Paranoia ME

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Paranoia is an RPG from the early 1980s, a satiric game of a dark future.  By some means which doesn't really matter all that much (no pretenses to hard sci-fi here, thank you), civilization has collapsed.  Whatever the rest of the world is like (you're not cleared for that information), at least some of humanity has survived in a partly subterranean mega-city under a dome known as Bubblegum Complex (because of its tendency for things to explode like a popped bubble of gum.  EXACTLY like a popped bubble of gum.  Everyone at PLC regrets the inconvenience caused by the recent 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 Cessation Chamber.).  In Bubblegum Complex, Citizens live happy productive lives 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 sophisticated Artifical Intelligence ever created, as Friend Computer is happy to tell you whenever you ask.  When civilization collapsed, Friend Computer, appointed to head one of many refuges which had been created for reasons now forgotten (or perhaps simply not available at your Security Clearance), seized the reins and ensured the survival of mankind.  Friend Computer still reigns over Bubblegum Complex, resting content in the knowledge that it is, ultimately, the servant of all citizens.  Unfortunately, Bubblegum Complex is at war with the awful hideous Communist menace.  Communists were responsible for the DELETED FOR SECURITY REASONS which necessitated the creation of the Complexs.  Only Bubblegum Complex is known to survive, although there might be as many as twenty-five other Complexes.  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 involves establsihing who screwed something up, arresting them for treason, and either taking them to trial or, more often, having a huge messy firefight with them and each other.  Successful Troubleshooters rise in Security Clearance, gain financial reward, and eventually gain positions of power which they will abuse for personal benefit.  Unsuccessful ones end up as smoking boots.  Being a Troubleshooter is a quick ticket either to the top or to an early grave.  Much like adventurers in any RPG.

Troubleshooters are assembled into teams according to the will of Friend Computer, high clearance citizens, and random bungling.  A typical troubleshooter team may have anywhere from one to ten members, and typically only remains together for a single mission.  Some teams have, for various reasons, been made permanent, carrying out mission after mission.  A few become so famous they become the subject of gossip, news, documentaries, 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 satire.  The humor of bureaucracy and snafu.  Smoking boots.  Bootlicking.  Backstabbing.  Paranoia.

Paranoia is, in many ways, not a normal RPG.  Most RPGs are cooperative, 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 with you.  So does the rest of the world.  There are people you can trust more than others, but no one who is absolutely trustworthy, and many who can't be trusted at all, but you can't necessarily get by without them either.  If PCs are constantly hosing each other down with laser fire, 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 others.  You just may not know if you can trust them.  Most of the time, your 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 tool, but they generally are not personally out to get you and they'd rather screw outsiders than insiders like you.  Secondly, your Secret Society generally is a place to find friends and help.  Except for the people who infiltrated your society for Internal Security, anyway...

Players will sometimes backstab each other.  Let it slide; you'll 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 forever.  I hope.

Life is cheap in Bubblegum Complex.  People die, and they die in droves.  Many adventures end with things like entire sectors exploding in atomic fire.  Many more end with people being executed for treason 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 character.  More on this later.  But, to prefigure the next point, don't worry too much about dying; sometimes in Bubblegum Complex, you are getting off EASY if you die...

Boredom = death.  Paranoia encourages bold, over-the-top actions which may be more difficult, but are cool over safe, conservative thinking.  Cleverness is everything.  Inaction = death.  This sometimes means you fail in a huge and disastrous way, but the game setting exists to be a disaster zone anyway.

This does not mean, however, to shoot everything that moves.  Sometimes violence is not the answer.  But doing something is almost always the answer.  Sometimes that something may be subtle; subtle is fine.  Just remember, caution = boring = dead.

Bureaucratric snafus and in-fighting is an important aspect of the game.  You will spend a lot of time in potentially frustrating run-arounds.  The wise player figures out how to use the bureaucracy to his benefit.  The unwise player dies in laser fire or is executed for failing to master it.  Sometimes lasers are the answers to bureaucracy, but not always.  Laugh at it.  Enjoy it.  Don't let it make you crazy; the making crazy is part of the point.

Ultimately, this is a game of black comedy action and plotting and bureaucracy and snafu.  Don't get frustrated when things go wrong; things always go wrong in Bubblegum Complex.  Think on your feet, laugh, and have fun.

