Paranoia is an RPG from the early 1980s, a satiric game of a dark
By some means which doesn't really matter all that much (no pretenses
hard sci-fi here, thank you), civilization has collapsed.
the rest of the world is like (you're not cleared for that
at least some of humanity has survived in a partly subterranean
under a dome known as Bubblegum Complex (because of its tendency for
to explode like a popped bubble of gum. EXACTLY like a popped
of gum. Everyone at PLC regrets the inconvenience caused by the
mislabelling of experimental explosive adhesive XRT-456 as 'gum'.
Our condolences to the survivors.). (What, you thought this game
was set in Alpha Complex? You're not cleared to know about Alpha
Complex, citizen. Please report to the nearest Happy Life
Chamber.). In Bubblegum Complex, Citizens live happy productive
which are only occassionaly ended by horrible bloodbaths, being used as
reactor shielding, or the misuse of experimental dental floss. To
believe otherwise is Treason. No one likes a traitor.
Bubblegum Complex is ruled by Friend Computer, the most
Artifical Intelligence ever created, as Friend Computer is happy to
you whenever you ask. When civilization collapsed, Friend
appointed to head one of many refuges which had been created for
now forgotten (or perhaps simply not available at your Security
seized the reins and ensured the survival of mankind. Friend
still reigns over Bubblegum Complex, resting content in the knowledge
it is, ultimately, the servant of all citizens. Unfortunately,
Complex is at war with the awful hideous Communist menace.
were responsible for the DELETED FOR SECURITY REASONS which
the creation of the Complexs. Only Bubblegum Complex is known to
survive, although there might be as many as twenty-five other
We can expect most were destroyed by those awful Commies.
In the RPG, you are Troubleshooters, members of special forces which
deal with the problems that fall between the cracks of the bureaucratic
Service Groups which are, in theory, supposed to handle all the work of
Bubblegum Complex life. Much of the work of Troubleshooters
establsihing who screwed something up, arresting them for treason, and
either taking them to trial or, more often, having a huge messy
with them and each other. Successful Troubleshooters rise in
Clearance, gain financial reward, and eventually gain positions of
which they will abuse for personal benefit. Unsuccessful ones end
up as smoking boots. Being a Troubleshooter is a quick ticket
to the top or to an early grave. Much like adventurers in any
Troubleshooters are assembled into teams according to the will of
Computer, high clearance citizens, and random bungling. A typical
troubleshooter team may have anywhere from one to ten members, and
only remains together for a single mission. Some teams have, for
various reasons, been made permanent, carrying out mission after
A few become so famous they become the subject of gossip, news,
and the sort of intense jealousy that often ends in laser fire.
One quick note. Friend Computer controls the Complex.
Your GM is also called Friend Computer in the game. Trust the
Computer. The Computer is your Friend.
Kafka meets the Marx Brothers. Dark slapstick and
The humor of bureaucracy and snafu. Smoking boots.
Paranoia is, in many ways, not a normal RPG. Most RPGs are
sometimes to the point of the PCs vs. the world. In Paranoia, you
may or may not be able to trust other player characters, because often,
they may, to a greater or lesser extent, have conflicting interests
you. So does the rest of the world. There are people you
trust more than others, but no one who is absolutely trustworthy, and
who can't be trusted at all, but you can't necessarily get by without
either. If PCs are constantly hosing each other down with laser
things have gone too far; if PCs never hose each other with laser fire,
they've also gone too far.
That being said, there are some people you can trust more than
You just may not know if you can trust them. Most of the time,
Service Group is, to some extent, looking out for you, because you are
a valuable resource. That's not to say they won't use you as a
but they generally are not personally out to get you and they'd rather
screw outsiders than insiders like you. Secondly, your Secret
generally is a place to find friends and help. Except for the
who infiltrated your society for Internal Security, anyway...
Players will sometimes backstab each other. Let it slide;
be stabbing them too. None of it is or should be personal.
It is just part of the game, not a reason to hate each other
Life is cheap in Bubblegum Complex. People die, and they die
droves. Many adventures end with things like entire sectors
in atomic fire. Many more end with people being executed for
because they may have theoretically fulfilled the mission, but someone
else is now getting even for it. The clone system is intended to
compensate for this; dying does not necessarily eliminate your
More on this later. But, to prefigure the next point, don't worry
too much about dying; sometimes in Bubblegum Complex, you are getting
EASY if you die...
Boredom = death. Paranoia encourages bold, over-the-top
which may be more difficult, but are cool over safe, conservative
Cleverness is everything. Inaction = death. This sometimes
means you fail in a huge and disastrous way, but the game setting
to be a disaster zone anyway.
This does not mean, however, to shoot everything that moves.
violence is not the answer. But doing something is almost always
the answer. Sometimes that something may be subtle; subtle is
Just remember, caution = boring = dead.
Bureaucratric snafus and in-fighting is an important aspect of the
You will spend a lot of time in potentially frustrating
The wise player figures out how to use the bureaucracy to his
The unwise player dies in laser fire or is executed for failing to
it. Sometimes lasers are the answers to bureaucracy, but not
Laugh at it. Enjoy it. Don't let it make you crazy; the
crazy is part of the point.
Ultimately, this is a game of black comedy action and plotting and
and snafu. Don't get frustrated when things go wrong; things
go wrong in Bubblegum Complex. Think on your feet, laugh, and
Cloning and You:
Everyone in Alpha Complex has multiple lives. First off,
is produced as a test-tube baby. Except for the harem babies, but
knowledge of harems or the babies therein is Treason. Treason is
bad. That being said, most people can expect to be born in a vat,
and raised in a creche, which is basically a badly run boarding
However, they don't make just one of you. Instead, they make six
of you. Yes, six of you. You #1 is sent for education and
in the creche. The others remain in cold storage, mindless, until
you die, at which point your mind is imprinted onto the next clone, who
then takes over living your life. How does this happen?
Everyone has a special implant, the NanoMemoBot. It carefully
stores all of your memories, periodically transmitting them to the
tanks, where they are implanted into the minds of your sleeping
or sisters. This process never malfunctions, implanting false
or implanting someone else's memories in your clones.
To believe otherwise is to doubt the skill of Friend Computer's
and that would doubtless be treason.
In practice, the process works fairly well, but sometimes introduces
small glitches. In fact, each clone tends to end up more glitched
than the one before it.
