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Remember, citizen, you are only to use equipment and visit areas that are

Lasers and Treason color coded to your security clearance or lower. For example, if you’re RED
clearance, you are only allowed in areas with the RED or INFRARED color
A Paranoia hack of the Lasers and Feelings RPG, by Dan Suptic - version 1.2.2 designations, and you may only use RED or INFRARED authorized equipment.
Paranoia is ©1984-2017 Mongoose Publishing, all rights reserved. Lasers and Violating your security clearance is a treasonous offense - depending on the
Feelings is John Harper’s RPG, licensed under a CC BY-NC-SA 3.0 license. severity of the offense, punishment above and beyond standard termination
may be implemented.

► Greetings! 2 - Choose the former Service Group you belonged to before becoming a
Hello and happy daycycle, citizen! Friend Computer welcomes you Troubleshooter. This determines the skills and knowledge you provide to the
as a new member of the elite and loyal Troubleshooters! As a Troubleshooter team!
Troubleshooter, you’ll go on exciting, fun, and dangerous NOTE - Each Service Group may only be picked once. No two players are
minimally perilous missions, all for the good of Alpha Complex. allowed to select the same service group.
Look at that - you just got a cmail right now, informing you of
your very first mission! Get to your briefing room fast, and as Alpha Complex Service Groups
always, stay alert, trust no one, and keep your laser handy!
Armed Forces - Oorah! You fought Power Services - You helped
► Create your Troubleshooter the enemies of Friend Computer maintain energy and infrastructure,
head-on, on the front lines, laser loyally monitoring and fixing issues
1 - Pick your security clearance from the list of available security clearances rifle in hand and loyalty in your with power, air, water, waste, and
below: heart! traffic.
Available Not available Central Processing Unit (CPU) - Production, Logistics, &
Digital paperwork and record Commissary (PLC) - You watched
ULTRAVIOLET (white) keeping kept you busy and loyal in over production and allocation of
your bureaucratic service to Alpha food and other basic supplies for
VIOLET
Complex. loyal citizens.
INDIGO
Housing Preservation and Research and Design (R&D) - You
Development & Mind Control helped create exciting and new
BLUE
(HPD&MC) - You kept minds fresh, technology and equipment, and
sharp, and loyal by working in gave it to brave, loyal
GREEN
entertainment and education. Troubleshooters for testing.
YELLOW
Internal Security (IntSec) - You Technical Services - Mostly
ORANGE kept peace and order in Alpha unnoticed, but always hard working
Complex, rooting out and and loyal, you fixed up bots,
RED eliminating traitors for the safety of vehicles, cloning systems, and other
loyal citizens. such apparatuses.
INFRARED (black)

This document is RED clearance. You are currently on page 1 of 7. Please DO NOT READ or DISTRIBUTE in INFRARED areas.
3 - Your GM may make you roll on the Secret Society and the Mutant Power 6 - Write down your gear. You have been provided standard Troubleshooter
tables. Your GM may roll for you and let you know instead. Your GM may equipment by Friend Computer.
handpick items from each table to suit their needs for the mission. Record  A Laser pistol, with 2 RED laser barrels (each capable of firing 6
the names of your treasonous secret society and mutant power, if you shots before needing to be replaced)
unluckily have either.  A suit of RED reflec armor (those RED lasers will bounce right off
you!)
Statistically, there’s a very good chance that one or more of your other  Your ME card (Mercantile Express, tracking your funds and identity)
teammates is a member of a secret society and/or possesses a mutant  Your PDC (Personal Digital Companion, a smartphone of the future,
power. Always be on the lookout for any sign of secret society involvement or with a direct line to Friend Computer!)
usage of mutant powers, and terminate those who would so brazenly utilize  100 cr (not a lot of credits to be sure, but enough money to get little
them! odds and ends as needed)