Cloning and You:

Everyone in Alpha Complex has multiple lives.  First off, everyone 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 school.  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 training 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 clone tanks, where they are implanted into the minds of your sleeping clone-brothers or sisters.  This process never malfunctions, implanting false memories or implanting someone else's memories in your clones.  Never.  To believe otherwise is to doubt the skill of Friend Computer's servants, 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 process is free.  Friend Computer will authorize the creation and quick-growth of further clones for you.  This is expensive; clones 7 through 12 cost 1000 credits * clone number.  Clones 13 through 18 cost 10,000 credits * clone number.  Clones 19 to 24 cost 100,000 credits * clone 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 to the tune of ten times your clearance's monthly living expenses, then the 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 Service Exam.  This highly elaborate battery of tests is designed to carefully find your strengths and assign you to a Service Group where your talents will flourish.  It is conducted by TesterBots which never malfunction and are never rigged by secret societies or service groups to produce desired results.  Nor does anyone ever hack into them and influence their scores.  Nor does CPU ever juggle the figures to its own benefit.  Never.

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 special schools for rapid training in new duties.  A lucky few are hand-picked by High Programmers for higher duties and zoom way up the totem pole, then usually are killed within a few months by jealous people.

Notes on Security Clearances:

Everyone in Bubblegum Complex has a security clearance.  You are 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 well.

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 have 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 influence the answer you get.

Those who violate their security clearance, such as wearing Green clothing when they are Red, are subject to accusations of Treason, which is punishable 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:

If we compare it to housing:

Food by Security clearances

In theory, promotion to higher security clearances is based on merit.  In practice, it is a mixture of cheating, bootlicking, skillful management of the bureaucracy, sheer luck, and sometimes even competence which gets you promoted.


Creative grovelling is one of the most important skills you will ever 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 keeping 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 profit...

Service Groups

All Adult Citizens are members of a service group which provides useful 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 is Power Services, etc.)

Armed Forces
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 nutcases 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 needed.  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 Alpha Complex entertainment.  In practice, the housing collapses, the food often kills, and the entertainment numbs the mind.  But if you're high clearance, you get the best food, housing, and entertainment.  They also effectively maintain harems for high programmers.

IntSec--Internal Security
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 political police force, spying on everyone and killing anyone who looks at them funny for treason.  Many of them abuse their position to blackmail anything that moves.

Power Services
They maintain the nuclear reactors, solar cells, giant mutant hamsters in hamster wheels, and other sources of power, as well as the wiring systems which transmit the power and the batteries which store it.  In practice, they really do all of those things.  Badly.  Most of them aren't cleared to know anything about the nuclear reactors they maintain, and much other crucial info is too high clearance for most power services personel.  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 does 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 Bubblegum Complex.  In practice, they never produce enough of the needed goods and overproduce luxury trash for the High Programmers.  You have to bribe clerks to get needed goods, or shoot them.  And sometimes they decide to charge you for things you never ordered, because the goods are missing and SOMEONE has to take responsibility.  It might as well be you.

R&D--Research and Development
Research and Development is the cutting edge of Bubblegum Complex technology research, creating new devices to improve the life of citizens.  In practice, it's a nuthouse of mad scientists with no idea what they're doing.  They create insane devices and force people to test them, usually resulting in mass casualties.  Still, they do have a handful of successes like Bouncy Bubble Beverage to their name.  (Sure, it was INTENDED to be a quick drying glue...)

Tech Services
They fix anything that breaks, from bots to autocars to lightbulbs to damaged weapons.  In practice, just like Power Services, they often have no idea what they're doing because the manuals are too high in clearance 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 groups 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, but...

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 extracted.  This is known as the Living Tax; by paying your Living Tax, you gain the Housing and Food and Clothing privileges standard to your clearance rating.  If you cannot afford it, your account goes into debt until you pay it off.  Should you hit the Maximum Debt Level (ten times your Living Tax), you are immediately demoted in Clearance one level.  Eventually, you sink back into being an Infrared.  An Infrared who cannot pay his tax is assigned Mandatory Bonus Duties which will pay enough to enable him to pay it.  Even if it works him to death in the process.

Clearance Level Monthly Salary Living Tax Maximum Debt Level
Infrared 500 300 3000
Red 1500 1000 10000
Yellow 6000 3000 30000
Orange 20000 10000 100000
Green 40000 20000 200000
Blue 80000 40000 400000
Indigo 100000 50000 500000
Violet 600000 200000 2000000
Ultraviolet Immense 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 disposable income.  It will certainly be disposed of.