So long as you haven't run out of clone brothers/sisters, this
is free. Friend Computer will authorize the creation and
of further clones for you. This is expensive; clones 7 through 12
cost 1000 credits * clone number. Clones 13 through 18 cost
credits * clone number. Clones 19 to 24 cost 100,000 credits *
number and so on. The Computer is willing to float you a loan to
pay for more clones, but only up to a point. If you are in debt
the tune of ten times your clearance's monthly living expenses, then
computer pulls the plug on further clone creation. So you can't afford
to die one more time...
It is also noteworthy that further quirks and problems sometimes set
in with later clones...
Life in Bubblegum Complex in Brief:
Once a Junior Citizen reaches the age of 18, he takes the BC Civil
Exam. This highly elaborate battery of tests is designed to
find your strengths and assign you to a Service Group where your
will flourish. It is conducted by TesterBots which never
and are never rigged by secret societies or service groups to produce
results. Nor does anyone ever hack into them and influence their
scores. Nor does CPU ever juggle the figures to its own
The bulk of citizens are assigned INFRARED Clearance and given to a
service group for on-the-job training. A handful are promoted to
RED or YELLOW immediately, because of unusual talent, and sent to
schools for rapid training in new duties. A lucky few are
by High Programmers for higher duties and zoom way up the totem pole,
usually are killed within a few months by jealous people.
Notes on Security Clearances:
Everyone in Bubblegum Complex has a security clearance. You
born an Infrared, although the rules are usually only loosely enforced
with children, aka Junior Citizens. From there, you ideally work
your way up the hiearchy to eventually become a high programmer.
Yeah, right. In practice, you probably stay an Infrared grunt for
life, unless you have a lot of talent, or more likely, you kiss butt
However, if you do make it to higher status, the order is
The higher your clearance, the more places you can go, the better
food and clothing you get, and the more power you have. Citizens
of higher clearance can order ones of lower clearance to do just about
anything, although if they belong to another service group, you may
a harder time of it.
Your clearance also controls what you are allowed to know. You
can ask Friend Computer anything, but your clearance level may
the answer you get.
Those who violate their security clearance, such as wearing Green
when they are Red, are subject to accusations of Treason, which is
by Death. In practice, it's punishable by being used to blackmail
you into doing things.
Clearance level can be related to job position roughly as follows:
Ultraviolet --Directors of a Service Group in an entire Sector
Violet --Directors of a major subdivision
of a Service Group
Indigo --Directors of a minor subdivision
of a Service Group
Blue --Project Director
Green --Low Level Executive
Yellow --Boss of the Cashiers
Orange --Head Cashier
Red --Equivalent to the
cashier at Burger King
Infrared. --Human Reactor Core Shielding, Human Cargo
If we compare it to housing:
Ultraviolet --You live like a Queen. The Red Queen to be
If you don't like someone...off with their head!
Violet --You have your own penthouse.
Indigo --You have your own luxury condo.
Blue --You have a nice
with a roommate.
Green --Like Three's Company if
Yellow --Like your college dorm room, but
with more people.
Orange --Share a trashed out dorm room
Red --Like living on a
nuclear submarine, but less likely to drown if someone pokes a hole in
the wall. Maybe.
Infrared. --Imagine 200 people living in your high school
Food by Security clearances
Ultraviolet --Like dining on the Riviera every day.
Violet --Like eating in a five star
Indigo --Four star dining.
Blue --High class cafeteria
Green --Like eating at a run-down
Yellow --High School cafeteria food
Orange --Food your High School cafeteria
wouldn't be willing to serve.
Red --Sometimes better
Infrared. --Imagine Akane and C-ko getting together and
to DELIBERATELY cook badly. Luckily, they pump it directly into
stomach so at least your taste buds don't die. It also makes a
In theory, promotion to higher security clearances is based on
In practice, it is a mixture of cheating, bootlicking, skillful
of the bureaucracy, sheer luck, and sometimes even competence which
Creative grovelling is one of the most important skills you will
master. Higher Clearance Citizens can kick your ass and they can
have horrible things done to you. And they want scapegoats.
If you don't get down on your knees and convince them you are worth
alive and they are awesome beyond belief, your life may often be short.
Of course, don't forget you get to abuse those below you for fun and
All Adult Citizens are members of a service group which provides
services to the Bubblegum Complex community. Most sectors contain
an even mix of service groups, although some specialty sectors do exist
(NRA is all Armed Forces, HWD sector is mainly HPD&MC, POW sector
Power Services, etc.)
Armed Forces is the combined Army, Navy, and Air Force of Bubblegum
Complex. They defend Bubblegum Complex against Communist assault
in theory. In practice, they cause massive destruction and expend
huge amounts of ammunition because they are a bunch of trigger-happy
with nothing to take out their aggression on.
CPU--Central Processing Unit
In theory, this service group coordinates all of the other service
groups and provides information and programming services as
In practice, they make up huge numbers of useless forms and stack them
to use as kindling during cold spells.
HPD&MC--Housing Production and Development and Mind Control
HPD&MC does several things. They build and maintain all housing
facilities, they grow food and run the cafeterias, and they provide
Complex entertainment. In practice, the housing collapses, the
often kills, and the entertainment numbs the mind. But if you're
high clearance, you get the best food, housing, and
They also effectively maintain harems for high programmers.
Internal Security is in charge of rooting out crime, corruption, and
communism, finding those who are a danger to Alpha Complex and removing
them before they can infect others. In practice, they are a
police force, spying on everyone and killing anyone who looks at them
for treason. Many of them abuse their position to blackmail
They maintain the nuclear reactors, solar cells, giant mutant hamsters
in hamster wheels, and other sources of power, as well as the wiring
which transmit the power and the batteries which store it. In
they really do all of those things. Badly. Most of them
cleared to know anything about the nuclear reactors they maintain, and
much other crucial info is too high clearance for most power services
As a result, over half die in the first year. On the other hand,
this is one of the rare places in the Complex where competence really
pay. If you don't die in nuclear fire.
PLC--Production, Logistics, and Commissary
PLC makes and distributes all the goods needed by the citizens of
Complex. In practice, they never produce enough of the needed
and overproduce luxury trash for the High Programmers. You have
bribe clerks to get needed goods, or shoot them. And sometimes
decide to charge you for things you never ordered, because the goods
missing and SOMEONE has to take responsibility. It might as well
R&D--Research and Development
Research and Development is the cutting edge of Bubblegum Complex
research, creating new devices to improve the life of citizens.
practice, it's a nuthouse of mad scientists with no idea what they're
They create insane devices and force people to test them, usually
in mass casualties. Still, they do have a handful of successes
Bouncy Bubble Beverage to their name. (Sure, it was INTENDED to
a quick drying glue...)
