TEXT: SINISTER
  COERCED
  IDEALOGICAL
  1
  Ambitious & power-hungry; 
  exposing Troubleshooter 
  treason meets a promotion
  Blackmailed by Commie 
  Mutant Traitors
  Technophile mad scientist; intends to 
  use Troubleshooters as experimental 
  subjects or patsies
  2
  Black marketeer, sees 
  Troubleshooters as marks
  Blackmailed by co-
  workers
  Nihilist, anarchist, terrorist-
  type; carrying unreasonable amount of 
  explosives destined for higher-value 
  target than a bunch of Troubleshooters
  3
  IntSec Agent Provocateur 
  trying to provoke acts of 
  disloyalty
  Unwilling IntSec 
  informant
  IntSec undercover agent ostentatiously 
  trying to get recruited
  4
  Genuine innocence and 
  bonhomie misinterpreted 
  by Troubleshooters as 
  dangerous subversion
  Under mutant mind 
  control
  Hates a particular group (mutants, bots, 
  etc); will drop slurs and insults into 
  conversation to sound out idealogical 
  allies before the purge begins
  5
  Overmedicated and 
  hallucinating
  Hacked Cerebral 
  Coretech
  Sinister conspiracy much too complex 
  to explain in table on GM screen; rest 
  assured all this is part of The Plan.
  6
  Driven insane with 
  paranoia; one bad daycycle 
  away from psychotic break
  Threatened by sinister 
  subliminal messages of 
  unknown origin
  Old-school bomb-throwing Commie
  TREASONOUS
  EQUALLY QUESTIONABLE UTILITY
  BIZARRE 
  1
  Remote-control detonator 
  for a bomb. Blinking red 
  light implies bomb is 
  armed, but where is it?
  YELLOW-clearance laser barrel, one 
  shot remaining
  Treasure map. X marks the spot. 
  2
  Communist pamphlets, 
  badly mimeographed. Yes, 
  mimeographed.
  Packet of 500 drink vouchers, each 
  one redeemable for one (1) free can 
  of Bouncy Bubble Beverage (valid 
  only in participating sectors)
  Trio of plastic baggies filled 
  with preservative gel containing, 
  respectively, a left hand, a 
  tongue and a right eye with 
  intact iris for scanning.
  3
  Bottle of pills. Label’s 
  missing, but the lid’s 
  BLUE.
  Teela-O fan club membership card, 
  bloodstained and slightly scorched
   Experimental R&D gadget – black 
  box with ‘stop’, ‘go’ and ‘left’ 
  buttons. 
  4
  Portable radio 
  receiver with built-
  in encryption. 
  Bloodstained, like it 
  was ripped out of the 
  grasp of some dying 
  clone
  Mop head, soaked in blood and other 
  bodily fluids, including toxic 
  chemicals. Like someone tried to 
  use it to cover up a murder, but 
  gave up halfway through because, 
  really, there was just that much 
  blood and goops.
  Squirrel. Stuffed? Alive but 
  sleeping? Comatose on gelgernine 
  pills? How would you know? What 
  are you, a squirrel expert?
  (Note: if you are a squirrel 
  expert, you are in possession of 
  illegal information and will be 
  brainscrubbed.)
  5
  Data disk just full of 
  stolen secrets
  Left boot.  Rattling noise suggests 
  a secret compartment in the heel.
  Metal rod. Unusually heavy, very 
  warm to the touch. Glows in the 
  dark. 
  6
  Incriminating (possibly 
  faked) surveillance 
  photos of a High 
  Programmer
  Remarkable dense and dull manual on 
  scrubbot declogging procedures
  Brain in a jar. 
  DANGEROUS
  UNPLEASANT
  ABOVE YOUR SECURITY CLEARANCE 
  1
  Under the leaky food vat
  Near a clone vat overflow 
  outlet
  Executive swimming pool
  2
  In a transtube siding
  Hospital staffed by 
  elderly, eccentric docbots
  Private office of higher-clearance 
  supervisor, complete with tantalizing 
  ajar desk drawer
  3
  Warbot foundry
  Loyalty choir practice hall
  Stately pleasure-dome
  4
  Chemical waste 
  reprocessing tank #11
  Cafeteria on Cold Funsday
  Luxurious candle-lit dining hall
  5
  Abandoned R&D laboratory 
  which was abandoned just 
  because, ok? It didn’t 
  get loose. It didn’t get 
  loose. 
  Barracks crammed with 
  sullen INFRAREDs who stare 
  at you and are probably 
  conspiring against you
  Spotless, smoothly functioning R&D 
  laboratory where scientists push 
  back limits of sanity, physics, grant 
  application funding. 
  6
  Inside the core of a 
  decommissioned reactor. 
  Well, ‘decommissioned’. 
  Near a giant door that might 
  lead Outdoors. Sometimes, 
  something taps on the hatch 
  from the other side...
  Humming CompNode. Hey, has some 
  careless higher-clearance citizen 
  left themselves logged into a 
  terminal...?
  SOCIAL ENGINEERING
  VIGOROUS TROUBLESHOOTING
  WHIMSY OF THE HIGH PROGRAMMERS 
  1
  Make an unhappy citizen 
  happy.
  Stay alert!
  Climb up a transtube tunnel access 
  shaft with your eyes closed.
  2
  Demonstrate excessive 
  loyalty.
  Trust no-one!
  Do 500 jumping jacks.
  3
  Enjoy a relaxing 
  beverage.
  Keep your laser handy!
  Survive a firefight without firing 
  your weapon.
  4
  Assist a fallen team-
  mate.
  Shoot trouble!
  Convince The Computer that it’s wrong 
  about something. 
  5
  Lead a loyalty sing-
  song.
  Explode trouble! Make the 
  trouble suffer! Kill it! Kill 
  it with fire! Destroy! Destroy!
  Run a mutant power registration 
  campaign.
  6
  Explore a section of 
  Alpha Complex you’ve 
  never visited before. 
  Uncover the treacherous treason 
  of a team member!
  Volunteer for reactor shielding (or 
  send a suitable volunteer in your 
  place). 
  DETERMINING NODE >>>
  EQUIPMENT >>>
  CONSPIRATORIAL MOTIVATION >>>
  ITEMS OF QUESTIONABLE PROVENANCE >>>
  ACHIEVEMENTS >>>
  ALPHA COMPLEX LOCATIONS >>>
  ACHIEVEMENT REWARD LEVELS >>>
  IMPROVEMENT >>>
  INCREASING SECURITY CLEARANCE >>>
  /// PART ONE
  /// PART FIVE
  /// PART SIX
  /// PART EIGHT
  /// PART NINE
  /// PART SEVEN
  /// PART TWO
  /// PART THREE
  /// PART FOUR
  ADD STAT PLUS SKILL AND ROLL THAT MANY DICE. ANY DICE THAT ROLL A 5 OR 6 ARE COUNTED AS SUCCESSES.
  IF A SKILL IS NEGATIVE, TREAT IT AS POSITIVE, BUT ANY DICE THAT AREN’T SUCCESSES (5-6) SUBTRACT FROM 
  THE TOTAL NUMBER OF SUCCESSES.
  0 
  AN AVERAGE TASK. ANY ORDINARY PERSON  
  SHOULD BE ABLE TO DO THIS UNLESS THEY 
  HAVE NEGATIVE NUMBERS ON THEIR SKILL.
  1 
  REQUIRES A BIT OF EFFORT OR KNOWLEDGE
  2 
  QUITE HARD
  50 XP 
  A MINOR DISTRACTION, OR AN AIDE- 
   
