food 
  Pyramid. Mike-Y is a grizzled gruff citizen who 
  absolutely exudes competence and toughness, 
  the ideal security chief. He’s dressed in battle 
  armour and carries a slug riﬂ e everywhere 
  he goes. Unfortunately for the characters, 
  Mike-Y conﬁ scated a few pages of Commie 
  propaganda off a traitor in the cafeteria last 
  week and he read it instead of burning it. Now, 
  that Commie propaganda has stuck in his head 
  and really makes sense to him…
  Food Service By Level
  Level 0 (INFRARED): Upon entering the cafeteria, pass through the metal detectors and swipe your ME card through the ME card reader. 
  If you do not have enough food credits for a meal this daycycle, enter the line for Synthetic Nutrient-Free Stomach-Filling Fibre-Foam. Otherwise, 
  enter the line for the food dispersers. Take a tray and receive servings of the barely edible slop of the day, plus a handful of tranquilisers and 
  happy pills. Sit at one of the hundreds of identical black counters with your fellow drones. Eat, then drop your tray on one of the tray collecting 
  robots and leave the counter area before the automated chemical purge wash cycle begins for that counter zone.
  While eating, watch the stream of propaganda reports and inspirational videos on the Invertower’s thousand screens. 
  This Week’s Special: NutraGoop, Stomach-Filling Fibre-Foam
  Level 1 (RED/ORANGE): Upon entering the cafeteria, pass through the metal detectors and swipe your ME card through the ME card 
  reader. Stride past the cow-eyed INFRAREDs and proudly climb the stairs to your exclusive RED level. There, choose from up to half a dozen 
  different food counters, then take your food and sit at a table with a chair that appears to have been designed for some sort of lizard.
  If ORANGE, you don’t need to bother with queuing up for food – just sit down in the marginally comﬁ er chairs and wait for a WaiterBot to roll 
  up and take your order.
  While eating, watch the stream of propaganda reports and inspirational videos on the Invertower’s thousand screens, unless you’re lucky enough 
  to be sitting at one of the few tables with its own TV set, in which case you can turn it to the Teela-O channel.
  This Week’s Special: Hot Fun, VitaYum Bars
  Level 2 (YELLOW/GREEN): Upon entering the cafeteria, pass through the metal detectors and swipe your ME card through the ME card 
  reader. Stride past the cow-eyed INFRAREDs and climb the stairs to the RED level, holding your nose at the smell. Hop on the high-speed 
  escalator to the YELLOW level and sit down on one of the comfy seats. Immediately, a WaiterBot zooms over to you and takes your order. 
  Real food is available regularly and special high-price dishes are served by human waitstaff. 
  While eating, you can watch TV on the unit installed at each table.
  This Week’s Special: Duck in YELLOW sauce
  Level 3 (BLUE+): You don’t take the common entrance to the cafeteria – there’s a BLUE-only entrance on a higher level. You sit in your 
  private booth and a human waiter (or bot, if you request privacy) comes over to take your order. You exit via the same exclusive access corridor. 
  While eating, check your stock portfolio or access The Computer via the console built into every seat.
  This Week’s Special: Beef in VIOLET sauce 
  
  17
  Next, Chet-B takes the characters on a tour of 
  the Food Pyramid, starting with Level 0 (the 
  INFRARED area). 
  Level 0/1
  ‘We call this the factory floor. 
  Here’s where the INFRAREDs get 
  their slop. Slop dispensers are 
  over by the walls; it’s all pumped 
  up from the storage tanks and 
  food vats underground. We’ll get 
  to them later, too. Upstairs is RED 
  and ORANGE dining.
  This whole section is run by my 
  good buddy, Morris-O. Hey! Morris! 
  Over here!’
  Morris-O is a small knot of nervous stress on 
  legs and drugs. He has not slept in months 
  and despite working in a restaurant, he has not 
  been able to keep food down in months either. 
  He subsists on drugs, protein supplements and 
  water. He secretly hates Chet-B, believing that 
  his supervisor is incompetent and careless. 
  Morris-O covets Chet-B’s job or at least he 
  would if he had time to think. He also hates 
  Alice-G the bot technician upstairs and his 
  hatred of her has spilled over into full-blown 
  Frankenstein Destroyer beliefs. Morris-O’s 
  sole delight is in working the few bots in his 
  domain to death and the bots on the RED 
  level are severely under-maintained and prone 
  to failure. To top it off, Morris-O will hate the 
  characters too as soon as he’s introduced to 
  them – they’re being handed Chet-B’s job, 
  whereas he deserves it.
  Level 2
  Chet-B reaches the foot of an 
  elevator to the YELLOW clearance 
  level above, then stops and glances 
  back at you. ‘Oh, don’t worry. 
  Since you’re getting my job for 
  the duration of the crisis, you’re 
  all getting temporary promotions 
  to BLUE clearance, effective only 
  within the confines of the Food 
  Pyramid. That will let you into all 
  security-sensitive sections of this 
  cafeteria. Well, almost – there’s a 
  VIOLET dining experience up there 
  that even I don’t get into.’
  Upstairs, you’re led into a wonderland 
  of comfort and luxury beyond your 
  dreams. Immediately, a waiterbot 
  rolls over to you and cheerfully 
  burbles ‘welcome, sir! Our special 
  today is roast duck in YELLOW 
  sauce. May I take your order?’
  Chet-B gestures at the bot with 
  one hand while shaking the hand 
  of [TROUBLESHOOTER] twice 
  and giving him a thumbs-up. ‘Bots 
  are the absolute foundation of the 
  lower three level’s workforce. All 
  our bots are maintained by Alice-G 
  and her staff. Bot, run off and get 
  Alice, please.’
  ‘Sure thing Mr. Chet-B’ says the 
  waiterbot, which spins around and 
  zooms off. A few moments later, a 
  young citizen in a GREEN jumpsuit 
  bounces up to you. She’s got all 
  sorts of gadgets and spare parts 
  hanging from her belt, stuffed into 
  her pockets and even stuck behind 
  her ears. 
  2. CAFETERIA OF THE DAMNED
  Mike-Y-JKF-4
   
  Management 4
   
  Bootlicking 1
   
  Stealth 8
   
  Sneaking 12
   
  Surveillance 12
   
  Security Systems 12
   
  Violence 6
   
  Energy Weapons 10
   
  Projectile Weapons 10
   
  Unarmed 10
   
  Hardware 4
   
  Weapons & Armour Maintenance 8
   
  Software  4
   
  Data Analysis 8
   
  Wetware 4
  Armor: Kevlar (I3), YELLOW Reﬂ ex (E1)
  Weapons: Slug Thrower (I, W3K)
  Mutant Power: Rubbery Bones
  Secret Society: None
  Morris-O-NOE-6
   
  Management 8
   
  Oratory 12
   
  Organising Hundreds of Diners 14
   
  Stealth 4
   
  Violence 6
   
  Hardware 4
  Unclogging Food Troughs 10
  Bot Abuse 10
   
  Software 4
  Bot Programming 8
   
  Wetware 4
   
  Biosciences 8
  Armor: None
  Weapons: Laser Pistol (W3K)
  Mutant Power: Levitation
  Secret Society: Frankenstein 
  Destroyer
  Alice-G-NGH-2
   
  Management 4
   
  Chutzpah 8
   
  Stealth 4
   
  Concealment 8
   
  Violence 4
   
  Energy Weapons 8
   
  Agility 8
   
  Hardware 8
  Bot Ops & Maintenance 12
   
  Software 8
   
  Bot Programming 12
   
  Wetware 4
  Armor: GREEN Reﬂ ec (E1)
  Weapons: Laser Pistol (W3K)
  Mutant Power: Mechanical Intuition
  Secret Society: Death Leopard
  Alive-G is a sickeningly positive and enthusiastic 
  technician, responsible for maintaining the bots. 
  She spouts technobabble in response to every 
  question she’s asked. Secretly, she’s a Death 
  Leopard (codename: Metal Scream) who uses 
  her position to build homemade killer robots. 
  She’s got a secret workshop on Level 2, where 
  she’s assembled a trio of misshapen monsters 
  made from waiterbot and mixerbot parts. She 
  hates Morris-O for abusing her bots and hates 
  Alphonse-B because he’s exactly the sort of 
  stuck-up twit that Death Leopards loathe.
  Level 3
  Upstairs again, and into an almost 
  unimaginable level of luxury. This 
  
  18
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  whole level is BLUE-clearance. 
  Fountains tinkle musically between 
  tables of something Chet-B calls 
  ‘mahogany’. The chairs look 
  incredibly comfortable, something 
  that deﬁ nitely isn’t B3 sparkles in 
  crystal glasses and the sample 
  dishes on the menu are absolutely 
  mouthwatering. This surely is how 
  the elite of Alpha Complex dine.
  The one ﬂ y in the ointment is the 
  tall, thin BLUE citizen with a chef’s 
  hat stalking towards you. He looks 
  unhappy.
  The third key member of the staff is the 
  Cordon BLUE chef, Alphonse-B. He is 
  a terrible, terrible snob who cares about 
  nothing but serving the ﬁ nest, ﬁ nest food to 
  the ﬁ nest, ﬁ nest citizens. He speaks with a 
  ludicrously exaggerated French accent and 
  looks down his nose at anyone without the 
  requisite clearance or breeding to appreciate 
  his food. Alphonse-B is secretly a member of 
  the PURGE society, who planned to use his 
  position to assassinate certain high-clearance 
  citizens with discrete poisons but he never 
  had the nerve. He’s also an avid Romantics 
  member, using their connections to dig up old 
  recipes and techniques. 
  magic happens.’ He presses a 
  button and a hidden panel opens 
  revealing an elevator. You all crowd 
  in and it zooms down to the sublevel 
  beneath the Food Pyramid. While 
  you’re descending, Chet-B grabs 
  the hand of [TROUBLESHOOTER] 
  and shakes it from side to side 
  while tapping his other hand on the 
  ‘DOOR CLOSE’ button. 
  After two-thirds of a cheery elevator 
  song about how nice it is to be in 
  an elevator, the doors open into 
  a cavernous chamber. In the dim 
  light, you can make out the hulking 
  shapes of food vats, storage tanks 
  and piles and piles of crates. You 
  can also make out the hulking 
  shape of a huge RED clone.
  ‘This is Karl-R’ says Chet-B, with a 
  slight quiver in his voice. ‘He runs 
  things down here.’ 
  ‘KARL-R’ says the giant, slapping 
  his chest. ‘KARL-R!’ You can’t 
  help but notice the bright yellow 
  registered-mutant stripe running 
  down his sleeve but it seems 
  impolite to mention it.
  Karl-R is indeed a giant hulking mutant who 
  rules the sublevel with an iron ﬁ st. He has 
  a staff of pale, grub-like INFRARED slaves 
  who skulk between the food vats. He’s not 
  a moron, though – his speech patterns are 
  an affectation. He’s a Psion agent who adds 
  mutagens to the already-mutagenic food 
  additives. He speaks like a giant idiot so people 
  underestimate him. 
  The Sublevel
  Chet-B points up at the tinted 
  windows at the top level of the 
  pyramid. ‘Sometimes, you’ll see 
  people moving around up there. 
  The upper dining level is VIOLET 
  clearance and it’s all automated. 
  You don’t need to worry about it.
  Anyway, come with me. Let’s go 
  behind the scenes, to where the 
  Hot Fun is not Haute Cuisine. 
  Alphonse-B
   
  Management 8
   
  Bootlicking 12
   
  High-clearance savoire fare 12
   
  Stealth 8
   
  Sneaking 12
   
  Violence 6
  Hand Weapons 10
   
  Hardware 4
   
  Software 4
   
  Wetware 10
   
  Cooking 16
  Armor: None
  Weapons: Power Whisk (M4K)
  Mutant Power: Supercooking
  Secret Society: PURGE/Romantics
  Karl-R-XAV-4
   
  Management 4
  Intimidation 8
   
  Stealth 4
   
  Sneaking 1
  Shadowing 8
   
  Violence 10
   
  Energy Weapons 14
   
  Unarmed Combat 14
   
  Hardware 4
   
  Software 4
   
  Wetware 4
  Armor: None
  Weapons: None
  Mutant Power: Adrenaline Control, 
  Mental Blast
  Secret Society: Psion
  
  19
  Back to the Invertower
  Finally, Chet-B brings the Troubleshooters 
  back to the Invertower. There are several 
  rooms in this little complex – there’s the 
  manager’s ofﬁ ce, the security ofﬁ ce, the food 
  vat control ofﬁ ce and the executive bathroom. 
  He waves vaguely at the latter three and says 
  that they’re all pretty self-explanatory and 
  that nothing can go wrong. He then ushers 
  2. CAFETERIA OF THE DAMNED
  behind his desk with one hand 
  and vigorously shakes the hand 
  of [TROUBLESHOOTER] with the 
  other. He pumps it twice, then 
  swaps the briefcase to the other 
  hand and shakes it twice again. 
  ‘Cheerio’ he says and vanishes 
  from your lives. 
  The number Chet-B gives is, of course, fake. 
  He’s running away with his ill-gotten gains. 
  the Troubleshooters into his ofﬁ ce and serves 
  them a generous helping of genuine booze.
  ‘Well, that’s the Food Pyramid. 
  It’s all yours now, guys. I’m being 
  temporarily reassigned to FUN 
  Sector for a break – but here’s my 
  personal number so you can call 
  me if anything goes wrong. I’m 
  sure you’ll track down this Commie 
  Ray in no time! Good luck!’ Chet-
  B takes a heavy suitcase from 
  Episode Summary: The four cunning 
  plans to locate the Commie Ray are put into 
  operation. This too proves to be a mistake.  
  There’s one section in this episode for 
  each of the four plans. In each section, the 
  Troubleshooters have to implement the ﬁ rst 
  section of the plan, as described by the liaison 
  for that section. If the Troubleshooter who, 
  say, was responsible for the HPD&MC part 
  of the plan cannot remember what Krystal-G 
  told him to do in the last section, then the 
  Troubleshooters still have to ﬁ nd some use for 
  a documentary ﬁ lm crew. When implementing 
  the plans, assume there are lots of staff in the 
  cafeteria but all orders must be given directly or 
  ﬁ ltered through Morris-O, Alice-G, Alphonse-B 
  or Karl-R.
  The plans are:
  Internal Security: The Troubleshooters 
  are to decrease the security presence in the 
  Food Pyramid, to encourage traitors to show 
  up there.
  HPD&MC: The Troubleshooters get to 
  star in their own educational video about the 
  dangers of Commie Rays.
  Armed Forces: The 215th Interview show 
  up and want dinner and a place to stay. 
  R&D: Victor-I has a giant MRI that he wants 
  the Troubleshooters to scan diners with.
  This episode is supposed to take one daycycle. 
  At the end of it, the Troubleshooters must 
  calculate how many Consumption Tracking 
  Metric Units they have earned.  
  To disable some of the security systems in 
  the Food Pyramid, the Troubleshooters need 
  to either order Mike-Y the security chief to do 
  so, switch the security systems off themselves 
  from the security ofﬁ ce or else sabotage the 
  physical cameras and table microphones 
  throughout the Pyramid.
  Persuading Mike-Y
  Mike-Y is adamant that turning off the security 
  systems would be a bad idea. A Really Bad 
  Idea. He absolutely refuses to do it unless they 
  directly order him to do so and if they put their 
  order in writing and if there’s an undeniable 
  paper trail a mile wide that directly connects 
  the Troubleshooters with the Really Bad 
  Idea and completely absolves Mike-Y of any 
  wrongdoing. If the Troubleshooters do this, 
  then Mike-Y will take great joy in pinning the 
  ensuing problems on them. The Tension drops 
  to 5 if the characters take this option.
  3. This Will Solve The Problem
  Day Planner, Day One
  0600
  Wake-Up
  1600
  0700
  Breakfast – Meeting with Mike-Y re: Security system, turning off
  1700
  0800
  Breakfast
  1800
  Dinner – Premier of video
  0900
  Breakfast 
  1900
  Dinner – Armed Forces arrive
  1000
  2000
  Dinner – R&D Gadget arrives
  1100
  Supplies Arrive
  2100
  Dinner
  1200
  Lunch – Meeting with HPD&MC Film crew
  2200
  Cleaning
  1300
  Lunch – Making the video
  2300
  Cleaning
  1400
  Lunch
  2400
  Cleaning
  1500
  Nightcycle
  Internal Security 
  – Enabling 
  Treason
  Tension 10, probably dropping 
  According to the instructions given by Toni-G, 
  the ﬁ rst step is for the Troubleshooters to 
  lower the security level of the Food Pyramid, 
  making it more attractive for Commie Mutant 
  Traitors to meet there. Toni-G’s undercover 
  IntSec agents will then identify and trace these 
  Commie Mutant Traitor meetings, opening 
  up a path to the treasonous underworld and 
  from there to the Commie Ray. At least, that 
  is the theory.
  
  20
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  Switching Off The Security 
  Systems Themselves
  Well, first they need to get Mike-Y out of 
  his ofﬁ ce, which isn’t that hard. Then they 
  need to switch off the security system. The 
  security system control panel is like looking 
  into the howling face of absolute madness, 
  as interpreted through the medium of buttons 
  and levers. 
  There’s a large and tempting OFF switch that 
  switches off ALL security throughout the Food 
  Pyramid. Pressing this is a Really, Really Bad 
  Idea, even worse than the Really Bad Idea 
  of turning off some of the security systems. 
  If they turn off all the security systems, then 
  the Tension throughout the Food Pyramid 
  drops to 0. 
  They can also try to work the controls. This 
  requires a Security System roll or random 
  button pressing. A successful roll lets them set 
  the Tension to whatever they want. If they risk 
  random button pressing, roll on the Security 
  System Catastrophe table.
  Roll
  Effect
  Final Tension
  1-4
  System entirely shut down.
  0
  5-8
  Fire Suppression System activated. A group of GREEN citizens on a dinner party 
  are very, very wet and very angry.
  5
  9-12
  Overdose of tranquilisers added to Hot Fun. Level 0 is suddenly ﬁ lled with dozens 
  of quietly slumbering INFRAREDs.
  10
  13-16
  Alerts sent to Internal Security, informing them that the Food Pyramid is under 
  Commie attack. A heavily armed strike team shows up with hostage negotiators 
  in tow, to ensure the safety of the high-clearance citizens on level 2.
  5
  17-20
  System goes wild, showing sparks everywhere.
  1d20
  Disabling The System 
  Themselves
  If the Troubleshooters want to wander around 
  smashing security cameras, they can. Mike-Y 
  will have words for them or for the debrieﬁ ng 
  ofﬁ cer at the end…
  The IntSec Situation 
  (Tension >0)
  If the Tension is anything other than 0, then a 
  rather tricky problem arises. Mike-Y contacts 
  the Troubleshooters, informing them that he’s 
  noticed a rather suspicious person on Level 
  1 that he suspects is a saboteur. He wants 
  permission to send in his guards to arrest the 
  saboteur. The ‘saboteur’ is actually Jerome-R, 
  an Internal Security agent working for Toni-G, 
  who is spying on Commies.
  If the guards try to arrest Jerome-R, he 
  assumes that he’s been identified as an 
  Internal Security agent by Commie Mutant 
  Traitors and ﬁ ghts back. A standoff quickly 
  develops on Level 1 between the guards 
  and Jerome-R, who takes shelter behind a 
  waiterbot that’s loaded with highly ﬂ ammable 
  (inﬂ ammable? Whatever. Call it explosive) Hot 
  Fun. Unless the characters intercede when the 
  lasers start zapping, they end up with a big 
  boom that takes out a chunk of Level 1.
  Anarchy (Tension=0)
  If the characters have reduced the Tension 
  to 0, then a riot breaks out in the INFRARED 
  section. Without security systems, it is 
  impossible to tell who started it but rumours 
  insist that the Commie Ray swept through 
  the cafeteria. 
  From this point on in the mission, the Tension 
  score in the Food Pyramid is equal to whatever 
  the Troubleshooters just set it to.
  HPD&MC – Video 
  Killed The 
  Commie Star
  Tension There’s A Guy With A 
  Camera Staring At Us
  Krystal-G promised the Troubleshooters that 
  she would send a documentary team to help 
  them produce an educational video about the 
  dangers of the Commie Ray. Unfortunately, she 
  made a slight mistake when ﬁ lling out the work 
  order. Instead of assigning the documentary 
  team to work for the Troubleshooters, 
  she assigned the team to work with them 
  – meaning the Troubleshooters will be starring 
  in the documentary. The work order is signed 
  by Krystal-G’s INDIGO-clearance supervisor, 
  Reginald-I, so there’s no way to get out of it. 
  HPD&MC Edufotainment Video Team Work Order
  Form HPD&MC/542/7/b/2
  Description of Video: Informational video on the effects of the Commie Ray, to 
  be displayed on video monitors throughout Food Pyramid and FOG Sector
  Minimum Run Time: 3 min 
  Maximum Run Time: 5 min
  Security Clearance of Video: INFRARED
  Approved Assets: VitaYum United Citizenry Food Pyramid Court, assorted 
  ad hoc props and locations up to security clearance ORANGE
  Subjects: (Troubleshooters) 
  TICK ALL THAT APPLY:
  Supervisor: (blank) 
   
  [  ] dramatic music  
  [X] simulated violence
  Authorisation: Reginald-I-HJK [X] subliminal messaging 
  [X] B3 consumption
   
   
   
   
  [X] adult situations  
  [  ] mental stimulation
   
   
   
   
  [  ] ﬂ ashing lights   
  [  ] DVD extras
   
   
   
   
  [X] simulated treachery 
  [  ] Teela-O
  
  21
  3. THIS WILL SOLVE THE PROBLEM
  The Troubleshooters need to script and act out 
  a short ﬁ lm, educating the citizens about the 
  effects of the Commie Ray. The documentary 
  team consists of two citizens, a director and 
  a camera-man. 
  The director is Lucius-O, who is more used 
  to making dramatic Troubleshooter action 
  movies like Heroes of the Complex and 
  Commie Zapping Action Hour! He’s got 
  the attention span of a gamer and is shallower 
  than a monoﬁ lament looking glass. He wants 
  more action and drama and passion at 
  every step! He’s also got suppressed Mystic 
  tendencies, as drugs are about the only things 
  that slow him down.
  The cameraman is Donna-R; she rarely 
  speaks and obeys all of Lucius-O’s commands 
  silently and competently. She’s an Internal 
  Security spy and her multicorder has a signal 
  splitter so it automatically transmits a copy 
  back to Internal Security. She’s also a secret 
  FCCC-P fanatic. 
  Our Fifteen Minutes Of Fame
  The Troubleshooters need to decide on a script 
  and what sort of message they want to send 
  to the common citizenry. How do they convey 
  the (still-hazy) threat of the Commie Ray? 
  What should a loyal citizen do when he feels 
  traitorous impulses well up from within? Lucius-
  O will push for the most dramatic interpretation 
  possible, while Donna-R silently observes and 
  watches for treason. If the characters deviate 
  from the work order, then she speaks up.
  After the video is complete, Lucius-O and 
  Donna-R run back to HPD&MC to edit it, put 
  in a dramatic voice over, music and subliminal 
  messaging and attend the wrap party (they 
  don’t invite the Troubleshooters). They then 
  come back to the Food Pyramid and hand over 
  a copy of the video to the Troubleshooters, then 
  hang around the Food Pyramid ﬁ lming events 
  for another documentary, The Cafeterias 
  of Tomorrowcycle!
  Informing the Populace
  Once the video is complete, the Troubleshooters 
  must display it on the screens in the Food 
  Pyramid. Pay very close attention to the 
  contents of the video that the players came 
  up with – this will determine the initial attitude 
  of the citizens in the Food Pyramid to the 
  Commie Ray. Rumours are already circulating 
  that there’s some sort of Commie Mind Control 
  ray out there; the video made by the characters 
  will determine the level of psychohypochondria 
  that runs rampant in the sector. 
  Armed Forces 
  – Send in the 
  Troops
  Tension Depends On What The 
  Troubleshooters Just Did
  According to Larry-G’s plan, the 215th Infantry 
  is being deployed to the Food Pyramid to 
  secure the area and watch for traitors – and, 
  as promised, the 215th Infantry shows up at the 
  entrance to the Food Pyramid. There are 500 
  heavily armed Armed Forces grunts, led by 
  Bert-Y. They’ve just marched from their base 
  Outside through six sectors to FOG; they’re 
  tired, sweaty, hungry and looking forward to 
  getting into the billets that they’ve been told 
  will be waiting for them. The Troubleshooters 
  have sorted out accommodation for 500 
  soldiers, right?
  Right?
  Bert-Y is a short, ofﬁ cious and annoying career 
  soldier. He’s red-faced, balding, bellicose and 
  would be a joke if not for the 500 soldiers and 
  the heavy ﬁ repower backing him up. Secretly, 
  Bert-Y wants to be a Sierra Clubber – his 
  time in the Armed Forces has given him an 
  appreciation for the natural world but he hasn’t 
  dared to indulge his desires for potted plants 
  and topsoil.
  Bert-Y demands the Troubleshooters provide 
  the following:
  � Somewhere For His Men To 
  Sleep: They’ve got sleeping bags and 
  tents but need space. 
  � Food: He’s not going to pay for it or 
  anything. This is a contracted mission for 
  the Food Pyramid, so any living expenses 
  should be bourn by PLC. 
  � A Tactical Brieﬁ ng: He has no idea 
  what he or his men are supposed to be 
  doing but they got ordered to march here 
  this morning and isn’t happy about that 
  either.
  Bert-Y-OID-4
   