4 - Choose your Lasers and Treason number, from 2 to 5. 7 - Use the following goals to keep your Troubleshooter motivated. A busy
 A lower number means your Troubleshooter is better at Lasers. citizen is a happy citizen!
 A higher number means your Troubleshooter is better at Treason.  Standard player’s goals: Succeed in the mission! Find trouble, and
Naturally, 'Lasers' means much more than just shooting lasers, and 'Treason' shoot it! Root out and punish treason wherever it’s found, especially
is used for more than just committing acts of treason. Lasers covers on your own Troubleshooter team!
[INFORMATION REDACTED DUE TO INADEQUATE SECURITY CLEARANCE]  Personal player’s goals: If you are a member of a secret society, add
actions and abilities, while Treason covers [INFORMATION REDACTED DUE TO the goal, Push the goals and ideals of my secret society . If you have a
INADEQUATE SECURITY CLEARANCE] actions and abilities. If you have further mutant power, add the goal, Practice and improve my skill with my
questions on when to use Lasers or Treason, your GM will tell you which one mutant power.
you’re using before the roll. Or after the roll. Or during the roll. Or never.
You have now successfully completed Character Creation for Lasers and
5 - Name your character as per standard Alpha Complex naming protocols Treason. At the GM’s approval, you may proceed to the Rules section.
(Name-Security Clearance Letter-Home Subsector Designation-Clone
Number). You start on your 1st clone - how gracious of Friend Computer to
allow you to start your Troubleshooter career with no deaths on your record!
Say thank you, now.

Example RED clearance names: Gunne-R-GUY-1, Do-R-DIE-1, Runn-R-UPP-1,


You-R-NAM-1

Friend Computer gives each of its citizens 6 clones, for no charge (Friend
Computer’s graciousness is endless! Say thank you, again, now). If tragedy
happens to befall your Troubleshooter (or you’re terminated for treason),
increase your Clone Number in your name by 1, and your next clone will be
delivered in a timely manner back into action. If by some rare chance you
lose all of your clones, then your career as a Troubleshooter (as well as your
life in Alpha Complex) comes to an end. Thank you for your service, friend
citizen.
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► Rules
Dice rolling
Whenever your Troubleshooter needs to do something risky, roll 1d6. Add L/T number Result
+1d6 if your skills from your former Service Group help. Add +1d6 if you’re exactly
being really clever and/or entertaining in describing your action. Roll your
dice against your character’s Lasers/Treason number. Something goes wrong - for example, in combat, your
laser pistol’s barrel explodes after you successfully hit your
The number of dice that roll over or under, as needed, determines the 1 target. Any remaining shots in it are wasted, and you’ll
need to make a repair roll to safely remove the damaged
number of your successes.
barrel.

Something goes very wrong - for example, in combat, your


If you’re using Lasers, you want to roll above your number. whole laser pistol explodes after you successfully hit your
2 target, taking your hand with it. You’re now unarmed and
profusely bleeding from the stump where your hand used
If you’re using Treason, you want to roll below your number. to be.

Something goes horribly wrong - for example, in combat,


your laser pistol starts firing continuously after you
successfully hit your target. You accidentally hit some
3+ valuable Computer equipment, a few of your teammates,
Successes Result and even shoot a hole in the ceiling, hitting a pipe,
spraying flammable bot oil all over the area.
You didn’t roll any successes? Well, at least you tried, friend
0 citizen. Things go badly, up to and including (and possibly
surpassing) your clone’s death. ► Assisting other players
Other players may assist the current player during his or her action. To do so,
You succeed, barely. The results of your action meet the
1 minimum expectations of your Troubleshooter's intentions.
Please try harder next time.
the assisting player forfeits their own actions for the time being (possibly
putting them in a defenseless or dangerous position) and describes how
they’re assisting the other player. Multiple players can assist the same player
You did it! Whatever you planned to do, you did as well as on their roll.
2 could be expected. You’ve performed adequately in service
to Friend Computer! When assisting other players, choose one option:
You did almost unbelievably well! You accomplished the task  You assist the other player. They add +1d6 to their roll.
3+ so amazingly perfect, it’s hard to believe you didn’t use
treasonous abilities to do it!
 You "assist" the other player. They subtract -1d6 from their roll.
NOTE - even if multiple people "assist" the current player, the acting player
still gets to roll a minimum of 1d6.
If any of the dice roll your Lasers/Treason number exactly, you’re shooting
Treasonous Lasers! Each die that rolls your number exactly counts as a
success, but it also counts on the Something Goes Wrong chart. The severity
of things going wrong is determined by the number of dice that rolled your
Lasers and Treason number.