First of all, many low-clearance clones find it necessary to blow large amounts of cash in order to supply themselves adequately with the necessities of life beyond the barest minimum supplied by their living tax.  If you buy one bag of Crunchytyme Algae Chips a day for an entire monthcycle, there's 280 credits expended.  Now imagine if you bought something healthy.

Secondly, every clone needs to try to secure some money for paying out bribes to ensure necessary services are ACTUALLY delivered, or to get out 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.  Fines, the need to keep paying one's Living Tax, and clone-activation expenses can still be charged to a negative account.  Unless someone is willing to give you a line of credit, other expenses become impossible until you are out of the red.


Money comes in several forms:

Buying Things

There are several major ways to buy things in Bubblegum Complex:

Buying anything you are not cleared to possess is treason.  So is selling it.  You are allowed to sell any personal possessions you like, so long as you fill out the appropriate forms and pay the appropriate taxes and/or bribes.  Selling Computer-Issued Equipment, OTOH, is treason.

Computer-Issued Equipment

Your Service Group issues you, in theory, equipment appropriate to what you do for a living.  In addition, on missions, you are often issued equipment by Friend Computer or your Briefing Officers or both.  This equipment is free, but must, in theory, be returned at the end of the mission.  You are responsible for equipment issued to you, and if it is damaged or destroyed and it is 'your fault', you will be fined for the cost of it.  'Your fault' depends on a wide variety of factors in which the 'the truth' plays only a small role.

The one big exception to this is ammunition, as it is generally expected 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 ammunition.

While on an authorized mission, you can attempt to requisition equipment you need.  Typically, it involves filling out tons of paperwork.  The higher clearance you are, the easier this becomes.  Sometimes, you may be issued something other than what you asked for.  This can 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, Food.  If not necesarily very high quality.  In theory, it gets you Medical Care too, but BC has some problems with that.

Clothing is ranked by security clearance; you can only wear the colors of your clearance or lower.  Most people wear their highest security clearance color prominently, using the others as trim.  Every Bubblegum 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 clearance you are, the more likely you are to get replacements in any reasonable amount of time.

Certain ingenious citizens requisition clothing frequently, then sell the extras on the black market.  This can be a handy way to pick up money, if you have an angle to get your requisitions filled quickly.  However, it also often leads to some inspector coming to see why you required 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 long 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
  Medical Care by Security Clearance:

A Typical Sector

It is unclear how many sectors exist; each one is a huge sprawling area, and many of them self-destruct, are divided, or are combined on a regular basis.  There are dozens; that much is known.  A typical sector is miles and miles across and contains dozens of levels, sub-levels, floors, basements, sub-basements, etc.  Air travel connects different sectors, along with major Autocar highways.  Some, but not all sectors are connected by large waterways as well.

Within sectors, a combination of moving paths, roads, trains, subways, monorails, and short-range aircraft are used to jet about the sector.  R&D is always developing new ways to get around, some of which are easily survivable.

Sectors are internally organized in almost every way imaginable; some are clearly planned, others are definitely the result of drug consumption to excess.  In general, most have a Central Command facility for each service group, and then dozens of lesser facilities scattered about, mixed in with new construction zones, housing, cafeterias, medical centers, etc, in a crazy sphagetti of a mess.

Every area of a Sector has a clearance rating, determining who can go there.  This can sometimes complicate getting to where you wish to go.

Most sectors provide a level of basic services needed by every sector, then devote remaining resources to specialty areas.  Typically the Sector Administrator diverts the best resources to his pet projects.  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 clearance 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 don't feel any particular urge to do it, unless a higher clearance citizen selects them as a lover and gives them Suppressant-Suppressants.

Indigo and Violet Clearance citizens may take another citizen as a lover, either an equal partner of their clearance or someone of lower clearance 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 people 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 they reach high clearance and it gets easier.

Rumors of whorehouses are treason.


Bots are your robotic friends.  They are bound by the Laws of Robotics:

  1. Obedience to Friend Computer is the highest duty.
  2. The Second highest duty is to not kill or injure any humans unless they have been designated traitors.
  3. Obedience to humans, prioritized by security clearance, comes next.
  4. Finally, self-preservation is the fourth highest duty.
These are enforced by Asimov Circuits.  These should never be allowed to be removed, go defective, or malfunction, since it can lead to terrible tragedies.  Horrible, horrible tragedies.