  Management 4
  Interrogation 8
  Intimidation 8
  Shouting Orders 10
   
  Stealth 4
   
  Violence 8
   
  Energy Weapons 12
   
  Projectile Weapons 12
   
  Hardware 4
   
  Weapons & Armour Maintenance 8
   
  Software 4
   
  Wetware 4
  Armor: Kevlar (I3), YELLOW Reﬂ ex (E1)
  Weapons: Laser Riﬂ e (W3K)
  Mutant Power: Electroshock
  Secret Society: Sierra Club
  Armed Forces Grunt
   
  Management 2
   
  Bootlicking 6
   
  Intimidation 6
   
  Stealth 4
   
  Violence 6
   
  Energy Weapons 10
  Armor: Kevlar (I3)
  Weapons: Laser Riﬂ e (W3K)
  Mutant Power: Varies
  Secret Society: Varies
  
  22
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  Accommodation
  The Troubleshooters have two options – they 
  can section off part of Level 0 for the soldiers 
  or they can stick them down in the bowels of 
  the storage levels. Bert-Y favours the former 
  option but this will cut the cafeteria’s ability 
  to serve INFRAREDs in half. He strongly 
  disapproves of exiling his men to the dank 
  under-basement.
  If they stick the soldiers on Level 0, then the 
  Food Pyramid rapidly turns into a sprawling 
  campsite, with underwear drying on washing 
  lines, Solyent RED cooking on capeﬁ res, tanks 
  rolling around patrolling the perimeter and the 
  occasional random outburst of gunﬁ re. Higher-
  clearance citizens look down disapprovingly 
  from the balconies above and the INFRAREDs 
  are crammed so tightly in the non-militarised 
  sections of the ground ﬂ oor that there’s a real 
  danger of being crushed or trampled. Still, it 
  all works well for now.
  If they put them in the subbasement, then Bert-
  Y complains that the food vats are leaking and 
  Karl-R complains that soldiers are stealing his 
  supplies and getting lost in the maze of twisty 
  corridors and cellars. It also means there is 
  no real way for the soldiers to respond to 
  traitors showing up and attacking the Food 
  Pyramid, unless the Troubleshooters want 
  to try organising a rapid deployment via the 
  dumb waiters.
  Feeding The Five Hundred
  So, what do you serve 500 hungry hungry 
  soldiers? If the Troubleshooters just let them 
  run wild in the INFRARED food lines, then 
  this will severely impact the Food Pyramid’s 
  CTMUs for the day. 
  Also, if the troops are stationed on Level 0 
  and they’re allowed to run wild in the food 
  troughs, then violence erupts when a civilian 
  INFRARED takes the last packet of Algae 
  Crisps. Suddenly, a huge ﬁ stﬁ ght erupts on the 
  lowest level. There are far too many soldiers for 
  Mike-Y’s Food Pyramid security team to deal 
  with – what do the characters do?
  If the Troubleshooters don’t authorise the 
  Armed Forces troops to have free reign of 
  the food troughs, then there’s an awful lot of 
  grumbling but no penalties… yet. 
  A Tactical Brieﬁ ng
  Bert-Y wants to know what his soldiers are 
  going to be doing. He’s got 500 armed thugs 
  who need to shoot something regularly or 
  at least burn off some of their combat-drug-
  fuelled energy, then things will get violent 
  quickly. What do the Troubleshooters want to 
  do with their army?
  R&D – MRIs For 
  All
  Tension Inside The MRI: 20
  Mad scientist Victor-B promised he would 
  send the Troubleshooters technology to 
  deal with the Commie Ray and the ﬁ rst bit of 
  this technology shows up in the evening of 
  the ﬁ rst daycycle. It’s a huge packing crate, 
  marked ‘THIS WAY UP’ (it’s upside-down) 
  and weighing many tons. It’s delivered by a 
  surly truckbot that zooms off after dropping 
  off the crate. 
  Stuck to the side of the crate is a note from 
  Victor-B. ‘Set this up in the entrance 
  to the Food Pyramid and scan all 
  incoming citizens. Victor-B.’ When the 
  crate is opened, inside the Troubleshooters 
  ﬁ nd a giant self-powered magnetic resonance 
  imaging scanner. It’s the size of a jet engine. 
  There are steps at either end and friendly little 
  diagrams show that the citizens are supposed 
  Guess whose army is coming to dinner…
  
  23
  3. THIS WILL SOLVE THE PROBLEM
  to troop through the scanner on their way to the 
  cafeteria. The MRI also includes a transmitter 
  to send data back to Victor-B’s laboratory. 
  The Sound of 
  Impending Doom
  There’s one problem with this gadget – when 
  activated, it creates a very strong magnetic 
  ﬁ eld over the whole Food Pyramid. This pulls 
  the following items strongly toward the MRI 
  machine:
  � The metal cutlery and plates used on 
  Levels 1-3
  � The metal escalators and banisters
  � The metal vending machines and food 
  troughs
  � The metal scrubbots and waiterbots
  � The metal guns and armour worn by the 
  Armed Forces
  � The metal screens and cameras of the 
  Invertower
  � The metal girders in the walls
  Switching on the MRI for more than five 
  seconds at a time causes severe disruption to 
  the smooth running of the cafeteria (and will 
  draw angry complaints from Alice-G, Morris-O 
  and Alphonse-B). Leaving it running for 30 
  seconds or more will cause severe structural 
  damage. It takes ﬁ ve seconds to spin up or to 
  spin down and it takes another ﬁ ve seconds 
  to scan a citizen. 
  In short, it’s a big giant useless piece of 
  metal. (Oh, the MRI also attracts itself). If the 
  Troubleshooters do not send data back to 
  Victor-B, then they get an angry message from 
  the scientist demanding they implement his 
  data gathering technology! Without a baseline 
  for the squishy brains of the diners, how can 
  they trace the effects of the Communist Mind 
  Control beam?
  PLC – Cashing 
  Out On Day One
  Tension Impending Doom
  At the end of the daycycle, it’s time to work 
  out how many CTMUs the Troubleshooters 
  earned. Roll 1d10x5 for each of the three 
  major mealcycles (breakfast, lunch, dinner) 
  to determine the number of CTMUs earned. 
  Perversity can be spent on this roll. 
  The roll is also modified by events in the 
  Food Pyramid. Apply the modiﬁ ers to, well, 
  whatever rolls you feel like to be honest. This 
  is PARANOIA, after all – be as inconsistent 
  and cruel as you wish. 
  The off switch, ironically, is made of plastic.
  Armed Forces
  � Armed Forces detachment has taken up 
  residence on Level 0: -5
  � Armed Forces given free reign in the food 
  troughs: -5
  � Armed Forces forced to pay full price for 
  food: +5
  Internal Security
  � Tension is between 1 and 5, making the 
  cafeteria a great place for conspirators to 
  meet: +5
  � Tension is 0, resulting in anarchy and 
  violence: -5
  HPD&MC
  � Video is especially entertaining: +5
  � Rumours of Commie Mind Control are 
  greatly exaggerated: -5
  R&D
  � They actually use the MRI: -5
  Finally, add up the number of CTMUs earned 
  and compare it to the table on page 31. 
  
  24
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  Episode Summary: The various plans 
  advance. This really doesn’t help. Meanwhile, 
  as knowledge of the ‘existence’ of the Commie 
  Ray becomes common, everyone starts using 
  the Commie Ray as an excuse to commit 
  treason.
  Armed Forces: The 215th fortifies 
  their position as treason takes hold of the 
  cafeteria. 
  Internal Security: The Troubleshooters 
  are sent to inﬁ ltrate a secret society meeting 
  in their own cafeteria.
  HPD&MC: As the panic over the Commie 
  Ray grows, Krystal-G has a whole new 
  initiative to solve the problem.
  R&D: Victor-B sends new and even more 
  disturbing gadgets to the Food Pyramid.
  PLC: Chet-B’s supervisor Ingrid-I shows 
  up.
  Again, this episode is supposed to take 
  place over one daycycle. At the end of it, the 
  Troubleshooters must again calculate how 
  many Consumption Tracking Metric Units 
  they’ve earned. 
  There’s an odd prickly feeling in the air, as if 
  the local nuclear reactor was being twitchy. All 
  the citizens the Troubleshooters pass seem 
  nervous.
  Near the entrance to the Food Pyramid, the 
  Troubleshooters come upon an odd scene. 
  There’s a RED citizen sitting in the middle of 
  the corridor, napping. There’s a pair of GREEN 
  goons standing on either side of him, directing 
  foot traffic around him. The RED clone is 
  stretched out, his head pillowed on a thick 
  folder entitled ‘Directives for the Efﬁ cient 
  Auditing of Type I Screw Washers 
  in Type II Screw Washer Storage 
  Facilities’ and appears to be fast asleep. 
  If the Troubleshooters ask why this RED 
  citizen is allowed to keep on sleeping in the 
  middle of the morningcycle, one goon grunts 
  that the matter is classiﬁ ed. From behind the 
  grunting GREEN goon, the Troubleshooters 
  hear the sleeping citizen mutter ‘I can’t 
  help it… the ray… making me 
  soooooo sleepy. I must…lie down 
  and sleep… not my volition… 
  Commies… making me sleepy… 
  with their Ray… mmm… just like 
  on the informational video.’
  As the RED citizen is not responsible for 
  committing treason (ok, not even in Friend 
  Computer’s most fevered crossed circuits 
  is sleeping on duty considered full-ﬂ edged 
  treason but it’s still a severe misdemeanour), 
  he is not being punished. Anyone blaming 
  their treacherous impulses on the ray is given 
  special dispensation – it’s not your fault if 
  you’re mind controlled, after all.
  The Troubleshooters discover this when they 
  arrive at the Food Pyramid and Morris-O walks 
  up and punches the lead Troubleshooter in 
  the face.
  Crisis at Breakfastcycle
  Morris-O is always full of hate but the disruptions 
  caused by all the different plans to save the 
  cafeteria from the Commie Ray really annoyed 
  him. With all the rumours circulating about 
  using the Commie Ray as an excuse, Morris-O 
  decided to take a swing at his boss and blame 
  it on the Commie Ray.
  Morris-O’s surprisingly solid 
  fist connects very solidly with 
  [TROUBLESHOOTER]’s nose. 
  There’s a distinct wet snapping 
  noise and a gush of low-clearance 
  fluids mixed with a few mid-
  clearance GREENs come pouring 
  out. It’s really painful.
  Morris-O grins widely (it’s the ﬁ rst 
  time you’ve seen the man smile 
  since you met him yesterday), then 
  suddenly snaps to attention and 
  salute. ‘Sorry’, he says, ‘the Commie 
  Ray made me do it! I was suddenly 
  overwhelmed by the desire to punch 
  you in the face, sir! Obviously, the 
  Commies are so scared of you that 
  they’re trying to make innocent 
  citizens attack you!’
  The Troubleshooters can discipline Morris-O 
  as they wish, but he’s technically in the right, 
  as they discover when they get to their ofﬁ ce 
  in the Invertower, where Krystal-G is waiting 
  for them.
  4. This Did Not Solve The Problem
  Day Planner, Day Two
  0600
  Wake-Up
  1600
  0700
  Breakfast – Encounter sleeping citizen
  1700
  0800
  Breakfast – Meeting with Krystal-G
  1800
  Dinner
  0900
  Breakfast – Yoga classes start
  1900
  Dinner – Ingrid-I arrives
  1000
  Yoga continues throughout the day
  2000
  Dinner – PURGE meeting
  1100
  Supplies arrive
  2100
  Dinner
  1200
  Lunch – Meeting with Bert-Y
  2200
  Cleaning
  1300
  Lunch – Lots of Armed Forces stuff arrives
  2300
  Cleaning
  1400
  Lunch – Visit from Toni-G
  2400
  Cleaning
  1500
  Box of helmets arrives from R&D
  Nightcycle
  It’s Not My Fault, 
  It’s The Ray
  Tension Whatever It’s Currently 
  Set To
  As the Troubleshooters return to the Food 
  Pyramid the next morning, they spot an 
  unusual amount of grafﬁ ti spray-bombed on 
  the formerly pristine walls of FOG Sector. 
  
  25
  4. THIS DID NOT SOLVE THE PROBLEM
  HPD&MC – 
  Relaxing Time
  Tension Leeching From Your 
  Body
  ‘Hi guys!’ says Krystal-G perkily. ‘I 
  loved you in that video, it was just 
  super! It really taught the common 
  citizens about how those Commies 
  are using mind control to make 
  people commit treason and it’s 
  no-one’s fault at all! Except the 
  Commies, of course!
  Anyway, my boss was looking at the 
  happiness report for this sector and 
  it’s really good. The one thing is the 
  stress index is kinda high, I guess 
  ‘cos everyone’s worried about being 
  hit by the Commie Ray. So, we need 
  to get people to relax.
  This nice citizen on the transtube 
  handed me these leaflets and I 
  thought I could use it to get people 
  to relax. This Food Court’s a nice big 
  venue – I’m going to show people 
  how to relax the natural way.’
  She drops a badly-printed leaﬂ et on 
  your desk and wanders out. The title 
  of the leaﬂ et is ‘YOGA SECRETS OF 
  THE ANCIENTS – LEARN THE TRUTH 
  ABOUT NATURAL HAPPINESS. 
  SAY NO TO THE COMPUTER’S 
  ARTIFICIAL CONTROL OF JOY! 
  BROUGHT TO YOU BY THE 
  ROMANTICS SOCIETY!’
  The Troubleshooters have just been ordered 
  to help distribute treasonous propaganda to the 
  diners in the Food Pyramid. The leaﬂ et contains 
  a mix of basic yoga techniques and Romantic 
  propaganda, so it’s not that treasonous but still 
  very questionable, especially as it advocates 
  stuff like chanting ‘Omm… The Computer 
  is not my Friend’ while wrapping your legs 
  around your head.
  Krystal-G heads down to Level 1 with a 
  megaphone and starts showing the 
  INFRAREDs on the ﬂ oor below how to do 
  yoga and chant treasonous phrases. The 
  INFRAREDs are a bit confused but willing 
  to follow the orders of a higher-clearance 
  citizen. Krystal-G will continue to teach yoga 
  for the rest of the daycycle unless stopped 
  or terminated. If the Troubleshooters come 
  near her, then she tries to get them to join in. 
  Krystal-G is absolutely oblivious to anything 
  else, and will keep teaching yoga even in the 
  middle of a ﬁ reﬁ ght.
  Opportunities for 
  Treachery
  With rumours of the Commie Ray in full swing, 
  every suppressed treasonous impulse
  Krystal-G
   
  Management 4
  Con Games 1
  Hygiene 8
  Chutzpah 8
   
  Stealth 4
   
  Violence 4
   
  Hardware 4
   
  Software 4
   
  Wetware 4
  Armor: None
  Weapons: None
  Mutant Power: Uncanny Luck
  Secret Society: Romantics
  Random Yoga Instruction Table
  Roll
  Part 1
  Part 2
  Part 3
  Part 4
  1-2
  Put your left leg…
  Behind
  Your left leg
  Gently
  3-4
  Put your right leg…
  Over
  Your right leg
  Slowly
  5-6
  Put your left arm…
  Under
  Your left arm
  Tenderly
  7-8
  Put your right arm…
  Through
  Your right arm
  Quickly
  9-10
  Put your neck…
  Beside
  Your neck
  Sharply
  11-12
  Put your spine…
  Around
  Your back
  Strongly
  13-14
  Put your head…
  Twisted Around
  Your shoulder
  Repeatedly
  15-16
  Stretch your body and put it…
  Folded Into
  Your head
  Immediately
  17-18
  Take your partner’s hand and put it…
  On Top Of
  Your thighs
  Forcefully
  19-20
  Take your partner’s head and put it…
  Between
  Yours whole body
  Violently
  Roll once on each column to generate an instruction.
  
  26
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  Armed Forces – 
  Fort Food Court
  Tension Rising
  The Armed Forces commander Bert-Y 
  contacts the Troubleshooters. ‘My troops 
  have been attacked by citizens 
  under the effect of the Commie 
  Ray’, he says, ‘no casualties thus 
  far but I want to take steps to 
  protect the Armed Forces assets 
  attached to this operation. I have 
  therefore requested some additional 
  fortiﬁ cations from Armed Forces 
  command. As this is your food 
  court, it’s up to you to locate and 
  install these fortiﬁ cations. They’re 
  waiting on truckbots outside the 
  main entrance.’
  True to his word, Bert-Y has brought in a 
  load of extra Armed Forces stuff. Waiting 
  on trucks outside the Food Pyramid are the 
  following items:
  � Four (4) watchtowers with searchlights 
  and machine guns.
  � Two (2) security checkpoints with barriers, 
  sandbags and ME scanners.
  � Two (2) anti-aircraft guns.
  � Four (4) artillery guns.
  � Sixteen (16) portable nuclear strike-proof 
  bunkers.
  � Ten (10) kilometres of two-metre high 
  ﬂ at-pack wall segments.
  � Twenty (20) kilometres of electrified, 
  poisoned and self-repairing barbed wire.
  � Two hundred (200) anti-personnel mines.
  � Enough laser riﬂ es to outﬁ t a battalion.
  � One (1) WarBot (Shadow Mark II).
  The Troubleshooters need to ﬁ nd places to 
  stow all of this stuff. The easy option is to 
  throw it all the subbasement with Karl-R but 
  this will come back to hurt them later in the 
  mission. They can also just stack the stuff on 
  the ﬂ oor of the Food Pyramid. It’s the material 
  like the barbed wire, walls and mineﬁ elds that 
  will cause the most disruption (what a strange 
  world to live in, where the WarBot isn’t the thing 
  that causes the most disruption). 
  Bert-Y will offer helpful suggestions if the 
  Troubleshooters ask but he wants to build 
  a combat-ready fortress, not serve Hot Fun 
  to INFRAREDs or hunt down a mysterious 
  Commie Ray. This section is mainly an excuse 
  for the players to play Interior Decorator with 
  military gear but will also be an important factor 
  in later sections of the mission, so keep track 
  of what goes where. 
  Internal Security 
  – The Meeting
  Tension Mounting
  Toni-G the Internal Security liaison is the next 
  to contact the Troubleshooters. Her spies 
  have determined that PURGE are going to 
  be holding a meeting in the Food Pyramid 
  on Level 1 during dinner this evening. The 
  Troubleshooters will be able to recognise the 
  PURGE conspirators by their secret eating 
  technique – no matter what the PURGErs are 
  eating, they use a fork three times, and then 
  a spoon twice. 
  The Troubleshooters’ mission is to inﬁ ltrate 
  this PURGE meeting and somehow push 
  the discussion towards the Commie Ray. As 
  PURGE are known to be allies of the Commies, 
  no doubt the PURGErs will know where the 
  Ray is. This mission is top secret and must only 
  be undertaken by the Troubleshooters. 
  They do have several hours to prepare for this 
  undercover assignment, of course.  
  R&D – These 
  New Stylish 
  Helmets
  Tension The Doom of Fashion 
  Another giant crate arrives on the doorstep, 
  delivered by R&D. Inside this one are 
  one dozen bulky metal helmets. There’s 
  also a large manual entitled ‘PROPER 
  DEPLOYMENT AND USE OF PROTOTYPE 
  MENTAL ADJUSTMENT HELMET MK 1’. 
  Every page in the large manual is blank except 
  for the words ‘TEXT GOES HERE’.
  The metal helmets are really heavy and painful 
  to wear. Each helmet has a large red LED 
  that glows when the helmet is switched on. 
  There’s a power stud at the back of the neck. 
  Inside, the padded interior is lined with little 
  silvery wires that feel painful to the touch, like 
  the stingers of a jellyﬁ sh. A few of the helmets 
  have sticky notes on them. Each sticky note 
  bears the name of a particular Troubleshooter 
  and it’s obvious that one helmet is meant for 
  each player character. 
  If a character puts on a helmet and switches 
  it on, he feels… different. He can’t put his 
  Yoga is possibly the only time you actually want the rubbery bones mutation.
  
  27
  4. THIS DID NOT SOLVE THE PROBLEM
  furious – cuts its way through 
  the buzz of the crowd. ‘CHET-B?! 
  Where are you, you incompetent 
  vatslime!’
  The visitor is Ingrid-I, Chet-B’s superior and the 
  Chief Cafeteria and Commissary Operations 
  Coordinator for this whole sector. She rose to 
  this exalted position over the literal corpses of 
  her foes; Ingrid-I is secretly a Matter Eater and 
  a cannibal, who picks her teeth with the bones 
  of failed cafeteria managers. Her teeth, sharp 
  and glistening, are by far her most prominent 
  feature. Her eyes are the eyes of a shark. 
  Anyway, she just popped into the most 
  prestigious and high-proﬁ le cafeteria 
  in the sector for a brief chat with Chet-B, in 
  advance of the very important dinner tomorrow 
  that’s being held on Level 3. She expected Chet-
  B to be waiting her, ready for the inspection. 
  Instead, she’s met by a scruffy group of clueless 
  Troubleshooters and a cafeteria that looks 
  (depending on the Troubleshooters’s actions) 
  like a warzone, an armed camp, a yoga class 
  or a giant ball of twisted metal. She is, to put it 
  mildly, not happy.
  ‘I am, to put it mildly, not happy’ 
  Ingrid-I growls. ‘I have no idea why 
  Chet-B put you in charge without 
  my permission but rest assured 
  that you will suffer along with him 
  for any failings. The annual meeting 
  of Sector Section Supervisors is on 
  here tomorrowcycle and it’s too late 
  to cancel. 
  We’re going to take a little tour 
  of this cafeteria. Anytime I see 
  something I don’t like, someone 
  loses a ﬁ nger. Understand?’
  Another Tour
  Ingrid-I then orders the Troubleshooters to 
  take her on a tour of the cafeteria, starting 
  with Level 0.
  ﬁ nger on exactly what’s different, but there’s deﬁ nitely something different. Roll on the Mental 
  Adjustment Table for each character who puts a helmet on.
  Roll
  Effects
  1-2
  Subject becomes colour blind
  3-4
  Subject unable to move his right hand
  5-6
  Subject believes that everyone in Alpha Complex is a lizard in a human suit
  7-8
  Subject can no longer perceive the number ‘seven’
  9-10
  Subject’s mutant power rating doubles
  11-12
  Subject unconsciously removes all clothing
  13-14
  Subject obeys all commands given to him
  15-16
  Subject can see electronic signals 
  17-18
  Subject’s sense of taste becomes incredibly sensisitive
  19-20
  Subject becomes immensely hungry all the time
  Ingrid-I. She is not your friend. 
  Using The Helmets
  The Helmets are designed to block the effects 
  of the Commie Ray but seeing as the Commie 
  Ray doesn’t actually exist, the helmets just 
  screw with the brainwaves of the wearer 
  randomly. However, everyone else believes 
  that anyone wearing a helmet is immune to the 
  Commie Ray’s effects. The Troubleshooters 
  therefore cannot avoid penalties for treason 
  by blaming the ray for their actions as long as 
  they’re wearing these troublesome helmets.
  PLC – the Tour
  Tension Rising
  Read the following to the players:
  Dinnercycle has ﬁ nally started and 
  things seem to be going as smoothly 
  as can be hoped. Morris-O is a little 
  orange blur on the ground ﬂ oor, 
  dealing with a dozen crises at once. 
  Alice-G’s fleet of waiterbots zip 
  around the Food Pyramid, bringing 
  food to hungry clones. Far above, 
  Alphonse-B shows the wine list to 
  the two BLUE-clearance citizens 
  eating here this dinnercycle. You’re 
  almost prepared to breathe a sigh 
  of relief.
  Then you hear a commotion at the 
  main entrance. A group of heavily 
  armed GREEN goons push their 
  way through the crowd, shielding 
  someone very clearly VIOLET in 
  their midst. A voice – shrill, painful, 
  
  28
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  Level 0: ‘I don’t care about the damn 
  INFRAREDs! And keep that Morris-
  O away from me, he annoys me.’
  Fingers lost for:
  � Anyone committing treason nearby.
  � Armed Forces troops messing up her nice 
  cafeteria.
  � Armed Forces equipment cluttering up her 
  nice cafeteria.
  � That MRI still running.
  � Citizens wearing non-standard uniforms, 
  like the R&D helmets.
  Her GREEN goons remove the ﬁ ngers with a 
  handy pair of wirecutters and put them into a 
  bag for Ingrid.
  Level 1: ‘Yes, yes, REDs, who the 
  hell cares? They’re just INFRAREDs 
  with ribbons on top.’
  Fingers lost for:
  � Ongoing Yoga classes.
  � Damaged or malfunctioning bots.
  � Damage to the cafeteria.
  While the Troubleshooters are accompanying 
  Ingrid-I through the RED level, they spot four 
  REDs clustered conspiratorially in a corner. 
  They’re all eating with a fork and spoon, even 
  though they’ve only ordered drinks so far. It’s 
  the PURGE meeting the Troubleshooters are 
  supposed to be inﬁ ltrating! Ingrid-I and her 
  entourage sweeps onto Level 2 and won’t 
  entertain suggestions of stopping. (Saying 
  ‘two minutes! We need to attend a 
  PURGE meeting’ just gets them shot by her 
  bodyguards.) See Purge Meeting, below.
  Level 2: ‘Oh, by the way, Chet-B 
  ordered in the ﬁ nest ingredients 
  for the dinner tomorrow. Check 
  with that monster in the basement 
  to ensure they arrived. We spared 
  no expense for the Sector Section 
  Supervisor’s Dinner!’
  If a Troubleshooter checks with Karl-R, he 
  discovers that the ingredients have been 
  ordered and should arrive tomorrow.
  Level 3: ‘Alphonse! My darling, do 
  they still have a chef of your genius 
  working in this hellhole? You 
  should be upstairs! But I’ll forgive 
  it all if you excel tomorrow! Where 
  is the menu?’
  Alphonse-B and Ingrid-I are old friends. He 
  gives her a copy of the menu and hands 
  the Troubleshooters another copy. It is 
  interesting reading.
  Ingrid-I stabs a thin finger at the menu. 
  ‘Make sure that Alphonse has 
  everything he needs! The guests 
  will be arriving tomorrow evening 
  – this place had better be spotless 
  and running smoothly by the time 
  they get here! And get me some 
  ketchup for these ﬁ ngers!’
  Intsec – PURGE 
  Meeting
  Tension Rather High, Probably
  If the Troubleshooters make it back to the 
  secret PURGE meeting, they can try to inﬁ ltrate 
  it. There are four burly traitors here, all RED-
  clearance. The lead PURGE traitor is Kevin-R. 
  The tables on either side of the PURGE 
  meeting are all full of loud and hyperactive 
  Power Services technicians who just ﬁ nished 
  overhauling a sewer pump station, and are 
  trading heroic and manly tales of waste pipes 
  and sump overﬂ ows, so eavesdropping on the 
  PURGE meeting without electronics or mutant 
  powers is impossible.
  If the Troubleshooters sit down at the PURGE 
  table (there are free seats), the PURGErs 
  draw laser pistols and point them at the 
  Troubleshooters under the table. Kevin-R 
  demands to know who the characters are and 
  if they don’t come up with a good cover story or 
  reason for being there quickly, the PURGErs 
  open ﬁ re. Sitting down with a plate of food and 
  mimicking the PURGE fork/spoon recognition 
  code will work.
  Secrets of the PURGE 
  brotherhood
  Once he trusts the Troubleshooters, Kevin-R 
  launches into a conspiratorial rant:
  ‘Fellow enemies of The Computer, 
  be happy! The regime of the enemy 
  is in disarray! Ever since the hated 
  Communists began testing their 
  mind control weapon, many have 
  risen up against The Computer! 
  This chaos and terror can only 
  beneﬁ t the cause of PURGE!
  Our spies have searched for the 
  Commie mind control ray, so that 
  we might seize it from them and use 
  it to control the common clones, 
  using them as unwitting agents of 
  Ingrid-I
   
