Paranoia Service, Service.pdf
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PARAN
O
IA
™
Service
,
Service!
BY
THE
TRAITOR RECYCLING STUDIO
(www.traitorrecycling.com)
CONTENTS
Introduction
PAUL BALDOWSKI
JEFF GROVES
GREG INGBER
DAN CURTIS JOHNSON
HUMZA KAZMI
KARL LOW
ERIC MINTON
BILL O’DEA
ALLEN VARNEY
ERIC ZAWADZKI
Design/R&D
BETH FISCHI
ALLEN VARNEY
Editing, layout/CPU
JIM HOLLOWAY
Cover and interior illustrations/HPD&MC
BETH FISCHI
ANDY ‘JAZZER’ FITZPATRICK
Graphics/Also HPD&MC
ERIC MINTON
Proofreading/Technical Services
2
1. Life in a service fi rm
3
DAN GELBER
GREG COSTIKYAN
ERIC GOLDBERG
Original game design & development
2. Mandates
8
Service groups
Armed Forces
11
Central Processing Unit
25
HPD & Mind Control
40
Internal Security
54
Prod Logistics & Commissary
68
Power Services
81
Research & Design
95
Technical Services
109
Appendix 1: AlphaNet
123
Appendix 2: Service fi rm tables
126
Service fi rm index
IAN BELCHER
Mongoose Publishing roleplaying
manager/Internal Security
ALEXANDER FENNELL
Mongoose Publishing production director/
Armed Forces
THE COMPUTER
At your service, citizen!
128
Security Clearance ULTRAVIOLET
WARNING :
Knowledge or possession of this information by any citizen
of Security Clearance VIOLET or lower is treason. If you’re caught,
just wait for your next service fi rm worker evaluation, bub.
TM & Copyright © 1983, 1987, 2005 by Eric Goldberg & Greg Costikyan. All Rights Reserved. Mongoose Publishing Ltd., Authorized User. Based on material published in
previous editions of
PARANOIA
.
ILLUMINATI
is a registered trademark of Steve Jackson Games, and is used by permission.
The reproduction of material from this book for personal or corporate profi t, by photographic, electronic, or other means of storage and retrieval, is prohibited. You may
copy character sheets, record sheets, checklists and tables for personal use.
E-mail questions and comments to
Mongoose Publishing
at
sales@mongoosepublishing.com
, or write to
PO Box 1018, Swindon, Wiltshire SN3 1DG, UNITED KINGDOM
.
On the World Wide Web:
www.mongoosepublishing.com
.
Published by Mongoose Publishing, Ltd. Publication MGP 6639.
Published October 2005. First printing October 2005.
S
ERVICE
,
S
ERVICE
!
C
LEARANCE
ULTRAVIOLET
Hey! How about a little service?
Q. The
PARANOIA
line hasn’t done
much with the eight service groups
of Alpha Complex—Armed Forces,
CPU, Internal Security and that lot.
A character’s service group doesn’t
matter as much as his secret society
or mutant power. Why not?
Bonus Duties, but narrower and more fl eeting.
Mandates make a PC’s service group more
important, without all the baggage mentioned
above.
Most of the book presents eight complete
missions, one for each service group. These
are written for Troubleshooters of Security
Clearance RED, but if you have the
Extreme
PARANOIA
supplement (with rules for
characters of all clearances from ORANGE
through VIOLET), several of these missions
work better for higher clearances.
drift. Fast-moving, hyper-competitive service
fi rms often create new positions on the fl y,
minus appropriately defi ned domains. Such
an unregulated, unauthorized position is
colloquially called a ‘loose domain’, and the
service group bureaucracies regard it with
universal and unmitigated loathing. A PC has
no way of knowing whether he occupies such
a domain, but ignorance of arcane regulations
has never been a defense in Alpha Complex.
A.
PARANOIA
intentionally depicts the service
groups in vague, incidental terms. Unlike other
(non-fun) roleplaying games,
PARANOIA
is not about well-understood duties nor
professionally executed procedures, and
certanly not about organizations that foster
solidarity and high purpose.
PARANOIA
is
about creating reasons for the players to
mistrust and betray each other.