They fix anything that breaks, from bots to autocars to lightbulbs
to damaged weapons. In practice, just like Power Services, they
have no idea what they're doing because the manuals are too high in
for them to look at. And the competent ones demand bribes.
The Troubleshooters are a multi-service group task force which deals
with problems that don't fall in the responsibilities of the service
or which can't be trusted to them. This generally involves fixing
other people's screwups and being killed by said screwups.
All PCs have been assigned to the Troubleshooters from their Service
groups after finding and eliminating a Traitor. But the vast bulk
of clones work for one of the other groups, providing all the services
which Bubblegum Complex needs to avoid a disaster. Or cause one,
Daily Life In Alpha Complex:
Salaries and the Living Tax
Every clone has a job, whether it's legal or illegal. This job
is chosen for you by the Computer or by higher clearance clones.
It pays you a monthly salary, from which a fixed amount is
This is known as the Living Tax; by paying your Living Tax, you gain
Housing and Food and Clothing privileges standard to your clearance
If you cannot afford it, your account goes into debt until you pay it
Should you hit the Maximum Debt Level (ten times your Living Tax), you
are immediately demoted in Clearance one level. Eventually, you
back into being an Infrared. An Infrared who cannot pay his tax
assigned Mandatory Bonus Duties which will pay enough to enable him to
pay it. Even if it works him to death in the process.
||Maximum Debt Level
||What is your security clearance, Citizen?
||You can't count that high.
At first glance, you might think this gives a clone a lot of
income. It will certainly be disposed of.
First of all, many low-clearance clones find it necessary to blow
amounts of cash in order to supply themselves adequately with the
of life beyond the barest minimum supplied by their living tax.
you buy one bag of Crunchytyme Algae Chips a day for an entire
there's 280 credits expended. Now imagine if you bought something
Secondly, every clone needs to try to secure some money for paying
bribes to ensure necessary services are ACTUALLY delivered, or to get
trouble if they do something treasonous.
Thirdly, if you screw up or if you just happen to anger someone, you
may be fined for some hideous amount of money.
Clones who sink into negative credits will find that at least there
are only a limited number of ways to sink further into debt.
the need to keep paying one's Living Tax, and clone-activation expenses
can still be charged to a negative account. Unless someone is
to give you a line of credit, other expenses become impossible until
are out of the red.
Money comes in several forms:
Vouchers: Vouchers are more like gift certificates
They typically can only be spent for certain things at certain
Legally, they cannot be transferred to other people without permission
of the issuer. Legally. In practice, this happens all the
on the highly treasonous black market. Service Groups prefer to
vouchers as rewards, as it means the money eventually comes back to
Creds: Creds are actual physical credits, usually in
of small plastic 'coins' with circuitry embedded. These are most
commonly used for vending machines and black market transactions.
You can go to a CredTerminal and withdraw money from your Complex
whenever you have free time, turning it into Creds. Creds have
advantage of creating theoretically untraceable transactions and no one
can hack your creds and steal them. Unfortunately, it means you
be mugged for them instead...
Complex Account: Friend Computer maintains a running
of how many Credits you have on account. You can use your tongue
or eyeprint to identify yourself at any service group facility in order
to pay money from this account. Friend Computer prefers business
to be done this way, so that transactions can be tracked and illegal
identified. In theory. Friend Computer is an honest, no-fee
banker, who is only occassionally compromised by electronic thieves,
which eat electronic money, etc.
There are several major ways to buy things in Bubblegum Complex:
Service Group Facilities: Every Service Group
variety of facilities which you can visit or contact to arrange to
goods and services. The higher your clearance, the better the
you get, the faster it is, but also generally the more it costs you to
get it. These transactions are publically logged unless the
are lazy, the clerks are stupid, or the clerks get bribed to feign the
preceding two possibilities. They will generally accept Vouchers,
Creds, and Complex Account payments.
Vending Machines: A wide variety of vending machines
selling everything from laser weaponry to food to clothing to atomic
Each has a security clearance, and it is, in theory, treason to buy
you are not cleared for. Whether the machine can or will enforce
the law is another question. Vending machines accept Creds,
accept appropriate Vouchers, and occassionally are set up to allow
Black Market: There are a variety of Black Markets,
from Service Group clerks selling goods under the counter to secret
to individual entrepreneurs. Such individuals deal mainly in
and sometimes Vouchers. They rarely accept Complex Account
unless they have a good enough hacker to cover the traces.
Buying anything you are not cleared to possess is treason.
So is selling it. You are allowed to sell any personal
you like, so long as you fill out the appropriate forms and pay the
taxes and/or bribes. Selling Computer-Issued Equipment, OTOH, is
Your Service Group issues you, in theory, equipment appropriate to
you do for a living. In addition, on missions, you are often
equipment by Friend Computer or your Briefing Officers or both.
equipment is free, but must, in theory, be returned at the end of the
You are responsible for equipment issued to you, and if it is damaged
destroyed and it is 'your fault', you will be fined for the cost of
'Your fault' depends on a wide variety of factors in which the 'the
plays only a small role.
The one big exception to this is ammunition, as it is generally
that Troubleshooters will use up all ammunition given to them, one way
or another, so you are rarely fined for failing to return or losing
While on an authorized mission, you can attempt to requisition
you need. Typically, it involves filling out tons of
The higher clearance you are, the easier this becomes. Sometimes,
you may be issued something other than what you asked for. This
cause complications when trying to return it later.
The Living Allowance: Clothing, Housing, Food, Medical Care.
Your Living Tax gets you three critical things--Clothing, Housing,
If not necesarily very high quality. In theory, it gets you
Care too, but BC has some problems with that.
Clothing is ranked by security clearance; you can only wear the
of your clearance or lower. Most people wear their highest
clearance color prominently, using the others as trim. Every
Complex Citizen is guaranteed three jumpsuits of their clearance, three
utility belts, three sets of underwear, and three sets of boots.
Should you run short, you can requisition more. The higher
you are, the more likely you are to get replacements in any reasonable
amount of time.
Certain ingenious citizens requisition clothing frequently, then
the extras on the black market. This can be a handy way to pick
money, if you have an angle to get your requisitions filled
However, it also often leads to some inspector coming to see why you
57 jumpsuits this weekcycle.
Every citizen has access to free laundry facilities to enable him to
keep his clothing tidy. However, the lines tend to be hideously
at low clearances, and machines are often poorly maintained. They
are only rarely homocidal, however.