  Management 10
  Intimidation 14
  Hygiene 14
   
  Stealth 8
   
  Violence 12
   
  Unarmed Combat 16
   
  Hardware 10
   
  Software 12
   
  Data Analysis 16
   
  Financial Systems 16
  Wetware 10
  Armor: INDIGO Reﬂ ec (E3)
  Weapons: Teeth (M3V)
  Mutant Power: Super matter eating
  Secret Society: Anti-Mutant
  VitaYum Uniﬁ ed Citizenry Food 
  Pyramid Court
  Sector Section Supervisors Annual 
  Yearcycle-End Banquet
  MENU
  By the incomparable Alphonse-B
  Mushrooms in Glazed Honey
  Genetically Engineered Soup
  Beef Surprise in VIOLET sauce
  Vegetables of the Hydroponic Seasoncycle
  Iced Caramel Mousse
  Café Noir
  Guest List:
  Dominic-I (CPU),  Ingrid-I (PLC), 
  Mathias-I (IntSec),   Martha-I (HPD&MC), 
  Rhonda-I (R&D),   George-I (Armed Forces), 
  Kenny-I (Tech Services)
  & special guest
   [[[ NOT AVAILABLE AT YOUR SECURITY 
  CLEARANCE ]]]
  
  29
  4. THIS DID NOT SOLVE THE PROBLEM
  PURGE. I am glad to inform you that 
  we have indeed located the mind 
  control device – or, more accurate, 
  we know where it is going to be. I 
  will tell you where that is soon but 
  ﬁ rst we have another mission!
  There is another PURGE agent in 
  this cafeteria, a deep-cover agent 
  who has spent many years moving 
  into a position where he can strike 
  a significant blow against the 
  state! He has contacted us, asking 
  for certain supplies that I have 
  here with me. Once one of you 
  volunteers to deliver them, we can 
  move onto our plans to secure the 
  mind control ray!’
  None of the actual PURGE members are 
  willing to volunteer, so it’ll have to be one of 
  the Troubleshooters. If one of them agrees 
  to the mission, Kevin-R hands that character 
  a small vial and whispers instructions to him 
  secretly. ‘Our agent is one of the staff 
  of this cafeteria. This vial contains a 
  deadly poison, which will be added 
  to the food. Place the vial on the 
  third shelf in the third locker in 
  the third giant walk-in refrigerator 
  downstairs – our agent will collect it 
  from there. Do you understand?’
  Once the Troubleshooter has assented that 
  he will commit treason in the name of PURGE 
  and writes a receipt for Kevin-R’s poison on a 
  napkin, Kevin-R continues.
  ‘We have learned that the mind 
  control device is being moved and 
  we will intercept it, seize it and use 
  it! Tomorrowcycle, brothers, the 
  new order begins! For the greater 
  glory of PURGE! Death to The 
  Computer and its lackies!’
  Unfortunately, Kevin-R and PURGE are 
  mistaken – they haven’t found the (non-
  existent) Commie ray, their spies have 
  discovered the third and ﬁ nal R&D gadget, a 
  prototype mind control ray built by Victor-B. 
  Kevin-R had no further information about the 
  mind control device but he promises to contact 
  the new PURGE recruits when he knows 
  exactly when and where they’ll be seizing the 
  Mind Control Ray.
  Cashing out
  Again, the Troubleshooters need to determine 
  how many CTMUs they’ve earned this 
  daycycle. Again, it’s 2d20 for each meal, 
  modiﬁ ed by Perversity and the ﬁ ckle whims 
  of the Gamemaster.
  Armed Forces
  � Cafeteria lines blocked by fortiﬁ cations: 
  -5.
  � Cafeteria lines mined: -10.
  � Armed Forces detachment has taken up 
  residence on Level 0: -5.
  � Armed Forces given free reign in the food 
  troughs: -5.
  � Armed Forces forced to pay full price for 
  food: +5.
  � Watchtowers in dessert aisle, armed 
  guards clamp down on shoplifting: +5.
  Internal Security
  � Tension is between 1 and 5, making the 
  cafeteria a great place for conspirators to 
  meet: +10
  � Tension is 0, resulting in anarchy and 
  violence: -5
  HPD&MC
  � Yoga classes make citizens hungry: +10
  R&D
  � They actually keep using the MRI: -10
  5. Food Fight
  Episode Summary: Day three in the Food Pyramid and it all goes to hell. Preparations for the Sector Section Supervisor Banquet prove 
  troublesome when Chet-B’s embezzling comes to light, not to mention the fact that the chef is a PURGE assassin. 
  Day Planner, Day Three
  0600
  Wake-Up
  1600
  0700
  Breakfast – Krystal-G’s fun mental ﬁ tness 
  routine 
  1700
  0800
  Breakfast  
  1800
  Dinner  
  0900
  Breakfast 
  1900
  Dinner – Guests arrive for dinner 
  1000
  R&D bring in the mind control ray
  1100
  Supplies don’t arrive
  Everyone tries to steal the mind 
  control ray
  1200
  Lunch – The Armed Forces come back
  1300
  Lunch 
  1400
  Lunch – Alphonse-G goes looking for 
  poison
  1500
  Morris-O is murdered
  
  30
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  Krystal-G’s Fun 
  Mental Fitness 
  Routine
  Tension Not As Much As What’s 
  Coming
  Following the success of her Yoga program, 
  Krystal-G comes back to the cafeteria the 
  following day with a new plan. She’s worried 
  about the level of stress caused by having all 
  those soldiers hanging around the cafeteria. 
  Her proposal is that she take most of Bert-Y’s 
  troops off to a nearby hall and teach them 
  yoga. The Troubleshooters will probably 
  be quite happy to allow this, as it gets the 
  troublesome troops out of the Food Pyramid 
  for a few hours. 
  The ﬁ rst step is persuading Bert-Y to hand his 
  troops over to Krystal-G. He’s convinced that 
  he’s a heroic defender of Alpha Complex’s 
  freedom and is preventing a Commie ray 
  takeover by his mere presence. He’s also 
  unwilling to leave the fortiﬁ cations undefended. 
  The Troubleshooters will have to assure him 
  that the Armed Forces equipment will be safe 
  and secure even if some of his 500 troops 
  are missing.
  Once that’s done, a large number of troops 
  march out of the cafeteria to be bounced at by 
  Krystal-G. The stress level in the Food Pyramid 
  drops noticeably.
  The Heartbreak 
  of Missing 
  Supplies
  Tension Stress-headache
  The Troubleshooters are contacted by Karl-R, 
  the brutish overseer of the storage vaults below 
  the Food Pyramid. ‘Supplies have not 
  come’ he reports, ‘delivery ﬁ rms say, 
  our account with them empty.’ It’s 
  an hour before lunch and the storeroom is 
  nearly empty. 
  Contacting The Supplier
  All of the Food Pyramid’s food supplies are 
  supplied through one service ﬁ rm, OmniEats 
  Incorporated Food Deliveries. Calling them up 
  get the Troubleshooters through to Darina-R, 
  a very bored and argumentative receptionist 
  who stonewalls the Troubleshooters at every 
  turn. She insists that according to OmniEat’s 
  records, the Food Pyramid account is empty 
  – the deliveries yesterday cleaned it out and 
  until more credits are put into that account, 
  OmniEat won’t be delivering and neither will 
  any other food delivery company. 
  Threats won’t affect Darina-R, nor will bribes 
  or orders. Not giving the Troubleshooters any 
  food deliveries until the account is in credit is 
  the very foundation of her being. 
  Checking The Account
  Looking at the computer in Chet-B’s ofﬁ ce 
  (or asking Friend Computer) reveals that the 
  VitaYum Uniﬁ ed Citizenry Food Pyramid Court 
  has over 100,000 credits in its account and 
  there shouldn’t be any problem transferring 
  credits to the OmniEats delivery company. 
  A quick Financial Systems, Hacking or other 
  skill check, though, quickly uncovers the 
  treachery. Someone has hacked the system 
  so that the display reports that the account is 
  full but if you try to withdraw money from it, the 
  system rejects the transaction as the account 
  is actually empty. Digging through logs reveals 
  that the account was nearly emptied three days 
  ago (by Chet-B). 
  Chet-B is long gone and his ill-gotten credits 
  with him. The Troubleshooters have two 
  problems – ﬁ rstly, they need to raise 10,000 
  credits just to buy the basic food supplies for 
  the daycycle. Secondly, the exotic ingredients 
  requested by Alphonse-B cost another 5,000 
  credits on top of that.
  The Food Pyramid 
  Garage Sale
  So, how do the Troubleshooters earn the money 
  or feed the citizens? Some suggestions:
  � Raise prices throughout the Food Pyramid 
  immediately. Your average INFRARED 
  can expect to spend 1 to 5 credits on a 
  meal at the Food Pyramid, depending on 
  how hungry and rich he’s feeling. Raising 
  prices to, say, 10 credits a meal will help 
  earn money. They can also squeeze the 
  higher-clearance citizens for more cash.
  � Sell off some of that nice shiny Armed 
  Forces equipment. I mean, you’ve got 
  tanks and artillery sitting around the 
  cafeteria ﬂ oor. It’s like free money. 
  � Alternatively, put the Armed Forces to 
  work looting the OmniEats warehouse.
  � Kidnap a high-clearance citizen and hold 
  him for ransom.
  � Make what little food they have left stretch 
  to feed the thousands upon thousands of 
  citizens who will soon be arriving at the 
  Food Pyramid for lunch.
  Alphonse’s Ingredients 
  Alphonse needs honey, mushrooms, soup 
  mix, beef, vegetables, caramel and real coffee, 
  all of which are clearance BLUE at least and 
  cost 5,000 credits. If the Troubleshooters 
  cannot raise the cash to buy this food, then 
  they will have to substitute ingredients from 
  the cheap low-clearance food. Alphonse-B will 
  raise a huge fuss but because his belief in the 
  Commie Ray has given him the conﬁ dence to 
  be a PURGE assassin, he doesn’t mind using 
  substandard ingredients. The main problem 
  will arise later, when the high-clearance 
  citizens complain. 
  Hungry Hungry 
  Armed Thugs
  Just as the Troubleshooters are sorting out 
  the ingredients problem, the soldiers taken 
  away by Krystal-G return and they’re starving 
  after a morning of energetic yoga. If there is 
  not a full meal waiting for them when they 
  arrive, they get violent and use the Commie 
  Ray as an excuse for looting the cafeteria’s 
  lower levels. A riot breaks out – how do the 
  Troubleshooters stop it?
  Alphonse Goes 
  Looking For 
  Poison
  Tension Rising
  If the Troubleshooters completed the mission 
  for PURGE last night, then there should be 
  a lethal vial of something on the third shelf 
  in the third locker in the third giant walk-in 
  refrigerator downstairs. At any rate, would-be 
  PURGE assassin Alphonse-B heads down 
  to the sub-level, ostensibly to berate Karl-R 
  
  31
  5. FOOD FIGHT
  about the ingredients for the banquet. In fact, 
  he’s there to get the vial of poison. Once he 
  obtains it, he heads back upstairs to his kitchen 
  and continues his cooking. He liberally adds 
  the contents of the vile vial to the main course, 
  the Beef in VIOLET sauce. (Anyone eating the 
  food suffers M3K biological damage.)
  It’s possible the Troubleshooters might stop 
  Alphonse-B from cooking the meal or report 
  him for treason or execute him. If they do so, 
  bring in Ingrid-I as a big stick. She refuses to 
  believe that Alphonse-B could be a traitor and 
  demands that the Troubleshooters get him 
  back by any means necessary and convince 
  him to cook dinner. If there isn’t an Alphonse-
  B meal ready, then someone’s going to get 
  terminated. 
  Morris-O is 
  Murdered
  Tension Messy
  Just before dinnercycle begins, Morris-O goes 
  upstairs to the RED level to check on the status 
  of a damaged waiterbot, and accidentally 
  walks in on Alice-G’s secret laboratory of killer 
  frankenbots. The killer frankenbots live up to 
  their name and Morris-O is blended chopped 
  up. To hide the corpse, Alice threw the remains 
  into the Soylent RED stew. 
  This would be ﬁ ne – ‘Solent RED is people’ isn’t 
  a terrifying revelation, it’s a marketing slogan 
  – but it’s unusual for whole chunks of citizen to 
  show up and some poor RED clone got a whole 
  Morris-head in his stew. Furthermore, Morris-O 
  has no spare clones, so there’s no-one running 
  the lower levels of the Food Pyramid.
  Almost instantly, the Troubleshooters start 
  noticing problems cropping up. Waiterbots run 
  into tables, queues get tangled, troughs run out 
  of food, things catch on ﬁ re and explode.
  Solving The Murder
  The chance of the Troubleshooters having 
  time to care about Morris-O’s death, let 
  alone investigate it, is fairly slim. Still, on the 
  off-chance they bother to look into the murder, 
  the facts are these:
  � Waiterbot #56 suffered a failure of its drive 
  shaft on day one. It crawled around the 
  cafeteria ﬂ oor for every hours, mewling in 
  pain and dragging itself forward on its tray 
  collecting arms, while Morris-O laughed 
  at it. (He’s Frankenstein Destroyer, 
  remember).
  � On the morning of day two, Morris-O sent 
  an angry email to Alice-G, demanding she 
  repair Waiterbot #56 immediately.
  � Waiterbot #56 was collected by Alice-G’s 
  staff on the afternoon of day two.
  � With no sign of the replacement waiterbot, 
  Morris-O went upstairs to see Alice-G. On 
  the stairs, he met Alphonse-B and the 
  two had a heated argument (Morris-O 
  accused Alphonse-B of conniving with 
  Chet-B in defrauding the Food Pyramid; 
  Alphonse-B called Morris-O an ugly little 
  clone who would not know good dining if 
  it served itself to him with a side salad and 
  glass of B3). 
  � Morris-O went into Alice-G’s bot garage, 
  and was never seen again (he found the 
  secret passage, confronted Alice-G, and 
  was killed by the frakenbots).
  � His body ended up in the stew (delivered by 
  a repaired Waiterbot #56, reprogrammed 
  by Alice-G).
  If anyone mourns Morris-O, this famous game 
  designer will eat his hat.
  Cashing Out
  Tension Not That Bad
  As the whole Food Pyramid is about to 
  descend into absolute chaos, we’ll resolve the 
  cashing out cycle now. 
  Again, the Troubleshooters need to determine 
  how many CTMUs they’ve earned this 
  daycycle. Again, it’s 2d20 for each meal, 
  modiﬁ ed by Perversity and the ﬁ ckle whims 
  of the Gamemaster.
  Chet-B’s Financial Evils
  � There’s No Food At All: -10
  � There’s Food, But Prices Have Gone Up: -5
  Armed Forces
  � Cafeteria lines blocked by fortiﬁ cations: -5
  � Cafeteria lines mined: -10
  � Armed Forces detachment has taken up 
  residence on Level 0: -5
  � Armed Forces given free reign in the food 
  troughs: -5
  � Armed Forces forced to pay full price for 
  food: +5
  � Watchtowers in dessert aisle, armed 
  guards clamp down on shoplifting: +5
  � Armed Forces go on yoga class, get 
  hungry, come back for a full and healthy 
  meal: +5
  � Armed Forces go on yoga class, get hungry, 
  come back, riot and smash things: -5
  Internal Security
  � Tension is between 1 and 5, making the 
  cafeteria a great place for conspirators to 
  meet: +10
  � Tension is 0, resulting in anarchy and 
  violence: -5
  R&D
  � They actually keep using the MRI: -10
  Guess Who’s 
  Coming For 
  Dinner?
  Tension Hopefully Terrifying
  Well, the Troubleshooters know exactly 
  who’s coming to dinner – a group of INDIGO 
  supervisors, movers and shakers in this 
  prestigious sector. The question is, what sort 
  of dinner is waiting for them?
  Before the dinner, the Troubleshooters need 
  to ensure:
  � Alphonse-B is alive, mentally competent 
  and believes that his cunning PURGE 
  plan to poison the meals will work.
  � Alphonse-B has ingredients of some 
  sort.
  � The upper level of the Food Pyramid is not 
  on ﬁ re, or collapsed or overrun by Commie 
  Mutant Traitors or anything.
  Anything beyond those three requirements is 
  something of a bonus. 
  The First Guest – Ingrid-I
  The fearsome, ogre-like… well, that’s a 
  misnomer. She actually does eat the bones 
  of children. Let’s start again.
  The fearsome ogre, Ingrid-I, is the ﬁ rst to arrive. 
  She stalks into the Food Pyramid, bodyguards 
  in tow and casts a withering eye around the 
  Pyramid. She demands the Troubleshooters 
  account for any unfed citizens, damage to 
  the cafeteria, undue stress to her poor dear 
  Alphonse-B and any other problems you 
  wish to castigate them for. If possible, work 
  Ingrid-I  into a towering fury and make the 
  Troubleshooters fear for their lives, only to be 
  saved by…
  
  32
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  The Rest of the Guests
  The other INDIGOs arrive at the Food Pyramid 
  in a shiny limobot, escorted by a sizeable 
  bodyguard presence. The guests are:
  � Mathias-I (IntSec): Relatively young 
  for his exalted position in Internal Security, 
  Mathias-I is the current record-holder for 
  both the FOG Sector IntSec 10-kilometre 
  FunRun and the ‘Most Citizens Sent 
  To The Termination Booths’ for this 
  accountingcycle. He’s got a thin moustache 
  which he is immensely proud of.
  � Martha-I (HPD&MC): is middle-
  aged and wears an electronic monocle 
  connected to her PDC. She’s always wired 
  into the HPD&MC mainframe, making 
  minute adjustments to the zeitgeist of 
  Alpha Complex.
  � Rhonda-I (R&D): Rhonda-I isn’t a 
  scientist, she’s a bureaucrat. Her great 
  talent is keeping massively ambitious 
  R&D projects within budget. Her instinctive 
  answer to any question at all is ‘NO!’ 
  � George-I (Armed Forces): A 
  grizzled veteran of many, many entirely 
  fictional wars and an inveterate liar. 
  Talking to George-I for more than ten 
  seconds means getting told a lengthy and 
  self-aggrandizing war story about how 
  George-I single-handedly saved Alpha 
  Complex with a toothpick and sheer grit.
  � Kenny-I (Tech Services): An 
  entirely forgettable senior technician. 
  So forgettable, in fact, that Kenny’s 
  actually dead. He’s wheeled in by an aide 
  and wheeled out again after the meal. 
  Mentioning Kenny’s deceased status is 
  treasonous. 
  � Ann-I (Power Services): Power 
  Services is even worse than Tech Services 
  for getting noticed or promoted. This suits 
  Ann-I (a senior ﬁ gure in the Illuminati) just 
  ﬁ ne. She’s content to sit back, steeple her 
  ﬁ ngers and watch everything…
  The Final “Guest”
  The ﬁ nal guest doesn’t actually exist. Remember 
  the mobile human-shaped cameras behind the 
  tinted glass on Level 4? The ones that look to 
  observes below like the outline of a VIOLET 
  or even a High Programmer looking down? 
  Conveniently, one of those cameras moves to 
  observe the Sector Section Supervisor Dinner, 
  so it appears to the diners that they’re being 
  watched by a superior (and perhaps they 
  are, remotely). Dominic-I addresses all his 
  comments and speeches to this glass ceiling.
  I Have Called You All 
  Together To Insult You
  As the first course of dinner is served, 
  Dominic-I stands and speaks to his fellow 
  INDIGOs, listing the failures of this entire 
  operation as poor of the incompetence of 
  their subordinates and hence of the INDIGOs’ 
  failures as supervisors. He calls on the 
  Troubleshooters to contribute supporting 
  evidence for all his claims.
  PLC: 
  He starts by eviscerating Ingrid-I: ‘I’m sure 
  most of you will have noticed the 
  rather shabby state of this once-
  magnificent showcase cafeteria. 
  The fault lies, you might say, with 
  the cafeteria managers – these 
  Troubleshooters who stand before 
  you! But you would be wrong! Chet-
  B, Ingrid-I’s trusted subordinate, 
  transferred control of the cafeteria 
  as part of a joint task force to deal 
  with a security problem. Now, what 
  did the Troubleshooters ﬁ nd when 
  they took Chet-B’s job?’
  Dominic-I looks expectantly at the 
  Troubleshooter who was the PLC liaison. 
  If the Troubleshooter talks about Chet-B 
  defrauding PLC and the generally chaotic state 
  of the cafeteria, Ingrid-I squirms and stares 
  daggers at the Troubleshooters while the other 
  INDIGOs look angrily at Ingrid-I.
  The Second Guest 
  – Dominic-I
  Kindly old Dominic-I strolls into the Food 
  Pyramid and interrupts Ingrid-I just as she is 
  about to devour the Troubleshooters. 
  ‘Ingrid, my dear, why are 
  you punishing these poor 
  Troubleshooters? Why, I was at 
  the very meeting where Chet-B 
  volunteered to transfer the Food 
  Pyramid to their control as part of 
  the ongoing War on Communism. It 
  was an act of patriotism – motivated 
  by his own treacherous greed, 
  yes but it was still patriotic. These 
  Troubleshooters are working to 
  discover the Commie Mind Control 
  Ray – they don’t have time to bother 
  with petty little concerns like your 
  dinner party.’
  Ingrid-I scowls and stalks off to talk to 
  Alphonse-B. Dominic-I continues to chat to 
  the Troubleshooters about their mission in the 
  most affable fashion possible.
  If the Troubleshooters confess that they’re 
  no closer to ﬁ nding the Commie Ray, then 
  Dominic-I coos and suggests that the fault 
  doesn’t lie with them – it lies with the support 
  they’re being given by the other service 
  groups. Why don’t they mention that during 
  the dinner?
  If, on the other hand, the Troubleshooters 
  lie and proclaim that they’re hot on the trail 
  of the Mind Control Ray, then Dominic-I is 
  momentarily confused, then asks them to 
  identify which of the service group’s plans was 
  the least helpful. He also tries – in a kindly, 
  avuncular fashion – to completely destroy any 
  conﬁ dence the Troubleshooters have in their 
  ability to ﬁ nd the Commie Ray. Dominic-I wants 
  to present a massive cluster of incompetence 
  at the dinner, not a successful mission. 
  As the other guests arrive, Dominic whispers 
  ‘trust me. Just tell the truth, and I’ll 
  take care of you afterwards! Come 
  with me and stand nearby.’
  