A player character’s (PC’s) group isn’t
supposed to defi ne his whole life purpose, nor
really even his role on a mission team. Just
because a PC works in Technical Services,
that doesn’t reliably make him a savant of all
things mechanical. No, he’s a generic PC,
with the same general competence as his
fellow PCs (and thus little reason to depend on
them). It works best to treat him as a vehicle
for the player’s own experience of fear and
ignorance.
The most important function of service
groups is to provide ready-made rivalries.
Armed Forces and Internal Security butt
heads all the time. Likewise Power Services
vs. Tech Services and sometimes PLC. CPU
bureaucrats are incredibly annoying. Nobody
trusts HPD&MC, a bunch of marketing types
weak on ideological purity. As for R&D, just
ask experienced players what they expect from
an R&D guy; for recreation, count the seconds
until you fi rst hear the words ‘malfunction’
and/or ‘explode’. That shorthand, that instant
mistrust, is the service groups’ ideal purpose.
But maybe we’re missing a bet. Do you
want the groups better defi ned? If you’d buy a
sprawling full-length supplement that plumbs
the innermost workings of PLC warehouses,
let us know! Hey, if White Wolf can do all those
splatbooks about vampire clans....
Q. What happens if a group bureaucrat
discovers a worker occupying a loose
domain?
Q. Is your importance in a service group
related to your security clearance?
A. He might impose a hefty fi ne, just enough
to put the PC in dire fi nancial straits. He mght
sell his silence for a bribe equal to a month of
the PC’s income, or two months. He might ask
a ‘favor’ for his secret society. Alternately, you
can use the loose-domain excuse to transfer
the PC to a new service fi rm from this book, or
assign him a mandate as punishment for his
unauthorized loose-domain-ing activities.
In other words, this is just one more useful
player coercion device, joining the many others
in
PARANOIA
. Service groups are becoming
more useful all the time!
A. Not necessarily. Security clearance does
not measure competence or training, but
strictly how much The Computer trusts you.
The Computer assigns those it trusts most not
only to positions of high authority, but also to
less-skilled positions that have little authority
but require enormous discretion.
So, for instance, a janitorial worker in
R&D could be INDIGO Clearance, which
means The Computer trusts him to go into
INDIGO laboratories. He cleans up goo from
experiments lower-clearance folks don’t even
know exist. He collects an INDIGO’s high
salary, and he can lord it over the GREEN and
BLUE technicians in the outer offi ces. Yet he’s
still a janitor, with a good Hygiene rating but no
scientifi c training to speak of.
The service group sections
Aside from the fi rst two chapters, this book
has eight sections, one for each service group.
Each section offers the following stuff:
Hangouts:
Typical locations around Alpha
Complex where you can fi nd members of this
service group.
Rumors:
What they talk about at the
hangouts. Take these as examples for creating
your own rumors. As a mission begins, mention
one or two rumors at random to a player whose
Troubleshooter has heard them at his regular
day job.
Service services:
As described in Chapter
38 of the
PARANOIA
rulebook, these are
hazardous little side-jobs The Computer
assigns to Troubleshooter teams in addition
to their regular mission.
Service fi rms:
Types of fi rms in this group
where a PC might work, like those in Chapter
38 of the rulebook.
Personnel:
NPC professions whose
members can help or torment the PCs.
Mission:
A complete Troubleshooter
mission (RED Clearance) involving this service
group.
Q. Then how do service groups sort
out who’s capable of what job?
A. To us Famous Game Designers, this
question is trying to make sense of Alpha
Complex, a quest that leads to frustration and
heartbreak. Alpha Complex makes no sense.
It exists as a molecule-thin backdrop designed
to foster paranoid tension.
Q. Would you please not weasel out of
a perfectly reasonable question?
A. Okay, okay.... Service group bureaucracies
establish ‘duty domains’ for each category of
service fi rm under their aegis. Duty domains
specify a requisite level of competence and
responsibility—
without,
please note, defi ning
a corresponding authority to actually get the
job done.
Unfortunately, the bureaucratic processes
that define new duty domains proceed at
a pace otherwise seen only in continental
Q. Well then, what’s in this book about
service groups?
A.
Service, Service!
gives you new service
fi rms for each group, NPC personnel to torment
your players, typical rumors and hangouts, and
a new kind of duty:
mandates
. Mandates are
special temporary abilities and responsibilities
assigned to one or another PC—like Mandatory
PARANOIA
Service
,
Service!