Housing is ranked by security clearance:
Food by Security clearances
Ultraviolet: It is hard to generalize about
They typically can claim anywhere from three to six stories of a
and turn it into their own personal wonder-land. They have dozens
of servants, bots, harem boys/girls/bots. They usually have their
own garage with air, land, and water vehicles. They often work
home so as to create a highly secure work/living environment. Often
dwellings form the upper levels of the main building for whatever
Group they lead in the sector. In general, Ultraviolets either
it or can get it whenever they want.
Violet: Violets live in luxurious apartments which
span an entire floor of some building. Some sectors have actual
housing; others simply dedicate the upper levels of housing to
At this clearance, you now have more room than many clones know what to
do with. Your bedroom is a mighty twenty five feet square,
multiple dresser drawers, a table, chairs, a large closet with enough
for three clones worth of clothing, an alarm clock, and a Computer
You have a King-sized bed, which can be air, water, springed, or
matress, as you desire, along with all the accessories. It
to a bathroom with a hot tub and a shower. There is a second
with a Queen-sized bed, and an unlockable dresser drawers and small
for guests, with a connected shower and toilet. Your Violet
Center has four comfortable chairs and a couch, and has a sophisticated
TV which can record up to 52 hours of programming at your voice
and more if you buy VidTapes or steal them from the office. You
access to dozens of free, subscription, and pay-per-view
Both bedrooms have a small TV with no recording capacity, but the full
range of channels. You have a sophisticated stereo which can pipe
music into each room in your suite as you desire. You have a
well-equipped home office with a Computer Terminal and anything else
need. Many Violet Suites contain one to four workrooms which
specialized equipment, enabling you to do high-security technical work
at home, where you can be sure no one will wander in. You have a
home security system which can record intruders and shoot lasers at
if you set it to 'kill' mode. All locks require a password chosen
by you (it can be disabled if you expect service men) as well as your
and thumbprint to open. The equipment is reliable to a degree
to make new Violets suspicious at to what IS actually going
But really, it is very reliable unless your Ultraviolet has decided to
have you killed for being too much a threat to him. You possess a
well-stocked and equipped kitchen. Many Violets acquire cooking
for their Jackobots, but some like to cook themselves. You also
a dining room in which you can entertain up to eight guests
Violet suites typically have a jackobot and a scrubbot assigned to them
which meet your needs while you are home. You have your own
space in a Violet Vehicle Storage Centre for your personal
Indigo: At this clearance, clones now have their own
suite of rooms. You have a luxurious bedroom (eighteen by
feet) with a Queen-sized bed and plenty of clean sheets, pillows, and
bed accessories. You have a substantial closet for clothing,
one for miscellaneous possessions, and a dresser drawers or two, both
by a tongue and eyeprint lock to prevent theft. All the doors are
locked and can only be opened by you and a limited number of special
personel. You have your own Indigo Entertainment Center, which
just one TV, all for you, with the ability to record up to twelve hours
of video at a time of your choice, or to record onto as many VidTapes
you can afford to buy. You also have access to twenty five
and ten pay-per-view channels. There are also ten subscription
you can choose to subscribe to. Your IEC also contains a small
office with a desk, a filing cabinet, and your own Computer Terminal,
doubles as a personal Confession Booth. If it works (not
the security cameras in your rooms dump their feed into your Computer
so you can review the tapes to see if anyone has been naughty in your
You also have a kitchen with silverware and tools assigned to the room,
in which you can store and prepare food to your own taste, if you
to do so. A scrubbot comes by and cleans your apartment three
a week; for a fee, you can have it cleaned daily. Those Indigos
possess semi-permanently assigned Work Vehicles receive a parking space
in the Indigo Section of the building's Vehicle Storage Centre.
Blue: At this clearance, clones now have their
bedroom (twelve by twelve feet). It contains a seven foot long,
foot wide bed with a nice soft mattress and you have your own
which locks with your thumbprint. Your bedroom can also be locked
and only opens with an service personel key or your thumbprint.
readers only occassionaly misidentify you as the notorious traitor
too. You have your own alarm clock, which doubles as a radio,
you to enjoy six different channels of music. Your bedroom opens
into a Blue Entertainment Center, shared with two other clones.
are two TVs for you to fight over, each of which is capable of
up to two hours of video for later viewing. Hopefully no one else
has taped over it. You can aslo attach VidTapes to it and record
things onto them. Rumor has it there is some way to program them
to record programs at fixed times, but the information on how to do so
is not available at your security clearance, citizen. You have
channels to choose from. You can also choose from five
channels. There are also five subscription channels you can
to subscribe to. Your BEC contains a Computer Terminal for the
of the three of you; just keep in mind it's hard to keep your
from seeing what you are doing. Your BEC connects to a bathroom
two showers and three sinks, and a small personal hygiene cabinet for
any special hygiene supplies. You have a washer/dryer for the
of you to fight over the use of. Your BEC opens out onto a
and has a door which only the three of you can open, in theory.
of course, one of the service personel decides to make copies of his
key and sell them to people. A scrubbot comes by and cleans your
bedroom and the BEC once a week.
Green: You share a bedroom (15 by 15 feet, eight foot
with three other people. Each of you has your own six foot long,
three and a half inch wide bed, with a springy mattress which actually
works, two sets of sheets, a pillow which is rarely stolen and usually
comfortable, and a personal alarm clock. In practice, whoever's
clock goes off first wakes everyone else up, but hey, that's life at
Clearance. Should that fail to wake you, a claxon sounds thirty
before work as a last line of defense against sleeping through your
Everyone has their own three compartment dresser drawers, each drawer
which is keyed to your eyeprint (which can make unlocking the bottom
a little uncomfortable), and there is a shared closet for hanging
up. There is sometimes a mirror on top for personal hygiene
but it is often broken. Your bedroom has a lockable door, which
in theory, opens for any of the three of you, or for HPD&MC
with the proper override codes. This may, at times, make it hard
to ensure repairmen can get in if you call them and if they ever show
You share a Green Entertainment Centre with three other Green Housing
there are six giant TV screens, and twelve chairs you can rearrange
you like. You have a whopping ten channels to choose from,
the popular All-Teela, All-The-Time channel. There are also three
pay-per-view channels. You have two vending machines, which are
refilled. Each bedroom and the GEC has an adjustable thermostats
which are fairly reliable, though they periodically break down.
GEC is adjacent to a small Green Cleansing Centre which only your GEC
half of it is a small laundromat with reliable machines if you don't
having to periodically buy your own soap when they run out and need to
be refilled. The other half is a set of six showers, so you only
need take two shifts for everyone to shower. Every two weeks, a
comes by and cleans your GHC, GEC, and GCC.