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► The mission! Perceptions that the GM is being petty, devious, cruel, and/or murderous are
Your GM will create a mission by rolling or choosing from the tables below. simply due to lack of in-game knowledge that’s above your security clearance.
Your GM may also create a mission from the secret list of tables located in If you still feel the GM is being unreasonably unfair to your character, keep
the secret GM file that all Paranoia GMs have access to. Be assured that the bringing it up, and your character will get what’s coming to them.
GM will run the game fairly, acting as a completely objective and impartial
arbitrator of all rules and events that occur during your mission. ► Running the mission
The GM runs the mission for the Troubleshooters, telling them what they see,
who they interact with, and how they die succeed valiantly in their duty to
A threat to Alpha Complex... Friend Computer! Missions generally follow the below format:
 Mission alert - The Troubleshooters get the call to action! They must
1 - Commies! 4 - Rampaging bots!
go to their assigned briefing room for details on their mission. Please
ignore any treasonous rumors that finding and getting to the briefing
2 - Mutants! 5 - A monster from Outdoors!
room is sometimes harder and more perilous than the mission itself.
3 - Traitors! 6 - Disgruntled INFRAREDs!  Briefing - The Troubleshooters are given the mission details by a
trustworthy and unbiased clone who definitely has the team’s best
wants to... interests at heart.
 PLC outfitting - In addition to their standard gear, the
1 - Destroy or attack 4 - Corrupt or bribe clones at Troubleshooters are given any additional gear at PLC that has been
deemed necessary for mission success.
2 - Steal high clearance information 5 - Dispose of incriminating  R&D outfitting - In addition to their standard gear and mission critical
from evidence at
gear, R&D will give the Troubleshooters some new, amazing,
experimental equipment to test out.
3 - Infiltrate 6 - Treasonously occupy
 The mission itself! - The Troubleshooters go out and do the mission,
the... stopping the threat to Alpha Complex with hopefully minimal loss of
life and limb! And sanity. And valuable Computer equipment.
1 - Local Compnode 4 - PLC depot  Debriefing - Once the mission has been completed, the
Troubleshooters are debriefed, giving them the opportunity to assign
2 - Food vats 5 - Exit to the Outdoors praise and blame to the team members that deserve it.

6 - High Programmer’s indoor mini The game runs until the players complete all the steps in the mission, or
3 - INFRARED barracks
golf course screw up the mission beyond the point of any hope of success, or all the
players have lost all six of their clones. Hooray! (or Oh no!) Friend Computer
which will... congratulates (or condemns) you on your team’s glorious success! (or
unmitigated failure!)
1 - End all life in Alpha Complex! 4 - Kill Friend Computer!

2 - Destroy Friend Computer’s 5 - Wipe all citizen’s personal and


property! financial data!

6 - Mildly annoy a fairly important


3 - Lead to an INFRARED revolt!
person!

