TEXT: PARANOIA
  WMD bonus material
  WMD and PARANOIA Copyright © 1983, 1987, 2005, 2009 by Eric Goldberg & Greg Costikyan. PARANOIA is a trademark 
  of Eric Goldberg and Greg Costikyan. All rights reserved. Mongoose Publishing Ltd., Authorized User. 
  ILLUMINATI is a registered trademark of Steve Jackson Games, and is used by permission.
  In mid-2005 Mongoose Publishing 
  released WMD, a collection of 
  Straight-style missions for PARANOIA. 
  Though we packed it tighter than a 
  pressurized scrubot detergent cannon, 
  we still had to cut huge amounts of fi ne 
  material for relativistic reasons—you 
  know, space and time. Then, too, 
  the book contains lots of handouts: 
  maps, mission alerts, forms and a 
  few oddities—bet you’ve never run a 
  game before where a character may 
  suddenly, out of nowhere, develop 
  familiarity with exotic luxury soaps. As 
  promised in the WMD introduction and 
  throughout the book, we now present 
  the deleted sections and handouts 
  forWMD as a free download from the 
  Mongoose Publishing website, www.
  mongoosepublishing.com. Feel free 
  to print and photocopy these pages for 
  personal use only. Commercial resale is 
  punishable by brainscrub.
  Naturally, as diligent and responsible 
  Famous Game Designers, we are 
  providing this free ‘Director’s Cut’ 
  material in timely fashion, immediately 
  after the supplement’s publication. But 
  with the far-ranging foresight you expect 
  of us, we could easily envision some 
  treasonous backbiting mutant scum 
  spreading rumors in the years ahead, 
  terrible false rumors we were months, 
  even years late in posting this stuff. Like, 
  it seems plausible—just speculating 
  now—Mongoose might decide to 
  publish a 25th Anniversary edition of 
  PARANOIA sometime in 2009, probably 
  in August or thereabouts, that included 
  free .PDF versions of WMD and a bunch 
  of other supplements, maybe on a 
  limited-edition CD-ROM. Something like 
  that, anyway. Such a momentous event 
  (if it ever happens) could drive a new 
  wave of curious fans to download this 
  bonus material, and at that future time 
  any silly rumors of lateness might seem 
  (to these new-made fans) dreadfully 
  plausible.
  Pish-tosh! Obviously, any rumor we 
  Famous Game Designers would wait 
  four whole years to post this bonus 
  document is so self-evidently ludicrous, 
  it borders on derangement. Ignore it! 
  How fortunate the people of that far-off 
  2009 will instantly refute such libel using 
  their advanced lie-detecting technology, 
  which will be provided to them at birth 
  along with their personal fl ying cars, 
  jetpacks and food pills.
  Remember, rumors are treason!
  CONTENTS
  Hot Potato (Jeff Groves)
  Boiler room—player map 
  2
  Apocalypse style
  2
  Infohazard (WJ MacGuffi n)
  Staving Off Disaster Pop Quiz 
  3
  WMD (Beth Fischi & Allen Varney)
  Episode 1
  Note 1 
  4
  Mission alert 
  4
  Deleted sidebars 
  5
  Episode 2
  Deleted scenes 
  6
  Episode 3
  Men in INFRARED 
  10
  Episode 4
   Loyalty Assurance player map 12
  Showroom presentation script 13
   Secret skills—handouts
  14
  Skeeter’s blog
  15
  MemoMax form (completed)
  16
  MemoMax form (blank)
  17
  Lobotomy stuff
  18
   Pregenerated PCs
  20
  
  2
  PARANOIA—WMD bonus material
  hot potato
  Apocalypse style
  Chaining Straight missions in series
  Jeff Groves of the Traitor Recycling Studio (designer of ‘Hot Potato’) wondered whether it would be feasible or desirable to link the 
  missions in this book as an ongoing series. He remembered conceiving a PARANOIA parody of Star Trek that would use a rough map 
  of the different sectors of a starship. As the PCs were exposed to vacuum/destroyed/transported to another dimension, he would cross 
  out affected sectors. He writes, ‘The idea was that instead of the carefree no-problem destruction usually found in PARANOIA games, 
  their little self-contained Complex would shrink with each mishap. Once forced to sleep in sickbay and eat in the engine room, they would 
  be more careful about what they blew up.’
  Jeff’s damage map idea could work well in a Straight series where each mission springs from or culminates in a disaster—such as, oh 
  for instance, the missions in WMD, along with others of your own invention.
  Before running any missions, fi rst sketch a rough map of four or fi ve connected sectors. Name them as you like, or use the names 
  given in the missions. Place a few important locations among the sectors, such as Fusion Reactor, PCs’ Residence Halls, Troubleshooter 
  Central and R&D Labs. Then let the carnage begin. The PCs barely survive the Wireless Memory Downgrade in MLM Sector (‘Infohazard’ 
  and call it a good mission; you cross out that sector with a big X and write QUARANTINED over it. Was Troubleshooter Central in that 
  sector? Too bad—now the PCs have to report to a dilapidated warehouse in another sector. The next disaster, springing from a mission 
  you design, is (say) a fl ood in NGA Sector; the Troubleshooters barely keep their heads above water. You X out NGA Sector and note it 
  is ‘partially submerged’, along with the R&D lab there.
  The trials continue. Starvation riots overtake DOM Sector (‘Hunger’), there’s nuclear meltdown in CHR Sector (your own mission) and 
  apsychotic memory-wiping bot gets loose in HPH Sector (‘WMD’). Disasters begin to snowball and mix, and the players’ previous failures 
  come back to haunt them. The antidote to the memory loss gas was stored in NGA R&D before it was fl ooded, so the Troubleshooters 
  must don scuba gear and fi ght off the amphibian mutants that have moved in since CHR’s radiation leak. An earthquake cracks open 
  the MLM quarantine, letting loose frankenstein bots to prey on the memory-wiped rioters while traitors use the carnage to sneak in the 
  antimatter bomb (‘Hot Potato’).
  As their living space shrinks and they’re beset on all sides by dangers, the PCs resort to desperate, treasonous measures to survive 
  and keep as much territory as possible. The climax? A last stand during Alpha Complex armageddon or a mad dash to escape Outdoors 
  before everything implodes.
  That Jeff Groves—quite the evil mastermind, eh?
  U
  D
  Gangway #2
  Gangway #1
  U
  D
  Supply 
  closet
  GHG sector 
  Armed Forces Base 44
  Boiler Room RB-19C
  Key
  Map by Jeff Groves
  Steam pipes
  Troubleshooters enter 
  down Gangway #1
  Boilers
  Dark, loud, humid— 
  basically a lousy place 
  to take a date
  
  Fending Off Disaster Pop Quiz
  F1. How should available bots be 
  deployed to turn back an invasion?
  (A) Encircle and flank incoming 
  enemy units, targeting communications, 
  demolition units and supply lines
  (B) Counter-incursion into adjoining 
  sectors (Emergency Protocol 44L)
  (C) Lay down a suppressing fire with 
  plasma generators and fall back by squads 
  to the CompNode
  (D) Seal off critical areas and flood 
  sector with hydrazine, sewage and gamma 
  radiation
  (E) Frontal attack, flank using secondary 
  wastewater, power and transit conduits
  (F) Instigate emergency counteroffensive 
  protocol beta-17
  B1. Which pipes to unclog first?
  (A) S-78 through S-84 (Fission Reactor 
  spent coolant effluent flow)
  (B) B-01 through B-49 (Food Generation 
  System wastage effluent overflow)
  (C) A-01 and R-22 (primary and 
  secondary CompNode coolant matrices)
  (D) Primary sewage interlock pump
  (E) J-08 and K-12 (Tertiary Jelloidal 
  InterNode Exchange suspension delivery 
  conduit)
  (F) None; allow the automated 
  aspirational protocols to activate and expel 
  pipes upon reaching specified shutdown 
  pressure of 17.1 terapascals
  C1. How to stop the algae growth?
  (A) Spray with 0.4% dibenzothiazine 
  solution
  (B) Raise free chlorine level to 80ppm
  (C) Deploy class 7 microwave units, 
  irradiate at 2.45 GHz
  (D) Reduce vat temperatures to 2 
  degrees Celsius
  (E) Circulate superheated bromium 
  tri-polyquaternium-17
  (F) Bombard algae with muon plasma 
  from R&D service firm ReFabricate RD 
  project lab
  (G) A and B
  (H) A, B and D
  (I) A, B, C and D
  (J) E and F, and deploy reserve scrubots 
  to clean up resulting radioactive debris
  D1. How to shut down the gravity 
  generators?
  (A) Engage a depleted-thorium biaxial 
  containment module employing a Geiner-
  Kleinberg indeterminacy algorithm
  (B) Siphon 17% additional power from 
  Reactor MLJ-002 to generate a linear 
  feedback induction wave in gravitic core
  (C) Flood containment unit with 
  denatured bismuth particulate in 
  supercooled liquid xenon suspension
  (D) Disconnect power coupling MLJ/
  RD-153-1-8a and allow Schrodinger-
  Planck matrix to spin down
  (E) Disconnect power coupling MLJ/
  RD-153-1-8a and maintain Schrodinger-
  Planck matrix via secondary power
  (F) Route maximum power into the cyclic 
  capacitor coil from the sector structural 
  integrity reserve
  E1. How to fix the seven support 
  columns?
  (A) Redirect 60% of Emergency Fire 
  Control Bots, replacing fire control foam 
  with spray concrete as per Disaster Relief 
  Protocol 77-4/C
  (B) Encase and buttress with RhoVal 
  occluded titanium-laminate struts, 
  reinforced with 4-3 fullerene corduroy
  (C) Deploy Subsector 44 constructobots 
  to install a network of braided steel support 
  cables to anchor upper sections of columns 
  to adjacent bedrock
  (D) Deploy R&D Project 7800-288/TS 
  ‘Tinker’ experimental repair nanomachines
  (E) Flood intra-columnar piping with 
  a 5:8 mix of synthecrete and resinous 
  durabond agglomerate
  (F) Do nothing
  A1. How should the leak be sealed?
  (A) AlCom NuCoCo 350kg FV657 
  nickel-cobalt alloy containment vessel with 
  titanium-osmium bushings
  (B) As A, with additional Rovad-25 
  cadmium neutron-absorption sponge 
  cross-mounted
  (C) Emergency standdown using 
  Emergency Procedure A24 (priority fuel 
  rod extraction, vessel integrity secondary)
  (D) As C, but Procedure A25 (priority 
  vessel integrity, fuel rod extraction 
  secondary)
  (E) A and C
  (F) B and D
  (G) A and D
  (H) B and C
  A2. Should the fuel rods be replaced? 
  If so, specify replacement supply.
  (A) No
  (B) 35% immediate replacement. Use 
  rods from Reactor MLJ-003
  (C) 40% immediate replacement from 
  MLJ-002, remainder replaced in three 
  weeks from newly forged rods
  (D) Full immediate replacement. 35% of 
  supply from MLJ-003, 40% from MLJ-004; 
  remainder to be drawn from non-essential 
  use by R&D and Armed Forces
  (E) Phased replacement schedule 
  rotating 10% weekly between reactors 
  MLJ-003, MLJ-004, and MLJ-006 until new 
  rods are forged
  (F) As E, but from Reactors MLJ-003, 
  MLJ-004, and MLJ-007
  n B: Waste reclamation
  PROBLEM: Sewer pipes are clogged. Dangerous pressure buildups in pipes all across 
  the sector.
  B2. How to reroute waste flow to lower 
  the pressure buildups?
  (A) Divert into the Municipal INFRARED 
  Celebratory Cleanliness and Desalination 
  Center
  (B) Divert into disused Xenoseptic 
  Fountain subsystem
  (C) Reroute to Food Generation System 
  per emergency procedure D-62
  (D) Reroute to Hydroelectric Power 
  Cascade 4-MPV via transtube junction 
  pattern 45R/10X/A4C
  (E) Vent into lowest habitation level
  (F) Release security interlocks and 
  open emergency outflow gates OS1 
  through OS6
  n C: Food
  PROBLEM: Uncontrolled algae growth spilling out of tanks. Cold Fun backflow pipes 
  have frozen.
  C2. How to thaw the frozen pipes?
  (A) Introduce incendiary compound 
  TX-345i, ignite and contain burn via Fire 
  Control Protocol HPDMC-67-1-a4
  (B) Bathe in redirected coolant outflow 
  from Reactor MLJ-003
  (C) Increase power draw from Reactor 
  MLJ-002 by 17%
  (D) Supercool pipes, transforming Cold 
  Fun to bipeptide condensate and flush with 
  liquid hexyl-dipolypropanate
  (E) Heat pipes using multiple lasers 
  configured for low-frequency, high-energy 
  output
  (F) B and C
  (G) C and E
  (H) Do nothing; allocate resources to 
  other problems
  (G) A and B
  (H) A and C
  (I) D and F
  (J) E and F
  D2. What to do with the Sinkhole 
  experiment?
  (A) Shut down all power to ReFabricate 
  RD subsector grid
  (B) Reroute 30% of available repair 
  bots to dismantle ‘Sinkhole’ mechanical 
  systems (est. time: 13 hours)
  (C) Channel sewage buildup into 
  research unit
  (D) Insert it, at a 17-degree offset, into 
  obverse periphery of Project Infinite Hole
  (E) Drop it down primary core subduction 
  shaft HH-1 into the sub-habitation levels 
  (possible effect on planetary core?)
  (F) A, C and E
  n E: Infrastructure
  PROBLEM: As a consequence of other problems, seven support columns that hold up 
  this sector are cracking. Floor on lowest habitable level is sagging with water damage.
  E2. Should anything be done with the 
  lowest level’s floor?
  (A) No
  (B) No, but reallocate space on upper 
  levels for all GREEN+ Clearance facilities.
  (C) Fill subfloor crawl spaces with 
  surplus silicate dessicant packets
  (D) Inject damaged areas with iron-
  titanium-zinc amalgam
  (E) Reinforce with carbon-carbon 
  sheathing (type 77)
  (F) Deploy class 3 vacuum pumps and 
  redirect liquid to sewage system
  (G) C and D
  (H) C and E
  (I) C, E and F
  (J) D and E
  (K) D, E and F
  (L) E and F
  n F: Force deployment
  PROBLEM: Armed Forces and Internal Security are probing bot defenses in this sector. 
  An outside incursion by human forces is likely.
  F2. What armaments and other 
  equipment should be deployed?
  (A) Degree 6 Civilian Disturbance 
  Outfitting Protocol, Casualty Level 1.3
  (B) Degree 2 External Conflict Outfitting 
  Protocol, Casualty Level 3.6
  (C) B + Degree TBC 
  (D) Legacy Class 1 / Party Omega
  (E) Degree 9a Counter-Insurgency 
  Outfitting Protocol, Casualty Level 1.8
  (F) ‘Civility’ Remote Conflict Resolution 
  Module, Casualty Level 68.4
  Handout for the mission ‘Infohazard’ from the PARANOIA collection WMD. Copyright ©2005 Eric Goldberg and Greg Costikyan.
  Permission to photocopy for personal use only. Unauthorized use is treason.
  n A: Power
  PROBLEM: Fission reactor MLJ-002 is leaking heavy water. Fuel rods have been used 
  20% longer than recommended.
  n D: R&D
  PROBLEM: R&D service firm ReFabricate RD’s Graviton-Enabled Planck Length 
  Modification experiment, codename ‘Sinkhole’, to create a singularity (black hole) and 
  limitless zero-point vacuum energy, is unmonitored.
  Divide these problem sections equally among all MLJ Sector High 
  Programmers; each High Programmer must take at least one problem 
  section. No two UVs can collaborate on the same section.
  