Yellow: You share a bedroom (12 by 12 feet, eight
with five other people, typically with six foot long, three foot wide
against three of the four walls. Your beds have springy
which are usually only somewhat messed up. You definitely have
and a pillow, even if both have seen better days. Personal
Lockers are stacked in the corners between the beds, or under
In theory, your PSL is tied to your tongue print. In practice,
lock is probably broken unless you pay to fix it. You have a
switch which can, in theory, adjust the amount of heat or cold which
into the room continually. In practice, it may or may not
You will be awakened each morning by a claxon operated by Friend
which is generally accurate, though annoying. The fourth wall has
two doors. One door opens into a double-poled walk-in closet, one
against each long wall. The other door opens into a Yellow
Centre, which contains three giant TV screens, each of which can be set
to one of the six channels you are actually cleared to watch.
are three long benches, one for each Entertainment Center. There
is a vending machine which is generally refilled about as often as it
out, if not always with what you would like to have. You share
YEC with two other bedrooms worth of clones. Your YEC connects,
with two other YEC, to a Yellow Cleansing Centre. The Yellow
Centre contains a laundromat for cleaning your clothing and showers for
cleaning yourself. These showers work most of the time, and only
rarely spray radioactive waste. Once a month, a scrubbot comes in
and attempts to clean your YHC, YEC, and YSC. He only fails about
one out of every ten times.
Orange: You share a bedroom (24 feet long, ten feet
eight foot ceiling) with eleven other clones. Two walls are each
lined with 3 six foot long, three foot wide, double-decker bunks
You may have a pillow, but it has probably been stolen. You
possess sheets. You have an inflatable mattress which only
needs to be refilled. In theory, you have an Orange Clearance,
keyed Personal Storage Locker. In practice, it has probably been
stolen and you are likely still using your shoebox from Red
Whatever you have, you can stuff it under your bed, or leave it lying
top. You are typically woken by a very loud claxon, if you live
the night. It is usually accurate, but best not to rely on it too
much. YYou have automated climate control, which is set by a
which sometimes works, when the stars are right. One end of your
bedroom contains a three foot deep, ten foot wide closet with a pole
storing clothing, and folding doors which are probably stuck and
fused into position. The other end opens into a spacious Orange
Center, which is generally shared with four other Orange Clearance
There are two big screens and you have a choice of four different
channels for your spare time. There are many benches which can be
moved around between the two screens or burned for warmth in
There is also a vending machine; it is usually out of half of its
but almost always contains something, if not necessarily anything you
Typically, three OECs worth of clones will share an Orange Cleansing
which contains showers and a laundromat. The showers are usually
functional and possibly safe; the laundromat is generally safe, but
broken, requiring you to trek to a pay laundromat if you want to be
Once every two months, a scrubbot comes in and attempts to clean
with some degree of success.
Red: You share a Red Living Centre (66 feet long, 9
9 foot ceiling) with fifty-nine other clones. Your bed is a metal
shelf with an inflatable (in theory) mattress, six feet long and two
a half feet wide. You may possess a pillow, but it has probably
been stolen. You may possess sheets, but they have probably died
in a malfunctioning washing machine. Many red-level
use the boots they plan to wear for a pillow to save time for
Typically, triple-decked shelves line each wall, ten stacks per
There is a long bar down the center of the room, on which you can hang
any clothing you are not actually wearing. You have no personal
lockers, not even in theory, but you are allowed to keep any crates,
shoe boxes, etc, that you can find of your clearance level and use them
as storage lockers for anything you can't carry. Just don't count
on it not disappearing. There is a master climate control for the
entire floor you live on, which generally is the same poorly chosen
all the time, if it can be changed at all. A claxon sounds to
you and your bed begins to vibrate to encourage you to get up.
RLC connects along with three other RLCs to a Red Entertainment
There is only one big screen and many long benches, fixed to the
However, you have the choice of two different entertainment channels
you have a vending machine, which usually has something in it.
it is something no one wants, and until someone breaks down and buys it
all, the machine will linger on, waiting for Godot to restock it.
Five RECs worth of clones share a massive Red Cleansing Centre, which
a set of showers adequate to the needs of about half the clones who
to use them. There is a laundromat. It has been broken
before Bubblegum Complex was built, thanks to a time travel
Many Red Clones simply go into the showers fully dressed and wash their
clothing that way. Others make the effort to trek to pay
And some just wear their clothing until it crumbles off them and then
more. Once every four monthcycles, a scrubbot appears and gives
place a cursory onceover, unless bribed to do a better job.
Infrared: You sleep on a metal shelf. When it
to get up, you are shoved off it by a pole that comes out of the wall
an alarm sounds. In theory, this is staggered so that the clones
sleeping above you don't all fall on you. In theory. Your
Housing Centre is 245 feet long, 9 feet wide, 9 feet high, with 35
of three beds (six feet long, two and a half feet wide) each along each
wall, and a four foot wide space inbetween. Infrareds sometimes
to scavenge something to put their stuff, if they have any, in, but
just pile it on their sheetless beds. It is rumored that
beyond malfunctions can change the temperature, but no one knows what
is and would fear to find out. Your IHC shares an Infrared
Auditorium with two other IHCs. It is a huge room with a giant
on the wall which is constantly playing an entertainment channel chosen
by the management, with long benches to sit on. People frequently
fight for the front bench so as to see without looking through
You may have a vending machine, but it probably broke in the last
Each floor of your building shares a giant Infrared Cleansing
You get on a conveyor belt, and are run through cleaning stations
in theory, get you all clean. If they don't break. If they
don't spray kibble. If they aren't run by disgruntled warbot
reassigned for killing too many people. Legend has it that
it will be cleaned by something other than cleansing nuclear fire.
Medical Care by Security Clearance:
Ultraviolet: Most Ultraviolets eat at home, where
of chefs can basically make them anything they want, whenever they
as much as they want. However, there are times when Ultraviolets
wish to dine together or possibly to dine with Violets or even, on rare
occassions, Indigos for business or pleasure. At those times,
go to the Sector Ultraviolet Dining Facility. It is a restaurant
of stunning quality, which has one dining room for each Ultraviolet in
the sector, decorated to his tastes and staffed however he likes.
If you can imagine it, they can probably make it. Each dining
seats up to ten people, and there is a non-personalized dining room
can feed up to one hundred.