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► Additional tables
1, 2, or 3 4, 5, or 6
This is the section for tables used in character creation and for dealing with
certain types of equipment, enhancing your entertainment and happiness Anti-Mutant - You hate mutants Free Enterprise - It’s all about the
while playing Lasers and Treason. Happiness is mandatory. Being entertained even more than the average, loyal credits. You’re always looking for
while playing Lasers and Treason is mandatory. A failure to have fun with clone. Kill ‘em on sight, regardless new sources of revenue and new
1 of whether they’re registered or products to sell for cash. Anything
Lasers and Treason is grounds for summary execution.
not! The only good mutant is a for the bottom line, right?
dead mutant! Anything.
► Secret Societies
On the table to the right, roll 1d6 for the column, then 1d6 for the row, to Communists - Da comrade, you Illuminati - You are here to
select your Secret Society. picked the best of societies to be █ █ █ █ █ and █ █ █ █ the
in, yes? End the Computer’s reign █ █ █ █ █ . You are to █
2 of terror and bring fairness and █ █ █ █ █ █ in your █ █ █ █ to
► Contacting your secret society equality to clones of all ensure the █ █ █ █ █ █ █ █ █ of
Even though belonging to a secret society is treasonous, there are times clearances! ████ ██████ ████
when you might want to contact them to requisition specific equipment or when the time comes.
obtain hard-to-find information. To do so, make a roll (against Lasers or
Treason as appropriate), adding bonuses from skills and description as Corpore Metal - Bots are good. Mystics - You want to open
Squishy, gross clones are bad. yourself and others to new,
normal. You can also add another +1d6 if you choose to contact your secret
Make yourself more bot-like wonderful experiences! With
society in an obvious and overt manner. 3 however you can (usually with drugs! You want all clones to be
NOTE - Other players cannot assist or "assist" you on this roll. cybernetics). Treat your bot happy and loving forever. With
superiors with respect and drugs! Did we mention drugs? Oh,
admiration. we did? Cool.

Death Leopard - Life’s a party, so Pro Tech - Tech is cool. Tech is the
get to partying! Wreck stuff! Go future! Get more tech, use tech all
fast! Defy authority! Show off! the time, fiddle and experiment
4 Woo! YEAH! There’s probably a with equipment, hack systems and
good chance you’ll lose all your become a tech elite.
clones, so live it up while you can!

First Church of Christ Computer Psion - Mutant powers are


Programmer - The Computer isn’t evidence of the next natural step
just our friend, it’s our god. of human evolution. Practice and
5 Worship often and openly, for our refine your current mutant power,
lord Friend Computer loves you. learn new powers if you can, and
protect registered mutants.

Frankenstein Destroyers - Bots Sierra Club - Clones aren’t meant


are evil, mindless tools made to to live in the metal cage of Alpha
oppress the living population of Complex. You yearn to be free, to
6 Alpha Complex. Destroy them, visit the Outdoors! Take any
break them, smash ‘em to bits! opportunity to get Outdoors and
collect stuff to bring back.

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► Mutant Powers The effects of medication vary depending on what you take. Some drugs
On the table below, roll 1d6 for the column, then 1d6 for the row, to select simply improve a clone’s mood, or suppresses stressful thoughts and
your Mutant Power. The effects of mutant powers are self-explanatory. For hormones. Some can adjust your Lasers/Treason number up or down, even
more detailed descriptions, please explain to Friend Computer why you are past the normal limit set at character creation. The GM will tell you the exact
treasonously requesting information that's far above your security clearance. effects of a medication when it’s taken. Drug effects last until they wear off.
Sometimes longer.

1 or 2 3 or 4 5 or 6 If you take unknown medications, or contaminated or expired medication, or


if you mix certain medications, or if you take your pills with Bouncy Bubble
1 Adhesive Skin Energy Field Pyrokinesis
Beverage instead of water, roll on the table below to see what happens. Roll
2 Adrenalin Control Hypersenses Regeneration 1d6 for the column, and 1d6 for the row.