  4
  PARANOIA—WMD bonus material
  clEarancE UltraViolEt
  WMd
  Note 1
  One of the warehouse workers is 
  surreptitiously trying to draw your 
  attention. He’s making the recognition 
  signal of your secret society. You 
  recognize the worker as one of your 
  superiors in the society.
  It would certainly go badly with your 
  society if you allowed your superior to 
  be arrested in this raid.
  Note 1
  One of the warehouse workers is 
  surreptitiously trying to draw your 
  attention. He’s making the recognition 
  signal of your secret society. You 
  recognize the worker as one of your 
  superiors in the society.
  It would certainly go badly with your 
  society if you allowed your superior to 
  be arrested in this raid.
  Note 1
  One of the warehouse workers is 
  surreptitiously trying to draw your 
  attention. He’s making the recognition 
  signal of your secret society. You 
  recognize the worker as one of your 
  superiors in the society.
  It would certainly go badly with your 
  society if you allowed your superior to 
  be arrested in this raid.
  Note 1
  One of the warehouse workers is 
  surreptitiously trying to draw your 
  attention. He’s making the recognition 
  signal of your secret society. You 
  recognize the worker as one of your 
  superiors in the society.
  It would certainly go badly with your 
  society if you allowed your superior to 
  be arrested in this raid.
  Note 1
  One of the warehouse workers is 
  surreptitiously trying to draw your 
  attention. He’s making the recognition 
  signal of your secret society. You 
  recognize the worker as one of your 
  superiors in the society.
  It would certainly go badly with your 
  society if you allowed your superior to 
  be arrested in this raid.
  Note 1
  One of the warehouse workers is 
  surreptitiously trying to draw your 
  attention. He’s making the recognition 
  signal of your secret society. You 
  recognize the worker as one of your 
  superiors in the society.
  It would certainly go badly with your 
  society if you allowed your superior to 
  be arrested in this raid.
  MISSION ASSIGNMENT ALERT MISSION ASSIGNMENT AL
  rance RED Clearance RED Clearance RED Clearance RED Clearance RE
  MISSION ASSIGNMENT ALERT MISSION ASSIGNMENT AL
  rance RED Clearance RED Clearance RED Clearance RED Clearance RE
  From: DMZ Sector Troubleshooter Central
  Bcc:  
  team874-a65@RED.bok.plc
  Subj: A new mission of utmost importance!
  Ref: 
  GZZH-1756-CCJP-6823-PQME-2524-MMOW-5503
  Congratulations, Troubleshooters! Your friend The Computer has chosen you for an 
  important and fun assignment carefully matched to your recorded level of mission experience. 
  You are to report immediately to TRANSBOT TUBEWAY PLATFORM A4:C7:60:FF for 
  transport to UNDISCLOSED LOCATION for brieﬁ ng, followed by transport to your ﬁ nal 
  destination. 
  If there are optional service ﬁ rm services available after outﬁ tting, you may be required to 
  volunteer for additional duties at this tim**CARRIER INTERRUPT PLEASE WAIT**andard 
  time to complete a mission of this type is 15 HOURS 11 MINUTES from time of mission alert 
  delivery. Upon completing your mission in the standard time, report to TRANSBOT TUBEWAY 
  PLATFORM B1:21:FF:C2 for transport to debrieﬁ ng, where you will provide a qualitative 
  and quantitative assessment of your mission success. Thank you for your cooperation.
  PAID ADVERTISEMENT
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  n WMD Episode 1
  As the Troubleshooters start their raid 
  on the tire-regrooving warehouse, give 
  each player a copy of Note 1. (There 
  is no Note 2, but they don’t know that.)
  At the end of the episode, give them 
  the mission alert at right.
  An ideal form of 
  government is 
  democracy tempered 
  with assassination.
  —Voltaire
  
  5
  EpisodE 1
  sidEbars
  Machines are becoming more human, so to speak—at least in the sense that, as [Norbert] 
  Wiener indicated, some meaningful comparison exists between human and mechanical 
  behavior. But is it not ourselves that we know first and foremost? Rather than learning about 
  ourselves by studying our constructs, perhaps we should make the attempt to comprehend 
  what our constructs are up to by looking into what we ourselves are up to.
  —Philip K. Dick, ‘The Android and the Human’ 
  (speech at a 1972 Vancouver science fiction convention)
  n Devious GM techniques
  The R&D techs and the PCs, as its creators, were Lobot WMD-1’s first victims. This offers a number of opportunities for you as GM:
  N They are still on their original clones (the Primes) because they weren’t killed; they merely had large portions of their brains sucked 
  out.
  N It’s a good excuse to give them sudden, painful insights and terrifying flashbacks, as well as a disturbing phobia of dentists’ drills.
  N The Troubleshooters are experiencing memory loss. The Computer currently has them on experimental medication to accelerate 
  their brains’ healing. The Computer does not want the Troubleshooters to know they’ve been lobotomized and remade; they might 
  investigate and return to their traitorous ways. Therefore, it tells them they must take the medicine because they’ve been exposed 
  to an environmental toxin, true in its way. It does so to prevent the Troubleshooters from realizing they’ve been lobotomized. 
  Encourage the Troubleshooters to assume the pills are causing their memory loss. Make them think there’s some official conspiracy 
  against them.
  N As the medicine works its wonders (unless the paranoid Troubleshooters quit taking it), the PCs begin to regain old narrow 
  specialties, all of which are related to their previous job and immediately valuable to the mission at hand, which should make 
  them wonder how they got them in the first place….
  n Service service no. 1
  If players ask what their original service service mission was, or at some point before the PCs get to ‘Traffic jam’ in Episode 2, read:
  At your briefing, the BLUE guard had you swallow a pill. The six pills she distributed were each a different color.
   You were told the pills are part of a broad, ongoing PLC/R&D joint efficiency improvement study that may overlap with future 
  service services, at least as long as the pills’ effectiveness lasts.
  You were also told that at your debriefing, you’ll be asked to report on whether you felt more effective during this mission than 
  in past missions.
  You were not told what the pills do, when they take effect or exactly how long they last. You don’t feel any different, and you 
  haven’t noticed any difference in your team’s behavior. 
  GM only: It doesn’t matter which player gets which color pill; the pills are red herrings intended for later, when the PCs unexpectedly 
  receive narrow specialties. At that point, make them think maybe the pills are kicking in, when in reality, the PCs are starting to recall one 
  small part of their previous lives as high-clearance R&D personnel.
  Sidebars cut from Episode 1
  WMD is all about philip K. DicK
  
  6
  PARANOIA—WMD bonus material
  clEarancE UltraViolEt
  WMd
  This section presents a couple of encounters 
  we cut from Episode 2 of WMD for space 
  reasons. The fi rst scene takes up immediately 
  at the end of Episode 1, before the beginning 
  of the published Episode 2.
  Traffi c jam
  The Troubleshooters head to the transbot 
  platform specifi ed in their mission briefi ng, 
  Transbot Tubeway Platform A4:C7:60:FF. 
  As always, PCs reluctant to accept a mission 
  get the special GREEN Goon and/or forced 
  medication treatment, not to mention an empty 
  cred account.
  When the PCs arrive at this public tubeway 
  platform, lots of citizens are in transit. The PCs 
  have to fi ght to get to the front of the crowd.
  If the PCs arrived within, say, seven minutes 
  of receiving their mission alert, a transbot pulls 
  up and an illuminated green arrow next to the 
  door points to a card scanner. Go to the next 
  section, ‘Destination unknown’.
  If the PCs arrive late—for instance, they 
  delay a few minutes in order to complete 
  the warehouse raid, or because you’re just 
  perverse—they notice their cred accounts 
  gradually emptying. When they get to the 
  crowded platform, take out your watch and 
  start clocking the action in real time:
  Okay, you arrive at the platform at 
  19:05:03. Are you all ready? Good. Your 
  creds are ticking down…starting…! 
  The PCs see a line of transbots at the 
  platform, all delayed by the fi rst transbot in line. 
  (Because this is a Straight game, don’t have 
  the transbots arguing—not the right tone.) The 
  bot is empty and locked. A ME Card scanner is 
  mounted on the hull beside each door.
  The players probably assume this transbot 
  is theirs. In fact, it is assigned to another 
  Troubleshooter team, which has also been 
  delayed. If the PCs run their ME Cards through 
  this bot’s scanners, the arrow above the 
  scanner starts fl ashing red, and a jackbooted 
  YELLOW IntSec offi cer strides over: ‘Citizens,’ 
  he says in a voice heavy with resigned 
  expectation. ‘Is there a problem here?’
  Offi cer Don-Y is a cool professional, diffi cult 
  to charm. If the PCs apologize and step away 
  from the transbot, they’re fi ne; the Intsec offi cer 
  summons a videodrone that takes their picture 
  for its fi les, whereupon they are free to leave. 
  If they resist, Don-Y may give them one more 
  warning, but then arrests them and hauls 
  them to IntSec station A4:R54:43, where they 
  are fi ned and interrogated. IntSec releases 
  them after an hour, with a stern warning and 
  a pursuing videodrone. Meanwhile, their cred 
  accounts have been emptied.
  If the PCs hold off Don-Y without getting 
  arrested, the second Troubleshooter team 
  arrives, out of breath and late for their briefi ng. 
  They run their ME Cards through the transbot 
  scanner and board, and the transbot sweeps 
  away. The second transbot in line slides 
  forward, also empty and locked. When the 
  players note that traffi c is still backed up, they 
  should deduce this is their transbot. Offi cer 
  Don-Y allows/orders them to slide their ME 
  Cards through the fi rst transbot reader. The 
  door opens, proving the Troubleshooters’ 
  account.
  Clever PCs delayed by Officer Don-Y 
  may officially report him for delaying a 
  Troubleshooter briefi ng and reducing sector 
  transport effi ciency. This cancels the fi nes 
  the PC accrued during the delay at the 
  platform; Don-Y must pay a fi ne instead, and 
  the PCs have earned an enemy in IntSec. 
  Congratulations!
  Transbot trip and platform
  The transbot’s doors slide shut 
  behind you, and the platform glides 
  smoothly away. A wall speaker 
  crackles. The transbot says, ‘Welcome, 
  2: Open loop—deleted scenes
  Troubleshooter Mission Team Mission 
  GZZH-1756-CCJP-6823-PQME-2524-
  MMOW-5503.’ You enter a dark tunnel; 
  only the cold blue lights from your 
  team’s PDC displays illuminate your 
  faces.
  Let the players take any Dark Room actions 
  they like, but try to keep the fatality rate low. 
  Eventually the transbot stops at an empty RED 
  platform, and the doors are fl ung wide. 
  From here, go to WMD Episode 2, ‘Open 
  loop’ (page 58), starting with the initial 
  description of the transbot platform. Continue 
  with the Traitor Retirement Clinic medical 
  facility, then the fi rst red-herring videodrone 
  briefi ng by ‘Perry-I’ (Luke-V’s pseudonym). 
  When you reach the end of that briefi ng, at 
  the first subsection on page 59, ‘Circular 
  logic,’ return here for more scenes deleted 
  from Episode 2.
  Circular logic
  Luke-V has little control over the briefing 
  locations chosen by the labyrinthine and highly 
  political Alpha Complex Room Appointment 
  Lottery Service. For all he knows, Lobot 
  WMD-1 may have tampered with this service 
  to provide an insecure briefi ng room. He also 
  fears that without these false trails, the PCs 
  may lead the lobot directly to him when he 
  gives the real briefi ng, in person.
  Thus, Luke-V is about to send the PCs on 
  a series of meaningless meetings intended to 
  throw pursuers off the trail.
  In the fi rst ‘Perry-I’ briefi ng above, Luke-V 
  mentions AlphaBot Theater. The Theater, 
  described below, may be just the fi rst in a 
  sequence of oddball interim locations. You 
  can make the chain as long or short as you 
  like. At each location Luke-V sends another 
  videodrone to meet the PCs and, as ‘Perry-I,’ 
  sends them on to the next interim location: 
  ‘You are to arrive at Room RJ-JC-3/PA, Sector 
  