Violet: Violets have their own kitchens and can cook
own food at home or have a jackobot cook it. However, even
sometimes have some trouble getting the raw materials they want, when
want, so many will either dine at the Violet Food Centres or else have
the food sent to them for free. Each sector has two to three
Food Centres, at which you dine at your own table (or with up to ten
You can drop by and eat whenever the mood strikes you; if you make
reservations, your food will be ready on arrival. Otherwise, you have
wait for them to cook it while you enjoy the appetizers. Almost
is available, along with plenty of real wines and other alcoholic
sodas, and anything else you like to drink. You get three meals a
day for free; anything beyond that will cost you credits, generally to
the tune of about 3000 credits per meal. You are served by actual
Indigo: Indigos have their own kitchens and can cook
many do so for dinner in order to unwind and to be sure no one has
their food. However, most of the time they eat out at one of the
four or five Indigo Dining Facilities. You get your own table,
it changes depending on who gets there first, and can chose from a
menu of items and drinks. You can bring a guest for the low cost
of 1000 credits per guest. Indigo Facilities only operate from
six AM to 10 PM. During that time, you can order your meals in
for free pick up or dining in; you can also order food to be delivered
to you for the low fee of 500 credits per meal delivered. There
human waitstaff who are polite if tipped well, and difficult to deal
Blue: Every sector is well-stocked with Blue
which can typically seat up to forty blues at a time, in four-clone
along with a limited number of semi-private booths. These booths
are first-come, first-served. Dining is cafeteria style, with
four or five selections each of appetizers and entrees and desserts and
drinks, with a rotating menu. The food is healthy and somewhat
You can bring a guest for only 500 credits per guest. Blue
are generally open from 6 AM to 9 AM, 11 AM to 2 PM, and 6 PM to 9
You can box up leftovers and take them home, though you ought to eat
quickly, unless you have a refrigeratorbot at home. If you can't
make it to the Cafeteria, you can call and order the food delivered,
there's a 300 credit fee, and meals sometimes go astray, though not
There are generally multiple well-stocked vending machines here.
Green: Every sector is well-stocked with Green
which can typically seat up to a hundred Greens, in long connected
with rotating chairs fixed in place. The food is sometimes tasty,
and is probably good for you; you typically have three choices for
entrees, desserts, and drinks. You can bring a guest for only 300
credits per guest. Green Cafeterias generally are open from 630
to 930 AM, 1130 AM to 130 PM and 630 PM to 830 PM. There are
several well-stocked vending machines here.
Yellow: Every sector has a ton of Yellow Cafeterias,
run on a tight schedule. Typically, you are assigned to one of
meal shifts at each meal time, and come, get your food, have a half
to eat it, and then go back to work or go home. You come, stand
line, you're given a large entree, a drink, and a dessert. None
it will kill you, though it isn't very appealing. There are long
tables and collectively, the place can seat about five hundred people
once. You could, in theory, bring a guest for 100 credits.
There is generally a single well-stocked vending machine for you to get
something to take back to work with you or take home later. Or at
least, it is well-stocked at the START of meal times...
Orange: Every sector has a ton of Orange Cafeterias,
run on a tight schedule. Typically, you are assigned to one of
meal shifts at each meal time, and come, get your food, have a half
to eat it, and then go back to work or go home. You come, stand
line, and you get an entree and a drink. Sometimes it is healthy,
but often it is warmed over leftovers from the last six meals and is
to evolve into new and interesting life forms. It beats
Maybe. You could, in theory, bring a guest for 50 credits.
If you don't like them very much. There is a vending machine,
at unpredictable intervals, will actually have purchasable food in
You are at least guaranteed nothing will stay in it long enough to go
Red: Every sector has a goat-load of Red
You have a designated eating time three times a day. You'd better
show up on time or you don't eat. A Serverbot, on reciept of your
eyeprint as proof of identity, delivers you a box full of glop, which
ideally, have utensils. You also get a glass of water which may
drinkable. You have twenty minutes to eat, then must clear out of
your assigned seat for the next person. At this point, if you
money, you're better off using it in a vending machine. Not that
this place has one which has been filled in the last week.
Infrared. The Infrared Cafeterias contain
You ride to a feeding station, then they insert a tube and pour glop
your throat to your belly. In theory, it is warm, nourishing
In practice, not even Friend Computer can be sure what you just
The next station pours fluid into your throat, and the third is
to ensure dental hygiene. Thankfully, it is usually broken.
Ultraviolet: Most Ultraviolets have a team of
doctors and specialized docbots on staff who take care of them as fast
as possible. Those who don't are working on getting one. If
you don't actually kill the Ultraviolet and he gets away, he will
Violet: PLC and HPD&MC Violets frequently have a
Docbot. Everyone else has priority 1 medical access at the High
Medical Facility in their sector. This means they get almost the
finest care imaginable, and in almost all situations will recover,
for the tiny unlucky few who manage to be the straw that causes Mr.
to become Mr. Homocidal Maniac. Their medical care is free unless
they manage to rack up ludicrous amounts of injury, and possibly even
If you are in danger, a commando squad may well be sent to extract you
and bring you back for treatment.
Indigo: Indigos have second priority at High
Facilities. They rarely are denied care, and even then only for
long as it takes to free up a doctor or docbot. They have access
to very high quality care, and it is free, except for extremely pricy
like having your entire nervous system replaced, where you may have to
pay a small fee. It can be expensive, but you can call a Medical
Command Squad for a pickup in a dangerous situation to recieve medical
Blue: Blues have tertiary priority at High
Medical Facilities. They generally can get basic care with ease,
but may suffer some delays for more difficult things like
Basic medical care is free; advanced procedures require paying fees,
they are reasonably priced. It can be expensive, but you
call a Medical Command Squad for a pickup in a dangerous situation to
Green: Greens and below must use Low Clearance
They are typically overcrowded and overworked. However, Greens
first crack at free medical care and first crack at advanced medical
This means Greens will usually get basic medical care in a reasonable
of time, and may recieve advanced care before they die and if they can
afford the fees. You can call for a docbot to come for you; this
is free if you are on a mission, and otherwise costs 3000 credits.
Yellow: Greens and below must use Low Clearance
They are typically overcrowded and overworked. Yellows have
crack at free medical care and second crack at advanced care.
will generally get their free care in this lifetime, and may eventually
get advanced care if they don't mind paying bribes to go with their
You can call for a docbot to come for you; this is free if you are on
mission, and otherwise costs 4000 credits. Docbots on free duty
often somewhat slow to arrive, however.
Orange: Greens and below must use Low Clearance
They are typically overcrowded and overworked. You will definitely have
to pay bribes to get advanced care, bribes you may find it hard to
and you likely will have to bribe to get basic medical care. You
can call for a docbot to come for you; this is free if you are on
mission, and otherwise costs 5000 credits. Docbots on free duty
often strangely slow to arrive, however.