   
  MEMOIRE TO PERFORM A  PARTICULAR 
  TASK AS PART OF THE MISSION.
  100 XP 
  THIS IS MODERATELY IMPORTANT
  200 XP 
  THIS IS MISSION-CRITICAL,THOUGH 
  IT MAY NOT SOUND IT DURING  THE  
   
  BRIEFING. 
  RECOVER MOXIE: 
  50 XP POINTS PER POINT OF MOXIE
  INCREASE MOXIE: 
  200 XP POINTS PER NEW LEVEL (MAXIMUM 8) 
  BOOST STAT: 
  500 XP POINTS PER ADDITIONAL POINT (MAXIMUM +3)
  BOOST SKILL: 
  200 XP POINTS PER ADDITIONAL POINT (MAXIMUM +5)
  UPGRADE FROM R
   TO R
   SECURITY CLEARANCE 
   
  1000 XP POINTS
  UPGRADE FROM 
   TO 
   SECURITY CLEARANCE 
   
  2000 XP POINTS
  UPGRADE FROM E
  W TO REE  SECURITY CLEARANCE 
   
  4000 XP POINTS
  UPGRADE FROM 
  E  TO 
   SECURITY CLEARANCE 
   
  8000 XP POINTS
  UPGRADE FROM 
  E TO 
   SECURITY CLEARANCE 
   
  16000 XP POINTS
  UPGRADE FROM 
   TO 
   SECURITY CLEARANCE 
   
  32000 XP POINTS
  GRENADES X3 
   
  75 XP POINTS
  SNIPER RIFLE 
   
  250 XP POINTS
  MINI-GUN 
   
  350 XP POINTS
  LASER PISTOL 
   
  100 XP POINTS
  LASER RIFLE 
   
  200 XP POINTS
  SPARE POWER PACK 
  (FITS ALL STANDARD LASER WEAPONS) 
  30 XP POINTS
  POWER CORD 
  (FITS ALL STANDARD LASER WEAPONS) 
  45 XP
  MULTI-CHARGER 
   