  7
  EpisodE 2
  dElEtEd scEnEs
  TRJ, within the next 45 minutes.’ If you like, 
  use this as a pretext to send the PCs to any 
  interesting location they’ve heard about in 
  other PARANOIA products and always wanted 
  to visit: the Waste Recycling Subdivision—a 
  Tech Services bot repair facility—reactor 
  shielding duty.
  The more locations you string together, the 
  longer the mission runs, so if you prefer to 
  keep things terse, you might just summarize 
  the action. Or let the players suggest their 
  own locations, and the kind of mischief they 
  get into while there. Reward funny anecdotes 
  with Perversity points.
  n AlphaBot Theater
  The Troubleshooters get to KOL Sector any 
  way they want; no perverse payroll deductions 
  this time (unless you want to). Once there, they 
  simply access an information kiosk to find the 
  location of AlphaBot Theater.
  Following directions to AlphaBot 
  Theater, you find a RED hallway with 
  plexiglas windows that overlooks an 
  autocar driveway fronting the theater. 
  A neon sign reads ‘Blue Bot Group!’ 
  in big indigo letters. Autocars with 
  BLUE chauffers wait outside for their 
  high-clearance patrons. Apparently, a 
  show is playing right now.
  You don’t remember ever attending 
  a theater before. Unfortunately, it 
  looks like it’s going to be difficult to 
  get to this one; it’s INDIGO Clearance. 
  However, this elevated hallway with 
  windows seems to surround the 
  theater on three sides. What do you 
  do?
  Troubleshooters who follow the hallway to 
  one of the sides of the building notice one 
  RED and one INFRARED passageway into 
  the back of the building. The RED service 
  entry connects with a stairway further down 
  the hallway they’re in.
  If the PCs try to enter the theater in any 
  other way, a snooty usherbot shows them the 
  way out—roughly. It reports further attempts 
  to IntSec, who haul the PCs away on a class 
  GG treason offense.
  The RED and INFRARED service entry 
  doors open on a basement corridor leading to 
  a kitchen. BLUE chefs busily prepare the finest 
  foods the Troubleshooters (think they) have 
  ever seen or smelled. Inconspicuously assign 
  a PC the Gourmet Foods narrow specialty, and 
  give him the Skill #2 note from the end of the 
  mission (WMD page 74).
  PCs can make a Sleight of Hand roll to 
  pocket some INDIGO-Clearance food from this 
  high-status kitchen. Even cold and crumbled, 
  it will sell well on the IR Market. After they’ve 
  had a chance to take in the kitchen activities, 
  read this:
  A flabby man in a blue chef’s uniform, 
  replete with a peaked chef’s hat and 
  button-down jacket, waddles up to 
  you, spatula in hand. He peers at you, 
  studying your faces, each in turn, with 
  one of his bright blue eyes. He nods 
  to himself and strokes his jowls. ‘You 
  must be here to see Bobby-B. Is that 
  right?’
  The name is close enough to ‘Roberta-B’ 
  that Perri-I (Luke-V) used that some players 
  might go for it. They might go for it anyway, 
  not having any other name to go on. That’s 
  good; Luke-V intentionally used an ambiguous 
  contact name. It had to be close enough for the 
  Troubleshooters to recognize it as similar to 
  the name used here at AlphaBot Theater—but 
  different so that a mechanical intelligence 
  would not catch on.
  If the PCs deny they’re here to see Bobby-B, 
  the chef frowns. 
  ‘We see as through a glass darkly,’ Paul says in First Corinthians—will this someday be 
  rewritten as: ‘We see as into a passive infrared scanner darkly’? A scanner which, as in 
  Orwell’s 1984, is watching us all the time? Our TV tube watching back at us as we watch it, as 
  amused, or bored, or anyhow somewhat as entertained by what we do as we are by what we 
  see on its implacable face?
  This, for me, is too pessimistic, too paranoid. I believe First Corinthians will be rewritten this 
  way: ‘The passive infrared scanner sees into us darkly,’ that is, not well enough to really figure 
  us out. Not that we ourselves can really figure each other out, or even our own selves. Which, 
  perhaps, too, is good; it means we are still in for sudden surprises, and unlike authorities, who 
  don’t like that sort of thing, we may find these chance happenings acting in our behalf, to our 
  favor.
  —Philip K. Dick, ‘The Android and the Human’
  Get your cirque Du soleil sounDtracK reaDy
  
  8
  PARANOIA—WMD bonus material
  clEarancE UltraViolEt
  WMd
  ‘Well, Bob-B and Shawna-Y are the 
  only citizens here who take callers 
  during shows. Both of them are 
  upstairs. Please go talk to one of them; 
  I must check now on my truffl es!’ He 
  points to three elevators at the other 
  end of the kitchen. Waiterbots laden 
  with trays issue in and out of two of 
  them; these elevators have doors 
  painted indigo. The third elevator, 
  painted black, seems unused.
  The two INDIGO elevators open directly on 
  the back of the darkened theater, one fl oor up. 
  The IntSec guards stationed there to prevent 
  intruders in this INDIGO zone will certainly 
  be pleased to see the RED PCs emerge. 
  Otherwise:
  The third elevator ascends two levels 
  to a modest INFRARED-Clearance 
  hallway. Doors lead off the hall to 
  other parts of the building. A slovenly 
  INFRARED stage hand, peers around 
  a corner and impatiently gestures for 
  you to follow him.
  This INFRARED has been told to bring the 
  PCs to the backstage area, where Bob-B and 
  Shawna-B are currently. If the PCs don’t follow, 
  he rolls his eyes dramatically: ‘Sirs, come this 
  way, puh-leez. The stage managers are busy 
  people right now!’ When the PCs fi nally get 
  backstage, read:
  You emerge backstage. It’s cluttered 
  and dimly lit, and the people working 
  there are busy and tense. Nearby, 
  a short balding man with a small 
  moustache whispers animatedly with 
  a few other people. Every now and 
  again, he throws his hands up in the 
  air and shakes his head. Suddenly the 
  small group disperses, and he stalks 
  over to you. ‘Damned flaky artists 
  forgot where they stowed the safety 
  mats after the fi nal rehearsal! Agh, if it 
  weren’t for the bots— Sorry, sorry. I’m 
  Bob-B. Now, you wanted to see me?’
  Let the PCs explain themselves. Bob-B is the 
  person they need to see, and he can give them 
  the information they need—the next location on 
  their way to ‘Perry-I’s briefi ng. But fi rst:
  With an apologetic nod to you, Bob-B 
  says, ‘I can’t help you now, I’m 
  afraid we have a bit of a backstage 
  emergency.’ He pauses to appraise 
  you. ‘Hmm. I might be able to provide 
  the information you want—if you do 
  me a small favor.’
  The PCs may have a bad feeling about this, 
  but there’s not a lot they can do. They can 
  try Shawna-Y, but she has no clue what they 
  need and is too busy putting out fi res to bother.
  You hear rhythmic metallic clanking on 
  the stage, accompanied by a primal, 
  percussive beat. Blue Bot Group is 
  apparently an acrobatic bot show. 
  You’ve heard of these shows, but 
  you’ve never actually seen one. Only 
  among the most prestigious citizens 
  can bots be spared for entertainment.
  Bob-B nods his head thoughtfully. 
  ‘Here’s the favor. The bots in this 
  show are high-quality performers. 
  We take care not to damage them. 
  Unfortunately, we don’t have our 
  safety mats. We’re switching to Stunt 
  Routine B, which doesn’t need the 
  mats—but it does require a few stand-
  n AlphaBot Theater
  The theater consists of the stage 
  and audience seating (Tension 16), 
  backstage  (Tension 7), dressing rooms  
  (Tension 5) and kitchen (Tension 5).
  BLUE chefs (6)
  Skills: Cooking 18; Management 14, 
  Hygiene 18
  Weapons: Hand Weapons 09 (knife—
  S5K impact)
  Armor: None
  Acrobots (6)
  Skills: Management 12, Showmanship 
  18; Violence 14, Agility 18 
  Weapons: Hand Weapons 12 (show 
  knives and feathered poles—S5K 
  impact)
  Armor: 4
  Speed: Sprint
  Form: Humanoid
  Bob-B: Stage manager & PC contact
  Secret society: Humanists
  Skills: Management 14, Oratory 13; 
  Violence 11
  Weapons: None
  Armor: None
  Blue BOT 
  GROuP! 
  THey’Re sO 
  WeIRD!
  ins. Help us out, and I’ll give you the 
  information you want afterward. Don’t 
  worry—you just stand there and not 
  fl inch. Oh, and wear these costumes.’
  He points to a rack of black, glittering 
  uniforms with feather boas. The female 
  uniforms include diamond-pattern 
  fi shnet stockings. The male uniforms 
  have short tails, meticulously outlined 
  in black sequins.
  Bob-B has no INFRAREDs he can use at the 
  moment, and he can’t spare his stagehands. 
  It’s the PCs or nothing, and nothing’s what the 
  PCs’ll get if they refuse to be good sports and 
  perform for the nice INDIGO audience.
  When it’s their turn, the Troubleshooters fi le 
  out onto the stage. Describe the humanoid 
  bots hurtling at and over them, dressed 
  in elaborate costumes like Mardi Gras or 
  Venetian costumes done up in gold and brass. 
  Have the Troubleshooters make Violence rolls 
  occasionally to avoid getting clipped by metallic 
  
  9
  EpisodE 3
  MEn in inFrarEd
  Jim Holloway’s illustration for ‘The false alarm’ scene, WMD page 60. Luke-V hears a forkbot and concludes the lobot is attacking.
  bot feet (S5W Impact) or sliced by the bots’ 
  showy metallic costumes (S4M Impact).
  If a PC is in, say, Frankenstein Destroyers, 
  give him a chance to trip a bot and ruin its 
  career. (This will bring repercussions, both 
  with the high-clearance audience and Bob-B, 
  not to mention the bot.) Bots may also pass 
  messages along to Corpore Metal players 
  while hurtling overhead.
  Call for a few stunts where one of the PCs 
  must stand on the shoulders of a couple 
  others. If the ones supporting him happened 
  to stumble at the wrong time, while a couple 
  of 300-kilo bots are hurtling past him—but no, 
  let us not even think of it.
  After the show, assuming it hasn’t taken 
  a bizarre left turn somehow—like that could 
  ever happen!—Bob-B follows through on his 
  promise:
  ‘Your performance out there was truly, 
  umm—what’s the word—stunning! [If 
  they really did do well: Listen, if you 
  ever want to perform again, please give 
  me a call. Here’s my card.] I thank you, 
  the bots thank you and I’m sure our 
  gracious audience thanks you.
  ‘Now for the information you wanted. 
  Here’s what I was told: You are to 
  arrive at Room RJ-JC-3/PA, Sector 
  TRJ, by 1700 hours today.’ He checks 
  his watch. ‘Ah, good. It looks like you 
  have about 20 minutes. Best wishes, 
  Troubleshooters!’
  He has no further information; the location 
  was left  as anonymous C-mail on his PDC and 
  later confirmed by ‘Perry-I.’
  From here you can extend the chain of 
  offbeat locations, or return to Episode 2, 
  ‘Briefing #n (Luke-V in person),’ WMD page 59.
  Were troubleshooters listeD in the proGraM?
  MIND yOu, 
  WeIRDNess 
  Is AlWAys 
  susPICIOus
  
  10
  PARANOIA—WMD bonus material
  clEarancE UltraViolEt
  WMd
  3: Men in INFRARED
  This scene was deleted from WMD Episode 3, 
  ‘Code freeze,’ for reasons of space. It picks up 
  immediately after the end of Episode 2, before 
  the beginning of the published Episode 3.
  The Men in INFRARED
  From the Traitor Retirement Clinic stockroom, 
  Luke-V-JPE’s BLUE guards escort the PCs 
  to the nearest transbot station, where they 
  commandeer a car for themselves and the 
  PCs. The transbot takes them to SCL Sector 
  and disgorges them on a crowded INFRARED 
  platform. Read this aloud:
  Two men step toward you out of the 
  milling crowd of commuters. They’re 
  INFRAREDs, but they look more—
  hmm—together than your typical 
  nobody.
  They don’t look drugged; they’re 
  confident and serious. Their black 
  jumpsuits are tailored, their boots 
  are shiny and they’re wearing dark 
  glasses.
  The taller one grabs you 
  insubordinately by the arm, [PC 
  team leader]. ‘Citizens, would you 
  mind coming with me for a moment? 
  There’s something you already know, 
  and something more important you 
  still need to fi nd out.’ He tries to hustle 
  you toward a vendingbot nook nearby.
  The BLUE guards with you have 
  halted. They’re all looking fi xedly in 
  some other direction.
  What do you do?
  The Men in INFRARED are plainclothes 
  BLUE-Clearance IntSec agents, as the BLUE 
  guards instantly saw. The MIIs pose no threat 
  to the PCs, though the PCs don’t know that. 
  The mean to intimidate the PCs into keeping 
  quiet about the lobot, without giving them 
  more information than they already know. 
  The more the PCs know, the more IntSec 
  has to clean up. The MIIs are doing a poor job 
  posing as INFRAREDs, but that doesn’t usually 
  matter—most INFRAREDs are so hopped 
  up on mandatory meds they don’t notice. 
  Obviously, the PCs do.
  (Amnesia note: One of the pregenerated 
  PCs provided for this mission, Nadine-R, 
  used to be in Internal Security in her INDIGO 
  life. But during this interaction, don’t treat 
  Nadine-R in any special way. In her new 
  RED-Clearance life, she doesn’t remember her 
  IntSec connections, and the Men in INFRARED 
  don’t know her. IntSec is a big bunch.)
  The Men in INFRARED don’t tolerate RED-
  Clearance snootiness. Asked who they are, 
  they say, ‘There are lots of us. Now shut up and 
  do what we say, or believe me, your life will stink 
  like a food vat.’ The PCs’ BLUE guards remain 
  conspicuously neutral in all this.
  If the PCs refuse to follow the Men in 
  INFRARED—within their rights as RED-
  Clearance citizens—the agents whip out 
  small camera-like stunguns (their MII 
  special-issue pocket lasers) and fl ash the 
  PCs. Have each player make a Violence/
  Agility roll. Failure means the fl ash renders 
  the PC docile for a round, long enough for 
  the MIIs to shove him into the vending nook; 
  success means the PC isn’t immobilized and 
  can act normally. This is actually unfortunate; 
  the Men in INFRARED try to arm-lock 
  unaffected PCs and move them along by 
  main force.
  If the PCs remain rowdy or uncooperative, 
  another team of MIIs appears out of the 
  crowd. If the PCs still resist,a bunch more 
  IntSec guards—okay, we’ve made our point. 
  In this case the actual INFRARED citizens 
  The Men in INFRARED
  