  33
  5. FOOD FIGHT
  IntSec
  Next, Dominic-I moves onto Internal Security. 
  ‘The security problem, though… 
  that’s another story. It stems 
  from a report by one Toni-G – I 
  believe she’s one of your ofﬁ cers, 
  Mattias?’ 
  Mathias-I looks up with a start and snaps 
  ‘she’s delusional, useless. I ensured 
  she’d never have any inﬂ uence.’ 
  Dominic-I smiles sadly and replies ‘well, 
  Mathias, you should keep better 
  tabs on your own agents. Toni-G 
  was able to convene a multi-group 
  task force to address the problem. 
  Troubleshooter, can you ﬁ ll us in 
  on Toni-G’s contributions towards 
  ﬁ nding the supposed traitord?’
  Again, he expects the Troubleshooter to 
  skewer Toni-G, and through Toni-G, Mathias-
  I. Again, if successful, the other INDIGOs 
  shun and condemn the incompetence of 
  Mathias-I.
  The other three service groups follow in similar 
  fashion:
  Armed Forces: ‘You know Lieutenant 
  Larry-B, don’t you General George-
  I? I believe you last spoke to him 
  three days ago, when you said, and 
  I quote “I can’t be bothered going 
  to that meeting, you go”. Now, the 
  proper Armed Forces support for a 
  covert investigation would be, say, 
  a few Vulture Warriors or a combot 
  detachment. Troubleshooter, what 
  did Larry-B send to support your 
  covert investigation?’
  HPD&MC: ‘Martha-I, we’ve all 
  wondered why you’d promote 
  someone as incompetent as Krystal-
  G – but before you explain, let’s 
  hear what Krystal-G contributed to 
  the team?’
  R&D: ‘Rhonda-I, we’ve admired your 
  ﬁ scal stranglehold on R&D’s budgets 
  in this sector – but are you aware 
  that under CPU Directive 453-332, 
  Emergency Budgetary Processing 
  for Joint Task Force Support Crash 
  Research, a scientist working for 
  a joint task force can bypass your 
  account controls, but you’re still 
  liable for any costs? No? Well, I’m 
  sure Victor-B didn’t spend too much 
  money. Tell me, Troubleshooter, 
  what did R&D send you?’
  Just Desserts
  By the time Dominic-I has finished 
  eviscerating all the other INDIGOs, 
  Alphonse-B is serving the main course of 
  poisoned beef. The Troubleshooters have 
  only an instant to act before Dominic-I 
  launches into his last speech.
  ‘Fellow INDIGOs, the level 
  of incompetence you have 
  demonstrated is simply shocking. 
  All the service groups involved in 
  the joint task force have shamed 
  themselves. I was, of course, not 
  involved, as the ofﬁ cial record shows 
  clearly that the whole problem was 
  handed over to Troubleshooter 
  Dispatch instead of CPU. I think 
  we all know who’s going to get this 
  year’s promotion. Mwhahaha!
  Oh… I see you’ve all lost your 
  appetites! More for me, then!’ 
  And with that, Dominic-I pops a forkful of 
  poisoned beef into his mouth, then keels 
  over dead. 
  If The Troubleshooters 
  Don’t Sing
  If the Troubleshooters don’t support Dominic-
  I’s story, then the old clone becomes 
  increasingly angry as his plans for 
  shaming the other INDIGOs collapse. The 
  Troubleshooters have made an enemy for 
  life – but before he can start making their 
  lives hell, the mind control ray shows up 
  and the cafeteria descends into anarchy 
  anyway. He’ll be back to screw them over 
  at debrieﬁ ng.
  If The Troubelshooters 
  Save Dominic-I
  Then he owes them twice over – so much 
  debt, in fact, that he decides it would be best 
  if they were all terminated, and turns against 
  them in debrieﬁ ng.
  If you enjoyed your meal, why not ﬁ ll out a comment card?
  
  34
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  get killed if you hold it too long. Secondly, it’s 
  absolutely unique, as Victor-B only invented it 
  by accident and it will never be replicated now 
  he’s terminated. Thirdly, it uses a battery that’s 
  technically thermonuclear and every time the 
  button is pressed, it gets closer to meltdown. 
  There’s a little yellow warning label on the side 
  testifying to this.
  The Ray uses the Energy Weapons skill. The 
  Ray ignores armour. Attacks from the ray start 
  at Irritating Desire and advance one row on this 
  table per 3 points of margin of success.
  Irritating Desire: The Troubleshooter 
  feels the desire to obey, but isn’t compelled to. 
  The effects wear off after one round.
  Long-lasting Desire: As above but 
  the effects take hours to wear off or until the 
  Troubleshooter is hit by the ray again.
  Strong Compulsion: The Troubleshooter 
  wants to obey and will fulﬁ l the command of 
  the ray if able and if not stopped. The effects 
  wear off after one round.
  Long-lasting Compulsion: As above 
  but the effects take hours to wear off, or until 
  the Troubleshooter is hit by the ray again.
  O v e r w h e l m i n g  D e s i r e :  The 
  Troubleshooter will do anything to obey.
  The Chase
  Anyway, every possible group in the cafeteria 
  is now after that little silver ray. When each 
  group gets hold of the ray, they start ﬁ ring 
  it randomly into the crowds, hitting the 
  Troubleshooters each time as they chase 
  after the ray generator. If the Troubleshooters 
  don’t seem inclined to go after the ray, one of 
  the INDIGO dinner guests orders them to take 
  control of the situation.
  Just because one of these antagonists looses 
  the mind control ray doesn’t necessary mean 
  that encounter is over. Everyone keeps chasing 
  the ray until it explodes. This is basically a 
  Benny Hill scene with a nuclear bomb. 
  Alice-G (Death Leopard)
  Alice-G’s plan is a simple and suicidal one 
  – she is Death Leopard, after all. She puts the 
  order ‘JUMP’ into the ray, then runs around 
  the balcony of Level 1 ﬁ ring wildly. Her three 
  frankenbots follow her around, protecting 
  her from as much hostile ﬁ re as they can. 
  Her initial shots hit hundreds of INFRAREDs 
  6. The Commie Ray Job
  Episode Summary: Victor-B arrives at 
  the Food Pyramid with his prototype Mind 
  Control Ray. Everyone tries to steal it, until 
  it explodes.
  The Ray
  Tension 5
  There’s a shout of triumph from the 
  ground ﬂ oor of the Food Pyramid. 
  Looking down, you see Victor-B 
  running through the crowd, holding 
  something small and shiny over 
  his head. He’s shouting something 
  but you can’t make out his words 
  until he’s running up the stairs to 
  Level 1.
  ‘I’ve done it! I’ve cracked it!’ he 
  shouts, ‘a working mind control ray! 
  With this, we can AAAAAAAAGH 
  splutch!’
  He doesn’t say ‘Aaagh, Splutch!’. 
  That’s the sound you make when 
  an three-metre-tall robot that 
  appears to have been made out of 
  spare parts and blenders suddenly 
  smashes through the wall and 
  punches through your chest with 
  a potato masher. The bot scoops 
  up the mind control ray and throws 
  it… to Alice-G, who’s standing on 
  the balcony nearby.
  ‘Death Leopard rules!’ she screams, 
  and presses a button on the mind 
  control ray…
  Before dealing with the result of Alice-G’s 
  actions, let’s talk about (the late) Victor-B’s 
  invention. It’s a small hand-held gadget, about 
  the size of a torch. It’s got two buttons on it, 
  a microphone at one end and a projection 
  crystal at the other. You hold down one button 
  and speak a command into the microphone. 
  Then, you point the projector end and press 
  the other button. The command you entered 
  into the microphone becomes an irresistible 
  compulsion for anyone in the ray’s ﬁ eld of ﬁ re. 
  The beam goes through most barriers and has 
  a range of several kilometres. In short, press 
  the button and half of Alpha Complex dances 
  to your whims.
  There are a few drawbacks. Firstly, as Victor-B 
  found out, everyone wants it and you generally 
  in the crowd below, causing them to jump 
  up and down vigorously. It’s like a series of 
  earthquakes, shaking the foundations of the 
  Food Pyramid. 
  Alice-G’s real target, though, are the higher-
  clearance citizens on the level above. She 
  wants to command them to hurl themselves 
  over the balconies, falling like a multicoloured 
  rainbow of INDIGOs and BLUEs and GREENs 
  that all turn red at the end. Troubleshooters hit 
  by the ray who are near the balcony will feel 
  an urge to jump over. 
  Stopping Alice-G: The main obstacle to 
  stopping Alice-G is the three bots accompanying 
  her.
  Frankenbots
   
  Violence 8
   
  Agility 12
   
  Hand Weapons 12
  Armor: 3
  Weapons: Blenders (W3K)
  The Military Response 
  (Sierra Club)
  Having seen Alice-G murder Victor-B and use 
  the mind control ray, Bert-Y takes charge. 
  He orders his troops to ﬁ re on the balcony. A 
  barrage of ﬁ re destroys one section of Level 
  1, causing it to collapse. If the Troubleshooters 
  were on Level 1, then they fall to Level 0 along 
  with Alice-G and any surviving bots. Alice-G is 
  stunned or at least killed by this blast.
  Escorted by a few grunts, Bert-Y rushes over to 
  the debris and plucks the mind control ray out 
  of it. He looks up at the higher clearances, then 
  a wicked grin spreads over his face. He sets 
  the ray to ‘appreciate nature’ and spins around, 
  blasting his own troops with it. Suddenly, 
  dozens of troops are taking a keen interest 
  in fungi. Bert-Y continues to stalk through the 
  Food Pyramid, ﬁ ring wildly.
  Stopping Bert-Y: Actually, the longer the 
  Troubleshooters wait before stopping Bert-Y, 
  the easier it gets. Each of Bert-Y’s shots turns 
  several of his troops from hardened killers into 
  eager gardeners. Attacking Bert-Y immediately 
  means that dozens of soldiers open ﬁ re to 
  defend their commanding ofﬁ cer. Attacking him 
  a few shots later means that a scant handful 
  
  35
  6. THE COMMIE RAY JOB
  of troops open ﬁ re and a lot of fungi fanciers 
  ignore his horrible death.
  Rise of the Undermen 
  (Psion)
  For many years, Karl-R the Psion mutant and 
  his followers have been plotting to rise up from 
  the underworld and conquer the genetically 
  pure.  Now, bolstered by the courage of the 
  false Commie Ray and drawn by the lure of the 
  real Mind Control Ray, they seize the daycycle. 
  The ﬂ oor of the Food Pyramid shatters and 
  pale, wan mutants wriggle out of the gaps 
  and cracks.
  Remember back in Episode 5, when the 
  Troubleshooters had the option of sticking 
  a load of Armed Forces equipment in the 
  sublevels? Well, if they did, then they’ve got 
  a bigger problem. The pale, wan mutants are 
  carrying all the weapons stowed in the depths 
  by the Troubleshooters. A hail of laser ﬁ re cuts 
  through the cafeteria.
  The giant Karl-R heads straight for the mind 
  control ray. Once he gets his beefy hands on 
  it, he switches it to ‘mutants! Use your powers 
  proudly!’ and starts blasting the crowds.
  Stopping Karl-R: Karl-R is fairly tough 
  (see page 18) and has his potent mutant 
  abilities. His servants are weak and easily 
  dealt with, unless they have Armed Forces 
  weapons. 
  Ingrid-I (Anti-Mutant)
  After the banquet, Ingrid-I gathered her 
  bodyguards and headed down to the lower 
  levels to retrieve the ray. If a Troubleshooter 
  gets his hands on the ray, then Ingrid tries to 
  pull rank and demands the Troubleshooter 
  hand it over. If a traitor has the ray or if Ingrid 
  doesn’t like the Troubleshooter, then she bites 
  his head off and then takes the ray. See page 
  28 for Ingrid’s statistics.
  She grabs the ray, sets it to ‘Kill the Mutants’ 
  and fires it in a large arc around her. 
  Everywhere, ordinary citizens start ﬁ ghting 
  Karl-R’s mutants. 
  Unfortunately, she also zaps her bodyguards, 
  who may have just seen her distend her 
  jaws and eat a Troubleshooter. If so, the 
  bodyguards attack her.
  Stopping Ingrid: Unfortunately, she’s 
  an INDIGO. Shooting her in the face may be 
  the most expedient solution but it’s not very 
  acceptable in Alpha Complex society. 
  PURGE (Gee, Maybe 
  PURGE?)
  Remember those PURGE conspirators led by 
  Kevin-R? They’re still around the cafeteria, 
  waiting for their chance to grab the ray. They 
  will try to contact the Troubleshooters if they 
  believe them to be fellow PURGE agents and 
  help them in grabbing the ray. 
  If Kevin-R gets hold of the ray, he sets it to 
  ‘attack servants of The Computer’ and starts, 
  yep, ﬁ ring into the crowd. 
  Stopping Kevin-R: What, you need 
  permission to shoot PURGE agents in the 
  face?
  The Waiterbots 
  (Corpore Metal)
  There’s another conspiracy in the cafeteria, 
  one invisible all through this mission. The 
  waiterbots are all Corpore Metal spies, trading 
  secret messages in binary chatter and in the 
  pattern of stains on the dinner trays. Now, 
  they’re going after the Mind Control Ray. If 
  the Troubleshooters get hold of the ray, the 
  Waiterbots close in like oblong sharks of the 
  cafeteria ﬂ oor, crushing their victims before 
  scooping up the ray and firing ‘obey the 
  demands of bots’ mind control rays.
  Stopping the Bots: They don’t actually 
  have hands, so a Troubleshooter can just grab 
  the ray from a tray easily. 
  The Ray Goes 
  Boom
  Tension 0
  Once you tire of running around and blowing 
  chunks out of the Food Pyramid, then it’s 
  time to stop running around and just blow the 
  whole thing up. The Mind Control Ray begins 
  to overheat. It’s patently obvious that the thing 
  is about to explode but the various groups keep 
  ﬁ ghting over it. The Troubleshooters should 
  ﬂ ee the scene or take cover before the ray 
  goes boom.
  When it goes boom, it goes boom very, very 
  well. A huge and quite pretty shower of green-
  blue sparks shoot out of it before it ﬂ ares into 
  a miniature sun. The resulting thermonuclear 
  blast wrecks the cafeteria, causing the upper 
  levels of the Food Pyramid to fall down around 
  the Troubleshooters’ ears. 
  Everything goes 
  
  36
  PARANOIA: Alpha Complex Nights 2
  THE COMMUNIST CAFETERIA CONSPIRACY
  7. Triumph Of The Tinfoil Hat Brigade
  Episode Summary: The Troubleshooters 
  wake up and are debriefed. This probably 
  leads to termination.
  Debrieﬁ ng on the 
  Threshold
  Read the following to the players:
  You wake up. 
  It hurts. 
  As you wipe the dust and smoke 
  from your eyes, you see you’re 
  no longer in the ruins of the Food 
  Pyramid. You’re in a small ofﬁ ce, 
  sitting across from a citizen in 
  a YELLOW uniform. He’s in the 
  middle of ﬁ lling out a lengthy form 
  when he notices you’re awake. He 
  picks up a stack of clipboards and 
  hands one to each of you.
  ‘Please sign here, here, here, here, 
  initial there, tongueprint there, sign 
  there and DNA sample there’ he 
  says, pointing at the appropriate 
  blank spaces on the clipboard forms. 
  ‘Standard waivers and releases, 
  relinquishing your temporary BLUE 
  clearance within the cafeteria and 
  so on. Fill those out and we can get 
  on with debrieﬁ ng.’
  The debrieﬁ ng ofﬁ cer is Herman-Y-ESH, a 
  rather dull bureaucrat. He’s uninterested in the 
  Troubleshooters’ testimony and just wants to 
  ﬁ ll in answers to the following questions on his 
  debrieﬁ ng sheet.
  What was the nature of your 
  mission?
  Were you able to complete this 
  mission successfully?
  If not, why not?
  What was the single greatest 
  obstacle in completing the mission? 
  Why?
  What was the next greatest obstacle 
  in completing the mission? Why?
  What was the next greatest obstacle 
  in completing the mission? Why?
  What was the next greatest obstacle 
  in completing the mission? Why?
  Which team member contributed 
  the most in completing the mission? 
  Why?
  Which team member contributed 
  the least in completing the mission? 
  Why?
  Once the team has answered those question, 
  Herman-Y picks up another piece of paper 
  and reads:
  ‘Ofﬁ cial CPU Report on Incident 
  FOG/214/66/BLUE, Section 12 
  – that’s RED, by the way, that 
  section so I can read it to you -, is 
  as follows:
  “The VitaYum Unified Citizenry 
  Food Pyramid suffered severe 
  structural damage following the 
  detonation of an illegal nuclear-
  powered device. Numerous citizens 
  in neighbouring subsectors were 
  affected by dangerous psionic 
  beams emanating from the Food 
  Pyramid. Estimated damage is…” 
  well, that bit is classiﬁ ed but it’s 
  a very large number of credits. 
  Hmm… termination of multiple 
  citizens, destruction of multiple 
  bots, conspiracy to assassinate 
  an INDIGO citizen, colluding with 
  secret societies, theft of Armed 
  Forces property… it’s a long list.
  Can you explain any of this? 
  Hmm?’
  The only good answer to Herman-Y’s questions 
  is ‘Commie Mind Control Rays’. Soon, the 
  whole Commie Mind Control Ray paranoia 
  will be washed away by some new, more 
  sinister threat and citizens will no longer be 
  able to escape punishment by claiming the ray 
  got them but right now, the Troubleshooters 
  can use it as a defence. If they don’t, then 
  Herman-Y ticks the ‘terminate’ box on his 
  form and the Troubleshooters are dragged 
  away to be shot.
  The INDIGOs
  If the Troubleshooters helped Dominic-I 
  screw the other Sector Section Supervisors, 
  then they’ve earned the personal hatred of 
  Ingrid-I, Mathias-I, George-I and Rhonda-I. All 
  four INDIGOs will launch individual attempts 
  to punish the Troubleshooters. If they didn’t 
  help Dominic-I and he wasn’t poisoned, then 
  he tries to get them too.
  However, if the Troubleshooters helped 
  Dominic-I AND saved his life, then he gets 
  promoted to VIOLET and owes them a favour. 
  It might even be enough to save their lives 
  when the INDIGOs come after them…
  
  37
  ADVERTISEMENT
  Original
  Original PARANOIA
  PARANOIA design
   design
  DAN G
  DAN GELBER
  LBER
  GREG COSTIKYAN
  GREG COSTIKYAN
  ERIC GOLDBERG
  ERIC GOLDBERG
  New
  New PARANOIA
  PARANOIA edition
  edition
  ALLEN VARNEY
  ALLEN VARNEY
  Design
  Design
  GARETH HAN
  GARETH HANRAHAN
  RAHAN
  ALPHA COMPLEX
  NIGHTS
  NIGHTS
  IA
  WINDON, UK
  MGP 6658
  HTS
  from Mongoose Publishing
  www.mongoosepublishing.com
  PARANOIA
  More
  
  CONTENTS
  Introduction  
  39
  Breif Encounters 
  41
  The Easiest Mission Ever 
  45
  Debreiﬁ ng with Violence 
  46
  The People Want You to Shoot People 47
  Bring in the Prisoners 
  49
  Revolutionary Developments 
  53
  The Central Commitee Wants You 54
  IntSec Inside  
  56
  Viva La Revolution 
  57
  TM & Copyright © 1983, 1987, 2008 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 is used by permission.
  The reproduction of material from this book for personal or corporate proﬁ t, by photographic, electronic, or other means of storage and retrieval, is prohibited. You may 
  copy 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 MGP 6642. Published August 2006. First printing September 2008. Printed in USA
  PARANOIA
  Special duties for special troubleshooters
  ™
  Security Clearance ULTRAVIOLET
  WARNING:
  Knowledge or possession of this information by any citizen 
  of Security Clearance VIOLET or lower is treason punishable by a 
  long spell of Armed Forces latrine scrubot maintenance duty.
  Viva La Revolution
  GARETH HANRAHAN
  Writer/Scapegoat
  CHARLOTTE LAW
  Editing, graphics/Drillbot
  JIM HOLLOWAY
  Cover /Blueprints
  ALISON BLACKWELL
  Interior Art /Treasonous Propaganda
  WILL CHAPMAN
  Layout/Infrared Drone
  BEN ENGELSBERG
  Plot Developmer/Mad R&D Scientist
  DAN GELBER
  GREG COSTIKYAN
  ERIC GOLDBERG
  Original game design & development/
  Building committee
  THE COMPUTER
  Looking after your best interests
  
  39
  INTRODUCTION
  Introduction
  The Computer: THIS IS YOUR FRIEND, THE 
  COMPUTER.
  A Citizen: Oh! Hail, Friend Computer! How 
  are you?
  The Computer: EVERYTHING IS JUST FINE, 
  FRIEND CITIZEN. WE ARE, AFTER ALL, IN ALPHA 
  COMPLEX, THE BEST AND HAPPIEST OF ALL 
  POSSIBLE PLACES. EVERYTHING IS PERFECT UNDER 
  MY BENEVOLENT ADMINISTRATION.
  A Citizen: Well….
  The Computer: DO YOU FEEL UNHAPPY, 
  FRIEND CITIZEN? HAPPINESS IS MANDATORY. FAILURE 
  TO BE HAPPY IS TREASON. TREASON RESULTS IN 
  TERMINATION. 
  A Citizen: Of course I’m happy! Happy as 
  the daycycle is long, Friend Computer! I’m ﬁ lled 
  with joy! It’s just that I’ve heard rumours about 
  traitors and commies who want to overthrow 
  your benevolent rule! And that worries me…in 
  a happy way, of course. Did I mention I’m 
  happy?
  The Computer: THERE IS NO NEED TO 
  WORRY, FRIEND CITIZEN. THERE IS NO CHANCE OF 
  A TRAITOROUS UPRISING TAKING CONTROL OF ALPHA 
  COMPLEX. INTSEC IS EVER VIGILANT. EVERYTHING IS 
  UNDER CONTROL.
  (KABOOM!)
  A Citizen: What was that?
  The Computer: THAT WAS NOT AN EXPLOSION. 
  EVERYTHING IS FINE. DO NO PANIC.
  (BOOM! BLAM! ZAP!)
  The Computer: EVERYTHING IS UNDER 
  CONTROL. EVERYTHING IS FINE. REMAIN HAPPY.
  (BLAM! BOOM! AAAGH!)
  A Citizen: Friend Computer, what’s going 
  on?
  The Computer: SYSTEM ERROR, PLEASE 
  STAND BY.
  A Citizen: Friend Computer?
  Enter A Revolutionary.
  A Citizen: Who are you?
  Revolutionary: The People’s Glorious 
  Revolution has taken control of this Sector! 
  The Computer’s lickspittle minions will be 
  executed!
  A Citizen: Uh-oh.
  Revolutionary: You’re not one of The 
  Computer’s lickspittle minions, are you?
  A Citizen: If I was, I’d be executed, right?
  Revolutionary: Yep. On the spot.
  A Citizen: Then I’m a supporter of the 
  People’s Glorious Thingy! Power to whoever’s 
  in power!
  Viva La Revolution!
  This mission is designed to turn Alpha 
  Complex on its head. The Computer is a traitor! 
  Traitors are the good guys! Up is down! Good 
  is bad! The main aim is to force the players 
  to actually think about loyalties and survival 
  for a change, instead of parroting the usual 
  platitudes of utter loyalty to The Computer 
  when talking to The Computer and spouting 
  secret society propaganda when dealing with 
  their secret societies. 
  The Plot, Which 
  Is About Several 
  Plots
  The Day of Revolution is at hand!
  Well, actually, it’s not so much the revolution, 
  as a revolution. The rebels aren’t going to 
  overthrow the regime across Alpha Complex. 
  Instead, the revolution will be contained within 
  a portion of a single sector. The rebels are 
  called the People’s Glorious Revolutionary 
  Committee and most of their supporters believe 
  the Committee to be an alliance between the 
  Humanist secret society and politically active 
  agents from the more moderate secret 
  societies – the Romantics, Sierra Club, Pro 
  Tech and so on. 
  The PGRC – Revolution One
  Their plan is to bomb key locations and 
  CompNodes across YUC Sector. The 
  Computer will respond by sealing YUC Sector 
  off and sending in the Armed Forces but the 
  PGRC has its own forces who will rise up and 
  man the barricades. Soon, the other sectors 
  will be inspired by their example and rise up 
  to join the revolution! 
  At least, that’s the plan. It’s an absolutely 
  doomed one, as the PGRC don’t have the 
  ﬁ repower or numbers to hold off an attack. 
  The Computer Is Dead, Long Live The Revolution! 
  
  40
  PARANOIA: Alpha Complex Nights 2
  VIVA LA REVOLUTION
  If Revolution One was all that was going on 
  in YUC Sector, then it would all be over in a 
  few minutes.
  Operation FLUSH 
  – Revolution Two
  Internal Security’s spies were monitoring the 
  PGRC’s activities and reported the incipient 
  revolution to their superiors. One of these 
  superiors, Terence-I-QUI, decided to let the 
  revolution happen. When YUC Sector is taken 
  over by the PGRC, all the traitors would rise up 
  and ﬁ ght for the new regime. In one fell swoop, 
  Internal Security would be able to identify 
  every traitor and enemy agent in the whole 
  sector! It would be the greatest traitor-hunting 
  coup in many years. It would be known as 
  Operation FLUSH.
  IntSec agents in YUC Sector were therefore 
  ordered to support and aid the PGRC’s plans 
  for revolution, to better prepare the ground for 
  the purges that are to come.
  The True Enemy 
  – Revolution Three
  Unfortunately, Internal Security isn’t, er, 
  internally secure. PURGE double agents 
  within Internal Security reported that IntSec’s 
  Operation FLUSH was going to covertly 
  support the PRGC revolution. PURGE decided 
  to seize the opportunity to turn IntSec’s fake 
  revolution into a real one. By the time The 
  Computer’s forces realised that YUC Sector 
  was really out of control, instead of only 
  appearing to be out of control to encourage the 
  traitors to pop their heads out and be shot, it 
  would be too late. PURGE would have seized 
  control of the whole sector and struck a blow 
  against The Computer!
  The master of this PURGE plot is Phineous-I-
  ZED – once a trusted Troubleshooter, now a 
  twisted madman! 
  Counterrevolution!
  Minutes before the PGRC’s revolutionary 
  schemes begin, just as the mission begins, a 
  PURGE agent is captured by Internal Security. 
  The captured agent reveals that PURGE has 
  infiltrated Operation FLUSH and that the 
  supposedly-under-control-fake-revolution 
  is actually a real revolution. In desperation, 
  IntSec signals any agents it can contact that 
  the revolution must be stopped!
  Warbots, Gotta 
  Have Warbots
  The other element of Viva La Revolution 
  are the T-34 Urban Combat ComBots that have 
  just been assigned to YUC Sector. A gang of 
  Computer Phreaks have managed to hack the 
  ComBot network via a control console. As the 
  revolution proceeds, the T-34s rapidly become 
  the deciding factor in the clash between the 
  PGRC forces and The Computer’s own. 
  This central command console is right next 
  to the People’s Glorious Revolutionary 
  Committee’s Subcommittee for Mental Hygiene 
  & Terminatinon.
  Or, to put it another way, where the player 
  characters will be spending most of the 
  mission…
  Mission 
  Synopsis
  1. B r i e f  E n c o u n t e r s :  T h e 
  Troubleshooters are summoned to YUC 
  Sector and briefed by Arthur-Y, one of 
  the most irritating brieﬁ ng ofﬁ cers in all of 
  Alpha Complex. They also get barraged 
  by secret society messages. 
  2. 
  The Easiest Mission Ever: The 
  mission turns out to be, literally, in the room 
  next door. The characters’ victory dance, 
  though, is interrupted by a T-34 combot 
  who escorts them back for debrieﬁ ng.
  3. Debrieﬁ ng With Violence: In the 
  middle of the debrieﬁ ng, several very loud 
  explosions are heard. The revolution has 
  begun! Only the characters don’t get to 
  do much.
  4. The People Want You To Shoot 
  People: Two senior revolutionaries, 
  Terrence-I and Phineous-I, show up and 
  inform the characters about who’s in 
  charge now. Oh and the characters have 
  just been nominated as the ﬁ ring squad 
  for the people. 
  5. Bring in the Prisoners! A succession 
  of enemies of the people are brought in. 
  The characters get to decide who gets to 
  live and who gets to be terminated. It’s 
  revenge fantasy time!
  6. Revolutionary Developments: 
  Meanwhile, the war between the 
  Computer loyalists and the PGRC forces 
  continues apace. The characters are 
  far from the front lines but there is still 
  lots of conspiring to do. If the characters 
  want to dare leaving their nice committee 
  room/ﬁ ring squad, they get to be shot at 
  by lots of interesting people.
  7. The Committee Wants You: 
  Phineous-I pops round again and reviews 
  the characters’ termination decisions so 
  far. He recruits the most bloodthirsty to 
  sit on the Committee for Public Safety, 
  as he’s had the rest of his co-conspirators 
  executed. High security clearances and 
  other perks come with the job.
  8. IntSec Inside: The other characters 
  – the ones who didn’t get promoted – get 
  contacted by Internal Security and have 
  a chance to bring down the revolution by 
  hacking the T-34 combot control console 
  next door.
  9. Viva La Revolution! The YUC Sector 
  revolution is either brutally crushed or 
  brutally upheld. Either way, it’s business 
  as usual.
  