  70 XP POINTS
  SABRE 
   
  80 XP POINTS
  GRAPPLE GUN 
   
  70 XP POINTS
  BODY ARMOUR 
   
  220 XP POINTS
  SEDATIVES X3 
   
  120 XP POINTS
  GAUSS ROCKET LAUNCHER 
  450 XP POINTS
  ADDITIONAL ROCKET 
  60 XP POINTS EACH
  MULTI-TOOL 
   
  25 XP POINTS
  REPLACEMENT ARMOUR 
  95 XP POINTS
  REPLACEMENT MOP 
   
  15 XP POINTS
  NIGHTCYCLE VISION GOGGLES 
  110 XP POINTS
  3 
  DIFFICULT
  4 
  VERY DIFFICULT
  5 
  THIS WOULD BE HARD EVEN FOR AN EXPERT
  6+ 
  BEYOND THE REALM OF WHAT IS CONSIDERED 
  NORMAL HUMAN ABILITY
  300 XP 
  THIS IS GOING TO BE HARD WORK 
  TO ACHIEVE, IT IS GOING TO 
  TAKE TIME, EFFORT, PERSEVERANCE 
  AND POSSIBLY REINFORCEMENTS.
  500 XP 
  MULTIPLE CLONES ARE GOING TO DIE  
  ACHIEVING THIS, AND NOT ONLY   
  BECAUSE THEY’RE KILLING EACH   
  OTHER TO BE THE ONE WHO UNLOCKS IT.
  ACQUIRE NEW SPECIALIST SKILL: 300 XP POINTS
  NOTE: NEW LOCATIONS ARE SUBJECT TO APPROVAL BY THE COMPUTER AND OTHERWISE DO NOT EXIST.
  NOTE: ALL ACHIEVEMENTS WILL BE FOLLOWED BY A LOUD CLAXON TO BETTER BROADCAST YOUR ACCOMPLISHMENT
  NOTE: WHEN YOU USE A PIECE OF EQUIPMENT IN AN APPROPRIATE WAY (OR AN INAPPROPRIATE BUT ENTERTAINING 
  WAY, BASED ON THE GM’S JUDGEMENT) THEN YOU ADD A NUMBER OF DICE TO YOUR NODE EQUAL TO THE ITEM’S LEVEL 
  TO YOUR ROLL. ALPHA EQUIPMENT ADDS NO DICE.
  ARMOUR IS RATED BY LEVEL, AS DESCRIBED ABOVE. EACH LEVEL OF ARMOUR PROTECTS THE WEARER FROM ONE LEVEL 
  OF DAMAGE, BUT IS DESTROYED BY THAT. FOR EXAMPLE, A PIECE OF LEVEL 5 ARMOUR CAN TAKE 5 WOUNDS, AND 
  THEN CEASES TO FUNCTION.
  EQUIPMENT OBTAINED AT EACH 
  LEVEL OF SECURITY CLEARANCE:
  ALPHA: RED-LEVEL JUMPSUIT, RED-
  LEVEL LASER PISTOL, MOST STANDARD 
  EQUIPMENT.
  LEVEL 1: ORANGE OR YELLOW LASER 
  PISTOL. RED LASER RIFLE. KNIFE. 
  HEAVY HANDHELD SCANNER.
  LEVEL 2: GREEN LASER PISTOL. 
  BACKPACK SCANNER. 
  LEVEL 3: INDIGO LASER PISTOL. 
  ARMED SERVICES-ISSUE WIDE-BORE 
  SHOTGUN. ELITE COMPUTING RIG. 
  LEVEL 4: VULTURE SQUAD ASSAULT 
  LASER. LIGHT POWERED ARMOUR. 
  JETPACKS.
  LEVEL 5: HEAVY POWERED ARMOUR. 
  FORCEFIELDS. HOVERBOARDS. ROBOT 
  UNICORNS. 
  P
  A O A 
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  OS  UB
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  D 
  PARANOIA
  
SOURCE: textdata/thevault/Paranoia [multi]/MGP Red Clearance edition/MGP Paranoia - GM Screen Back.pdf