3 Bureaucratic Intuition Levitation Slippery Skin


1, 2, or 3 4, 5, or 6
4 Chameleon Machine Empathy Telekinesis Your Lasers/Treason number is Your Lasers/Treason number is
1 increased by one. decreased by one.
5 Charm Matter Eater Teleportation
You feel a positive emotion very You feel a negative emotion very
6 Electroshock Mental Blast X-Ray Vision 2 strongly; happiness, serenity, strongly; fear, sadness, paranoia,
excitement, loyalty, etc. anger, etc.
► Using your mutant power Your mind becomes clear and The hormone suppressants that
Even though possession/use of mutant powers is treasonous, they can be a 3 focused. You are immune to your body is used to are suddenly,
powerful and unexpectedly useful tool for a Troubleshooter in dire need. To mind-affecting abilities. totally counteracted.
use your mutant power, make a roll (against Lasers or Treason as
appropriate), adding bonuses from skills and description as normal. You can Your mutation genes are Your mutant power begins to
4 suppressed. You can’t use or be activate on its own, repeatedly
also add another +1d6 if you choose to use your mutant power in an obvious
affected by mutant powers. and randomly.
and overt manner.
NOTE - Other players cannot assist or "assist" you on this roll. You see beautiful, complex You lose your color vision. All of
5 hallucinations. You know they’re Alpha Complex looks black, white,
► Pharmaceuticals not real, but still, they’re pretty! and gray to you.
From Happy Happy Pills to Sleepy-Time capsules, from mood enhancers to Your left elbow itches slightly. You fall to the floor screaming in
mutation suppressants, from uppers, downers, and everything in between, 6 Once you scratch it, the itch goes agony, frothing and seizing a bit
Friend Computer provides drugs to help keep clones happy, healthy, loyal, away. before you die.
and subservient voluntarily helpful.

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► R&D experimental equipment If your GM needs help coming up with R&D items, just have them grab some
Whenever a group of Troubleshooters go out on a mission, they get a bunch of the words below and mash them together. You’ll be the envy of your fellow
of experimental R&D equipment to take with them. Field testing is the Troubleshooters when they see you with your Negative Chemical Disrupter
quickest and easiest way for R&D to test out new and improved items, and it’s Cannon and your Ion Vortex Pills!
a good way for Troubleshooters to show more loyalty to Friend Computer, by
being the ones who test them. The Lasers and Treason Exclusive R&D Technobabble Word Cloud

It’s not strictly treasonous to refuse to test any R&D equipment during a
mission, but the debriefing officer will likely notice and question a
conspicuous lack of R&D item test results on a Troubleshooter’s personal
report. An R&D item is created by the GM, with rules similar to the
Troubleshooter character creation rules.

1 - An R&D item has a name and brief description, telling the players what it is
and what it does. For example:
 Plasma Blaster - This large metal tube expels a cone of broiling
plasma from the end. This usually happens when the trigger is pulled.
 Disruptive Grenades - These grenades are primed and thrown like a
normal grenade. Upon detonation, they create a sphere of energy
with a 10' diameter, violently displacing anything within in both time
and space.
 SuperWater - This is a clear plastic bottle with a red cap, with a hastily
written label that says 'SuperWater' on it. It’s warm to the touch,
► End of file
sloshes constantly (even when the bottle is sitting still), and has a
This is the end of your clearance-approved document for Lasers and Treason.
strong alkaline scent.
Any additional information acquired from this point forward is not presumed
to have passed Friend Computer’s strict and fair document processes for
2 - The R&D item also has a number, from 2 to 5, but instead of using Lasers clearance adherence. Report any treasonous information to the nearest
and Treason as a scale, an R&D item is Safe and Useful. A higher number authorities. Thank you, and have a happy daycycle.
means that the item is more Safe. A lower number means the item is more
Useful.
► Secret end of file section for GMs
This document is more player-focused as opposed to having helpful and
Whenever you use an R&D item, roll 1d6. You only ever roll just 1d6 - no skill
concrete information for GMs. Lasers and Treason assumes that the GM
set or preparation can aid this roll, and other players cannot assist or "assist".
already has some familiarity with the Paranoia RPG itself.
▼ If you roll under the item’s number, it does something Safe.
▲ If you roll over the item’s number, it does something Useful.
If you’re the GM and not familiar with Paranoia, you can still run this of
= If you roll the Safe and Useful number exactly, congratulations! course. Just check out some actual play videos of Paranoia online, or get
Your R&D item is Safely Useful! As opposed to the above results, it another GM to lend you their Paranoia books, or purchase some fine
does something both Safe and Useful! Paranoia products from Mongoose Publishing, either from their main site or
from their DriveThruRPG page.

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