Red: Greens and below must use Low Clearance Medical
They are typically overcrowded and overworked. Unless your health
problem is very minor, you will get helped during the next ice age,
you pay bribes you probably can't afford. Some days, your
care may consist of a mercy killing and activation of your next
You can call for a docbot to come for you; this is free if you are on
mission, and otherwise costs 6000 credits. Docbots on free duty
often strangely slow to arrive, however.
Infrared. You will get your free medical care
the same time the Sun goes out. Maybe.
A Typical Sector
It is unclear how many sectors exist; each one is a huge sprawling
and many of them self-destruct, are divided, or are combined on a
basis. There are dozens; that much is known. A typical
is miles and miles across and contains dozens of levels, sub-levels,
basements, sub-basements, etc. Air travel connects different
along with major Autocar highways. Some, but not all sectors are
connected by large waterways as well.
Population of Adult Citizens: 89,962,312
Ultraviolets: 8. Normally, there are eight
each leading one of the Service Groups. Friend Computer choses
of the eight to act as Sector Administrator in addition to his normal
This only sometimes eventually leads to his destruction at the hands of
Violet: 64. Generally,
Ultraviolet has around 8 Violets subordinate to him in various
Most head major sub-divisions of his Service Group; others may command
special projects, and generally one acts as his second-in-command.
Indigo: 640. Each Violet usually
10 Indigos who report to him. Most of them command
of the Service Group. There are also some Indigos who provide
skilled labor, having special clearance to work on the things which the
lowest clearance personel may not even know exist.
Blue: 9,600. Anywhere from five to twenty
to each Indigo. On average, around fifteen do so. Blues
from the elite Vulture squads of IntSec which perform major police
to Project Directors to secret ninja assassins.
Green: 96,000. In general, around ten
report to each Blue. Greens typically manage significant
conduct significant research, or act as backup muscle to elite Blue
Many are also highly skilled labor.
Yellow: 576,000. Around four to eight Yellows
to each Green. On average, there are 6. Yellows typically
a sub-section of a facility's operations.
Orange: 2,880,000. There are typically about
for every Yellow. Oranges usually oversee a team of Reds or a
group of Infrareds.
Red: 14,400,000. There are generally about
for every Orange. They do the lowest-level work which requires
meaningful amount of skill beyond 'tote that' or 'shoot that'.
Infrared. 72,000,000 There are generally five
every Red. They do the grunt work. And they die. In
Junior Citizens: Scads. Too many to easily keep
of, but many of them will die, sparing the work of keeping track of
Within sectors, a combination of moving paths, roads, trains,
monorails, and short-range aircraft are used to jet about the
R&D is always developing new ways to get around, some of which are
Sectors are internally organized in almost every way imaginable;
are clearly planned, others are definitely the result of drug
to excess. In general, most have a Central Command facility for
service group, and then dozens of lesser facilities scattered about,
in with new construction zones, housing, cafeterias, medical centers,
in a crazy sphagetti of a mess.
Every area of a Sector has a clearance rating, determining who can
there. This can sometimes complicate getting to where you wish to
Most sectors provide a level of basic services needed by every
then devote remaining resources to specialty areas. Typically the
Sector Administrator diverts the best resources to his pet
This rarely pleases his fellows.
Sex and Relationships
Clones of Green Clearance and lower are not cleared to know what Sex
is. They take Hormone Suppressants which kill their sex drive and
think all babies always come from vats. A few clones of low
are part of High Programmer Harems or are turned into live-in lovers by
Indigo and Violet citizens.
Blue Clearance Citizens are still on Hormone Suppressants normally,
but they know what sex is in an abstract sense. They generally
feel any particular urge to do it, unless a higher clearance citizen
them as a lover and gives them Suppressant-Suppressants.
Indigo and Violet Clearance citizens may take another citizen as a
either an equal partner of their clearance or someone of lower
who is more of a concubine. Most tend to take concubines, as they
have a hard time treating anyone as a true equal. They can have
taken off Hormone Suppressants. They also have access to Funbots
specialized in sexual activity.
Ultraviolet Citizens typically have huge harems, and often do rather
degenerate things with them.
A few rare mutants are immune to hormone suppressants and often live
rather difficult and interesting lives, until someone kills them or
reach high clearance and it gets easier.
Rumors of whorehouses are treason.
Bots are your robotic friends. They are bound by the Laws of
These are enforced by Asimov Circuits. These should never be
to be removed, go defective, or malfunction, since it can lead to
tragedies. Horrible, horrible tragedies.
Obedience to Friend Computer is the highest duty.
The Second highest duty is to not kill or injure any humans unless they
have been designated traitors.
Obedience to humans, prioritized by security clearance, comes next.
Finally, self-preservation is the fourth highest duty.
Every Bot has a Bot Brain, a part organic, part mechanical control
Some Bot Brains come with pre-programmed skills. Others, like
require the insertion of Skill Cartridges. You do not wish to
what happens if you plug Video Game Cartridges into them by
Every Bot-Brain is then installed in a chassis which has various
attachments. It is possible to take any Bot-Brain and plug it
any chassis it fits into, though this can get messy if one was to, say,
put a Waiter-Bot brain into a Mark III Warbot. Or vice
But how often does that happen, really?
There are several major categories of bots:
There are many minor categories as well.
Docbots: Docbots practice medicine until they get it
Funbots: Funbots have the purpose of making clones
because unhappiness is often treasonous. They range from robot
to robo-comedians to sexbots.
Jackobots: Robots of all trades, they have human-like
and use skill cartridges to have a wide functionality. They
a variety of service duties and repair jobs most of the time.
Makerbots: Makerbots make things, ranging from talking
to giant automated factories.
Scrubbots: Scrubbots clean things. They range
vaccum cleaners to giant mobile recycling factories.
Vehiclebots. These are various kinds of vehicles with
Many have manual overrides built into their chassis for use by a human
Warbots: Warbots are combat robots. They are
to slaughter traitors, and are sometimes a little too eager to do
Just a little. They range from Warbots Mark I (man-sized) to the
Mark IV (humongous sector-smashers).
Bots vary greatly in attitude, with as wide a personality range as
though most bots tend to be a little monomaniacal and overly focused,
for Jackobots, who tend to be slackers and unfocused.