Every Bot has a Bot Brain, a part organic, part mechanical control center.  Some Bot Brains come with pre-programmed skills.  Others, like Jackobots, require the insertion of Skill Cartridges.  You do not wish to know what happens if you plug Video Game Cartridges into them by mistake.  Or VidTapes.

Every Bot-Brain is then installed in a chassis which has various specialized attachments.  It is possible to take any Bot-Brain and plug it into 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 versa.  But how often does that happen, really?

There are several major categories of bots:

There are many minor categories as well.

Bots vary greatly in attitude, with as wide a personality range as humans, though most bots tend to be a little monomaniacal and overly focused, except for Jackobots, who tend to be slackers and unfocused.

High Clearance Citizens may own bots of various kinds or have them semi-permanently assigned to them.  Ultimately, bots are supposed to obey all humans.  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 are as contrary as their Asimov Circuits allow.  And some, it is rumored, are part of a secret society to destroy the Fleshbags.  But Rumors Are Treason...

Secret Societies

Secret Societies are Treasonous.  They are illegal and should not 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 majority do.  Many secret societies are simply small groups of clones who stick together to find some base of support in a world of fear and suspicion.  Those are the boring ones, and the Computer tolerates them because they generally do little damage.  It also keeps them out of the ones that are dangerous.

There are a large number of ones, however, big enough to cross society 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 Traitor.  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 survive...


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 Computer's 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 identifies you as having the mutant X-Factor.  You can then use your powers legally 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 population are Mutants, especially higher-clone Citizens.  Perhaps half the population 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 Scapegoats when things go wrong, or because they fear mutants, or because it is not obvious to them that they ARE Mutants.

Mutations range from enhanced physical prowness to making people burn 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 know that he is...


Every crime in BC is Treason.  There are many levels of Treason, and a single act is often not enough to merit death.  Friend Computer 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 trigger happy people may well jump the gun on that.  Sometimes Friend Computer gets mad and gives them Treason Points for that.  It may also choose to bill them for the cost of activating the next clone of the deceased.  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 activated.  Friend Computer assumes that you have been punished and will be wiser in the future.  And the Memory Transfer Process is guaranteed to remove all treasonous thoughts from your mind.  Every once in a while it works.  But usually not.  Not unless it takes a lot of the rest of your mental real estate with it, anyway.

Many acts of treason may be punished with fines credited from your Computer Account.  Termination is reserved for those who are confirmed traitors.  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 decide you are unsuitable to survive in this iteration and will have you terminated in hopes your next clone will do better.

You can also confess other people's sins to Friend Computer, which will advance their treason clock, unless FC has reason to think you are lying, 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 probably treasonous:


All PCs are Troubleshooters.  You work for the Troubleshooter Service Group, a multi-SG taskforce which handles all the unusual and many of the most dangerous jobs, especially when Treason is suspected.

Missions range from finding lost bots to executing out of control high programmers in the backcountry of LOS sector.

Missions have a general set of stages, which may or may not apply to any given mission:

  1. The Mission Announcement:  In some manner, you will be informed of your assignment and told a Briefing Room to go to.
  2. The Briefing:  Having assembled with your fellow troubleshooters, your Briefing Officer will give you the mission and any necessary instructions, vouchers, etc.  He also appoints a Team Leader and assigns Mandatory Bonus Duties.
  3. A Trip to PLC:  Next, you visit a PLC facility and pick up any equipment your BO gave you a voucher for.
  4. A Trip to R&D:  Then you visit R&D and pick up any equipment you have been assigned to test.
  5. The Mission:  An Exciting, Yet Safe and Fun mission ensues.  Many traitors die.
  6. Debriefing:  Then you return to base in order to be debriefed.  The mission is wrapped up, the virtuous are rewarded and more traitors DIE DIE DIE.
Team Leaders:
Someone in the team is typically put in charge.  If anyone outranks 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 treasonous orders.

They get the big credit if things go well, and are target #1 if things 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 of the mission.  Such officers should be obeyed and deferred to in their area of expertise.

Typical Duties:

Testing Experimental Equipment:

Many missions involve testing new equipment in the field for R&D and reporting in on how they malfunctioned horribly and killed thousands 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 yourself rewarded and promoted.  WEASEL LIKE MAD.  It's good for you.