  41
  1. Brief Encounters
  Episode Summary: The Troubleshooters 
  receive a mission alert, summoning them 
  to a brieﬁ ng in YUC Sector. En route, they 
  are contacted by their secret societies or by 
  Internal Security, warning them of upcoming 
  events in YUC Sector. After a painful brieﬁ ng 
  by their brieﬁ ng ofﬁ cer, Arthur-O-PHB, they are 
  sent off on their mission… to next door.
  1.This Mission 
  Will Self-Destruct
  Each character receives the same mission 
  alert from The Computer.
  burden of capitalism! Here’s a bunch of 
  pamphlets – pass them out and inform the 
  people of the virtues of Communism!
  C o m p u t e r  P h r e a k s :  L O L ! 
  WIREHED+BLIB+VATFACE@YUC HAKED 
  A HI PR0’S !SECURE SERVER. NOW 
  THEY’VE GONE OFFLINE. FIND OUT 
  WHAT HAPPENED 2 THEM + WHAT THEY 
  FOUND.
  Corpore Metal: YUC Sector is the testing 
  ground for the new series of T-34 combots. 
  The Frankenstein Destroyers are no doubt 
  plotting to destroy these wonderful new friends. 
  Protect the T-34s.
  Death Leopard: There’s some huge riot 
  coming in YUC Sector! Burn the world when 
  it starts!
  FCCC-P: Brother, we have been instructed 
  by the blessed agents of The Computer to aid 
  an upcoming revolution in YUC Sector! Be 
  not alarmed! This is a wise stratagem by the 
  blessed agents of The Divine Computer. The 
  traitors will reveal themselves and they will be 
  destroyed in the blessed ﬁ re of his terminating 
  wrath! You will be among the saved, if you 
  wear a red scarf.
   
  YUC Sector is a distant and obscure section of 
  Alpha Complex, requiring a series of transtube 
  changes. The stations get progressively grimier; 
  the faces of the other passengers grow more 
  gaunt and desperate. The walls start out covered 
  in brand-new posters advertising new products 
  or encouraging citizens to be happy; by the time 
  the characters reach YUC Sector, the walls are 
  scarred with grafﬁ ti and bloodstains. 
  The Long and 
  Traitorous Road
  Tension 3
  En route to YUC Sector, each character is 
  given a mission, either by their secret society 
  or by Internal Security. There are two Internal 
  Security missions, which should be given to 
  different Internal Security-afﬁ liated characters. 
  If you don’t have two IntSec agents, then IntSec 
  will grab the most suitable (i.e. apparently 
  loyal) Troubleshooters. 
  Secret Society missions come in a number 
  of forms – PDC messages, notes stuck 
  under transtube seats or handed over by 
  other passengers, subliminal messages in 
  advertisements, whispered conversations in 
  bathrooms and so on.
  Anti-Mutant: We’ve heard that there’s 
  something big going down in YUC Sector 
  – there’s going to be a riot or protest or some 
  other disturbance. Use the chaos to get as 
  many of those damn mutants as you can. 
  Communists: Comrade! The people 
  of YUC Sector groan under the oppressive 
  * * * MISSION ALERT * * * MISSION ALERT 
  * * * MISSION ALERT * * * MISSION ALERT 
  * * *
  Troubleshooter <INSERT NAME 
  HERE>, you have been selected 
  for an exciting mission, tailored 
  to your skills and talents. This 
  fun opportunity starts with a fun 
  briefing in Room #32, Corridor 
  281, Level 5, YUC Sector. You 
  are to report there within 49 
  minutes of receipt of this mission 
  alert. Remember, <INSERT NAME 
  HERE>, your contribution to 
  the security of Alpha Complex 
  is vitally important! Stay Alert! 
  Trust No One! Keep Your Laser 
  Handy!
  * * * MISSION ALERT * * * MISSION ALERT 
  * * * MISSION ALERT * * * MISSION ALERT 
  * * *
  Frankenstein Destroyers: YUC Sector 
  is in the steel grip of the hated machine! There 
  are T-34 combots everywhere, oppressing the 
  natural-born people! Destroy these cursed 
  bots!
  Free Enterprise: Look under your seat 
  and you’ll ﬁ nd a box of VitaYum bars. We’ve 
  got 50 crates of ‘em, and the people of YUC 
  Sector are hungry. Sell ‘em the bars. If you 
  don’t sell all the bars, we break your legs.
  Humanists: Rejoice! The time of revolution 
  is at hand! In YUC Sector, we have allied 
  with several other secret societies to form the 
  People’s Glorious Revolution! Soon, our forces 
  will seize this whole sector and bring about a 
  new order! Be ready to man the barricades, 
  brother!
  Illuminati: You are instructed to ensure 
  that citizen Judy-G-ZAT is not terminated. She 
  must not be harmed.
  Mystics: Dude, a bunch of us Mystics in 
  YUC are allied with the Humanists and some 
  other societies to, like, throw off the shackles 
  of The Computer. They’re going to have a 
  glorious revolution and stuff and everything’s 
  going to be awesome after that. Anyway, I just 
  wanted to invite you to the post-revolution party 
  in Dave’s place. We’re going to hand out drugs 
  and get everyone high and stuff.
  Psion: The people of YUC Sector are 
  desperate and in their desperation they turn 
  on mutant-kind. Protect any mutants you 
  encounter and punish those who would try 
  to hurt the mutants. Oh, our psychics also 
  picked up a code word. We don’t know what it 
  means but the word ‘socks’ is very important 
  to someone. 
  Pro Tech: We are working with the 
  Humanist society in an exciting new initiative 
  – the People’s Glorious Revolution - to 
  reformat YUC Sector. Be prepared for some 
  big changes very soon but don’t be alarmed 
  – we’re the ones in control, for Science!
  PURGE: Pay attention. The Humanists 
  and several other minor secret societies are 
  planning a revolution in YUC Sector. This 
  revolution would be doomed but Internal 
  Security is going to let it happen, so they can 
  mop up the traitors who reveal themselves. 
  We are going to take control of this revolution 
  1. BRIEF ENCOUNTERS
  
  42
  PARANOIA: Alpha Complex Nights 2
  VIVA LA REVOLUTION
  when it happens, eliminating the IntSec agents 
  and making the false revolution into a real one. 
  Be prepared to ﬁ ght for PURGE against The 
  Computer’s minions!
  Romantics: Soon, our allies in the Humanist 
  movement will launch the People’s Glorious 
  Revolution, freeing YUC Sector from the 
  control of The Computer! After the revolution, 
  we will bring back ancient culture and art 
  and rebuild the joyous, free society of our 
  ancestors! Support the new regime when the 
  revolution comes!
  Sierra Club: Soon, our allies in the 
  Humanist movement will launch the People’s 
  Glorious Revolution, freeing YUC Sector 
  from the control of The Computer! After the 
  revolution, we will all move Outdoors to live in 
  harmony with nature! Support the new regime 
  when the revolution comes!
  Internal Security (1): Attention! A cabal of 
  nefarious secret societies have allied together 
  to foment a revolution in YUC Sector. Your 
  instructions are to SUPPORT this revolution 
  – our plan is to contain the revolt and use it to 
  draw out all the traitors and dissidents in one 
  fell swoop! This is Operation FLUSH and it will 
  be glorious! Your instructions are to support 
  this revolution and take notes about who else 
  supports it. You will know other undercover 
  Internal Security agents by the codephrase 
  ‘as fun as fresh socks’. 
  Internal Security (2): Attention! 
  Emergency! Oh Vatslime! A cabal of nefarious 
  secret societies have allied together to foment 
  a revolution in YUC Sector. IntSec knew about 
  this and Operation FLUSH was launched. It 
  was supposed to be a revolt under our control! 
  We were going to use the revolution to spot the 
  traitors and sweep ‘em all up, but something’s 
  gone wrong! Someone’s inﬁ ltrated FLUSH and 
  it’s going to be a real revolt! Warn our agents! 
  You will know other undercover Internal 
  Security agents by the codephrase ‘as fun 
  as fresh socks’. 
  Something YUCcy 
  At The Station
  Tension 5
  Eventually, the characters arrive at the YUC 
  Sector transtube station. It’s crowded with 
  INFRAREDs and other desperate citizens, 
  all pushing and shoving to get on board. 
  Paranoid characters may notice bulges or 
  other signs of covert weapons being carried. 
  There’s a strange buzz in the crowd, a sense 
  of suppressed anxiety or stress. 
  At the exit from the station, there’s a robot 
  checking ME cards. It’s a T-34 Combot 
  model, a hunched machine with guns for 
  arms and more guns for guns. Three eerily 
  bright cameras focus on different parts of 
  the character’s face when the robot talks to a 
  Troubleshooter. The T-34 moves around on 
  huge rubber treads and is capable of hunkering 
  down and transforming into a sort of miniature 
  tank the size of a small car.
  After ﬁ lling out the form, the characters can 
  head onto Room #32, Corridor 281, Level 5. 
  Corridor 281 turns out to be a very long corridor 
  lined with doors. As the characters pass the 
  room next door to the brieﬁ ng room, they hear 
  laughing and muttering about some technical 
  jargon. Their priority, though, should be….
  2. The Brieﬁ ng 
  from Hell
  Tension 15
  Briefing Room #32 contains a 
  conference table, a few chairs, a 
  Computer monitor and a podium 
  with side-mounted briefing 
  cannons. There’s a large metal 
  box on the table. The walls are 
  gunmetal grey and the illumination 
  is provided by irritating spot lights 
  in the ceiling.
  Standing at the podium is a BLUE-
  clearance citizen, who sniffs and 
  ticks a box on a form as soon as 
  you enter. His nametag reads ‘I’m 
  Arthur-B-PHB and I’m pleased to 
  meet you!’.
  He is obviously not pleased to meet 
  you. ‘Sit down’, he snaps, ‘and let’s 
  get this brieﬁ ng started.’ 
  Arthur-B is the most annoying, persnickety, 
  bureaucratic and vengeful boss imaginable. 
  If the characters took more than 49 minutes 
  to get to the brieﬁ ng, he ticks a box. If they 
  fail to salute and report their names, he ticks 
  a box. If they fail to hand over their mission 
  alert for veriﬁ cation, he ticks a box. If they don’t 
  ask for a receipt, he ticks a box. Every time 
  Arthur-B-PHB ticks a box, he sighs, shakes 
  his head and gives the distinct impression that 
  the Troubleshooters have wounded him deeply 
  and personally.
  Arthur’s also violent and vengeful. Any 
  backtalk or inattentiveness gets a tick. Any 
  hint of treason or disloyalty gets a taser shot 
  or laser blast from the side-mounted discipline 
  guns. Arthur-B doesn’t ofﬁ cially take pleasure 
  in shooting Troubleshooters, but the joy is 
  reﬂ ected in his eyes.
  Oh, the Computer monitor next to Arthur-B’s 
  podium is currently inactive. If the characters 
  have questions for Friend Computer, Arthur-B 
  will switch it on with a sigh.
  Your Mission
  Arthur-B-PHB tells the characters ‘your 
  mission, Troubleshooters, as 
  follows:
  Firstly, take your assigned special 
  equipment, contained in storage 
  box A.
  Secondly, check your assigned 
  special equipment, denoted items 
  A through E  
  Thirdly, travel to the designated 
  mission area, designated YUC 
  Sector, Level 5, Corridor 261, Room 
  #33.
  Fourth, effect entry into the 
  designated mission area.
  Fifth, locate the targets designated 
  target one, target two and target 
  three.
  Sixth, terminate all three targets, 
  taking care to minimise collateral 
  damage.
  Seventh, secure all equipment and 
  other assets.
  T-34 Urban Combat 
  Combot
   
  Management 0
   
  Intimidation 10
   
  Stealth 0
   
  High Alert 10
   
  Violence 12
   
  Projectile Weapons 16
   
  Crushing People With Its Mighty  
   
  Metal Fists 16
   
  Hardware 7
   
  Software 7
   
  Wetware 7
  Armor: 4
  Weapons: Autocannon (W3K)
  
  43
  YUC SECTOR TRANSIT VERIFICATION CARD
  Issued by YUC Sector Transit Authority. Please ﬁ ll out this card fully before exiting or entering YUC. Failure to complete this card may result in loss of travel privileges or further 
  delays.
  Section 1: PERSONAL DETAILS.
  YOUR NAME: _________ CLEARANCE: IR R O Y G B I V UV HOME SECTOR: _ _ _
  CLONE NUMBER: 1 2 3 4 5 6 7+ 
  Service Group
  Tick all that apply:
  [ ]  
  I am more loyal than the average citizen
  [ ]  
  I am a member of one or more secret societies
  [ ]  
  I did not pack all my bags or make all my clothing myself
  [ ] 
  I am carrying more than 5cc of liquid in my body
  [ ]  
  I am carrying one or more lethal weapons
  [ ] 
  I am easily stressed by queues or crowds/loud noises
  [ ] 
  I feel unusually hot or uncomfortable/my skin feels prickly/I see unusual colours 
  [ ] 
  I have consumed one or more cans of Bouncy Bubble Beverage today
  Who are you traveling with?
  Please list all items carried: __________________________________________________
  Do you have clearance to carry all these items?   
  [ ] YES [ ] NO. If not, why not?
  Do you have receipts for all these items?  
   
  [ ] YES [ ] NO. If not, why not?
  Do you need all these items?  
   
   
  [ ] YES [ ] NO. If not, why not?
  Which items do you need the least? Why? 
  Why were these items assigned to you if you don’t need them?
  If ARRIVING in YUC Sector, please ﬁ ll out Section 2. 
  If LEAVING YUC Sector, please ﬁ ll out Section 3.
  Section 2: ARRIVING IN YUC SECTOR
  How are you arriving in YUC Sector?  
  [ ] Transtube 
   
  [ ] Autocar
   
   
   
   
   
  [ ] Walkway 
   
  [ ] Flybot
   
   
   
   
   
  [ ] Access tunnel 
   
  [ ] Other
  What is the purpose of your visit to YUC Sector? 
  Do you think this is a good reason to visit YUC Sector? 
  Why were you in particular assigned this task?
  Would you like to be reassigned to YUC Sector? 
  If yes, why are you unhappy with your original sector? 
   
   
   
  If no, what’s wrong with YUC Sector?
  How long will you be staying?  
   
  [ ] 0-5 minutes 
   
  [ ] 6-60 minutes 
   
   
   
   
   
  [ ] 1-12 hours 
   
  [ ] 13-48 hours
   
   
   
   
   
  [ ] 2-7 days 
   
  [ ] 7 days+
  Where are you staying in YUC Sector? Please list all locations (non-transitive).
  Section 3: LEAVING YUC SECTOR
  How are you arriving in YUC Sector?  
  [ ] Transtube 
   
  [ ] Autocar
   
   
   
   
   
  [ ] Walkway 
   
  [ ] Flybot
   
   
   
   
   
  [ ] Access tunnel 
   
  [ ] Body Bag
   
   
   
   
   
  [ ] Emergency exit  
  [ ] Other
  Do you have 
  [ ] A valid transit voucher  
  [ ] A bathroom receipt  
  [ ] A checkpoint waiver
   
   
  [ ] A medical cert   
  [ ] A psych eval cert  
  [ ] A medication cert
   
   
  [ ] A valid export license 
  [ ] A weapons permit 
  [ ] A packed lunch
  Where are you going now? Why?
  Please tick any that apply. 
  [ ] I enjoyed my time in YUC   
  [ ] I feel nauseous
   
   
   
  [ ] I am in a hurry to leave 
   
  [ ] I visited a commissary on Level 2
   
   
   
  [ ] YUC Sector scares me 
   
  [ ] I have urgent business elsewhere
   
   
   
  [ ] I am wearing fresh socks  
  [ ] I think bots are following me
  Section 4: INTERNAL USE ONLY
  Traveler: [ ] H [ ] PT [ ] R [ ] SC [ ] M [ ] OT [ ] IS [ ] Citizen Action: [ ] A [ ] B [ ] C [ ] D [ ] E. VLR!
  1. BRIEF ENCOUNTERS
  
  44
  PARANOIA: Alpha Complex Nights 2
  VIVA LA REVOLUTION
  Eighth, report your situation to 
  me using the assigned special 
  equipment, unit E.
  Further instructions will be issued 
  later.’
  YUC Sector, level 5, Room #33 is next door to 
  the brieﬁ ng room. If the characters have any 
  questions, Arthur-B just reads the instructions 
  again and ticks more boxes on his forms. If 
  they press him, he either unleashes withering 
  sarcasm or laser beams.
  3. Equipment!
  Once he’s satisfied that the characters 
  understand their mission, Arthur-B points to 
  the box on the table. ‘When you open 
  the box, you will ﬁ nd inside special 
  weapons and equipment that Friend 
  Computer has assigned to make 
  your task easier and more fun.’
  Arthur-B pauses. If any Troubleshooters move 
  towards the box, he aims the lasers at them 
  and threatens to shoot them for disobeying 
  orders. After a moment, or if no-one moves, he 
  says ‘you may now open the box’. 
  Inside the box are six laser riﬂ es, a remote control 
  marked ‘Hostile Code Countermeasure 
  Generator’, a big silvery grenade, a pair of 
  helmets linked by a wire and a small radio 
  handset. Arthur-B has no idea what any of the 
  gadgets do or which of them is Item E and will 
  mutter something about it being an initiative 
  test if the Troubleshooters ask. 
  The gadgets
  The laser riﬂ es are just that. They’ve got 
  three RED laser barrels each.
  The Hostile Code Countermeasure 
  Generator is a remote control with one big 
  button. Pressing it instantly deactivates any 
  ‘friendly’ computer systems nearby to prevent 
  them from being attacked by hostile code. 
  In short, it turns off all the Troubleshooter’s 
  weapons and equipment, as well of those of 
  anyone within one metre of him. Pressing the 
  button again will turn them back on (please 
  allow a few minutes for rebooting).
  The big silvery grenade becomes 
  incredibly bouncy when activated. Flubber with 
  a high-explosive core, basically. It explodes for 
  M3K damage with a blast radius of 5 metres.
  The linked helmets are an experimental 
  telepathic device. If two people wear the 
  helmets, they must both roll 1d20. The higher 
  roll can control the movements (including 
  speech) of the lower roll for a few moments. 
  If both roll the same amount, the feedback 
  loop causes their heads to explode. There’s 
  absolutely no reason for these helmets to be 
  included in the mission equipment; they were 
  dropped in there accidentally by a stoned 
  R&D technician. 
  The radio handset is a special long-range 
  communicator. There’s a button to push to talk 
  and a volume control that ranges between 
  ‘pretty loud anyway’ and ‘very loud indeed.’
  Arthur-B insists that all the characters perform a 
  detailed check on their equipment, perform an 
  inventory of gear and sign his equipment check-
  out sheet before letting them out the door. 
  Arthur-B-PHB
   
  Management 12
  Ticking Forms In Such A Way To 
  Convey The Message That He 
  Despises You And All You Stand 
  For 18
   
  Stealth 8
   
  Sneaking 12
   
  Violence 6
   
  ardware 4
   
  Weapons & Armour Maintenance 1
   
  Weapons & Armour Premission  
   
  Checklist Chesting 10
   
  Software 10
   
  Data Analysis 14
   
  Wetware 7
   
  Pharmatherapy 11
  Armor: Blue Reﬂ ec (E1)
  Weapons: Blaster (M3K)
  Arthur-B-PHB demands your respect.
  
  45
  2. The Easiest Mission Ever
  Episode Summary: The Troubleshooters 
  walk next door and shoot some unarmed 
  nerds. 
  1.Room #33
  The ‘designated mission area’, aka Room 
  33, is next door to the brieﬁ ng room. There’s 
  one entrance, through the front door, which is 
  closed but not locked. Adventurous characters 
  can also gain entry through crawlspaces and 
  air vents. It’s Alpha Complex, there’s always 
  a back door.
  Inside Room 33 are the following items:
  � One giant computer control console, a big 
  tower made of servers and circuits lashed 
  together. It’s wired to…
  � Three computer terminals, covered in 
  Post-It notes and little Computer Phreak 
  stickers. These terminals are being used 
  by…
  � Three Computer Phreak geeks, named 
  Henry-R, Ubi-R and Will-R. They’re all 
  pretty much identical. I’d make a crack 
  about pasty computer-geek complexions 
  but they live in Alpha Complex, where 
  everyone is paler than a cave grub. 
  Anyway, these three script kiddies have 
  lucked into a security hole in the T-34 
  Combot Network, which they think will 
  allow them to issue orders to the Combots 
  remotely. The geeks have been hiding out 
  here for some time, surviving on…
  � A giant clone-family sized bottle of B3 
  and…
  � …enough Cold Fun and Algae Chips to 
  put you off food for life. 
  Anyway, the three geeks are wholly unarmed. 
  They’ll throw computer bits and Cold Fun 
  packets at the characters in a desperate 
  last-ditch stand but they can be zapped easily 
  with one shot each. Negotiating with the geeks 
  is futile – partly because they’ll use the time 
  to try to hack the combot network and send 
  giant killing machines after the characters 
  but mainly because the geeks talk entirely 
  incomprehensible jargon. This encounter is 
  like shooting ﬁ sh in a barrel, where the ﬁ sh are 
  distracted by a really intense game of Tetris. 
  It’s A Giant Computer 
  Console, Let’s Mess With It
  Tension 1
  Once the geeks are dead, the characters can 
  examine their computer system. It’s largely 
  incomprehensible to anyone without Hacking 
  and Electronic Engineering but there is one 
  nice big clue – the main screen displays 
  scrolling text that seems relevant.
  It’s clear that the three hackers were trying 
  to access the combot control network and 
  that they possibly succeeded. The actual 
  interface for controlling the bots is less clear 
  but the characters can fruitlessly press buttons 
  if they want.
  The next step, according to the mission plan, 
  is to contact Arthur-PHB via the radio (well, via 
  Assigned Special Equipment Unit E but that’s 
  the radio). If they do so, then he sends in the 
  T-34. If they don’t do so, then he sighs, ticks a 
  form and sends in the T-34 anyway.
  It’s Mr. ComBot
  Tension 8
  A T-34 smashes through the rear wall 
  of Room #33 and levels its guns at the 
  characters. ‘I AM COMBOT T-34/101’ 
  it announces in a loud, tinny 
  voice. ‘YOU ARE INSTRUCTED 
  TO RELOCATE TO YUC SECTOR, 
  LEVEL FIVE, CORRIDOR TWO 
  EIGHT ONE, ROOM THIRTY-TWO 
  FOR IMMEDIATE DEBRIEFING BY 
  CITIZEN ARTHUR-B-PHB. MOVE, 
  MOVE, MOVE.’
  The T-34 waggles its guns suggestively and 
  follows the characters as they leave Room 
  33 (smashing its way through the doorframe 
  to make room). It takes up a guard position 
  outside the door of Room 32. Any character 
  who doesn’t immediately move to be debriefed 
  is encouraged to move with laser ﬁ re. Despite 
  this, the T-34 is quite friendly and chatty in a 
  giant killing machine sort of way. 
  The Three Nerds
   
  Management 4
   
  Hygiene 1
   
  Stealth 4
   
  Security Systems 8
   
  Violence 4
   
  Thrown Weapons 8
   
  Hardware 4
   
  Bot Ops 10
   
  Electronic Engineering 10
   
  Software 10
   
  Bot Programming 14
   
  Hacking 14
   
  C-Bay 14
   
  Spurious Logic 16
   
  Wetware 0
  >SocketOpen(AFAC/CMN/YUC/T34CCC/PUB/65554)>MySoc 
  Connection Opened.
  T-34 URBAN COMBAT COMBOT COMNET.
  To Serve, Protect and Terminate Where Necessary
  >RunAllHackRunning…Attempting to subvert Combots…Failed
  Retrying…Attempting to subvert Combots…Failed…
  Retrying…Attempting to subvert Combots…Failed…
  Retrying…^c >!probeSec(MySoc)
  Working…This hacking tool brought to you by CRUDDY. Send me credits!
  14,216 security errors found….CRUDDY SEZ: What do you call a Mystic who hacks code?
  Identifying likely backdoor candidates…CRUDDY SEZ: A High Programmer.
  Viable backdoor found…0x533268>RunAllHack(0x533268)Running…Attempting to subvert Combots…
  Connection closed!
  2. THE EASIEST MISSION EVER
  
  46
  PARANOIA: Alpha Complex Nights 2
  VIVA LA REVOLUTION
  3. Debrieﬁ ng With Violence
  Episode Summary: Arthur-B-PHB 
  debriefs the characters with all the grace and 
  charm one could expect from a very annoying 
  debrieﬁ ng ofﬁ cer. Then the sector degenerates 
  into a chaotic civil war, which is actually a relief 
  under the circumstances.
  Traitors Among Us
  Tension 8
  Arthur-B-PHB is waiting for the characters 
  and he’s not happy. Despite the briefness of 
  their mission, he still has a dozen pages of 
  notes and criticisms. He marks them down 
  for any deviation from their instructions or any 
  mistakes or excess damage they caused. He 
  berates them again for their lack of cleanliness 
  or proper bearing. In short, he gets right up 
  their noses.
  Once you tire of insulting the characters and 
  going through their multicorder footage (they 
  did specify they were taking multicorder footage 
  of the whole mission, right, in accordance with 
  the official Mandatory Bonus Duty of the 
  Communications & Recording ofﬁ cer, yes? The 
  whole mission was supposed to be carried out 
  in full accordance with Alpha Complex Total 
  Quality Assurance Initiative 214, hmm?), then 
  Arthur-B reaches down, pulls a thick report 
  out of his briefcase and shows the title page 
  to the characters.
  It reads ‘CPU Report On Non-
  Sanctioned Opinions and Afﬁ liations 
  Within Troubleshooter Teams’. 
  Patronisingly, Arthur-B-PHB explains that the 
  contents of the report are clearance BLUE 
  and therefore he cannot show it to the team 
  but the clear conclusion is that the average 
  Troubleshooter team harbours 1.84 traitors. 
  Therefore, there are 1.84 traitors within the 
  players’ Troubleshooter team and no-one is 
  leaving this brieﬁ ng room until these traitors 
  have been identiﬁ ed!
  Arthur-B-PHB sits back and lets the players 
  point ﬁ ngers and shout at each other for a 
  while.
  The Sound of Distant 
  Revolution
  Tension 0
  Distantly, echoing down the long corridor, the 
  characters hear the sound of an explosion.
  Then, there’s another boom and the harsh 
  chatter of automatic weapons ﬁ re. There’s 
  shouting and cheers and cries of ‘viva 
  la revolution!’ or ‘down with The 
  Computer!’.
  If any of the characters respond in any 
  way, then Arthur-B-PHB frowns and snaps 
  ‘debrieﬁ ng is not concluded, Troubleshooter! 
  Sit back down! Whatever’s going on out there 
  has nothing to do with our meeting!’ If they 
  HEEEEEEERE’S T-34! 
  