  11
  n Sector STA tubeway 
  platform
  A simple INFRARED transtube platform 
  (Tension 2), and a nook (Tension 3) 
  where a vendingbot sells low-clearance 
  beverages.
  Men in INFRARED (2—BLUE plain-
  clothes IntSec)
  Skills: Management 10, Interrogation 
  10, Intimidation 16; Stealth 09, Disguise 
  09;  Violence 12, Agility 14, Fine 
  Manipulation 15, Field Weapons 15, 
  Unarmed Combat 16
  Weapons: MII Special Issue Pocket 
  Laser (field weapon; stuns target for one 
  round; treat as tiny stun gun)
  Armor: I3 (covers chest)
  on the platform studiously ignore it all, and the 
  platform empties quickly.
  Once the MIIs get most of the PCs rounded 
  up in the nook (with or without violence), read:
  The shorter INFRARED attaches 
  a small electronic device to the 
  vendingbot and activates it. You hear 
  a slight electric crackle. Then he herds 
  the hovering videodrones out of the 
  nook.
  In an ominous and entirely fearless 
  voice, the taller INFRARED says, 
  ‘We’re secure now, so listen up. You 
  already know one thing: You’re after a 
  bot that’s highly dangerous.
  ‘Here is the other thing you need 
  to know: This bot is absolutely top-
  secret. You’ve never even seen 
  the color of its security clearance. 
  You will not—I repeat, not—speak, 
  write or otherwise communicate any 
  information whatever about the bot. 
  Its existence must remain secret 
  from everyone. Clear? Everyone. 
  Otherwise you’re all on a fast ride to 
  the termination center.
  ‘The bot is also extremely valuable. 
  Troubleshooters are usually shoot-
  first, stomp-on-the-rubble-later. In this 
  case, you are to use forethought and 
  deactivate the bot without excessive 
  force. Stop it, but don’t destroy it.
  ‘Now, anyone here who’s feeling 
  stupid, start an argument. Everyone 
  who’s feeling smart, just nod your 
  head in agreement.’
  Let the PCs be stupid or smart, as they will. 
  We expect you don’t need advice on how the 
  MIIs and Internal Security handle stupid ones. 
  Smart (and bold) PCs might try to wangle 
  some information about the bot. Depending 
  on how polite they are and how sensible they 
  sound—and how much they swear not to pass 
  along the data—the agent may be willing to tell 
  them these points:
  N ‘The bot is small, about a meter long. It 
  can fly—fast. It can penetrate security 
  using advanced stealth tech. It has a 
  sound dampening field. It has a cloak, 
  some kind of video armorcladding that 
  automatically matches its surroundings. 
  You could stare right at it and not see it, 
  until it moves.’
  N ‘We think the VIOLET R&D scientists 
  who designed and built the bot may 
  have programmed a backdoor, a 
  verbal command that overrides its 
  programming. Highly illegal, but they’re 
  dead now, so there’s nothing to be 
  done. We haven’t located the command. 
  Discovering it might be your best hope 
  to shut the thing down.’
  (True, it’s not at all PARANOIA to actually 
  give useful information to players. If you stage 
  it right, this very fact may highlight the urgency 
  of the situation and help scare them more.)
  When you want to close off this encounter:
  The taller INFRARED says, ‘We’ll be 
  watching.’ With that, there’s another 
  flash of those immobilization stunners, 
  and the two have disappeared.
  In the future, use the Men in INFRARED to 
  add tension to any situation. When the PCs 
  are in questionable circumstances, they might 
  see an MII nearby, conspicuously watching. 
  Keep them a threatening mystery. It could 
  make the players more suspicious of ordinary 
  INFRAREDs as well, which is a plus.
  EpisodE 3
  MEn in inFrarEd
  In the field of abnormal psychology, the schizoid 
  personality structure is well defined; in it there is a 
  continual paucity of feeling. The person thinks rather 
  than feels his way through life. And as the great swiss 
  psychiatrist Carl Jung showed, this cannot be successfully 
  maintained; one must meet most of crucial reality with 
  a feeling response. Anyhow, there is a certain parallel 
  between what I call the ‘android’ personality and the 
  schizoid. Both have a mechanical, reflex quality.
  —Philip K. Dick, ‘The Android and the Human’
  one liKes to thinK cops are Mentally More flexible than anDroiDs
  
  Loyalty Assurance RD—players’ map
  Floor 3: Laboratories
  Floor 2: Offices
  Floor 1: Dining/gym
  5m
  From Floor 1
  To Floor 2
  From Floor 2
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  3C
  3G
  3B
  3A
  
  1B 
  showroom
  INDIGO 
  dining
  VIOleT 
  dining
  Blue 
  dining
  INDIGO 
  gym
  VIOleT 
  gym
  Blue 
  gym
  GReeN dining
  GReeN gym
  1A. entryway
  Garden
  Garden
  3e
  3F
  2F
  2G
  2H
  2J
  2e
  2e
  N
  INFRARED access corridor
  INFRARED access corridor
  3D
  2D
  1e 
  elevators 
  (lower)
  2A 
  elevators 
  (upper)
  2C
  2B
  1D. exercise rooms
  1C. Dining rooms
  2K  
  To Floor 3
  n Cross-section view
  Floor 1
  Elevators
  Floor 2
  Floor 3
  Stairs
  
  13
  FADE IN:
  [Shiny corporate logo for the Research & Design service firm Loyalty 
  Assurance RD. Beneath the logo, the words LOBOT WMD-1 IS READY 
  FOR ACTION!]
  [Cut to Loyalty Assurance RD first-floor lobby. Pleasant, mellow easy-
  listening elevator music. Enter, down the wide staircase, four 
  actors dressed as BLUE-Clearance R&D scientists.]
  Scientist #1: Are your traitors stubborn?
  Scientist #2: Do they resist censure and brainscrub?
  Scientist #3: Do their new clones return to their predecessors’ 
  misguided ways even after termination?
  Scientist #4: Loyalty Assurance has the answer!
  Scientist #1: Loyalty Assurance RD’s new Lobot WMD-1 can turn 
  traitors into productive citizens!
  Scientist #2: It’s smart! It’s fast! It’s covert! It has no lasting reported 
  physical side effects!
  [Small print at bottom of screen: In selected approved laboratory 
  studies.]
  Scientist #3: How can this be?
  Scientist #4: Lobot WMD-1 uses time-tested MemGo technology!
  Scientist #1: MemGo works using MemTag chemicals, the brilliant 
  and fun Research & Design innovation that has been a 
  safe and invisible part of Alpha Complex life for a classified 
  number of years!
  Scientist #2: MemTag neuropeptides have no trouble at all crossing 
  the blood-brain barrier!
  Scientist #3: Whenever our brains form new memories, the MemTags 
  bind to the memory traces.
  Scientist #4: These chemical markers transform at a predicable rate 
  over hours, days and years.
  Scientist #1: Lobot WMD-1 synthesizes MemWipe catalysts that 
  dissolve particular forms of MemTag along with their marked 
  memory traces.
  Scientist #2: When the lobot applies these chemicals to the target’s 
  brain, the target loses all memories formed in the specified 
  block of time—
  Scientist #3: —to an estimated accuracy of one hour in several years!
  Scientist #4: Traitors forget they ever wanted to betray Alpha 
  Complex!
  All scientists: [Laughter.]
  DISSOLVE TO:
  [A well-appointed INDIGO executive office, where a vidshow reporter 
  is interviewing a public-relations representative hired by Loyalty 
  Assurance.]
  Reporter: For Alpha Business News Service, I’m Jim-G-JNN, and 
  today we’re talking with Angelo-I-GQW, a public relations 
  representative with Upsell Imperatives HPD. Angelo-I, you’re 
  here today to tell us about—?
  Angelo-I: —Loyalty Assurance’s “Project Ice Pick,” now revealed as 
  the Lobot WMD-1.
  Reporter: Is it true Loyalty Assurance has secured lucrative contracts 
  to produce the Lobot?
  Angelo-I: Let’s just say the future is looking very bright.
  Reporter: Back before Loyalty Assurance announced this launch, 
  some viewers may have heard loose talk about a forced 
  merger with a competitor. What can you tell us?
  Angelo-I: Ohhh, well, with any big breakthrough that takes a while 
  to ramp up, you’ll always have a certain amount of gossip. 
  Now that Loyalty Assurance has revealed Project Ice Pick 
  to selected influential tastemakers in Internal Security and 
  leading Research & Design firms, everything is looking—as 
  I said—very bright.
  Reporter: Is it true Loyalty Assurance is offering generous incentives 
  to help evangelize the Lobot project?
  Angelo-I: Yes indeed! [Turns to camera.] I suggest interested parties 
  ask their sector’s R&D project approval board and Internal 
  Security procurement office about the Loyalty Assurance 
  Lobot WMD-1!
  [Music up. Loyalty Assurance corporate logo.]
  Announcer: [Quiet, rapid] Side effects may include retrograde 
  amnesia, temporary blindness, retinal bleeding, temporary 
  or permanent impairment of verbal skills, temporary agony, 
  and sudden hair loss.
  [Music fades.]
  FADE OUT
  Showroom presentation
  Gamemaster: Make several copies of this transcript of the video presentation in the Loyalty Assurance showroom, Episode 4, Floor 1, map entry 
  1B (WMD page 65). When the Troubleshooters enter the showroom and the presentation starts automatically, distribute the copies of this script to 
  your players. Cast them in the speaking parts and have them read the script aloud. If you like, reward good performances with Perversity points.
  
  Savory smells start you salivating: Poached egg over braised leeks 
  with shaved white truffle. You groan in delight. Oh, and the grilled 
  porcini over Parmesan risotto…divine! Never mind the comfortable 
  scent of duck pappardelle and acquacotta wafting its way to your 
  nose. And…could it be?…yes! chocolate mousse brûlée, and rhubarb 
  tart side-dipped in white chocolate and topped with a strawberry. 
  Alas, alas that you’re only RED Clearance!
  You now have a Secret skill, Gourmet Foods, at rating 14.
  Skill #2: Gourmet Foods
  Location: Any dining area on Floor 1 (area 1C).
  Hygiene! The very word trips lightly from your tongue. You think of 
  soap—not the caustic, RED, skin-scoring admixtures, no! But the 
  soap in the fine ads. You sigh with pleasure, imagining indulging in 
  Sector DAP triple-milled soaps, with their creamy lather, exquisite 
  fragrances, full 3% natural shea butter. You inhale glorious notes of 
  refreshing peppermint and relaxing lavender. Your eyes sparkle in 
  the jewel-like glow of free-rinsing glycerin suds! Oh, the sybaritic—
  yet hygienic—pleasures of olivewood bath brushes and textured 
  exfoliating gloves! Alas, for more creds and higher clearance!
  You now have a Secret skill, Luxury Soaps, at rating 14.
  Skill #5: Luxury Soaps
  Location: Any bathroom.
  You eye the limo model with envy, sure you have a finer appreciation 
  of luxury vehicles than most RED Troubleshooters. Just look at 
  the sine-wave smoothness of that metal body. An exquisite silver  
  Computer hood ornament, retractable for airflow assurance. And 
  the interior details! Rich mahogany woodwork, distinctive titanium 
  inlay, with signature interlinked AAA insignia on all door cappings. A 
  tinted titanium fascia, bot-finished in complex reticular textures. Ah, 
  the sense of freedom! Alas, for your current lowly job.
  You now have a Secret skill, Luxury Autocars, at rating 14.
  Skill #6: Luxury Autocars
  Location: Any office on Floor 2—the recollection is prompted by a model 
  autocar on a desk or a wall poster or—hey, help us out here….
  You sniff at this lowbrow… production. How can they call this 
  theater? It’s like… a Tella-O-MLY spectacle, for goodness’ sake! 
  You recall—from your schooling perhaps—the uplifting artistic 
  purpose of true theater, the moral certitude of Alpha Complex life, 
  the intellectual byways of good literary patriotism… and this is not 
  it. You long for the cultural nourishment of drama shared between 
  audience and artist. True theater is not vidtape; it is interactive, and 
  meant to create a vibrant moment alive with possibility and emotional 
  pedigree—and all this, completely drug-free! Alas, that access to 
  such vitality is not available at your clearance.
  You now have a Secret skill, Good Theater, at rating 14.
  Skill #3: Good Theater
  Location: The showroom on Floor 1 (area 1B).
  In the course of an ordinary Troubleshooting day, you get enough 
  physical exercise that you don’t need to visit the gym. A good thing 
  too; RED gyms are noisy, sweaty affairs. You’re sure you’re a better 
  match for the tonier, high-clearance gyms. Not just free weights and 
  stationary bikes—no! The ones you occupy in your dreams: Where 
  graceful quasi-human spabots transport you on a velvet-cushioned 
  palanquin from a hard workout to an exquisite pedicure. You 
  lounge, sipping a fruity vitamin drink, before a cascading waterfall. 
  The decor—sporty light woods and Circuit Nouveau elements. The 
  waiting list for the executive locker room, behind frosted glass doors, 
  never includes you.
  Behind those exclusive doors, you prepare to return to busy 
  Alpha Complex life, from your refuge of private saunas, natural fiber 
  robes, fresh fruit baskets and personal trainers. Then, of course, 
  you wake up.
  You now have a Secret skill, Luxury Gyms, at rating 14.
  Skill #4: Luxury Gyms
  Location: Any gymnasium on Floor 1 (area 1D).
  Skill #1: Exotic Plants
  Location: Entrance checkpoint (actually at the end of Episode 3).
  You’ve seen vids of YELLOW-Clearance hydroponics plants 
  before—their flabby grey fungi and frail, shriveled fruits. This is far 
  different—this… this… magnanimous GREEN gesture. Entirely 
  without purpose except the uplifting of citizen morale! An actual 
  lustrous-leaved Ligustrum amurense, though far short of its full 
  15-foot height! And heartbreakingly floriferous, real live Diascia 
  ‘Appleblossom’! And this is just the reception room. You wonder 
  what good-hearted high-clearance citizen bestowed the plants to 
  ornament this reception room.
  As you look around the small room, your gaze falls on the mounded 
  lavender spikes of Nepeta faassenii. And—is it? Could it be? Yes! a 
  delicate, violet-hued and quite rare Strobilanthes dyerianus. And, 
  oh wow! A stand of the exotic and exceedingly rare purple cultivar 
  of Lapageria alba.
  Alas, that at RED Clearance you are stuck with ingesting tomatoes 
  that taste like freezer burn. You were made for better things.
  You now have a Secret skill, Exotic Plants, at rating 14.
  Episode 4 Secret skills
  Individual PCs gain these skills as their memories gradually return in Episode 4. At certain locations on the map, a random PC spontaneously (re)gains 
  one of these skills. It’s, you know, a Marcel Proust thing—taste the madeleine cookie, and suddenly you remember a six-volume French novel. When 
  it’s time to give out a skill, pick a player who hasn’t received one yet, or who has fewer of them than the others.
  