2
1. S
ERVICE
FIRM
LIFE
S
ERVICE
FIRM
IOU
S
Then it’s code in the data, give the keyboard a punch,
Then cross-correlate and break for some lunch.
Correlate, tabulate, process and screen—
Program, printout, regress to the mean.
And it’s ho, boys, can’t you code it
(hunh!)
and program it right.
Nothing ever happens in this life of mine
.
I’m
hauling out the data
on the
Xerox line
.
—
Nigel Russell
, ‘The White Collar Holler’ (1979)
1. Life in a service fi rm
■
It’s all ‘understood’. Snitching on a
coworker— for offenses committed in the line
of duty, anyway— is just
wrong,
almost as
bad as betraying your secret society. (Internal
Security investigations are like grenades; if
you’re close to the target, you don’t want to
set one off.)
So Troubleshooters usually have a hard
time turning worker vs. worker. Compared
to the PCs, service fi rm teams are tight-knit
brotherhoods of mischief.
Understandings
Junior Citizens arriving at their new INFRARED
assignment learn within days— perhaps
hours— the fundamental dilemma of Alpha
Complex life: Every day, you have to bend
the rules.
The management’s goals are unreachable
through legal means; therefore workers must
commit treason to reach them. But if you
report a fellow worker, what’s the best that can
happen? Maybe The Computer will promote
you and make you a Troubleshooter, so you
can die six or eight times in rapid succession.
Or maybe you’ll just get an apple or banana, go
back to work, and all your other coworkers will
take revenge on you, the fi nk. Meanwhile, the
traitor you reported was the only one who knew
how to do the job, so you have to take up the
slack while he’s off getting brainscrubbed.
Workers instinctively cover up coworkers’
illegal actions committed— note this important
condition!— committed
in the line of duty.
Distributing Commie propaganda? That’s fair
game for tattling to IntSec. But making up for
missing offi ce supplies (that PLC
just won’t
replenish!
no matter how many requisitions you
fi ll out! in
septuplicate!)
by stealing some from
the offi ce next door? Pfft! Bribing a technician
to repair the offi ce vendobot? Well, how else
will anyone get a cup of CoffeeLyke? Filing a
form that presents a mere parking violation as
autocar theft? How else can they expect this
offi ce to make its unrealistically high quota?
Landing the job
At an early age, Junior Citizens take a
battery of tests. The Computer quantifies
their strengths and weaknesses and adds
them to a giant database with thousands
of other JC exam results. Following long-
standing parameters set by the eight service
groups and taking into account the groups’
Semi-Annual Staffi ng Need Projections, The
Computer assigns each Junior Citizen to a
specialized secondary school. There specially
programmed teachbots, and the occasional
visiting service-group bureaucrat, teach the
kids how to be proper members of their service
group. By the time they graduate at the ripe age
of 14, their skills make them optimal Food Vat
or warehouse workers or whatever.
Do you remember your interests when you
were eight? How many of them were the
same when you turned 18? How many people
determine their life’s work before they hit
puberty? Why should Alpha Complex citizens
be any different?
Service group heads often wonder why all
the bright, talented youngsters they chose a
decade ago always turn into bitter unskilled
rejects once they graduate and join the work
force. The answer is obvious: Rival service
groups subverted the good ones!
■
Service fi rm IOUs
So everybody lives happily together in service-
fi rm land, right? No—this is
PARANOIA
.
Your coworkers don’t fi nk on you for doing
what it takes to get the job done. They look
the other way... but they make sure you
know
they’re looking away. In the unspoken code
of most service firms, you now owe your
coworkers for their silence. You have incurred
an
IOU.
Chapters 8 and 40 of the
PARANOIA
rulebook describe secret society IOUs—
informal but serious favors a society may owe
you in return for a great service. Service fi rm
IOUs work somewhat the same way, except
they’re considerably less reliable and, relatively
speaking, more secret.
How could a favor in a legal, public service
fi rm be more secret than a secret society IOU?
It’s a matter of context. The secret society
leaders admit you did them a service, and they
ARE YOU INTERNAL SECURITY, OR JUST A SMUG BASTARD NATURALLY?
3
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