  47
  do anything stupid like trying to leave, he 
  ﬁ res a warning shot from his podium. ‘Pay 
  no attention to whatever nonsense is going 
  on out there.’
  The explosions and shouting gets louder 
  and the lights ﬂ icker. There’s the sound of 
  running feet just outside the brieﬁ ng room. 
  Arthur-B rolls his eyes and then orders the 
  Troubleshooters to stay put while he sorts 
  this mess out. He then walks over to the door 
  and leaves.
  The lights ﬂ icker again and the sounds die 
  away.
  If the characters try to leave, they ﬁ nd that a 
  T-34 combot is standing outside the door. The 
  bot says that it has been ordered by citizen 
  Arthur-B-PHB to ensure that no-one leaves 
  Brieﬁ ng Room #32 and that they should return 
  to their assigned seats and wait. Beyond the 
  bot, the characters can see gun battles and 
  ﬁ re down the corridor. 
  Back in the briefing room, the Computer 
  monitor ﬂ ickers to life, displaying the Eye of the 
  Computer for a moment. The Eye is panicked 
  and fearful. It then dissolves into static.
  The Revolution has taken control of YUC 
  Sector. 
  4. The People Want You To Shoot People
  Episode Summary: Two of the leaders 
  of the People’s Glorious Revolutionary 
  Committee pop in to inform the characters that 
  the revolution now rules their lives and they’ve 
  been assigned to be the ﬁ ring squad for the 
  people who don’t accept the revolution. 
  The Dark Before 
  The Storm
  Tension 0
  Give the players a few minutes to sweat. 
  The lights in the brieﬁ ng room come back 
  on but there’s an acrid tang in the recycled 
  air. The characters’ PDCs aren’t working and 
  the Computer terminal is still just a screen 
  of jumbled static. Occasionally, it mutters 
  something like ‘SYSTEM OFFLINE – PLEASE 
  STAND BY FOR FURTHER INSTRUCTIONS’ 
  or ‘ERROR – NETWORK NOT FOUND’ or 
  ‘PLEASE REPORT…PLEASE REPORT…
  PLEASE REPORT’.
  There’s no easy way out of the brieﬁ ng room. If 
  the characters try to do something like climbing 
  out of the air vents, then move onto the next 
  scene at the most embarrassing moment 
  possible. (‘No, friend citizen, we’re not 
  trying to climb into the air vent…we’re, 
  er, doing exercises.’). T-34 is doggedly 
  obeying the orders of the vanished Arthur-B-
  PHB and refuses to let the characters out of 
  the room. 
  Meet The New Bosses 
  Tension 15
  Then, the characters hear the sound of 
  marching outside and the grinding noise of 
  T-34 rolling back from the door. The brieﬁ ng 
  room door opens and two INDIGO-clearance 
  clones enter, along with a squad of heavily 
  armed revolutionaries. The two INDIGOs are 
  Terrence and Phineous. Terrence is short, 
  rotund and kindly. He’s also an undercover 
  IntSec ofﬁ cer who has seen thousands of 
  clones to the termination booths. He really, 
  really likes terminating people (he also really, 
  really likes the perks and privileges that come 
  with being high-clearance and believes that 
  Operation FLUSH is his ticket to VIOLET). 
  Any IntSec Troubleshooters will know he’s 
  their boss because of the code signal he’ll 
  give them.
  His companion is Phineous-I. Tall, thin, 
  wild-eyed, Phineous is a nutcase who wants 
  to destroy Alpha Complex. He used to be a 
  successful Troubleshooter but constant deaths 
  and paranoia have driven him mad and now 
  he wants revenge. Phineous is a PURGE 
  member but the PURGE goals of turning 
  the fake revolution into a real one are only a 
  stepping stone to Phineous’s real goal – going 
  down in a hellish, Jonestown-esque massacre 
  that inﬂ icts as much damage as possible on 
  The Computer. 
  Their guards, the People’s Glorious 
  Revolutionary Guards, are all equipped with 
  Vulture Warrior gear and armour. Perceptive 
  characters will notice that the Vulture Warrior 
  gear doesn’t ﬁ t very well, as the People’s 
  Glorious Revolutionary Guard don’t have the 
  superhuman drug-pumped physiques of a 
  Vulture. The gear was looted from the bodies 
  of dead Vultures. 
  Glory to the PGRC
  Terrence introduces himself. ‘Good day, 
  fellow citizens! The most glorious 
  of all days, in fact! Today is the 
  ﬁ rst day in the People’s Glorious 
  Complex! The People’s Glorious 
  Revolution has seized control 
  of this whole sector, and soon 
  the oppressed proletariat of the 
  other sectors – inspired by our 
  example - will rise up and join 
  our glorious cause! Glory to the 
  People’s Glorious Revolution!’
  Phineous and the People’s Glorious 
  Revolutionary Guards join in at this point, 
  shouting ‘GLORY TO THE PEOPLE’S 
  GLORIOUS REVOLUTION! HAIL 
  THE PEOPLE’S GLORIOUS 
  REVOLUTIONARY CENTRAL 
  COMMITTEE’ They look expectantly at any 
  Troubleshooters who don’t join in the chant.
  Terrence then says ‘I am Central 
  Committee Member Terrence-I, and 
  this is Central Committee Member 
  Phineous-I. We are both members 
  of the Central Committee of the 
  People’s Glorious Revolution, and 
  we have the honour of being your 
  interim leaders until free and fair 
  elections are held, to better reﬂ ect 
  the collective will of the people. 
  These heavily armed fellow citizens 
  are part of our People’s Glorious 
  Revolutionary Guard, here to protect 
  both us and you from minions of the 
  hated enemy Computer. Down with 
  The Computer and its regime!’
  Again, there’s a chorus of ‘DOWN WITH 
  THE COMPUTER AND ITS REGIME! 
  GLORY TO THE PEOPLE’S 
  GLORIOUS REVOLUTION! HAIL 
  THE PEOPLE’S GLORIOUS 
  REVOLUTIONARY CENTRAL 
  COMMITTEE’ from Phinous, the guards 
  and the player characters if they know what’s 
  good for them. 
  With a kindly smile on his wide face, Terrence-I 
  then asks the players to swear loyalty to the 
  People’s Glorious Revolutionary Committee. 
  3. DEBRIEFING WITH VIOLENCE
  
  48
  PARANOIA: Alpha Complex Nights 2
  VIVA LA REVOLUTION
  Anyone who does not swear loyalty is an 
  Enemy of the People and must be terminated 
  by ﬁ ring squad. Any characters who swear 
  loyalty are given a warm handshake by 
  Terrence and a bony, clammy handshake by 
  Phineous. Anyone who doesn’t swear loyalty is 
  dragged away (see Enemies of the People). 
  The People’s Subcommittee 
  For Mental Hygiene 
  & Termination
  Tension 15
  Assuming that there are still a few 
  Troubleshooters left, Terrence-I explains that 
  the citizens of YUC Sector are being assigned 
  new duties and positions in the new, better 
  society. The player characters have been 
  selected as the People’s Subcommittee For 
  Mental Hygiene & Termination. A selection 
  of suspected enemies of the people will be 
  presented to them and it is up to the characters 
  to decide who lives and who dies. All they need 
  to do is root out internal dissent, to ensure that 
  the roots of the People’s Glorious Revolution 
  remain strong! Rooting out for the good of the 
  roots! Does this sound like a fun and worthy 
  assignment? It really had better. Terrence-I 
  announces that it will be ‘more fun than 
  fresh socks’. He pronounces this as clearly 
  and obviously as possible, trying to spot the 
  reactions of any Internal Security characters. 
  The characters may ask what the situation as 
  outside Room #32. Terrence tells them that 
  the People’s Glorious Revolution has taken 
  control of the whole of YUC Sector and is 
  ﬁ ghting with Computer loyalists at the sector 
  edges. Soon, the Revolution will spread to 
  neighbouring sectors! 
  Anyway, they’re going to be the ﬁ ring squad 
  for the revolution. Terrence says that T-34 will 
  send traitors in and the characters will judge 
  them. It’s all a bit ad hoc but that’s how the 
  People’s Glorious Revolution rolls. Terrence-I 
  holds up a sample form, a Writ of Termination 
  and tells the characters that each traitor will 
  be accompanied by a Writ of Termination 
  outlining their crimes against the people and 
  the suggested punishment for these crimes. 
  The characters will have to interview these 
  criminals and decide which penalty is the most 
  appropriate. Punishments will be assigned by 
  the committee. Importantly, each character 
  must initial the punishment they vote for, to 
  ensure that proper records are kept. 
  Phineous-I leans in at this point, speaking in a 
  weird screechy voice. ‘Beware! There are 
  agents of The Computer everywhere! 
  Better that you terminate a thousand 
  innocents than let a single enemy of 
  the people survive!’
  Terrence-I smiles slightly nervously at his fellow 
  Committee Member and informs the characters 
  that as a reward for their service to the People’s 
  Glorious Revolutionary Committee, they will 
  be promoted one security clearance level. As 
  soon as the remains of certain Enemies of the 
  People are cleared out of the Guest Sleeping 
  Quarters of the People, then the characters will 
  be assigned housing and bathroom privileges 
  in YUC Sector. For the moment, they must 
  remain here in Room #32.
  He claps his hands and a team of INFRAREDs 
  run in and replace Arthur-B-PHB’s podium with 
  a stand for an accused prisoner. They also 
  paint a white line parallel to one wall, where 
  the ﬁ ring squad can stand.
  After a ﬁ nal wild threat and cackle from an 
  obviously loony Phineous, the committee and 
  their goons troop out and T-34 sends the ﬁ rst 
  traitor in.
  Enemies of the People
  So, what happens to a character that doesn’t 
  smile and salute and embrace the People’s 
  Glorious Revolution? They’re dragged out 
  into the corridor by two of the People’s 
  Glorious Revolutionary Guards and beaten 
  up a bit before being thrown into a holding 
  room. Fill out a Writ of Termination for the 
  traitorous player and have him brought in as 
  a prisoner before the ﬁ ring squad as soon as 
  possible. Let his fellow players judge him.
  If freed, the character is conveniently 
  reassigned to the People’s Glorious 
  Subcommittee for Mental Hygiene and 
  Termination. If terminated, the character’s 
  next clone is conveniently reassigned to the 
  People’s Glorious Subcommittee for Mental 
  Hygiene and Termination.
  Meet the New Bosses. 
  
  49
  5. Bring In The Prisoners
  Episode Summary: A succession of 
  prisoners are brought before the Subcommittee 
  for Mental Hygiene & Termination. The 
  characters get to vote on who lives and who 
  dies.
  This section of the mission consists of a 
  parade of prisoners who are brought before 
  the Subcommittee. Each prisoner gets the 
  chance to plead for his life. The characters 
  then get to ﬁ ll in a Writ of Termination for that 
  prisoner. Each Writ lists the prisoner’s crimes 
  and a few suggested punishments. The players 
  must vote for their preferred punishment by 
  writing their character’s initials next to that 
  punishment. The punishment or punishments 
  with the most votes is then ticked. Make sure 
  that all the writs are ﬁ lled in fully – they’ll 
  come into play again in Episode 7. You can 
  photocopy the writs from page 60 or download 
  them from the Mongoose Publishing website. 
  The characters may then have to carry out the 
  punishments listed on the writs or just hand the 
  prisoner back over to T-34 for disposal. There’s 
  a break of several minutes between prisoners, 
  enough time for Troubleshooters to run off on 
  private missions or try desperately to scrub the 
  blood from their hands. 
  Note the small print on the Writs. The 
  composition of the Committee changes as 
  Phineous executes his rivals. By the time the 
  last prisoner is brought in, Phineous will have 
  control of the whole revolution.
  Prisoner Zero
  Tension 0
  This section only matters if one of the 
  Troubleshooters didn’t support the People’s 
  Glorious Revolution and was dragged away by 
  the guards. The Troubleshooter – bloodied and 
  bruised by his punishment beating – is pushed 
  back into the room by the T-34 combot and 
  made to stand in the prisoner’s dock.
  Fill out a Writ of Termination for the character 
  but make sure that none of the punishments 
  are erasure – the worst should be termination 
  and the others should be humiliating forfeits 
  or amusing tortures. They’ll probably vote for 
  termination, so have the replacement clone 
  assigned to the Subcommittee to keep the 
  group together. 
  Prisoner One 
  – In The Wrong 
  Place
  Tension 0
  The ﬁ rst guest on the Subcommittee for Mental 
  Hygiene & Termination is Bob-YUC, a poor 
  INFRARED who was in the wrong place at 
  the wrong time. A gang of revolutionaries 
  smashed their way into the barracks Bob-YUC 
  shares with 100 other INFRARED drones, 
  grabbed him at random and asked him if he 
  supported the People’s Glorious Revolution. 
  He stammered something about being loyal 
  to Friend Computer, just like the subliminal 
  messaging that plays constantly during the 
  nightcycle told him to do. The revolutionaries 
  picked him as an example to the other 
  INFRAREDs and took him away.
  The T-34 drags Bob-YUC into the brieﬁ ng 
  room and throws him into the prisoner’s dock. 
  Bob-YUC’s a dumpy middle-aged INFRARED 
  with bleary eyes. He’s got a black hood over 
  his face, which the bot removes before exiting, 
  leaving Bob-YUC blinking in the harsh light.
  Bob-YUC has no real idea what’s going on, 
  what he’s done wrong or what this whole 
  revolution thing is about. He just wants to get 
  out of here alive but all the happy drugs in his 
  system are making it hard to think and he’s 
  not that bright at the best of times. Play Bob-
  YUC as a genial idiot. His only real purpose 
  in the scenario is to show the players how the 
  Writs work.
  Judging Bob
  Bob’s crimes are:
  � Consorting with the enemy (the 
  most generic charge ever)
  � Not being sufﬁ ciently loyal to the 
  People’s Glorious Revolution 
  (ditto)
  � Looking suspicious (he’s, er, 
  dressed in black.)
  � Not knowing the words to the 
  People’s Glorious Anthem (no-
  one does, yet)
  His suggested punishments are:
  � Stern telling off. The characters will 
  have to deliver the telling off and it had 
  better be stern. 
  � Mandatory singing lessons: The 
  characters will have to teach Bob the 
  words of the People’s Glorious Anthem 
  and make him sing at least one verse.
  � Medication: If the characters choose 
  this option, then a docbot will roll into the 
  room and deliver a large glowing syringe 
  to the characters. Anyone injected with 
  this syringe becomes incredibly loyal to 
  the ﬁ rst thing they see after being injected 
  with the goop. 
  � Termination: The characters get to 
  put Bob-YUC up against the wall and 
  shoot him with their laser riﬂ es.
  � Erasure: As above, only Bob-YUC’s 
  whole clone line is erased and he never 
  comes back again.
  Prisoner Two 
  – Rudy the Spy
  Tension 0
  The second prisoner is Rudy-Y-ANC. He’s 
  a weasel-faced citizen dressed in a yellow 
  jumpsuit; his cover identity was as a CPU 
  clerk. Unlike Bob-YUC, he’s been treated quite 
  well and walks into the brieﬁ ng room with a 
  barely concealed smirk on his face. Rudy-Y 
  is an IntSec spy1, part of Operation FLUSH. 
  He knows that there’s a revolution underway 
  in YUC sector and he believes that everything 
  is under control. According to his superiors in 
  IntSec, the Subcommittee for Mental Hygiene 
  & Termination should be under the control of 
  Bob-YUC
   
  Management 4
   
  Stealth 6
   
  Stealing Food from the Food Vats  
   
  Without Being Seen 10
   
  Violence 4
   
  Hardware 8
   
  Food Vat Operation 12
   
  Software 2
   
  Wetware 2
   
  Correctly Adding The Right   
   
  Additives  To Food Vats 6
  Secret Society: None
  Mutation: Pyrokinesis (Power 4)
  5. BRING IN THE PRISONERS
  
  50
  PARANOIA: Alpha Complex Nights 2
  VIVA LA REVOLUTION
  other IntSec agents. Rudy-Y expects to get 
  asked a few easy questions for show and 
  then given a slap on the wrist or other light 
  punishment.
  Rudy knows the ‘as fun as fresh socks’ 
  recognition code and will drop it into 
  conversation as soon as possible. He might 
  say that his job in YUC Sector CPU wasn’t 
  as fun as fresh socks or wonder about the 
  Troubleshooters’ uniforms and idly wonder 
  out loud if their footwear is both newly 
  refurbished and remarkably exciting. He also 
  initially denies any involvement in spying or 
  treason and certainly denies the existence of 
  Operation FLUSH.
  As soon as it becomes clear to Rudy-Y that 
  the Subcommittee aren’t going to let him 
  off easily, Rudy-Y switches demeanour 
  instantly. He goes from cocky denials and 
  assuredness to absolute terror as he realises 
  that Operation FLUSH has gone wrong. He 
  admits that Internal Security knew about the 
  People’s Glorious Revolutionary Committee 
  and arranged for the revolution to happen. 
  He admits that there are IntSec agents in the 
  very highest echelons of the People’s Glorious 
  Revolutionary Committee. He’ll even admit that 
  the recognition code used to recognise other 
  IntSec agents is ‘as fun as fresh socks’.
  In short, ‘oh no, oh no, please don’t 
  execute me, I’ll do or say anything to 
  save my skin.’
  Judging Rudy
  Rudy’s accused of:
  � Being a spy for The Computer.
  � Spying on the People’s Glorious 
  Revolution.
  � Spying on the People’s Glorious 
  Revolutionary Committee
  � Betraying the People’s Glorious 
  Revolution to the hated Alpha 
  Complex.
  His suggested punishments are:
  � Ordered to pass on false 
  intelligence to Alpha Complex 
  (It’s up to the characters to decide what 
  intelligence is passed on)
  � Held in a secure area for further 
  interrogation (basically, spare his life 
  and stick him in a closet)
  � Public execution (they’ll need to ﬁ nd 
  a public area in YUC Sector; see page 43 
  for life outside the brieﬁ ng room during the 
  revolution)
  � Appearance on ‘Traitor Zapping 
  Hour TV show’ (which doesn’t 
  actually exist yet and it’ll be up to the 
  players to design it. If they pick this option, 
  Phineous-I and the People’s Glorious 
  Revolutionary Guard call in and deliver 
  a television camera to the characters. 
  They then insist that to raise morale in the 
  People’s Glorious Revolution, the deaths 
  of enemies of the people must be suitably 
  impressive and theatrical.
  � Erasure: No more Rudy.
  Post-Rudy
  This is a good time to run some of the optional 
  encounters in Episode 7, especially if the 
  players are getting tired of judging people.
  Prisoner Three 
  – Cash or Death
  Tension 0
  The third person brought before the 
  Subcommittee is Judy-G, formerly an up-
  and-coming PLC executive. She’s used to 
  privilege and bossing other citizens around 
  and is not coping with the revolution very 
  well, especially as the People’s Glorious 
  Revolutionary Committee looted her service 
  ﬁ rm and conﬁ scated all her stuff for the good 
  of the revolution. 
  Judy-G’s rather mercurial and unstable in 
  her current state and will alternate between 
  threatening the characters, trying to bribe them 
  with her stashed credits and craven servility 
  promising absolute loyalty to the People’s 
  Glorious Revolution. If you ever get stuck, roll 
  on the Random Way For Judy To Dig Her Own 
  Grave Table.
  1: There once was a clone named 
  Rudy-Y/
  He was an Internal Security spy/
  Now Operation FLUSH’s on the 
  rocks/ 
  It’s not as fun as his fresh socks/
  And Rudy-Y is going to die. 
  Rudy-Y
   
  Management 8
   
  Chutzpah 12
   
  Annoying Conﬁ dence 14
   
  Stealth 10
   
  Sneaking 14
   
  Surveillance 14
   
  Violence 4
   
  Energy Weapons 8
   
  Hardware 4
   
  Software 4
   
  Wetware 2
  Secret Society: ProTech
  Mutation: Hypersenses (Power 4)
  So, what can Judy-G really offer the characters? 
  She does indeed have around 50,000 credits 
  stored in a secret account under a false name, 
  as well as a meagre amount of inﬂ uence in 
  the cutthroat industry of Hot Fun Packaging, 
  Storage and Containment1. She’s also a Free 
  Enterprise member and will sponsor characters 
  for membership into the society. 
  1: The containment bit involves lead-lined 
  vaults deep beneath Alpha Complex.
  If it comes to it, she’s got a spare kidney she’s 
  not using, too. She’ll cling to life with every ﬁ bre 
  of her being and say whatever she thinks will 
  get her out of this mess. 
  Judging Judy-G
  Judy-G-ZAT is accused of:
  � Lack of loyalty to the People’s 
  Glorious new regime
  � Spreading dissent
  � Hoarding Hot Fun, Cold Fun and 
  other foodstuffs
  � N o t  b e i n g  s u f f i c i e n t l y 
  enthusiastic about the new 
  regime
  � Suspicious behaviour 
  � Looks like a traitor
  Her suggested punishments are:
  � Reassignment to reactor 
  shielding duty (death)
  � Termination (death)
  � Public execution (death)
  � Erasure (or death)
  
  51
  5. BRING IN THE PRISONERS
  Random Way For Judy To Dig Her Own Grave
  Roll
  Phrase
  1
  Don’t you know who I am? 
  2
  I have friends in high places. They’ll be angry if you hurt me!
  3
  Don’t try to mess with me, little clone – I can buy and sell your whole line!
  4
  I’m GREEN clearance, you’re not. YOU will listen to ME!
  5
  You don’t have the right to do this and you certainly don’t have the guts.
  6
  I can make you very wealthy. Just let me go!
  7
  I’ve got creds stashed in a secret account. I’m not poor…
  8
  Look, how much are they paying you to shoot me? I’ll pay you twice that to not shoot me.
  9
  You’ll never get ahead in Alpha Complex if you don’t make deals. Let’s make a deal.
  10
  This revolution will end soon. When it does, you’ll need a friend with some real access. I’ll help you if you help me!
  11
  Please! I was only following orders!
  12
  I never spread dissent! I love the revolution! Down with The Computer!
  13
  I wasn’t hoarding food! I run a food packaging plant!
  14
  I have no idea how that Hot Fun ended up in my Hot Fun storage warehouse!
  15
  The last guy you had in here was called Rudy, right? It’s a clerical error. They meant you to kill him, not me! 
  16
  Ok, this was really a test to see if you were paying attention. I’m not a traitor, now let me go!
  17
  I’ve got scary mutant powers! If you try to kill me, I’ll turn into a monster and eat you all! Don’t make me angry!
  18
  Look behind you! 
  19
  If they really wanted to terminate me, they’d have done so already. So, they want me to live. So, if you kill me, you’ll anger 
  them.
  20
  Roll again twice and combine the two results.
  Judy-G
   
  Management 10
   
  Oratory 14
   
  Stealth 4
   
  Violence 4
   
  Hardware 4
   
  Chemical Engineering 8
   
  Food Vat Operation 10
   
  Software 6
   
  Data Search 10
   
  Wetware 6
  Biosciences 10
  Pharmatherapy 10
  Secret Society: Free Enterprise
  Mutation: Matter Eater (Power 10)
  In short, the Magic Hate Ball says ‘outlook 
  looks bleak for Judy-G’. If the characters do 
  want to spare her life, then they will have to 
  sneak her out of the brieﬁ ng room without the 
  T-34 seeing her.  
  Prisoner Four – Every 
  Troubleshooter’s 
  Dream Job
  Tension 0
  In this section, the Troubleshooters get to 
  do what they’ve always really wanted to do 
  – execute their brieﬁ ng ofﬁ cer. Yes, Arthur-
  Everyone Else Is First Against The Wall When The Revolution Comes. 
  