   Skeeter’s blog (excerpts)
  214.01.07 I’m in. Medical subject matter expert for Project Ice Pick. Offsite 
  time justified as ‘neurological research in cingulotomy targeting techniques’.
  Execs have furnished the lab and secured approval for all plans from their 
  investors and the Board. Evan-V has completed key management hires, 
  and is finishing approvals on tech-grade hires. Neurotic need to control, 
  symptomatic of high paranoia.
  01.14 Updates for dossiers on Loyalty Assurance firm principals:
  ‘Chigger’ (Evan-V-JER-2, CEO & hardware engineer, Team 1) – 
  Officious boss. Background in hardware, but utterly incompetent and 
  manipulative. Good at covering himself; supposedly always has a fall-guy 
  set up. Lobot domain: Spine framework, A/V, sound and stealth hardware 
  technologies.
  ‘Tick’ (Vijay-V-KRI-2, CTO & hardware engineer, Team 2) – Smart, 
  sadistic. There is supposedly one promotion to UV available if this project 
  succeeds; Vijay-V collects gossip about others to ensure he’s the one who 
  advances Lobot domain: Arm cage framework, lobotomy equipment and 
  other robotics; titanium casting of body parts.
  ‘Roach’ (Freeman-V-MNP-2, software engineer, Team 1) – High IQ: 
  because he is cunning, lobot will be too. Stealthy, paranoid, eavesdropping 
  devices everywhere. Four steps ahead of everyone else. Like Vijay-V, 
  collects blackmail material on coworkers. Suspected Computer Phreak. 
  Lobot domain: ‘Hygiene’ AI module (medical & lobotomy knowledge), 
  stealth skills.
  ‘Midge’ (Jenny-V-STA-2, software engineer, Team 2) – Pro Tech 
  member looking hard to steal and repurpose large amounts of equipment. 
  Quite paranoid; contemplating mass murder? Lobot domain: Medical 
  weapons programming, software skills. Project infrastructure; creates 
  software tools used by HW engineers.
  ‘Louse’ (David-V-ZAH-2, marketing) – Represents Loyalty Assurance 
  to ULTRAVIOLET angel group, R&D administrators and Computer. Well-
  connected; utterly corrupt. Shepherding grant proposals. Looking to rise 
  high on backs of other people whom he can ditch later. Lobot domain: 
  Funding; liaison between IntSec and R&D on traitor recycling process; 
  ‘face’ of the service firm.
  02.07 First company meeting. Evan-V made it clear who’s in charge, 
  though he and David-V are likely rivals. David-V is officious, authoritarian; 
  possible high-degree Humanist?
  03.02  Meetings with leads and technicians. Forbidden to share 
  information except as it relates to my medical specialty. Techs can’t know 
  what other techs are working on. Security extremely tight.
  Sporadic, uninformative meetings with execs. Evan-V insists on clearing 
  every appointment their people make with me, and endlessly briefs and 
  debriefs me for each meeting. Increasingly hard to get offsite.
  03.07 At the water cooler today, a new hardware junior tech said 
  his predecessor had been reassigned. I investigated. Files say Evan-V 
  reassigned hardware tech Steve-B-CRN-6 to ‘a friend’s service firm, at 
  higher pay’. Checked into possible firms—no new hires in hardware. 
  Suspect Evan-V has ‘disappeared’ Steve-B-CRN.
  03.09 As I suspected. The database reports two of our officers 
  accompanied Steve-B-CRN offsite to Wellness Redistribution Center in 
  Sector NJA. Junior techs are quietly saying Steve-B accidentally walked 
  into med lab—off-limits to all but key hires. (Couldn’t ‘accidentally’ walk in, 
  given high security. Possible mutant teleporter?)
  04.22 Not sure what it is about Sixdays, but people tend to confide more 
  easily. Chase-B is Jenny-V’s software programming tech. In our meeting 
  today, he mentioned Jenny-V asked him to install a backdoor in the Ice 
  Pick code, a master override. Verbal cue, a long tongue twister; Chase-B 
  was told only one section of it: ‘When Citizen Cindy-ZEN senses IntSec 
  citizens sending…’ 
  Apparently each VIOLET lead knows one section of this override, so all 
  must be present to shut down the bot.
  Chase-B said the pretext was to record his hacking method as an AI 
  macro for Ice Pick to learn ‘data access’ techniques. This information would 
  be stored in the bot’s skill modules.
  Evidently he’s hoping for promotion. Unusually naive. Chase-B doesn’t 
  know what he’s done is illegal, and Jenny-V now has the goods on him.
  05.02 Luke-B-JPE is a target of interest. IntSec file indicates top scores 
  in technical fields, and some unidentified and questionable contacts. Seems 
  also to have a talent for subterfuge.
  Luke-B has been gladhanding a lot at the water cooler. Has an inquiring 
  mind (possible Pro Tech?). He is probing the intense security measures 
  his boss, Freeman-V, has set in place. Luke-B claims to have found many 
  bugs in his cubicle, and assumes there are more.
  Today Luke-B told me Ian-B, Vijay-V’s lead hardware tech, has been 
  seeing docbots wheeling INFRAREDs out of the HW lab on gurneys. Ian-B 
  hasn’t gotten a close look, but the INFRAREDs all wear dark glasses coming 
  out of the lab. He thought this strange.
  05.16 REQUEST: Place Luke-B-JPE under Class 2E surveillance. Set 
  up the bugs so they’re gone before Bug Check every morning.
  06.02 There has been no action on my request of 05.16. Evidently my 
  Admin contact has been transferred without replacement. Is anyone at HQ 
  receiving these messages? Please acknowledge.
  Am setting up surveillance of Luke-B on my own recognizance.
  06.17 For someone not that important to Project Ice Pick, Luke-B-JPE 
  keeps copious notes. He stays at work as late as Evan-V allows. Luke-B 
  tells me he’s working on a tricky part of the AI stealth module. But I suspect 
  he’s trying to decipher the nature of Ice Pick. His monitors flip between 
  showing code and showing unauthorized vidlinks to different parts of the 
  lab. The vidlinks are just flashes, millisecond connections to avoid detection. 
  REQUEST: Have Steganographic Division take stills of those vidlink flashes, 
  and provide analysis via usual drop.
  06.22  Luke-B’s vidlinks are to the physically secured hardware 
  production area and medical lab; only VIOLETs are allowed access of 
  any kind. 
  I’ve tapped a Humanist contact to interpret Luke-B’s code. I’ve promised 
  him ‘witness protection services’ after this. He’s working on it now. 
  REQUEST: Notify Admin not to raid Humanist cell code TRTR-SJC-3J5a 
  until I give word.
  06.23 No acknowledgement of request of 06.22. Is anyone there?
  06.24 My contact says the code is obfuscated. This isn’t his specialty—he 
  needs more time. Am applying pressure.
  06.25 PRIORITY REQUEST! Luke-B-JPE has intentionally 
  misprogrammed Project Ice Pick. Evidently he intended the bot to attack 
  the principal executives. My contact says the code is faulty owing to use of 
  an ‘erase’ command rather than ‘destroy’. Unclear whether the bot remains 
  a threat. Require instruction urgently re: bot and Luke-B. Project Ice Pick 
  launches tomorrow morning.
  Handout for the mission ‘WMD’ from the PARANOIA collection WMD. Copyright ©2005 Eric Goldberg and Greg Costikyan.
  Permission to photocopy for personal use only. Unauthorized use is treason.
  
  Citizen #1:  _________________________________  -  ______ -  __________________-  ____________  
  Citizen ID:  __________________________________________
   
  Given name 
  Clrnc (init) 
  Sector of origin 
  Current clone #
  Backup ID to be used:  _______________________________________________________  
  Date of backup:  ________________________  
  Clearance of backup:  ____
  Storage facility of this backup:  ___________________ 
  Storage facility address:  ________________________________________________________________________
  Primary backup ID:  ____________________________________________________________________________  
  Storage facility (if different):  _____________________
  Address (if different):  ___________________________________________________________________________________________________________________________
  Is primary backup intact?  Yes  No (explain)  ___________________________________________________________________________________________
  Citizen #2:  _________________________________  -  ______ -  __________________-  ____________  
  Citizen ID:  __________________________________________
   
  Given name 
  Clrnc (init) 
  Sector of origin 
  Current clone #
  Backup ID to be used:  _______________________________________________________  
  Date of backup:  ________________________  
  Clearance of backup:  ____
  Storage facility of this backup:  ___________________ 
  Storage facility address:  ________________________________________________________________________
  Primary backup ID:  ____________________________________________________________________________  
  Storage facility (if different):  _____________________
  Address (if different):  ___________________________________________________________________________________________________________________________
  Is primary backup intact?  Yes  No (explain)  ___________________________________________________________________________________________
  Citizen #3:  _________________________________  -  ______ -  __________________-  ____________  
  Citizen ID:  __________________________________________
   
  Given name 
  Clrnc (init) 
  Sector of origin 
  Current clone #
  Backup ID to be used:  _______________________________________________________  
  Date of backup:  ________________________  
  Clearance of backup:  ____
  Storage facility of this backup:  ___________________ 
  Storage facility address:  ________________________________________________________________________
  Primary backup ID:  ____________________________________________________________________________  
  Storage facility (if different):  _____________________
  Address (if different):  ___________________________________________________________________________________________________________________________
  Is primary backup intact?  Yes  No (explain)  ___________________________________________________________________________________________
  IMPORTANT!
  ME Card account #:  ____________________
    Processing fee:  
  10cr
    Insurance:  
  25cr
    Expedited handling incentive:  
  _____cr
  TOTAL:  
  _____cr
  NOTE: All fees deducted automatically from your account upon 
  receipt of application.
  MEMOMAX RESTORATION SUPPLEMENTARY FORM TS110445-29A: 
  AUTHORIZATION FOR RESTORATION OF NON-PRIMARY CITIZEN BACKUP
  Fill in all entries, except those entries that are already ﬁlled in or that are marked as not to be ﬁlled in. Failure to ﬁll in or not ﬁll in an entry will result in the form or applicant being 
  voided. The applicant should be aware of all applicable rules and regulations. Upon completing form, submit to your local Technical Services Cloning Facility, Attn: Supervisor. NOTE: 
  Authorizing citizen must claim responsibility by afﬁxing name at bottom and attaching appropriate proof of identity. Otherwise form will be returned for reprocessing.
  Section 1A: Citizen(s) to be restored
  Section 3: Authorization (requires Clearance BLUE or higher)
  Section 2: Reason for restoration of non-primary backup
  I understand restoring MemoMax data from an older backup can lead to inconvenient or dangerous side effects including but not limited to temporary hallucination, 
  intermittent anterograde or lacunar amnesia, sociopathic behavior and/or temporary or permanent insanity. I understand restorations of non-current MemoMax 
  recordings may have untoward effects on impulse control, judgement, language, memory, motor function, problem solving, socialization and spontaneity. I understand 
  the restored citizen(s) may experience cognitive impairments, including impairments to the ability to plan, coordinate, control and execute complex sequences of 
  actions, and may persist with one course of action or pattern of behavior when a change would be appropriate (perseveration). I understand the restored citizen(s) may 
  require retraining in talking, eating, dressing and proper hygiene. I agree to take civic and ﬁnancial responsibility for offenses against security or good order committed 
  by the restored citizen(s) under Technical Services regulation 204.11.15.112A rev 45, ‘Commitment to Responsibility for Behavior of Prospective Traitors’.
   Mental faculties currently nonfunctional
   Suitable backup(s) destroyed
    Treasonous sabotage
    Equipment failure
    Worker malfeasance (explain)
    Other (explain)
   Treasonous death
   Non-treasonous death
   Threat to security and good order
   Impolite or intransigent behavior
   Dislikable demeanor
   R&D test
  Access Authorization # (AAN):  ____________________ 
  Date of issue:  ________________________________  
  Authorization code:  ___________________________
  Authorizing citizen:  __________________________  -  ______ -  __________________-  __________________
   
  Given name 
  Clrnc (init) 
  Sector of origin 
  Current clone #
  Form TS10445-29A rev 213.12.19.1
  Check all that apply. NOTE: If more than one citizen is being restored, and the restorations are for different reasons, submit separate Form TS110445-29A for each 
  citizen or group of citizens being restored for identical reasons. If explanation is required, attach separate Form(s) TS110445-29C ‘Explanation of Form TS110445-
  29A Section 2’.
  NOTE: If requesting restoration for more than three citizens, list additional citizen(s) here and attach separate Form(s) TS110445-29B ‘Extension to Form TS110445-
  29A’:
  SEE ATTACHMENT
  X
  X
  X
  5,000
  5,035
  X
  X
  X
  X
  X
  X
  X
  RYTTS-CB312-MM019203067-000884I2
  NCSTS-CB259-MM045439768-000573I4
  DDWTS-CB004-MM000063281-000465I1
  212.01.18 23:59
  R
  211.08.21 23:59
  211.06.01 23:59
  R
  R
  DESTROYED BY SABOTAGE
  DESTROYED BY SABOTAGE
  DESTROYED BY SABOTAGE
  RYT019203067
  NCS045439768
  DDW000063281
  CB259MMSF2923
  CB312MMSF0836
  CB004MMSF0089
  NCS SUB355 LVL146 CORR-HH2698 RM327
  RYT SUB-D13 LVL088 SUB-C27 BLDG 5 STE 67
  DDW LVL17 HALL 05 RM08
  N/A
  N/A
  N/A
  CB001MMSF0001
  SCLTS00038948
  214.06.07 15:41
  HG-45-BW-81-VV-29
  SCLTS-CB001-MM019203067-001167I0
  CB001MMSF0001
  CB001MMSF0001
  LUKE
  V
  JPE
  4
  DAVID
  EVAN
  FREEMAN
  JENNY-V-STA-2, NADINE-I-HRU-3, VIJAY-V-KRI-3
  V
  V
  V
  ZAH
  JER
  MNP
  2
  2
  2
  SCLTS-CB001-MM045439768-001264I0
  SCLTS-CB001-MM000063281-000898I0
  
  Citizen #1: ________________________________  -  ______ -  __________________-  ____________  
  Citizen ID:  __________________________________________
   
  Given name 
  Clrnc (init) 
  Sector of origin 
  Current clone #
  Backup ID to be used:  _____________________________________________________  
  Date of backup:  ________________________  
  Clearance of backup:  ____
  Storage facility of this backup:  _________________ 
  Storage facility address:  ________________________________________________________________________
  Primary backup ID:  ___________________________________________________________________________  
  Storage facility (if different):  _____________________
  Address (if different):  _________________________________________________________________________________________________________________________
  Is primary backup intact?  Yes  No (explain)  _________________________________________________________________________________________
  Citizen #2: ________________________________  -  ______ -  __________________-  ____________  
  Citizen ID:  __________________________________________
   