High Clearance Citizens may own bots of various kinds or have them
assigned to them. Ultimately, bots are supposed to obey all
In practice, many bots only obey those some high clearance citizen has
ordered them to obey. The more sophisticated/powerful the robot,
the more likely this is. Some bots obey willingly, while others
as contrary as their Asimov Circuits allow. And some, it is
are part of a secret society to destroy the Fleshbags. But Rumors
Secret Societies are Treasonous. They are illegal and should
exist. Nevertheless, they do, and some weild great power, though
IntSec tries to destroy them all.
Not every clone belongs to a Secret Society. But the vast
do. Many secret societies are simply small groups of clones who
together to find some base of support in a world of fear and
Those are the boring ones, and the Computer tolerates them because they
generally do little damage. It also keeps them out of the ones
There are a large number of ones, however, big enough to cross
boundaries. These secret societies exist in multiple sectors, and
some of them may pose a real threat to Friend Computer's rule. If
they ever get their act together.
Every PC belongs to a Secret Society and is therefore a
Better hide that from Internal Security...
But that's not the only problem...
Knowledge of Secret Socities is Treason.
Clicking on this link is Treason. But Treason may help you
Being a Mutant is Treason because Friend Computer didn't design you
to be a Mutant. You clearly have tampered with Friend Computer's
carefully designed genetic code for you. However, Friend Computer
is willing to allow you to reform and dedicate yourself to Friend
service. If you do so, you become a Registered Mutant. You
must wear a special uniform with a large X on it in black which
you as having the mutant X-Factor. You can then use your powers
in service of Friend Computer.
Most Mutants, however, hide their powers because everyone fears and
hates Mutants. This is despite the fact that the bulk of the
are Mutants, especially higher-clone Citizens. Perhaps half the
has weak, mostly impotent mutant powers. The other half typically
have one or more significant and useful mutations. The vast bulk
of people hide their powers because RMs tend to become Designated
when things go wrong, or because they fear mutants, or because it is
obvious to them that they ARE Mutants.
Mutations range from enhanced physical prowness to making people
to death. Certain rumors claim some mutants can actually control
Friend Computer! But rumors are treason.
Every PC is a mutant, and therefore a traitor, though he may not
that he is...
Every crime in BC is Treason. There are many levels of
and a single act is often not enough to merit death. Friend
is said to track a total of Treason Points, and when you earn too many,
you are declared a traitor and anyone may execute you. Some
happy people may well jump the gun on that. Sometimes Friend
gets mad and gives them Treason Points for that. It may also
to bill them for the cost of activating the next clone of the
Sometimes Friend Computer decides they must have known something it had
not yet learned and reinforces their judgement.
Your treason clock is reset whenever you die and a new clone is
Friend Computer assumes that you have been punished and will be wiser
the future. And the Memory Transfer Process is guaranteed to
all treasonous thoughts from your mind. Every once in a while it
works. But usually not. Not unless it takes a lot of the
of your mental real estate with it, anyway.
Many acts of treason may be punished with fines credited from your
Account. Termination is reserved for those who are confirmed
Or unfortunate firefight victims.
It is possible to confess your treasons to Friend Computer, who will
assign you suitable punishments, but your treason death clock will not
advance for them. However, in some cases, Friend Computer may
you are unsuitable to survive in this iteration and will have you
in hopes your next clone will do better.
You can also confess other people's sins to Friend Computer, which
advance their treason clock, unless FC has reason to think you are
in which case you may be in big trouble. This is what Confession
Booths are for.
Treason is huge and nebulous, but some activities are definitely
Disobeying Friend Computer
Disobeying BC Laws
Disobeying Higher Clearance Citizens.
Damaging or Destroying Computer-Issued Equipment Without Good Reason
Knowledge of or use of Computer Programming Skills below Ultraviolet
Being an Unregistered Mutant
Use of Mutant Powers
Failure to Perform Mandatory Bonus Duties
Failure to Perform Mandatory Assigned Duties
Failing in a Mission
Damaging or Destroying Bots
Knowledge of Anything Above Your Clearance
Entering Higher Clearance Areas
Possession of Higher Clearance Equipment
Sex with Inadequate Security Clearance
Failure to take your medication
Taking too much medication
Filling Out Forms Incorrectly
Membership in a Secret Society
Failure to obey your Team Leader
- Knowledge of Game Rules
- Quoting Game Rules at Friend Computer
- No Irish In Hats.
All PCs are Troubleshooters. You work for the Troubleshooter
Group, a multi-SG taskforce which handles all the unusual and many of
most dangerous jobs, especially when Treason is suspected.
Missions range from finding lost bots to executing out of control
programmers in the backcountry of LOS sector.
Missions have a general set of stages, which may or may not apply to
any given mission:
The Mission Announcement: In some manner, you will be
of your assignment and told a Briefing Room to go to.
The Briefing: Having assembled with your fellow
your Briefing Officer will give you the mission and any necessary
vouchers, etc. He also appoints a Team Leader and assigns
A Trip to PLC: Next, you visit a PLC facility and
any equipment your BO gave you a voucher for.
A Trip to R&D: Then you visit R&D and pick up
equipment you have been assigned to test.
The Mission: An Exciting, Yet Safe and Fun mission
Many traitors die.
Debriefing: Then you return to base in order to be
The mission is wrapped up, the virtuous are rewarded and more traitors
DIE DIE DIE.
Someone in the team is typically put in charge. If anyone
the others, he gets the job usually. Otherwise, someone is given
Brevet Rank, which requires everyone else on the team to obey them, or
be guilty of treason. The exception is that you need not obey
They get the big credit if things go well, and are target #1 if
go to hell.
Mandatory Bonus Duties:
The Briefing Officer(s) may assign other special jobs to members of
the team, granting them authority and responsibility for some portion
the mission. Such officers should be obeyed and deferred to in
area of expertise.
Testing Experimental Equipment:
Communications Officer: He is in charge of handling
with HQ during the mission and with recording the mission for posterity.
Equipment Guy: This person is in charge of the
issued. He may ask to inspect all equipment in use at any time.
Happiness Officer: He is in charge of making sure
is happy. He typically is armed with a variety of drugs and games
to use to make this so.
Hygiene Officer: He is in charge of making sure
remains clean. He can demand cleaning at any time.
Loyalty Officer: He is in charge of making sure
loyal and handling accusations of treason.
Many missions involve testing new equipment in the field for R&D
and reporting in on how they malfunctioned horribly and killed
of innocents. Losing or damaging equipment is usually treasonous,
so you'd better make sure it isn't YOUR Fault...
Many missions never make it this far. If you do, this is your
chance to prove you are not a traitor and others are, in order to get
rewarded and promoted. WEASEL LIKE MAD. It's good for you.