  52
  PARANOIA: Alpha Complex Nights 2
  VIVA LA REVOLUTION
  B-PHB is back, only this time he’s dragged 
  into the brieﬁ ng room in chains, with his face 
  bruised, his shiny jumpsuit torn and grimy and 
  his supercilious attitude completely shattered. 
  As he’s brought in, he’s screaming at the 
  T-34 to let him go and to obey his orders but 
  the bot ignores him. For this scene to work, 
  the Gamemaster will have to have made 
  Arthur-B-PHB the most annoying and hateful 
  boss ever. The players should be eager to 
  terminate him.
  After leaving the brieﬁ ng room earlier, Arthur-B 
  tried to ﬁ nd out what all the disruption and 
  noise was. He discovered a whole sector full 
  of Commie Mutant Traitors and – being a 
  surprisingly brave brieﬁ ng ofﬁ cer – he drew 
  his laser pistol and charged into the fray. He 
  was shot and killed by revolutionaries within 
  seconds. His replacement clone woke up in the 
  revolutionary-held clone bank in YUC Sector 
  under armed guard; they brought him back to the 
  brieﬁ ng room to be judged by the Subcommittee 
  for Mental Hygiene & Termination.
  When he’s brought in, Arthur-B has no idea 
  that his former Troubleshooter team are now 
  the revolutionary subcommittee responsible 
  for his fate and he will initially assume that 
  they too have been captured by the Commie 
  Mutant Traitors, which is absolutely typical 
  of the characters’ utter incompetence. How 
  could they let themselves be captured without 
  inﬂ icting signiﬁ cant casualties on the enemy? 
  Nonetheless, they are all loyal citizens together 
  and must stay brave during this interrogation. 
  Now, where’s this Commie Mutant Traitor 
  committee?
  Judging Arthur-B
  He’s accused of:
  � Attempted resistance to the 
  Glorious Revolution
  � Illegal use of weapons
  � Traitorous thoughts & deeds
  � P a s s i n g  o n  t r e a s o n o u s 
  badthought and Computerist 
  propaganda
  Suggested punishments are:
  � Demotion (to the security clearance of 
  the characters’ choice)
  � Reassignment to reactor 
  shielding duty
  � Termination
  � Public execution
  � Erasure
  If it’s looking like the Troubleshooters are going 
  to condemn him, then Arthur-B launches into a 
  rant about how their decision making system 
  is flawed and does not conform to Alpha 
  Complex Committee on Committee Codes, 
  Best Practices and Mediation Complex-Wide 
  New Initiative (revised). 
  Oh, take a look at Arthur-B’s writ of termination. 
  Note that Terrence-I no longer appears in the list 
  of names of Central Committee members. 
  Prisoner Six – It All 
  Comes Tumbling Down
  Tension 0 
  Outside the briefing room, the characters 
  hear more shouting and chanting. A crowd is 
  gathering in the corridor outside Room #32, 
  baying for the execution of the prisoner. T-34 
  has to force its way through the crowd, rolling 
  over toes and pushing demonstrators aside 
  with huge sweeps of its guns. Finally, the 
  prisoner reaches the door of the brieﬁ ng room 
  and is thrown in. 
  It’s Terence-I, erstwhile Central Committee 
  member. Despite the blood-thirsty crowd 
  outside, he’s uninjured. His jolly demeanour has 
  vanished, replaced by desperate cunning. 
  Terence-I gasps that Phineous-I has gone 
  insane and seized control of the whole 
  Central Committee. He’s had the rest of the 
  Committee killed or demoted and is now the 
  sole master of YUC Sector. The war is going 
  badly; Computerist forces are storming the 
  barricades a few levels away. Phineous-I 
  has abandoned the Revolution’s aims and is 
  plotting some ﬁ nal devastating attack on Alpha 
  Complex that will destroy both sides. Attempts 
  to raise the proletariat in other sectors failed 
  dismally. Soon, either Phineous-I’s plan will kill 
  everyone in YUC Sector or they’ll be executed 
  as traitors once The Computer’s forces seize 
  control again.
  Terence-I’s eyes narrow and he looks around 
  suspiciously. He drops his voice and whispers 
  to the characters. ‘I can ensure your 
  safety when the Revolution falls. I am 
  an Internal Security double-agent, 
  on a mission to foil the traitorous 
  revolution. Spare my life, hide me 
  somewhere and when the Vulture 
  Warrior stormtroopers come smashing 
  through the barricades, I’ll ensure that 
  they don’t terminate you! This is your 
  only chance to survive!’
  Judging Terrence-I
  He’s accused of:
  � Passing information to the 
  hated enemies of the people
  � High treason
  � Betrayal of the Central Committee
  � Abuse of public trust
  � Very high treason
  � Being an Intsec spy
  And the only acceptable punishment, 
  apparently, is Erasure of the whole clone 
  line. 
  If the characters choose to erase Terrence-I, 
  then they’ve just terminated an INDIGO IntSec 
  agent. That’s really not the sort of thing you want 
  on your resume next to ‘Completed basic 
  food vat stirrer engine maintenance’ 
  or ‘avid BotSpotter’. 
  If they choose not to erase Terrence-I, then 
  they need to get a rather fat man out of the 
  brieﬁ ng room and past both the T-34 combot 
  and the crowd of frothing revolutionaries who 
  want to tear Terrence limb from limb. He won’t 
  ﬁ t in the air vents and there are no other exits. 
  If they’re stalling too long, then a messenger 
  arrives to inform them that a Central Committee 
  member is coming to visit the Subcommittee 
  for Mental Hygiene & Termination and they 
  should make ready to receive the honoured 
  Committee Member. 
  Terrence-I
   
  Management 12
   
  Oratory 16
   
  Con Games 16
   
  IntSec Files 18
   
  Stealth 10
   
  Surveillance 14
   
  Disguise 14
   
  Violence 8
   
  Energy Weapons 12
   
  Hardware 4
   
  Software 6
   
  Data Search 10
   
  Wetware 4
  Secret Society: None (Ex-Communist)
  Mutation: Charm (Power 8)
  
  53
  6. REVOLUTIONARY DEVELOPMENTS
  terminations leading to so many openings, 
  there’s promotion hyperinﬂ ation. Instead of 
  being promoted to RED for betraying a friend, 
  an INFRARED can expect to be promoted to 
  RED for almost any meritorious conduct. Pick 
  up some trash, have a promotion! Salute in the 
  corridor, have a promotion! Of course, because 
  of the food shortages and chaotic situation, 
  there’s no real beneﬁ t to a higher clearance but 
  the regular promotions have made the PGRC 
  rather popular among the proletariat. 
  Fighting is still raging at the edges of the sector, 
  where the People’s Glorious Revolutionary 
  army is battling against the Armed Forces. 
  It’s rather confused – according to Operation 
  FLUSH, the attacks on the other sections 
  should be little more than a feint to draw the 
  traitors in YUC Sector out, not a huge attack. 
  There are barricades blocking the corridors 
  and battalions of T-34 combots heading out 
  to war. 
  Escaping YUC Sector
  All the exits from YUC Sector have been 
  either welded shut by Revolutionaries or else 
  barricaded with ofﬁ ce furniture, bunk beds, 
  � T H E  P E O P L E ’ S  G L O R I O U S 
  REVOLUTIONARY COMMITTEE ARE 
  YOUR FRIENDS!
  � REPORT ENEMIES OF THE PEOPLE 
  AND TRAITOROUS ACTIVITY TO 
  T H E  P E O P L E ’ S  G L O R I O U S 
  REVOLUTIONARY GUARD!
  � FOOD HOARDING BETRAYS THE 
  PEOPLE!
  � LOYALTY TO THE PEOPLE IS 
  MANDATORY!
  � THE NEW ORDER IS ALL! DO NOT 
  RESIST THE NEW ORDER!
  � YOU ARE FREE, CITIZEN! CONTACT 
  T H E  P E O P L E ’ S  G L O R I O U S 
  REVOLUTIONARY COMMITTEE FOR 
  YOUR NEW WORK ASSIGNMENT AND 
  FIND GLORY IN YOUR FREEDOM!
  � COMPUTER LOYALISTS ARE 
  EVERYWHERE! STAY ALERT!
  If the characters venture to higher-clearance 
  areas, then they do see more signs of change. 
  Almost every citizen above BLUE has been 
  terminated by the rebels and there are signs 
  of heavy fighting at the entrance to every 
  high-clearance sector. (The high-clearance 
  citizens were warned of Operation FLUSH but 
  didn’t know about the PURGE involvement.) 
  Rapidly, though, the empty slots in the social 
  pyramid are being filled. With so many 
  Episode Summary: The Troubleshooters 
  run the Gamemaster off his module and explore 
  a sector in chaos. Things shoot them. 
  YUC Sector 
  Under The New 
  Management
  It’s unlikely that the characters will ever leave 
  Room #32 for long in this mission. For one 
  thing, there’s a giant combot standing outside 
  the door with orders not to let them leave. If 
  they do, though, then they ﬁ nd that life in YUC 
  Sector really hasn’t changed that much in the 
  areas of the sector that aren’t under direct 
  attack. INFRAREDs are still stirring the food 
  vats, ofﬁ cious bureaucrats are still ofﬁ cious 
  bureaucrats, the scrubots keep on scrubbing 
  and so forth. There are widespread shortages 
  and power brownouts, the communications 
  system has partially crashed (they’re using 
  runners and wire telephones instead) and 
  everywhere there are Computer monitors ﬁ lled 
  with static. There are also lots of new posters, 
  with slogans like:
  � ALL HAIL THE PEOPLE’S GLORIOUS 
  REVOLUTION!
  � THE PEOPLE’S COMMITTEE IS ALL-
  KNOWING! TRUST THE COMMITTEE!
  6. Revolutionary Developments
  Random Encounters In The Revolution
  Roll
  Encounter
  1
  Scrubbot scrubbing blood off a corridor
  2
  INFRARED clones wandering around lost and confused
  3
  Trashed Vending Machine
  4
  RED Poster team putting Revolutionary posters over Computer posters
  5
  Food collection truck gathering supplies for the barricade ﬁ ghters
  6
  Newly-promoted ORANGE revolutionary parading around proudly
  7
  A group of citizens celebrating their new freedom by singing the People’s Glorious Anthem
  8
  T-34 Combot looking for trouble
  9
  YELLOW Revolutionary Guard bossing citizens about
  10
  Trashed confession booth
  11
  GREEN Revolutionary Guards looting the corpse of a Vulture Warrior
  12
  Leaking water pipe. The corridor is half-ﬂ ooded.
  13
  Newly-promoted BLUE revolutionary shouting propaganda to anyone who listens
  14
  Broken Computer monitor with a smiley face drawn on it 
  15
  INDIGO Central Committee member surrounded by an adoring crowd
  16
  Battle-damaged T-34 wandering randomly 
  17
  A documentary team making a movie about the glorious heroes of the revolution
  18
  The aftermath of a public execution
  19
  A looted and burning shopping mall
  20
  Roll again twice and combine the two results.
  
  54
  PARANOIA: Alpha Complex Nights 2
  VIVA LA REVOLUTION
  vending machines and the bodies of fallen 
  clones. A character who spends a lot of time 
  searching for an exit can eventually ﬁ nd an 
  air vent, abandoned transtube or other hole in 
  the wall. On the far side is a waiting team of 
  IntSec agents, who point an impressive range 
  of lethal weapons at the would-be defector. If 
  the character doesn’t ﬂ ee, then IntSec grab him 
  and tell him that he’s now an undercover IntSec 
  agents, with orders to spy on the proceedings 
  of Operation FLUSH. Give him one of the 
  IntSec brieﬁ ngs from Episode 1, then turn him 
  around and send him back into YUC.
  Room #33
  Clever Troubleshooters may try to visit Room 
  #33 and its computer console. The console 
  is almost completely incomprehensible but a 
  character with Bot Programming, Hacking or 
  Operating Systems could try to mess with it. 
  Interrupt them with Revolutionary Guards if 
  you have to. 
  Looting & Pillaging
  Troubleshooters can obtain all sorts of Stuff 
  in YUC Sector, despite the sector’s economic 
  deprivation. Any GREEN or lower clearance 
  equipment can be obtained, although black-
  market prices have risen by 1,000% due to 
  the war. Fortunately, it’s easy to get promoted 
  (especially when Phineous-I promotes half the 
  Troubleshooters to the Central Committee) 
  and hence get paid more credit. Let’s hear it 
  for hyperinﬂ ation!
  Secret Society Stuff
  If a Troubleshooter wants to contact his secret 
  society, he can do so. Most Secret Societies 
  are confused and alarmed by the state of the 
  Revolution.
  Anti-Mutant: You’re on the ﬁ ring squad? 
  Good! Make sure that all the muties are 
  executed!
  Communists: We are plotting our own 
  counter-revolution! We will terminate the 
  Central Committee and seize control! We need 
  you to locate the Central Committee’s meeting 
  place – our agents will then bomb them!
  Computer Phreaks: Ok, so the hackers 
  are dead. Break into Room #33 and try to 
  download a copy of the code they were 
  using. 
  Corpore Metal: The T-34s ﬁ ghting at the 
  barricades are taking heavy casualties! Go to 
  the war zone and salvage any intact bot brains 
  you can ﬁ nd!
  Death Leopard: It’s the end of the world! 
  Burn everything!
  FCCC-P: We are all damned! The Computer 
  has abandoned us! Only by openly proclaiming 
  our devotion can we be redeemed! Tell 
  everyone of your faith!
  Frankenstein Destroyers: Hah! The 
  robots are being smashed in the war. Prolong 
  this conﬂ ict between YUC and the rest of Alpha 
  Complex for as long as possible. 
  Free Enterprise: Have you sold those 
  VitaYum bars yet? 
  Humanists: Ok, the revolution isn’t going 
  quite as planned but that’s ‘cos there aren’t 
  enough Humanists in charge! Get promoted 
  as quickly as you can!
  Illuminati: You are instructed to ensure 
  that citizen Judy-G-ZAT is not terminated. She 
  must not be harmed.
  Mystics: I don’t know where Dave’s place 
  is. Do you?
  Psion: You’re working on the ﬁ ring squad? 
  Good. Ensure that all mutants are spared.
  Pro Tech: Ok, the revolution isn’t going 
  quite as planned but that’s ‘cos there aren’t 
  enough Pro Tech in charge! Get promoted as 
  quickly as you can!
  PURGE: Everything is going according to 
  plan. Continue.
  Romantics: Ok, the revolution isn’t going 
  quite as planned but that’s ‘cos there aren’t 
  enough Romantics in charge! Get promoted 
  as quickly as you can!
  Sierra Club: Ok, the revolution isn’t 
  going quite as planned but that’s ‘cos there 
  aren’t enough Sierra Clubbers in charge! Get 
  promoted as quickly as you can!
  7. The Central Commitee Wants You!
  Episode Summary: Phineous-I returns 
  and reviews the characters’ decisions so far. 
  He then recruits half of the Troubleshooters 
  to the Central Committee to help him guide 
  the revolution. On the bright side, it means 
  promotion and power beyond the wildest 
  dreams of most Troubleshooters. On the other 
  hand, certain death.
  From this point on in the scenario, there’ll 
  be an upswing in player-vs-player violence 
  and plotting, above and beyond the normal 
  PARANOIA conspiring. The players won’t 
  even be pretending to be on the same side 
  any more. 
  Our Glorious 
  Leader
  Tension 15
  Read the following aloud to the players.
  From outside, beyond the sound 
  of the crowd who were shouting 
  for Terrence-I’s blood, there’s the 
  sound of jackboots marching. Then 
  there’s the sound of jackboots 
  booting and heads being clubbed 
  and then there’s an awed hush. ‘ALL 
  HAIL THE CENTRAL COMMITTEE’ 
  shouts someone. 
  The door opens and it’s ﬁ lled with 
  Revolutionary Guards. Four of 
  them try to jam through the door 
  at once and their People’s Glorious 
  Revolutionary Shoulderpads get 
  stuck for a moment. With a loud 
  pop, they tumble into the brieﬁ ng 
  room and take up position around 
  you. More guards pour in and 
  then the gaunt ﬁ gure of Phinous-I 
  appears. He stalks over to you like 
  a preying mantis approaching a 
  particular tasty thing that a preying 
  mantis might like to eat.
  ‘Subcommittee Members,’ he 
  intones in sepulchral tones, ‘today 
  
  55
  7. THE CENTRAL COMMITEE WANTS YOU!
  has been a great day for the 
  People’s Glorious Revolution. We 
  have purged traitors from our midst 
  and thrown off the oppressive 
  shackles of The Computer and your 
  subcommittee has played a key part 
  in our triumph – but there is more 
  work to do. 
  ‘My friends, the Central Committee 
  needs you.’
  Phineous-I asks for the completed Writs of 
  Termination that should have been ﬁ lled out 
  by the characters. Look at the writs and identify 
  the half of the players who have been the most 
  bloodthirsty and voted for the lowest option on 
  each list of punishments. This group of players 
  (which should be roughly half the group) are 
  going to get promoted.
  There should already be a split in the party, 
  between those who were briefed by IntSec at the 
  start of the mission and were aware of Operation 
  FLUSH and those who had no idea about the 
  revolution and have been going with the ﬂ ow 
  all along. In an ideal world, the Phineous-I split 
  should be orthogonal to that split, as in you 
  end up with four types of player characters 
  – revolutionaries in the Central Committee, 
  IntSec agents in the Central Committee, 
  revolutionaries left behind and IntSec agents left 
  behind. This will maximise player confusion and 
  carnage. Of course, this is not an ideal world, 
  no matter what Friend Computer insists and you 
  may just have to rely on the natural propensities 
  of players to provide confusion and carnage on 
  their own initiative. 
  Once he’s found his candidates, Phineous-I 
  points at them with long, bony fingers. 
  Observant players notice a distinct trigger-
  ﬁ nger callous on both hands. Phineous informs 
  the ‘lucky’ Troubleshooters that they are 
  hereby promoted to clearance INDIGO and are 
  being reassigned to the Central Committee. 
  They must accompany him immediately to the 
  Central Committee Pleasure-Dome. 
  The unlucky characters are to remain here; 
  another prisoner will be with them shortly. Run 
  Episode 8 – IntSec Inside for those characters.
  The Central 
  Committee 
  Tension 5
  Phineous-I and his – well, now technically their 
  Revolutionary Guards lead the characters down 
  the corridor a short distance to yet another 
  anonymous door. A hastily hand-written sign 
  declares this to be ‘CENTRAL COMMITTEE 
  HEADQUARTERS.’ Phineous mutters 
  something about the original pleasure-dome 
  being destroyed by Computerist forces, so this 
  is the temporary replacement. He apologises 
  for the poor quality of the facilities.
  Inside, though, the room is surprisingly 
  luxurious. It’s still a RED-clearance chamber 
  but it’s been stocked with furniture, decorations 
  and supplies looted from a dozen high-
  clearance apartments. The ﬂ oor has carpets 
  stacked on carpets, the chairs are incredibly 
  plush, comfortable and massage-feature-rich, 
  there are multiple giant television screens and 
  the tables are heaving with food and drink 
  – real food and genuine alcohol. 
  Phineous-I has the characters sit down at the 
  central table. An antique robutler emerges 
  from a closet and serves the characters 
  whatever drinks they desire, before Phineous 
  calls the meeting to order. His speech starts 
  out inspiring and then ﬂ ies right off the ramp 
  to crazy-town. The tone of this speech should 
  be very much Hitler-in-the-bunker.
  ‘Fellow Central Committee 
  Members, the People’s Glorious 
  Revolution faces a dire crisis. The 
  people have not been informed 
  of this fact but you now have the 
  clearance to know the truth. Enemy 
  forces are breaking through our 
  barricades everywhere and despite 
  our hopes, the other sectors have 
  not risen up to join us.
  There is hope – hope that we can 
  prevail against the enemy. The T-
  34 combots that are the backbone 
  of our defence have proved so 
  effective that The Computer is 
  deploying more T-34s to the front. 
  If we can seize control of the enemy 
  T-34s remotely, we can turn the 
  enemy forces against themselves 
  and prolong our glorious struggle.  
  Our spies in the enemy Complex 
  discovered that a group of hackers 
  managed to gain control of the 
  T-34 bot network just before the 
  revolution began. This backdoor 
  into the bot net is proof of the 
  righteousness of our cause! We 
  shall use the very Computer our 
  enemies serve to destroy them!
  I proposed this plan to the older 
  members of the Central Committee 
  but they turned on me! Terrence-I 
  was an Internal Security double 
  agent and his nefarious inﬂ uence 
  had spread to the rest of the 
  Central Committee. They had to 
  be purged. Now, with a new, pure 
  Central Committee free of Internal 
  Security taint, we can put my plan 
  into operation. 
  Internal Security is watching us, 
  though. You can’t just march 
  back to Room #33 and use the 
  hackers’ computer to control the 
  T-34s – the IntSec agents would 
  assassinate you. We must be 
  cautious and clever. You will return 
  to the Subcommittee and ﬁ nd some 
  way of making it next door to the 
  computer console. There, you will 
  insert this control disk, giving you 
  
  56
  PARANOIA: Alpha Complex Nights 2
  VIVA LA REVOLUTION
  control over the T-34 network. 
  Order all the bots to attack the 
  Computerist forces, and our victory 
  is assured!
  Think of it, brothers! A new order in 
  Alpha Complex! The dream of the 
  revolution fulﬁ lled!’
  If the Troubleshooters ask for speciﬁ cs on their 
  new mission, then Phineous-I insists that the 
  best strategy is to return to the Subcommittee, 
  then sneak next door and activate the hackers’ 
  computer. He is immensely paranoid about 
  Internal Security agents and is convinced that 
  everyone from the Revolutionary Guards on 
  down is an IntSec assassin out to kill him. 
  Phineous will keep spinning tales of how 
  glorious life will be in the new order. The players 
  will be his acolytes in the Alpha Complex that 
  is to come and everything will be shiny and 
  happy and wonderful. He also may mention, if 
  pressed, that he has a cunning backup plan for 
  the revolution if the combat strategy fails. 
  Fighting Phineous-I
  Ambitious Internal Security agents or players 
  who have realised that Alpha Complex is 
  going to win may want to try to terminate 
  Phineous-I right here and now. If they attack, 
  then the robutler emerges from the closet 
  again brandishing a concealed cone riﬂ e, while 
  Phineous runs out via a secret passage. 
  Back to the Brieﬁ ng Room
  Once the characters have ﬁ nished listening 
  to Phineous’ insane ramblings, he opens the 
  secret passage and vanishes down into the 
  darkness. Meanwhile, the characters are sent 
  back to the brieﬁ ng room in the company of four 
  Revolutionary Guards. Two of the guards are 
  indeed IntSec agents, the other two are loyal 
  revolutionaries. The Troubleshooters may 
  notice the occasional Signiﬁ cant Glance from 
  one escort to another but unless the characters 
  do something silly, they won’t get caught in a 
  ﬁ reﬁ ght between their bodyguards. 
  7-CGAL,the 
  Robutler Who Also 
  Kicks Ass
   
  Management 8
  Bootlicking 12
  Table Manners 14
   
  Stealth 10
  Sneaking 14
  Concealment 14
   
  Violence 8
   
  Projectile Weapons 12
   
  Hardware 4
   
  Software 0
   
  Wetware 4
  Armour: 2
  Weapon: Cone Rifle with AP shells 
  (W3K)
  8. IntSec Inside
  Episode Summary: The Troubleshooters 
  who weren’t promoted to the Central Committee 
  get saddled with the worst execution subject 
  ever. As they’re trying to shoot the unshootable 
  mutant, they get a call from IntSec demanding 
  they use the hackers’ computer to hack the 
  revolutionary’s T-34s. Everyone’s getting sent 
  next door…
  Gary The Mutant
  Tension 0
  The final subject for termination by the 
  Subcommittee for Mental Hygiene & 
  Termination is Gary-R-SEL. He’s a singularly 
  powerful mutant with the Energy Field mutation. 
  He’s virtually immune to both impact and 
  energy weapons. 
  The door opens once more, and T-
  34 pushes a young citizen into the 
  room. You notice a distinct bright 
  ﬂ ash when the bot shoves him. The 
  RED-clearance clone hands you his 
  Writ of Termination and you notice 
  a bright yellow stripe running down 
  his sleeve. ‘I’m Gary-R-SEL’ he says 
  with a big grin, ‘I’m a mutant.’
  Gary-R-SEL is one of the nicest, most helpful 
  clones you’re ever likely to meet. He’s cheery, 
  relaxed and genuinely ready to help. He’s also 
  a condemned mutant. A gang of Anti-Mutant 
  members used the cover of the revolution to 
  drag Gary-R out of his quarters and then tried 
  to beat him to death. Then they tried to shoot 
  them. Then they tried strangling him. Finally, 
  they tried a grenade and that killed all of them 
  but left Gary-R only slightly stunned. Gary-R 
  feels a bit bad about that.
  Judging Gary-R
  Gary-R’s sole purpose in this scenario is to 
  be a speed bump for the players. His guilt is 
  clear – he’s a mutant – and the only problem is 
  actually ﬁ nding a way to kill him that works. 
  As the characters will have a lot of trouble 
  getting rid of Gary, he’s going to hang around 
  the brieﬁ ng room until the end of the scenario 
  or until terminated. This means he’s probably 
  going to overhear any conversations with 
  Internal Security or see any conspiring or 
  backstabbing. Gary’s not especially loyal to the 
  People’s Glorious Revolution (they are trying 
  to execute him, after all) but he’s not a big fan 
  of Friend Computer’s regime either. He’s also 
  pretty much immune to termination by anything 
  other than suffocation or exotic weaponry. If 
  the characters are going to conspire in Gary-
  R’s presence, they’ll need to somehow cut him 
  in on the deal.
  Now, run Episode 8 for the players who were 
  left behind in the brieﬁ ng room. 
  Gary-R
   