  Given name 
  Clrnc (init) 
  Sector of origin 
  Current clone #
  Backup ID to be used:  _____________________________________________________  
  Date of backup:  ________________________  
  Clearance of backup:  ____
  Storage facility of this backup:  _________________ 
  Storage facility address:  ________________________________________________________________________
  Primary backup ID:  ___________________________________________________________________________  
  Storage facility (if different):  _____________________
  Address (if different):  _________________________________________________________________________________________________________________________
  Is primary backup intact?  Yes  No (explain)  _________________________________________________________________________________________
  Citizen #3: ________________________________  -  ______ -  __________________-  ____________  
  Citizen ID:  __________________________________________
   
  Given name 
  Clrnc (init) 
  Sector of origin 
  Current clone #
  Backup ID to be used:  _____________________________________________________  
  Date of backup:  ________________________  
  Clearance of backup:  ____
  Storage facility of this backup:  _________________ 
  Storage facility address:  ________________________________________________________________________
  Primary backup ID:  ___________________________________________________________________________  
  Storage facility (if different):  _____________________
  Address (if different):  _________________________________________________________________________________________________________________________
  Is primary backup intact?  Yes  No (explain)  _________________________________________________________________________________________
  IMPORTANT!
  ME Card account #:  ____________________
    Processing fee:  
  10cr
    Insurance:  
  25cr
    Expedited handling incentive:  
  _____cr
  TOTAL:  
  _____cr
  NOTE: All fees deducted automatically from your account upon 
  receipt of application.
  MEMOMAX RESTORATION SUPPLEMENTARY FORM TS110445-29A: 
  AUTHORIZATION FOR BATCH RESTORATION OF NON-PRIMARY CITIZEN BACKUP
  Fill in all entries, except those entries that are already filled in or that are marked as not to be filled in. Failure to fill in or not fill in an entry will result in the form or applicant being 
  voided. The applicant should be aware of all applicable rules and regulations. Upon completing form, submit to your local Technical Services Cloning Facility, Attn: Supervisor. NOTE: 
  Authorizing citizen must claim responsibility by affixing name at bottom and attaching appropriate proof of identity. Otherwise form will be returned for reprocessing.
  Section 1A: Citizen(s) to be restored
  Section 3: Authorization (requires Clearance BLUE or higher)
  Section 2: Reason for restoration of non-primary backup
  I understand restoring MemoMax data from an older backup can lead to inconvenient or dangerous side effects including but not limited to temporary hallucination, 
  intermittent anterograde or lacunar amnesia, sociopathic behavior and/or temporary or permanent insanity. I understand restorations of non-current MemoMax 
  recordings may have untoward effects on impulse control, judgement, language, memory, motor function, problem solving, socialization and spontaneity. I understand 
  the restored citizen(s) may experience cognitive impairments, including impairments to the ability to plan, coordinate, control and execute complex sequences of 
  actions, and may persist with one course of action or pattern of behavior when a change would be appropriate (perseveration). I understand the restored citizen(s) 
  may require retraining in talking, eating, dressing and proper hygiene. I agree to take civic and financial responsibility for offenses against security or good order 
  committed by the restored citizen(s) under Technical Services regulation 204.11.15.112A rev 45, ‘Commitment to Responsibility for Behavior of Prospective Traitors’.
   Mental faculties currently nonfunctional
   Suitable backup(s) destroyed
  	 Treasonous sabotage
  	 Equipment failure
  	 Worker malfeasance (explain)
  	 Other (explain)
   Treasonous death
   Non-treasonous death
   Threat to security and good order
   Impolite or intransigent behavior
   Dislikable demeanor
   R&D test
  Access Authorization # (AAN):  __________________ 
  Date of issue:  ________________________________  
  Authorization code:  ___________________________
  Authorizing citizen: _________________________  -  ______ -  __________________-  __________________
   
  Given name 
  Clrnc (init) 
  Sector of origin 
  Current clone #
  Form TS10445-29A rev 213.12.19.1
  Check all that apply. NOTE: If more than one citizen is being restored, and the restorations are for different reasons, submit separate Form TS110445-29A for each 
  citizen or group of citizens being restored for identical reasons. If explanation is required, attach separate Form(s) TS110445-29C ‘Explanation of Form TS110445-
  29A Section 2’.
  NOTE: If requesting restoration for more than three citizens, list additional citizen(s) here and attach separate Form(s) TS110445-29B ‘Extension to Form TS110445-29A’:
  
  18
  PARANOIA—WMD bonus material
  clEarancE UltraViolEt
  WMd
  It has been over 150 years since the fi rst well-documented, albeit 
  accidental, lobotomy. Phineas Gage, a manual laborer, was in the 
  wrong place at the wrong time when an uncontrolled explosion in a 
  rock blasting operation drove an iron bar cleanly through the front 
  of his skull. Surprisingly, he survived the removal of the iron bar 
  with his memory and intelligence unaffected, but with extreme loss 
  of impulse control.
  Lobotomies as intentional surgical practice didn’t get fully underway 
  until around the mid-20th century. The king of the ice pick, Walter 
  Jackson Freeman II (1895-1972), popularized lobotomy as a low-
  cost surgical solution to psychiatric problems. Freeman based his 
  technique on that of Portuguese neurosurgeon Antonio Egas Moniz, 
  who in 1935 developed a technique he called prefrontal leucotomy. 
  He drilled a hole in the patient’s head and injected alcohol.
  With no qualifications as a surgeon, Freeman decided DIY 
  lobotomies were the way to go. Partnered with neurologist James 
  Watts, he practiced Moniz’s technique for a week on corpse brains 
  from the local morgue, then operated the following week on a live 
  patient. Afterwards, the two observed that the patient, who before the 
  operation was afraid of losing the curls in her hair, after the operation 
  ‘no longer cared.’ The operation was a success!
  It is estimated that in 1936, 432,000 people were in United 
  States mental hospitals. Understaffed, underfunded, mental health 
  professionals sought a solution. Enter Freeman and Watts. By 
  1938, they started variations on Moniz’s techniques, and marketed 
  them to the media as the ‘Freeman-Watts Standard Procedure’. 
  During surgery, they would perform Stupid Lobotomy Tricks to 
  impress spectators: Watts could insert the tubing from a heavy 
  gauge hypodermic needle through a 2-millimeter hole in one side 
  of a patient’s head, then thread it through the brain and out the 
  opposing hole. They even started performing lobotomies with local 
  anesthesia, so they could ask a patient to sing or do a math problem 
  while Freeman and Watts adjusted his brain. Not surprisingly, 
  professionals in the medical fi eld complained about their ‘offhand 
  manner.
  By the late 30s, Freeman had become not just a neurologist, but 
  his own marketing department, too. He sold lobotomies to the press 
  (hey, ‘it gets them home’!), traveled to conferences, did demos, and 
  made the front page of The New York Times.
  Still, he relied on Watts to do the cutting, and that apparently 
  bothered him. Around 1945, Freeman got the idea to really Do It 
  Himself. He modifi ed an unsuccessful technique called ‘transorbital’ 
  lobotomy (developed by Italian scientist Amarro Fiamberti) that 
  required only one surgeon and a simple jab through the back of 
  the eye socket. He modifi ed the handle of a mass-produced ice 
  pick he found in his kitchen drawer and—voilà!—a new surgical 
  tool was born!
  By patient number 10, Freeman felt he was ready to disclose 
  to Watts he’d been practicing his new ice pick technique himself. 
  Watts, believing the transorbital procedure was too risky, left the joint 
  practice a few months later. Despite the loss of his partner, Freeman 
  was on the road to fame and fortune: In 1948, he was elected 
  president of the American Board of Psychiatry and Neurology, and 
  was becoming wealthy off royalties from his lobotomy procedure. A 
  false urban legend had it he lobotomized Frances Farmer, a famous 
  actress, Communist sympathizer and ‘bad girl of West Seattle.’ When 
  she died in 1970, she worked as a hotel clerk.
  Meanwhile, Freeman carried an ice pick around in his front pocket, 
  and is said to have once performed a lobotomy in a motel room.
  In a textbook he coauthored with Watts, Freeman describes how 
  sometimes it was necessary to maintain a patient’s ‘consent’ by 
  using forcible sedation to keep the patient from backing out at the 
  last minute.
  The 1949 Nobel Prize for Medicine was given to Egas Moniz, which 
  effectively legitimized lobotomies in the eyes of the general public. 
  Thousands of lobotomies were performed.  Competently performed 
  lobotomies usually yielded patients unaffected in intelligence (despite 
  Hollywood depictions to the contrary). Side effects were often 
  major, but as neurosurgeon Frank T. Vertosick writes in Discover 
  magazine, ‘Lobotomy could never have survived for 20 years if it 
  yielded a lot of cretins.’
  Nonetheless, or perhaps as a result, the early 50s marked the 
  beginning of the end for the practice of lobotomies. The use of 
  medication, rather than surgery, was on the rise. Professionals began 
  to notice—or publicize what they’d secretly already noticed—that 
  no reliable followup studies had been done, fatalities had occurred, 
  surgical training in the technique was abominable (often resulting in 
  the cutting out of large portions of patients’ brains, discovered during 
  autopsies) and surgeons had intentionally skewed recovery statistics 
  by preferring healthy patients over so-called ‘hopeless cases.’ In 
  1952 Freeman’s reputation started a slow decline from which it never 
  recovered. By 1953, the Soviet Union had banned lobotomization. 
  The 1962 publication of Ken Kesey’s One Flew Over the Cuckoo’s 
  Nest marked the complete discrediting of the technique.
  Nevertheless, the aggressive Walter Freeman continued the 
  crusade to sell his lobotomy procedure, trying to prove his technique 
  had worked. In the late 1960s Freeman toured America in his 
  specially equipped ‘lobotomobile’—yep, his own name—gathering 
  evidence of his technique’s soundness by interviewing former 
  patients for proof of recovery.
  In 1967, Freeman lobotomized his last patient—the third time this 
  patient had been under his pick. The surgery was a failure: He tore 
  a blood vessel in the patient’s brain, and she died a few hours later. 
  Surgical privileges removed, Freeman himself died in 1972, having 
  performed 3,439 lobotomies.
  This could never happen today…or could it? Modern psychosurgery, 
  such as bilateral cingulotomy, has a longer approval process than 
  in Freeman’s day; it is approached more skeptically, and certainly 
  more rarely. But doctors don’t assess the procedure’s success by 
  asking patients; the results are judged solely by the psychiatrists 
  and surgeons involved. Nor does cingulotomy rest on a scientifi c 
  foundation, any more than lobotomy did.
  Wikipedia:
  http://en.wikipedia.org/wiki/Lobotomy
  http://en.wikipedia.org/wiki/Bilateral_cingulotomy
   A brief history of lobotomies
  
  19
  sudden surprises, by the way—and this thought may 
  be in itself a sudden surprise to you—are a sort of 
  antidote to paranoia... or, to be accurate about it, to 
  live in such a way as to encounter sudden surprises 
  quite often, or even now and then, is an indication 
  that you are not paranoid, because to the paranoid, 
  nothing is a surprise; everything happens exactly 
  as he expected, and sometimes even moreso. It 
  all fits into his system; maybe all systems—that 
  is, any theoretical, verbal, symbolic, semantic, 
  etc. formulation that attempts to act as an all-
  encompassing, all-explaining hypothesis of what the 
  universe is about—are manifestations of paranoia.
  We should be content with the mysterious, the 
  meaningless, the contradictory, the hostile—and, 
  most of all, the unexplainably warm and giving—total 
  so-called inanimate environment [...] very much like a 
  person, like the behavior of one intricate, subtle, half-
  veiled, deep, perplexing and much-to-be-loved human 
  being to another.
  To be feared a little, too, sometimes. And perpetually 
  misunderstood. About which we can neither know or 
  be sure; we must only trust and make guesses toward. 
  Not being what you thought, not doing right by you, not 
  being just, but then sustaining you as by momentary 
  caprice, but then abandoning you, or at least seeming 
  to.
  What it is actually up to we may never know. But 
  at least this is better, is it not, than to possess the 
  self-defeating, life-defeating spurious certitude 
  of the paranoid—expressed, by a friend of mine, 
  humorously, I guess, like this: ‘Doctor, someone is 
  putting something in my food to make me paranoid.’ 
  The doctor should have asked, was that person putting 
  it in his food free, or charging him for it?
  —Philip K. Dick, ‘The Android and the Human’
  n Standard lobotomy 
  technique
  (as practiced by Walter Freeman, 
  Professor of Neurology at George 
  Washington University, and James Watts, 
  1936-45)
  Duration: Approximately 30 minutes.
  Tools needed: Anaesthetic, hand drill, 
  cannula, blunt knife & common surgical 
  items, etc.
  1. Apply local anaesthetic.
  2. Hand-drill holes on either side of the 
  head.
  3. Widen holes by manually breaking away 
  further bits of the skull.
  4. Insert a six-inch cannula (tubing from a 
  heavy-gauge hypodermic needle).
  5. Aim cannula at the hole on the opposite 
  side of the head.
  6. Insert blunt knife in the path initially 
  carved by the cannula.
  7. Swing the blade in two cutting arcs to 
  destroy targeted nerve matter.
  8. Ask patient to speak, sing or do a math 
  problem.
  9. Repeat on opposite side of head.
  10. Rinse openings in skull with saline 
  solution.
  11. Suture closed.
  Post-op: Nursing care, etc.
  n ‘Ice pick’ lobotomy technique
  (as practiced by neurologists worldwide 
  on thousands of patients, 1945-1967)
  Duration: Approx. three minutes.
  Tools needed: Electroshock therapy, ice 
  pick & common surgical items, etc.
  1. Instruct aide to hold patient’s legs down.
  2. Anaesthetize patient with three rapid 
  jolts of electric shock.
  3. Draw upper eyelid away from the 
  eyeball, exposing tear duct.
  4. Place sharp point of ice pick in tear duct.
  5. Tap ice pick lightly with hammer to drive 
  point through the orbital plate.
  6. Insert ice pick into the brain approximately 
  two inches.
  7. Pull ice pick about 30 degrees backward, 
  or as far as possible without cracking the 
  skull.
  8. Swing ice pick up and down in another 
  20-degree arc to cut the nerves at the base 
  of the frontal lobes.
  9. Ask patient to speak, sing, etc.
  Post-op: Dark glasses, ice pack.
  appEndix
  light rEading
  Don’t blaMe us—it’s MeDical history
  
  Evan-R-JER-2
  Male CPu Team leader
  Service firm: ConFormities Ltd.
  Service firm type: Form Inventory Officers
  Security clearance: RED
  Credits: 1,000
  Tic: Refers problems to someone else. 
  [Tic 2:]  _________________________________
  Example of tic in use
  Vijay-R: Sir, you’re team lead; could you contact 
  HQ to get the code to open this box? I don’t 
  have authorization.
  Evan-R: I could, but ask Freeman-R to do it. He 
  has a friend in HQ, so I expect it’ll go much 
  faster for you.
  ACTION SKILLS & SPECIALTIES
  Management 10
  Bootlicking 14
  Chutzpah 14
  Intimidation 14
  Interrogation 01
  Moxie 01
  Con Games 01
  Stealth 06
  Security Systems 10
  Sneaking 10
  Sleight of Hand 01
  Surprise-Visit Underlings Who Aren’t Working 12
  Violence 05
  Energy Weapons 09
  Destroy Audiovisual Equipment But Leave It 
  Outwardly Unharmed 11
  KNOWLEDGE SKILLS & SPECIALTIES
  Hardware 06
  Electronic Engineering 10
  Mechanical Engineering 10
  Chemical Engineering 01
  Weapon and Armor Maintenance 01
  Rig Nifty Audiovisual Systems For Personal 
  Enjoyment 12
  Software 06
  Wetware 07
  Psychotherapy 11
  Undermine Underlings’ Self-Confidence Through 
  Subtle Comparisons With Other Underlings 13
  Open slots for narrow specialties: 2 
  (Management, Software)
  Vijay-R-KRI-2
  Male Armed Forces equipment Guy
  Service firm: Impress
  Service firm type: Tool and Die Works
  Security clearance: RED
  Credits: 1,000
  Tic: Recounts anecdotes and memories badly, with 
  muddled details.
  [Tic 2:]  _________________________________
  Example of tic in use
  Jenny-R: And how are we today? Feeling happy?
  Vijay-R: Er, I had this dream.
  Jenny-R: Oh, not again. Your nightmares bring 
  down morale.
  Vijay-R: No, it’s just, in this one I fell into a 
  jumpsuit with infinite pockets. Or maybe it was a 
  flak jacket with infinite pockets. Anyway, as I fell, 
  I was waving this ME Card around. No, no, it 
  was definitely a PDC I was waving around…
  ACTION SKILLS & SPECIALTIES
  Management 07
  Interrogation 11
  Intimidation 11
  Chutzpah 01
  Oratory 01
  Stealth 04
  Muffle Gadget Sounds 10
  Violence 10
  Energy Weapons 14
  Field Weapons 18
  Vehicular Combat 01
  KNOWLEDGE SKILLS & SPECIALTIES
  Hardware 10
  Bot Ops and Maintenance 14
  Electronic Engineering 14
  Mechanical Engineering 14
  Chemical Engineering 01
  Habitat Engineering 01
  Nuclear Engineering 01
  Repair Broken Tangler In The Field With A Paper 
  Clip And Some Duct Tape 16
  Software 04
  Instill Pride And Increased Sense of Self-Worth In 
  Newer-Model Bots 10
  Wetware 05
  Nerve and Pressure Points 11
  Open slots for narrow specialties: 2 
  (Management, Violence)
  Freeman-R-MNP-2
  Male Tech services Recording Officer
  Service firm: 1-800-PDCHELP
  Service firm type: Tech Support
  Security clearance: RED
  Credits: 1,000
  Tic: Refers problems to someone else.
  [Tic 2:]  _________________________________
  Example of tic in use
  Vijay-R: Freeman-R, could you contact HQ to get 
  the code to open this box? I don’t have 
  authorization.
  Freeman-R: I would love to, but I don’t know 
  anyone there any more. It’s urgent, is it? If you 
  need it so quickly, ask David-R. He’s really good 
  at cutting through red tape fast.
  ACTION SKILLS & SPECIALTIES
  Management 05
  Bootlicking 09
  Moxie 09
  Intimidation 01
  Oratory 01
  Detect And Calm People’s Suspicions They Might 
  Be Under Surveillance 11
  Stealth 10
  Surveillance 14
  Disguise 01
  Violence 04
  Energy Weapons 08
  Forcibly Insert Surveillance Devices Where They 
  Seemingly Can’t Fit Without Breaking 10
  KNOWLEDGE SKILLS & SPECIALTIES
  Hardware 04
  Habitat Engineering 08
  Software 11
  Bot Programming 15
  Financial Systems 15
  Data Analysis 01
  Vehicle Programming 01
  Provide Completely Misleading Tech Advice 17 
  Wetware 06
  Psychology Of Targets Who Suddenly Realize 
  They’re Under Surveillance 10
  Open slots for narrow specialties: 2 
  (Stealth, Hardware)
  WMD PC #1
  WMD PC #2
  WMD PC #3
  
  Vijay-R-KRI-2
  Male Armed Forces equipment Guy
  Mutation: Mechanical Intuition
  Secret society: Corpore Metal (degree 1)
  Secret skills: Demolition 14, Haptics (Touch 
  Simulation) 06, Twitchtalk 16
  Background: It was a fortunate day when you were 
  transferred from a sadly misplaced assignment in a 
  sensitivity training service firm to the tool and die 
  field. You felt so out of place among those touchie-
  feelies in ST that some days you just wanted to break 
  their soft-skinned, bantam necks. But old habits die 
  hard; everyone in ST was ‘encouraged’ to share his 
  dreams. You still have a hard time holding back.
  Yet now the drills and lathes of T&D sing to you. 
  They’re also useful for liberating bots unjustly 
  enslaved to the Meat Empire, so no one must know 
  why some equipment occasionally goes missing. 
  Your current service firm assignment has you 
  performing field repairs on tanglers. You’ve gotten 
  good at both repairing and using them. Those skills 
  are probably why you’ve been chosen as a 
  Troubleshooter, though you can’t say for sure.
  They put you through a week of training as 
  equipment guy. With your technical knowledge, you’ll 
  do well with whatever mission they throw at you. You 
  kind of wish you weren’t responsible for driving the 
  team around, though; you didn’t do so well on that 
  training. Your memory is hazy, but you sort-of recall 
  that’s how your original meat body got taken out. At 
  least, sometimes you recall it that way. Sort of.
  You half-suspect some high-up Corpore Metallic 
  arranged your assignment as equipment guy. What 
  better way to meet and liberate bots?
  During MBD training, that Freeman-R persistently 
  annoyed you. Yeah, he’s recording officer, but what 
  the hey? Can’t he leave you alone, already? You hate 
  those Tech Services know-it-alls—bot oppressors, 
  that’s all they are! You might have to perform some 
  random surprise inspections on his belongings.
  SECRET SOCIETY INSTRUCTIONS
  Last month The Computer transferred you here to DSF 
  Sector. You’ve never been here before, you don’t know 
  anyone, and you’ve had the worst time trying to 
  connect with your society. None of the usual 
  recognition signals or code phrases work. You’ve been 
  operating on general principles, without a specific 
  assignment.
  You do recall one special passphrase: ‘When Citizen 
  Cindy-ZEN senses IntSec citizens...’ You’re supposed 
  to use the phrase only in dire emergency. What was 
  the countersign? Something about ‘sending scrubots 
  to scrub cots’? Well, this will make sense once you 
  finally upgrade your bloody meatbrain to clean silicon.
  PERSONAL EQUIPMENT
  (1) pocketknife with 22 blades and gadgets
  (1) red jumpsuit and pair of boots
  (1) utility belt with pouches
  (1) red canvas backpack
  (1) box of paperclips
  (1) roll red duct tape
  (1) tube Super-Gum extra-strong adhesive
  (1) tube Super-Gum solvent
  (1) package baby carrots (ORANGE)
  (3) fake red laser barrels (ILLEGAL)
  ASSIGNED EQUIPMENT
  (1) laser pistol body (no barrel) 
  (2) red laser barrels
  (1) suit red reflec armor
  (1) Series 1300 PDC
  (1) Multipurpose Tool Kit (MTK)
  (2) pills bintorazine (‘Pointy Heads’)
  Evan-R-JER-2
  Male CPu Team leader
  Mutation: Bureaucratic Intuition
  Secret society: FCCC-P (degree 1)
  Secret skills: Alpha Complex History 13, Church 
  Bingo Night 09, Propaganda (FCCC-P) 04
  Background: Well, of course they chose you to lead 
  the team! You’re just the most responsible, well-
  intentioned, rigorous, structured, efficient person on 
  the team, plus you know the most about forms. There 
  really was no other choice. But you’re sure at least a 
  couple others on the team envy you enough to do 
  something drastic. They tried to cover their jealousy 
  by sneakily encouraging you to be team leader, but 
  you’re on to them. So you’ll handle them with care, 
  and with a few hidden security devices.
  In case of discovery, though, you should set up 
  evidence framing one of the others—that twit, 
  David-R, say. You once got caught spying, and that’s 
  how you lost your original Prime body. At least, you 
  think that’s how it happened; your memory is hazy.
  On the upside, your training as a team leader was 
  brief and, you thought, quite easy. You’re positive you 
  got great scores. You’ve got everything under 
  control—except maybe your teammates. Personnel 
  issues aren’t your strength; they’re one of those ‘soft’ 
  arts for Human Resources grunts. So when you do 
  pay attention to such matters, which you hope won’t 
  be often, you’ll have to work harder at them. In the 
  meantime, just keep your teammates in line by 
  sneaking up behind them and demanding to know why 
  they’re not doing as they were told.
  You were transferred from an audio/video 
  manufacturing service firm where you learned what 
  your boss dismayingly called ‘average’ technical skills. 
  Your current Forms Inventory Officer training in 
  hardware and software forms management dovetails 
  nicely with your position as team leader. Any idiot 
  goon can fight; only citizens with half a brain —and 
  sufficient incentive (minus tithes to the church)—can 
  push Form A.687-b/c.1 through the grinding gears of 
  bureaucracy with minimal hassle.
  SECRET SOCIETY INSTRUCTIONS
  Last month The Computer transferred you here to DSF 
  Sector. You’ve never been here before, you don’t know 
  anyone, and you’ve had the worst time trying to 
  connect with your society. None of the usual 
  recognition signals or code phrases work. You’ve been 
  operating on general principles, without a specific 
  assignment.
  You do recall one special countersign: ‘sending 
  scrubots to scrub cots’ blots free of spots.’ In dire 
  emergencies you’re supposed to speak this phrase in 
  response to a line about—was it ‘Citizen Cindy-ZEN’? 
  Something like that....
  PERSONAL EQUIPMENT
  (1) red jumpsuit and pair of boots
  (1) utility belt with pouches
  (1) red canvas backpack
  (1) ballpoint pen, red, high-quality (used as status 
  symbol and to point to things)
  (6) pyroxidine (Wide-Awake) tablets
  (1) Multicorder self-destruct program (ILLEGAL)
  (1) miniaturized audiovisual recorder (ILLEGAL) 
  ASSIGNED EQUIPMENT
  (1) laser rifle body (no barrel) 
  (2) red laser barrels
  (1) suit red reflec armor
  (1) Series 1300 PDC
  (2) pills bintorazine (‘Pointy Heads’)
  Freeman-R-MNP-2
  Male Tech services Recording Officer
  Mutation: Hypersenses
  Secret society: Computer Phreaks (degree 1)
  Secret skills: Surveillance 10, Juggling 06, 
  Hacking 10
  Background: Once out of the Junior Citizens’ creche, 
  you thought life would be… well, not better, but 
  marginally less bad. Until some fellow INFRAREDs—
  Armed Forces service firm thugs—in your barracks 
  beat you to a bloody pulp. For no reason! Later you 
  learned they’d ‘volunteered’ for experimental 
  medication. You learned to hate all Armed Forces 
  bullies and the experiments Armed Forces performs at 
  the expense of ordinary citizens.
  Since then, you’ve kept a protective security bubble 
  around yourself: As much as possible, you know 
  others’ schedules, affiliations—at least those that are 
  ‘public’ knowledge—contents of private 
  conversations, account balances. You try to stay three 
  steps ahead of everyone else.
  In uncommon moments of self-doubt, you wonder 
  if it’d be better citizenship to stop planting 
  eavesdropping devices everywhere. But the way you 
  see it, it’s for self-protection. No one will look out for 
  you but yourself. Plus, those tidbits of forbidden 
  knowledge helped you get promoted to RED. 
  Unfortunately, one time you got discovered, and that 
  led to your original Prime body’s unpleasant end. At 
  least, that’s sort of how you remember it. Usually.
  You should have been assigned to IntSec, but your 
  facility with technology put you in Tech Services, 
  where you met your Phreak pals. They taught you how 
  to hack surveillance systems. Through your job at the 
  help desk, you discovered how to muddle others’ 
  understanding of software, a talent that made you 
  even more valuable to your boss. And with your new 
  Troubleshooter boss, Evan-R, you intend to do exactly 
  the same thing. For now, encourage him as team 
  leader. But eventually he’ll report to you.
  SECRET SOCIETY INSTRUCTIONS
  Last month The Computer transferred you here to DSF 
  Sector. You’ve never been here before, you don’t know 
  anyone, and you’ve had the worst time trying to 
  connect with your society. None of the usual 
  recognition signals or code phrases work. You’ve been 
  operating on general principles, without a specific 
  assignment.
  You do recall one special countersign: ‘she packs 
  glass flasks in sacks—in fact, B3 she seeks.’ You’re 
  supposed to speak this phrase in response to a line 
  about—was it scrubots? ‘Scrubbing cot spots free of 
  blots’? Something like that....
  PERSONAL EQUIPMENT
  (1) red jumpsuit and pair of boots
  (1) utility belt with pouches
  (1) red canvas backpack
  (5) black juggling balls (INFRARED)
  (1) Old Reckoning games emulator for PDC (GREEN)
  (3,492) Old Reckoning computer games (GREEN)
  (1) set Holeproof solid steel undergarments 
  (ILLEGAL)
  (1) sheet of explanations of why you walk so funny 
  ASSIGNED EQUIPMENT
  (1) laser pistol body (no barrel) 
  (2) red laser barrels
  (1) suit red reflec armor
  (1) Series 1300 PDC
  (1) Multicorder 1 with these programs: recorder, 
  editing, toxin analysis, lie detector, radar
  (2) pills bintorazine (‘Pointy Heads’)
  