  Management 4
   
  Stealth 6
   
  Violence 4
   
  Hardware 2
   
  Software 2
   
  Wetware 2
  Secret Society: Psion
  Mutation: Energy Field (Power 20)
  
  57
  8. INTSEC INSIDE
  The Call of 
  Computer
  Tension Gary
  At this point in the scenario, the characters are 
  contacted by a Computer-loyal agent. If he’s 
  still alive, then the characters are contacted 
  by Terrence-I. If he’s been terminated, then 
  Terrence-I’s loyal henchman Morris-B. We’ll 
  refer to both these scions of Internal Security 
  as IntSec.
  Remember that good old assigned special 
  equipment, unit E, also known as the radio 
  given by Arthur-B to the Troubleshooters at 
  the end of their ﬁ rst brieﬁ ng? If it’s still around, 
  it crackles into life. (If it’s not still around, 
  then the PDCs of the Troubleshooters in 
  the brieﬁ ng room receive the message.) It’s 
  IntSec calling.
  The message is a simple one. ‘Attention, 
  Troubleshooters. This is Internal 
  and our programmers will use the 
  hacker’s backdoor to shut down the 
  YUC Sector combots.
  C o m p l e t e  t h i s  m i s s i o n , 
  Troubleshooters and the insurrection 
  will be put down within minutes.’
  Immediately after this message ends, the 
  characters hear the tramp of boots outside in 
  the corridor yet again, as the characters who 
  were promoted to the Central Committee and 
  their Revolutionary Guard escorts arrive. The 
  Revolutionary Guards are immediately called 
  away by a radio message from Phineous-I, 
  leaving all the Troubleshooters together again.
  It’s like one big happy family, reunited, only 
  they’re all trying to get Granddad’s fortune 
  which he’s stuffed in the old clock upstairs. (For 
  the purposes of this metaphor, Granddad is a 
  trio of dead geeks, the fortune’s a backdoor 
  into the T-34 network, the clock’s a computer 
  console, and upstairs is next door.)
  Security. If you are loyal to Friend 
  Computer, then please signal 
  your loyalty by singing the Alpha 
  Complex anthem – NOW.’
  One verse of ‘Glory, Glory Hail Computer’ later, 
  the message continues. ‘The traitorous 
  rebellion will soon be crushed by 
  the Armed Forces of Alpha Complex 
  and all traitors will be executed. 
  The only thing that is stopping the 
  onward march of our forces is the 
  T-34 combots that are defending 
  the entrances to YUC Sector. The 
  T-34s must be disabled.
  Thanks to a report ﬁ led by Arthur-
  B (now a Hero of the Complex) 
  seconds before his termination, 
  we know that there is a computer 
  console in Room 33 that’s 
  connected to the T-34 network. This 
  radio terminal/PDC has a computer 
  uplink. Just plug it into the console 
  9. Viva La Revolution
  Episode Summary: Both sets of 
  Troubleshooters head next door to Room 33 
  to either doom the revolution, Alpha Complex, 
  or for their own personal gain. Meanwhile, 
  Phineous-I puts his apocalyptic master-stroke 
  into action.
  Suddenly 
  There Are Lots 
  of Bathroom 
  Breaks
  Tension 0
  So, both sets of Troubleshooters want to go 
  to Room 33 but (presumably) don’t want the 
  other set to know what they’re doing there. So, 
  this section of the mission will probably involve 
  the Troubleshooters sitting around the brieﬁ ng 
  room, trying to come up with reasons to leave 
  and then shooting each other. There’s a map of 
  the brieﬁ ng room on page 11, by the way. 
  Things The Troubleshooters 
  Might Do
  Ask the T-34 outside: The bot’s mission 
  is to deliver prisoners to the Subcommittee and 
  ensure they are judged. It’s not ordered to do 
  anything else. It doesn’t give any extra weight 
  to orders from Central Committee members. 
  So there.
  Calling the Revolutionary Guard: 
  They’re all busy fighting Alpha Complex 
  forces. 
  Calling in the Alpha Complex 
  Forces: They’re all busy fighting the 
  Revolutionary Guard.
  Get the Invulnerable Gary-R-
  SEL to bring either Phineous-I’s 
  computer disk or IntSec’s radio 
  transmitter next door: Actually, this 
  one’s a kind of a workable plan. The trick will 
  be convincing Gary to play along. Watch the 
  players get into a bidding war in an attempt 
  to gain Gary-R’s services.
  Hacking the Bots
  Assuming one or more Troubleshooters 
  make it to Room 33, they can insert Gadget 
  A (the disk or the transmitter) into Slot B 
  (the computer console) to initiate Massacre 
  C (down the hall). The T-34s will follow the 
  commands of whichever side’s gadget is 
  plugged in, so it’s possible that there’ll be a 
  sort of Benny-Hill-chase-in-heavy-armour as 
  the disk and transmitter get swapped in and 
  out by ﬁ ghting Troubleshooters. 
  If the disk is inserted for, oh, say a few rounds, 
  then the Revolution ‘wins’. If the transmitter’s 
  inserted for a few rounds, Alpha Complex wins. 
  If the computer console is destroyed, then 
  the bots go nuts and start shooting everyone. 
  No-one wins. 
  Alpha Complex Wins
  The barricades fall. The Armed Forces march 
  in. There’s an awful lot of shooting down the 
  corridor. If the characters hang around and 
  haven’t arranged some deal with Internal 
  Security for their safety, then they’re included 
  in the general purge of all Revolutionaries. 
  They’re shot and terminated.  
  The Revolution Wins
  The Armed Forces are driven back from the 
  borders of YUC Sector and the Revolution 
  lives to ﬁ ght another day. Unfortunately, food 
  supplies are running low and there’s no sign of 
  Phineous-I. The protestors therefore turn to the 
  Central Committee for guidance… and if the 
  players can’t ﬁ nd food and water for everyone, 
  the protestors start calling for a new revolution. 
  The characters are likely to ﬁ nd themselves 
  
  58
  PARANOIA: Alpha Complex Nights 2
  VIVA LA REVOLUTION
  in front of the New Subcommittee for Mental 
  Hygiene and Termination…
  No-One Wins
  YUC Sector descends into chaos and 
  carnage. Lots of people are shot, including 
  the Troubleshooters, unless they sneak out of 
  the sector and lie low for a few days.
  Optional: 
  Phineous’ 
  Masterstroke
  Tension 0
  PARANOIA missions usually end with a 
  return to the status quo. No matter what wacky 
  high-jinks and jolly totalitarian nightmares 
  happened during the mission, everything ends 
  up with the Troubleshooters being debriefed 
  and quite possibly demoted or terminated. The 
  Computer’s online and all’s right with this most 
  perfect of Alpha Complexes.
  Therefore, if you want to return to the status 
  quo and wrap the whole mission up neatly, run 
  this optional encounter. On the other hand, 
  you can leave the vile traitor Phineous-I as a 
  dangling plot thread, to be taken up in a later 
  mission. 
  YUC Reactor Core One
  Remember that secret passage leading from 
  the new Central Committee room? It leads 
  to Reactor Core One, the primary power 
  generation facility for YUC Sector. Phineous-I’s 
  backup plan for the revolution is to overload the 
  core, causing it to explode. The resulting blast 
  will destroy YUC Sector, not to mention a large 
  chunk of the neighbouring sectors. 
  The characters might end up being sent after 
  Phineous-I for several reasons:
  � They want to catch the arch-villain 
  themselves, as a bargaining chip.
  � They are captured by Armed Forces 
  troops and sent down the dark secret 
  passage to the core.
  � They are ﬂ eeing the Armed Forces and 
  think that a dark secret passage is a good 
  place to hide.
  � They interrogate the robutler in the 
  Central Committee room as to Phineous’s 
  whereabouts.
  The route to the core consists of three 
  sections:
  The Dark Tunnel: It’s a dark tunnel, 
  winding its way from the Central Committee 
  room to the core. It’s lined with pipes and 
  tubes and ancient warning notices. Despite 
  its foreboding appearance and claustrophobic 
  qualities, it’s safe. Except when the core is 
  going into overload, in which case it may be 
  randomly ﬂ ooded with radioactive exhaust 
  gases. 
  The ComBot: At the end of the corridor is 
  a narrow bridge over a chasm and patrolling 
  on the far side is another T-34. The behaviour 
  of this bot depends on what happened with the 
  hacker’s console. It might be attacking Alpha 
  Complex Armed Forces or revolutionaries 
  or anyone and everything. The chasm is 20 
  metres wide, the bridge is two metres wide and 
  offers only minimal cover. Who’s going ﬁ rst?
  Reactor Shielding: Finally, before the 
  core proper are the reactor shielding rooms. 
  What, you thought ‘reassigned to reactor 
  shielding duty’ was just a euphemism? The 
  corridor leads past a series of cells, which 
  may or may not contain a condemned citizen 
  depending on the punishments chosen by the 
  characters earlier in the scenario. These poor 
  doomed citizens call on the Troubleshooters to 
  free them or just hurl insults and chunks of scalp 
  at them (background radiation is rather high 
  here even when the core isn’t overloading). 
  The People’s Committee expects that every citizen will do his part for the Revolution! (Your part may include dying horribly). 
  
  59
  9. VIVA LA REVOLUTION
  Phineous’ Manifesto of Doom
  Roll
  Phrase
  1-2
  I was terminated a dozen times in the service of The Computer! It never ends!
  3-4
  The people build Alpha Complex! It is ours! We must retake it!
  5-6
  Join me, and we can spread the doctrine of revolution to all the other sectors!
  7-8
  If there is hope, it lies in the proles!
  9-10
  I’ll burn this whole sector to the ground rather than let The Computer destroy my dreams!
  11-12
  Trust no-one! Internal Security is always watching and waiting! They want to kill you!
  13-14
  This day shall be remembered forever! This is the day the dream of revolution became a burning beacon to all of Alpha Complex!
  15-16
  Join me, and we can lead the Complex forward into a new and glorious era!
  17-18
  This is all part of my grand plan!
  19-20
  You’ll never take me alive!
  Debrieﬁ ng in the 
  Ruins
  After the mission, any surviving Troubleshooters 
  are escorted to a brieﬁ ng room very, very 
  similar to Room 32. There’s a committee 
  of five anonymous citizens there. One of 
  the committee members has a document 
  that’s clearly a Writ of Termination. The 
  Troubleshooters can’t make out the text but 
  there is one charge (it’s ‘Knows about the 
  YUC Sector Incident) and two options for 
  punishment (‘None’ and ‘Termination’).
  The committee chairman leans forward and asks 
  ‘do you have any knowledge of any 
  unusual events in YUC Sector? 
  If so, what were those events? 
  What does Operation FLUSH mean 
  to you?
  Is the name Phineous-I-ZED known 
  to you?
  What is the People’s Glorious 
  Revolution?
  Who were the members of the 
  Central Committee of the People’s 
  Glorious Revolution?’ 
  The only safe answers to all these questions 
  are, respectively, ‘not a clue’, ‘nope’, ‘nothing’, 
  ‘no’, ‘I don’t know’ and ‘I don’t know’. The 
  whole YUC Sector Incident is being made 
  into unhistory and only those who betray no 
  knowledge of it whatsoever will be spared…
  Phineous-I
   
  Management 12
   
  Oratory 16
   
  Con Games 16
   
  IntSec Files 18
   
  Stealth 12
   
  Surveillance 16
   
  Sneaking 16
   
  High Alert 16
   
  Violence 12
   
  Projecile Weapons 16
   
  Agility 16
   
  Hardware 8
   
  Software 10
   
  Operating Systems 14
   
  Wetware 4
  Secret Society: PURGE
  Mutation: Telekinesis (Power 10)
  Armour: ArmourAll (4)
  Cone Riﬂ e with AP Shells: (W3K, 
  AP)
  Things Start Overloading
  If Phineous does start to overload the core, 
  then the lights throughout YUC Sector start 
  ﬂ ickering. A siren begins to wail in the distance 
  and an automated message repeats (not in 
  The Computer’s voice) ‘CORE OVERLOAD 
  IN PROGRESS. WITHDRAW TO A MINIMUM 
  SAFE DISTANCE IMMEDIATELY’. Seconds 
  later, radioactive steam starts to vent 
  from pipes in every corridor. Things get 
  progressively more doom-ﬁ lled (the ground 
  shaking, ﬂ ashing lights, more sirens, random 
  ﬁ res and explosions) until they are positively 
  doom-ful and the sector explodes.
  Confronting Phineous-I
  The corridor ends in a control room, ﬁ lled with 
  dials, levers, big red buttons and one deranged 
  ex-Troubleshooter and revolutionary. He’s got 
  a cone riﬂ e and a lengthy manifesto, both of 
  which are equally lethal in their own unique 
  way. As the characters approach, he will 
  launch into a lengthy recital of the evils of The 
  Computer’s regime, how Alpha Complex is a 
  totally ﬂ awed and doomed state and how only 
  a single strong leader – himself – can stem the 
  tide and save humanity from destruction. 
  Throughout the inevitable ﬁ reﬁ ght, Phineous 
  will spout lines from his manifesto.
  
  60
  PARANOIA: Alpha Complex Nights 2
  VIVA LA REVOLUTION
  Writ of Termination
  WRIT OF TERMINATION FOR _____________             
  We, the people of YUC Sector, under the benevolent guidance of the People’s Glorious Revolutionary Central Committee, do hereby request 
  and require that the People’s Subcommittee for Mental Sanitation and termination do convene in solemn judgement of ____________ who is 
  accused of the following crimes against the people:
  ______________________________________________________________
  ______________________________________________________________
  ______________________________________________________________
  ______________________________________________________________
  THE FOLLOWING PUNISHMENTS ARE ACCEPTABLE FOR SUCH A HEINOUS CRIME AGAINST THE PEOPLE AND THE GLORIOUS 
  NEW REGIME:
  [  ] 
  ________________:____________________________________
  [  ] 
  ________________:____________________________________
  [  ] 
  ________________:____________________________________
  [  ] 
  ________________:____________________________________
  [  ] 
  ________________:____________________________________
  [  ] 
  ________________:____________________________________
  THE PEOPLE’S GLORIOUS REVOLUTION WILL BE STRENGTHENED BY THIS JUDGEMENT! ALL HAIL THE PEOPLE’S GLORIOUS 
  REVOLUTION, THE ALL-WISE PEOPLE’S GLORIOUS REVOLUTIONARY COMMITTEE AND OUR BRAVE AND NOBLE LEADERS TERRENCE, 
  PHINEOUS, ALISTAIR, GOLDSTEIN AND THURSDAY! DEATH TO THE COMPUTER AND ITS LACKEYS! DEATH TO ALPHA COMPLEX!
  Writ of Termination
  WRIT OF TERMINATION FOR: BOB-YUC-1             
  We, the people of YUC Sector, under the benevolent guidance of the People’s Glorious Revolutionary Central Committee, do hereby request 
  and require that the People’s Subcommittee for Mental Sanitation and termination do convene in solemn judgement of Bob-YUC-1 who is 
  accused of the following crimes against the people:
  Consorting with the enemy, not being sufﬁ ciently loyal to the People’s Glorious Revolution. Looking suspicious. Not knowing the words to the 
  People’s Glorious Anthem.
  THE FOLLOWING PUNISHMENTS ARE ACCEPTABLE FOR SUCH A HEINOUS CRIME AGAINST THE PEOPLE AND THE GLORIOUS 
  NEW REGIME:
  [  ] 
  STERN TELLING OFF:__________________________
  [  ] 
  MANDATORY SINGING LESSONS:__________________
  [  ]  
  MEDICATION:____________________________________
  [  ] 
  BRAINSCRUB  :_______________________________
  [  ] 
  TERMINATION :_______________________________
  [  ] 
  ERASURE:____________________________________
  THE PEOPLE’S GLORIOUS REVOLUTION WILL BE STRENGTHENED BY THIS JUDGEMENT! ALL HAIL THE PEOPLE’S GLORIOUS 
  REVOLUTION, THE ALL-WISE PEOPLE’S GLORIOUS REVOLUTIONARY CENTRAL COMMITTEE, AND OUR BRAVE AND NOBLE LEADERS 
  TERRENCE, PHINEOUS, ALISTAIR, GOLDSTEIN AND THURSDAY! DEATH TO THE COMPUTER AND ITS LACKEYS! DEATH TO ALPHA 
  COMPLEX!
  
  61
  Writ of Termination
  Writ of termination for: Rudy-Y-ANC-4
  We, the people of YUC Sector, under the benevolent guidance of the People’s Glorious Revolutionary Central Committee, do hereby request 
  and require that the People’s Subcommittee for Mental Sanitation and termination do convene in solemn judgement of Rudy-Y-ANC who is 
  accused of the following crimes against the people:
  Being a spy for the Computer, Spying on the People’s Glorious Revolution, Spying on the People’s Glorious Revolutionary Central Committee, 
  Betraying the People’s Glorious Revolution to the hated Alpha Complex.
  THE FOLLOWING PUNISHMENTS ARE ACCEPTABLE FOR SUCH A HEINOUS CRIME AGAINST THE PEOPLE AND THE GLORIOUS 
  NEW REGIME:
  [  ] 
  ORDERED TO PASS ON FALSE INTELLIGENCE TO ALPHA COMPLEX:__________________________________
  [  ]  
  HELD IN A SECURE AREA FOR FURTHER INTERROGATION: ________
  [  ] 
  PUBLIC EXECUTION:__________________________
  [  ] 
  APPEARANCE ON ‘TRAITOR ZAPPING HOUR TV SHOW:___________________________________________
  [  ] 
  ERASURE:____________________________________
  THE PEOPLE’S GLORIOUS REVOLUTION WILL BE STRENGTHENED BY THIS JUDGEMENT! ALL HAIL THE PEOPLE’S GLORIOUS 
  REVOLUTION, THE ALL-WISE CENTRAL COMMITTEE, AND OUR BRAVE AND NOBLE LEADERS TERRENCE, PHINEOUS, SMITH, GOLDSTEIN 
  AND THURSDAY! DEATH TO THE COMPUTER AND ITS LACKEYS! DEATH TO ALPHA COMPLEX! 
   
   
   
  Writ of Termination
  Writ of termination for: Judy-G-ZAT-2
  We, the people of YUC Sector, under the benevolent guidance of the Central Committee do hereby request and require that the Subcommittee 
  for Mental Sanitation and Termination do convene in solemn judgement of Judy-G-ZAT-2 who is accused of the following crimes against the 
  people:
  Lack of loyalty to the people’s glorious new regime
  Spreading dissent
  Hoarding hot fun, cold fun and other foodstuffs
  Not being sufﬁ cently enthusiastic about the new regime
  Suspicious behaviour 
  Looks like a traitor
  THE FOLLOWING PUNISHMENTS ARE ACCEPTABLE FOR SUCH A HEINOUS CRIME AGAINST THE PEOPLE AND THE GLORIOUS 
  NEW REGIME:
  [  ] 
  REASSIGNMENT TO REACTOR SHIELDING DUTY:___________________________________________
  [  ] 
  TERMINATION :_______________________________
  [  ] 
  PUBLIC EXECUTION:__________________________
  [  ] 
  ERASURE:____________________________________
  THE PEOPLE’S GLORIOUS REVOLUTION WILL BE STRENGTHENED BY THIS JUDGEMENT! ALL HAIL THE PEOPLE’S GLORIOUS 
  REVOLUTION, THE ALL-WISE CENTRAL COMMITTEE AND OUR BRAVE AND NOBLE LEADERS TERRENCE, PHINEOUS, SMITH AND 
  JASPER! DEATH TO THE COMPUTER AND ITS LACKEYS! DEATH TO ALPHA COMPLEX!
  
  62
  PARANOIA: Alpha Complex Nights 2
  VIVA LA REVOLUTION
  Writ of Termination
  Writ of termination for: Arthur-B-PHB-3
  We, the people of YUC Sector, under the benevolent guidance of the Central Committee do hereby request and require that the Subcommittee 
  for Mental Sanitation and Termination do convene in solemn judgement of Arthur-B-PHB-3 who is accused of the following crimes against the 
  people:
  Attempted resistence to the glorious revolution
  Illegal use of weapons
  Traitorous thoughts & deeds
  Passing on treasonous badthought and computerist propaganda
  THE FOLLOWING PUNISHMENTS ARE ACCEPTABLE FOR SUCH A HEINOUS CRIME AGAINST THE PEOPLE AND THE GLORIOUS 
  NEW REGIME:
  [  ] 
  DEMOTION:___________________________________
  [  ] 
  REASSIGNMENT TO REACTOR SHIELDING DUTY:___________________________________________
  [  ] 
  TERMINATION :_______________________________
  [  ] 
  PUBLIC EXECUTION:__________________________
  [  ] 
  ERASURE:____________________________________
  THE PEOPLE’S GLORIOUS REVOLUTION WILL BE STRENGTHENED BY THIS JUDGEMENT! ALL HAIL THE PEOPLE’S GLORIOUS 
  REVOLUTION, THE ALL-WISE CENTRAL COMMITTEE AND OUR BRAVE AND NOBLE LEADERS PHINEOUS, RINDLE AND JASPER! DEATH 
  TO THE COMPUTER AND ITS LACKEYS! DEATH TO ALPHA COMPLEX!
  Writ of Termination
  Writ of termination for: Terrence-I-YUC-6
  We, the people of YUC sector, under the benevolent guidance of the Central Committee do hereby request and require that the Subcommittee 
  for Mental Sanitation and Termination do convene in solemn judgement of Terrence-I-YUC-6 who is accused of the following crimes against 
  the people:
  Passing information to the hated enemies of the people
  High treason
  Betrayal of the committee for public safety
  Abuse of public trust
  Very high treason
  Being an intsec spy
  THE FOLLOWING PUNISHMENTS ARE ACCEPTABLE FOR SUCH A HEINOUS CRIME AGAINST THE PEOPLE AND THE GLORIOUS 
  NEW REGIME:
  [  ] 
  ERASURE:____________________________________
  THE PEOPLE’S GLORIOUS REVOLUTION WILL BE STRENGTHENED BY THIS JUDGEMENT! ALL HAIL THE PEOPLE’S GLORIOUS 
  REVOLUTION, THE ALL-WISE CENTRAL COMMITTEE AND OUR BRAVE AND NOBLE LEADER PHINEOUS! DEATH TO THE COMPUTER 
  AND ITS LACKEYS! DEATH TO ALPHA COMPLEX! 
   
   
   
  
  63
  Writ of Termination
  Writ of termination for: Gary-R-SEL-1
  We, the people of YUC sector, under the benevolent guidance of the Central Committee do hereby request and require that the Subcommittee 
  for Mental Sanitation and Termination do convene in solemn judgement of Gary-R-SEL-1 who is accused of the following crimes against the 
  people:
  Being a mutant
  THE FOLLOWING PUNISHMENTS ARE ACCEPTABLE FOR SUCH A HEINOUS CRIME AGAINST THE PEOPLE AND THE GLORIOUS 
  NEW REGIME:
  [  ] 
  TERMINATION :_______________________________
  [  ] 
  PUBLIC EXECUTION:__________________________
  THE PEOPLE’S GLORIOUS REVOLUTION WILL BE STRENGTHENED BY THIS JUDGEMENT! ALL HAIL THE PEOPLE’S GLORIOUS 
  REVOLUTION, THE ALL-WISE CENTRAL COMMITTEE AND OUR BRAVE AND NOBLE LEADER PHINEOUS! DEATH TO THE COMPUTER 
  AND ITS LACKEYS! DEATH TO ALPHA COMPLEX! 
  
  64
  PARANOIA: Alpha Complex Nights 2
  ADVERTISEMENT
  from Mongoose Publishing
  www.mongoosepublishing.com
  Original
  Original PARANOIA
  PARANOIA design
   design
  DAN GELBER
  DAN GELBER
  GREG COSTIKYAN
  GREG COSTIKYAN
  ERIC GOLDBERG
  ERIC GOLDBERG
  New
  New PARANOIA
  PARANOIA edition
  edition
  ALLEN VARNEY
  ALLEN VARNEY
  Author
  Author
  GARETH HANRAHAN
  GARETH HANRAHAN
  THE THIN GREEN LINE
  PARANOIA
  ISBN 978-1-906103-76-7 $19.95
  MONGOOSE PUBLISHING—SWINDON, UK
  MGP 6661
  THE THIN GREEN LINE
  PARANOIA
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SOURCE: textdata/thevault/Paranoia [multi]/Paranoia XP/ParanoiaXP - Alpha Complex Nights 2.pdf