  Jenny-R-STA-2
  Female R&D Happiness Officer
  Service firm: BrainBanter Corp.
  Service firm type: RoboPsych Auditing
  Security clearance: RED
  Credits: 1,000
  Tic: Enthused but uncomprehending. 
  [Tic 2:]  _________________________________
  Example of tic in use
  Vijay-R: To open this, turn off the power, then 
  adjust coupling JF2-9 by upping the ampage 
  14% and adding 5 mils of co-polyetherolase-2-
  based coolant. Can you do that while I pin these 
  cables aside?
  Jenny-R: [Smiles brightly.] Sure! Be happy to help! 
  What do I do again?
  Vijay-R: [Sighs.] Here, I’ll turn off the power. When 
  I give the word, you move this here and pour 
  some of this in there. Got it? Okay, here I go… 
  [Sticks head in among cable trunks.]
  Jenny-R: [Nods pertly.] Got it. Dead simple. [Flips 
  power switch on.]
  Vijay-R: Zzzzzzzzpppfffft.
  ACTION SKILLS & SPECIALTIES
  Management 05
  Moxie 09
  Intimidation 01
  Play Really Dumb Without Getting Yourself Killed 11
  Stealth 04
  Find Blind Spots In Camera Surveillance 10
  Violence 06
  Energy Weapons 10
  Blind Electronic Sensors With Low-Power Laser 12
  KNOWLEDGE SKILLS & SPECIALTIES
  Hardware 04
  Mechanical Engineering 08
  Software 12
  Bot Programming 16
  Data Analysis 16
  C-Bay 01
  Financial Systems 01
  Make Newer-Model Bots Feel Subservient 18
  Wetware 09
  Psychology 13
  Suggestion 13
  Biosciences 01
  Medical 01
  Open slots for narrow specialties: 2 
  (Hardware, Wetware)
  David-R-ZAH-2
  Male HPD&MC loyalty Officer
  Service firm: SubSales, Inc.
  Service firm type: Subliminals Police
  Security clearance: RED
  Credits: 1,300
  Tic: Erroneously believes himself to be the coolest 
  clone in Alpha Complex.
  [Tic 2:]  _________________________________
  Example of tic in use
  Vijay-R: Could you contact HQ to get the code to 
  open this box? I don’t have authorization.
  David-R: Hey, I’m your guy. Just a sec. [Makes a 
  call on his PDC.] Heyyy, how are ya? Yeah? 
  Yeah. [Pause.] No, the FunBall tourney. Hah, you 
  wish. They all called me for tickets. [Pause.]  
  Yeah, they said they didn’t care about FunBall, 
  they just wanted to come with me. [Pause.] 
  Yeah, you know it. Heyyy, I need a code….
  ACTION SKILLS & SPECIALTIES
  Management 10
  Bootlicking 14
  Chutzpah 14
  Con Games 14
  Interrogation 01
  Intimidation 01
  Oratory 01
  Pour On The Blarney When Finances Are At Stake 16
  Stealth 09
  Concealment 13
  Sleight of Hand 13
  Sneaking 01
  Disguise 01
  Swipe Gadgets Smaller Than Your Head 15
  Violence 06
  Energy Weapons 10
  KNOWLEDGE SKILLS & SPECIALTIES
  Hardware 04
  Likely Market Price Of Unusual Technology 10
  Software 04
  Wetware 07
  Suggestion 11
  Medical 01
  Hawk Subliminal Ads For Multicorder Programs 
  For High-Clearance Citizens 13
  Open slots for narrow specialties: 2 
  (Violence, Software)
  Nadine-R-HRU-2
  Female Tech services Hygiene Officer
  Service firm: IntensiCare TS
  Service firm type: Medical Services
  Security clearance: RED
  Credits: 1,000
  Tic: Likes to position people in a room.
  [Tic 2:]  _________________________________
  Example of tic in use
  Nadine-R: Okay, everyone, I’ve got good news and 
  bad news. The chemicals we’re finding here can 
  be mutagenic in combination—let me show you. 
  David-R, if you’d just sit down over here, you’ll 
  have a good angle to see. Jenny-R, if you could 
  just duck a bit, your hair is in the way. Thanks. 
  Oh, and Vijay-R, please, you’re blocking the 
  light. If you could just move over here…
  ACTION SKILLS & SPECIALTIES
  Management 08
  Hygiene 12
  Chutzpah 01
  Promote Fear That Lack of Hygiene May Result In 
  Mutation 14
  Stealth 04
  Violence 10
  Energy Weapons 14
  Fine Manipulation 14
  Projectile Weapons 01
  Carve Message With Scalpel 16
  KNOWLEDGE SKILLS & SPECIALTIES
  Hardware 04
  Skin-Core Sampler Ops & Maintenance 10
  Software 05
  Data Search 09
  Bot Programming 01
  Dig Up Hygiene Records From Years Past 11
  Wetware 09
  Biosciences 13
  Medical 13
  Pharmatherapy 17
  Cloning 01
  Outdoor Life 01
  Suggestion 01
  Open slots for narrow specialties: 2 
  (Stealth, Wetware)
  WMD PC #4
  WMD PC #5
  WMD PC #6
  
  Jenny-R-STA-2
  Female R&D Happiness Officer
  Mutation: Adrenalin Control
  Secret society: Pro Tech (degree 1)
  Secret skills: Experimental Equipment Repair & 
  Maintenance 09, Gyroscopes 15, Demolition 10 
  Background: If you do say so yourself, you’ve got a 
  scary combination of psychological manipulation 
  skills, which serves you well as a robopsych auditing 
  counsellor in the guise of a ditz. You’ve 
  psychologically reprogrammed at least six bots to 
  serve Pro Tech (take that, Corpore Metal!). The more 
  servant bots you can procure in the name of Science, 
  the better. You’re more careful around bots 
  nowadays, though, after you tried reprogramming a 
  combot and it went kinda wrong. You lost your 
  original Prime body that way—at least, you think 
  that’s how it happened. Your memory is sort of hazy.
  You’re pleased about your assignment as 
  happiness officer. Here’s a job you can get behind… 
  with the full force of your skills. Evan-R and David-R 
  seem envious; after all, who wants to be team lead? 
  And of course, if any traitors are found, they’re 
  responsible. Keep an eye on those two, and 
  encourage them to enjoy their roles. You’re the only 
  one qualified for this job. Also keep on top of Vijay-R. 
  You’re pretty sure he’s been stealing gadgets you 
  wanted to steal. Use his poor, can’t-do attitude to get 
  him in trouble with his superiors.
  Why you’re on a Troubleshooter team in the first 
  place is a mystery. Presumably a mission came up 
  that required mastery of software skills you learned 
  as a robopsych auditor. Your related psychological 
  skills may play some role too, who knows?
  SECRET SOCIETY INSTRUCTIONS
  Last month The Computer transferred you here to 
  DSF Sector. You’ve never been here before, you don’t 
  know anyone, and you’ve had the worst time trying to 
  connect with your society. None of the usual 
  recognition signals or code phrases work. You’ve 
  been operating on general principles, without a 
  specific assignment.
  You do recall one special countersign: ‘“B3” she 
  speaks, “B3” she squeaks, “B3” she shrieks.’ In dire 
  emergencies you’re supposed to speak this phrase in 
  response to a line about—was it ‘glass flasks in 
  sacks’? Something like that....
  PERSONAL EQUIPMENT
  (1) red jumpsuit and pair of boots
  (1) utility belt with pouches
  (1) red canvas backpack
  (1) gyroscope
  (1) energy pistol (YELLOW)
  (1) laser power rheostat (reduces damage from laser 
  shots; good for burning out surveillance sensors 
  without doing visible damage; GREEN)
  ASSIGNED EQUIPMENT
  (1) laser rifle body (no barrel)
  (2) red laser barrels
  (1) suit red reflec armor
  (1) Series 1300 PDC
  (1) Personality Stabilizer Drug Kit (contains 5 tablets 
  qualine [E-Z-Duz-It], 5 tablets xanitrick [Wider 
  Awake])
  (1) PDC copy Morale Lifters: Officially Sanctioned 
  Jokes, Songs, Pep Talks and Dinner Speeches for 
  the Happiness Officer in You, 87th edition
  (1) registered account on stayhappy.hpd (‘The 
  Happiness Officer’s Official Preplanned 
  Spontaneous Activities Website!’)
  (2) pills bintorazine (‘Pointy Heads’)
  David-R-ZAH-2
  Male HPD&MC loyalty Officer
  Mutation: Charm
  Secret society: Free Enterprise (degree 1)
  Secret skills: Haggling 07, Advertising & 
  Marketing 12, Bribery 14
  Background: There may be ten guys smarter than 
  you in the complex, but hey, you’re sure they’re not 
  nearly as smooooth. You tell great stories, you’re on 
  top of C-Bay fashion (and IR Market and Gray Subnet 
  fashion, shh!), and you have heaps of friends—at 
  least when they’re in front of you. It’s when they’re 
  behind you that you worry. (Heyyy, it’s a joke!) With 
  smarts and charm, you’re meant for leadership, real 
  leadership. But for now, you’re happy to see the 
  team-leader target painted on Evan-R’s chest.
  Your current jobs as Subliminals Police Marketer, 
  Troubleshooter and loyalty officer expedite your 
  activities in Free Enterprise (shh!). Heyyy, what loyal 
  citizen wouldn’t want to buy more product? The 
  purchase of consumer goods bolsters the economy; 
  only a Communist would fileshare or split his helping 
  of Cheez Pleezer. If you make a few extra creds on the 
  side, well hey, that’s the sign of a great society! Go, 
  Computer! Hey!
  Gotta make sure you don’t cross the wrong folks, 
  though—all too easy in FreeEnt. You seem to recall a 
  run-in with a thug that led to the untimely termination 
  of your original Prime body. At least, that’s the way 
  you remember it. Sometimes.
  As a Troubleshooter, you can get out of your office 
  and do more to promote consumption. You’ll have to 
  watch your compulsion to swipe valuable stuff (for 
  resale, of course); it could get you in trouble.
  SECRET SOCIETY INSTRUCTIONS
  Last month The Computer transferred you here to DSF 
  Sector. You’ve never been here before, you don’t know 
  anyone, and you’ve had the worst time trying to 
  connect with your society. None of the usual 
  recognition signals or code phrases work. You’ve been 
  operating on general principles, without a specific 
  assignment.
  You do recall one special countersign: ‘when B3, so 
  sweet, streaks the sheets.’ In dire emergencies you’re 
  supposed to speak this phrase in response to a line 
  about—was it ‘“B3” she squeaks, “B3” she shrieks’? 
  Something like that....
  PERSONAL EQUIPMENT
  (1) red jumpsuit and pair of boots
  (1) utility belt with pouches
  (1) red canvas backpack
  (6) yellow legal pads (YELLOW)
  (6) blue pencils (BLUE)
  (6) red pens
  (1) box paper clips
  (4) ChocoNuts! bars (ORANGE)
  (1) credit relicenser (just slot in a plasticred disk, and 
  this little box rewrites the licenses on its credits 
  so they only work for purchasing office supplies; 
  ILLEGAL)
  ASSIGNED EQUIPMENT
  (1) laser pistol body (no barrel) 
  (2) red laser barrels
  (1) suit red reflec armor
  (1) Series 1300 PDC
  (1) Indestructible Loyalty Transcripts Recorder-2 
  (ILTR-2)
  (1) backup ILTR-2
  (1) videodrone override program (you’ll get this at 
  your mission briefing; ask the GM at that time, but 
  keep it a secret, or you get a treason point!)
  (2) pills bintorazine (‘Pointy Heads’)
  Nadine-R-HRU-2
  Female Tech services Internal 
  security Hygiene Officer
  Mutation: Death Simulation
  Secret society: Anti-Mutant (degree 1)
  Secret skills: Power Studies 04, Craniometry 14, 
  Propaganda (Anti-Mutant) 09
  Background: You truly believe in using medicine to 
  save the lives of people—but not mutants. Mutants are 
  to be experimented upon. However, it’s handy to have 
  real people sedated during surgery so you can check 
  to make sure they’re not mutants. Your special talent 
  isn’t really a mutation—just the power of mind over 
  body. You’ve got a great big mind, and you have your 
  craniometry measurements to prove it. (Craniometry: 
  measuring the skull to determine intelligence and 
  personality traits.)
  That Internal Security got you assigned as hygiene 
  officer on a Troubleshooter team tells you someone 
  high-clearance fears the mutant superbug the medical 
  community has been warning of for years. Your skills 
  in surgery and other medical arts will help you assess 
  the situations to which your team is exposed. Watch 
  out for that idiot Jenny-R, though. She may try to give 
  unqualified pharmatherapeutic advice.
  As a medical technician by training, you assume 
  you’re on the team to handle the aftermath of a) 
  violence done to your teammates, and b) their 
  exposure to foreign bodies. You know about diseases; 
  you’re pretty sure your original Prime body died from 
  a bioengineered mutagen. At least, that’s sort of how 
  you remember it. Usually.
  A little prevention goes a long way; perhaps you can 
  convince your fellow Troubleshooters not to rush into 
  potentially mutagenic situations in the first place. For 
  that matter, why not check their medical histories for 
  prior exposure to mutagens? Really, they all strike you 
  as potential, if not current, mutants.
  SECRET SOCIETY INSTRUCTIONS
  Last month The Computer transferred you here to DSF 
  Sector. You’ve never been here before, you don’t know 
  anyone, and you’ve had the worst time trying to 
  connect with your society. None of the usual 
  recognition signals or code phrases work. You’ve been 
  operating on general principles, without a specific 
  assignment.
  You do recall one special countersign: ‘and pittipats 
  to Pat-I-TAP to trap a sap at Vat C-TRAT.’ In dire 
  emergencies you’re supposed to speak this phrase in 
  response to a line about—was it ‘B3 sweetly streaks 
  the sheets’? Something like that....
  PERSONAL EQUIPMENT
  (1) red jumpsuit and pair of boots
  (1) utility belt with pouches
  (1) red canvas backpack
  (2) razor-sharp scalpels (S4K Impact armor-piercing)
  (1) craniometry ruler
  (1) soap-on-a-rope (YELLOW)
  (177) downloaded songs by Old Reckoning singers 
  (ILLEGAL)
  ASSIGNED EQUIPMENT
  (1) laser pistol body (no barrel) 
  (2) red laser barrels
  (1) suit red reflec armor
  (1) Series 1300 PDC
  (1) Medical 6 PDC software program
  (1) first aid kit
  (1) Skin-Core Sampler Type 6
  (1) bottle Instant Kleen’N’Brite
  (6) red hand towels
  (2) pills bintorazine (‘Pointy Heads’)
  
SOURCE: textdata/thevault/Paranoia [multi]/Paranoia XP/ParanoiaXP - WMD Bonus Material.pdf