Paranoia

I never see anyone talk about this game, does anyone have any funny stories?

What's your security clearance, citizen?

infa red sir!

This is a BLUE clearance area, citizen.

Normally I'd report you for treason, but you don't seem to be up to anything.

Here, this is a temporary permit and a bom- free can of Bouncy Bubbly Beverage. Head down that corridor, take two lefts in a row, and take a seat in the lobby. My riva- er, coworker will be happy to assist you.

Oh, and remember not to drink while you walk! Don't open the B3 until you're sitting in the lobby!

Godspeed, citizen, and stay happy!

What's everyone's best R&D items?

Some of the ones I've used/stolen over the years:
>extra-ranged aluminium bow with explosive arrows
>Cone rifle with variety fun ammunition pack (one of each): EMP, explosive, stun, gas, smoke, frag, laser, and TACNUKE. The canisters weren't labelled.
>self-aiming slug thrower (upon firing, perversity point bidding is opened to decide the target).
>The old classic, the mutant detector (of course, every player is a mutant and the device will constantly trigger).
>Pain pills.

Some more:
>Heatseaking missile launcher - player instructions say that it locks onto the nearest heat source and fires a missile that homes in on the target (the player firing the launcher is always going to be the nearest heat source)
>Bullhorn with megabooster - deafens anyone too close, can be heard for miles.
>The BIG RED BUTTON - only to be given out near the end of a session when everything has already gone to shit with no chance of recovery. Upon use, it triggers ALL equipment, weapons and props in range. Doors open, bots go haywire, all the other RnD equipment goes off, weapons fire, grenade pins pop...
>Invisible ladder. This is 12 feet long and cannot be folded further.

Rocket boots are a classic. Sure, they're so obvious that everybody tries to avoid them, but somebody still gets stuck with them, so it's still good fun.

Hands-free helmet-mounted blaster. It simply tracks where you're looking, and once turned on, fires whenever you blink. Of course, the thing is defective and you can neither turn it off, nor get it off your head, once you've strapped it on.

Power gloves. They let you shock somebody just by punching or grabbing them. Trouble is, they're difficult to remove or turn off, and they have one or two of the following problems...
1) Uninsulated -- whenever you shock somebody, you get shocked too. Maybe a bit less severely, but plenty severely enough.
2) Random Activation -- they go off at random moments.
3) Magnetism -- After being used, they become highly magnetic.
4) Arcing Current -- The electrical shock tends to arc to nearby objects.
5) Jacob's Ladder -- Once activated, there is a constant arc of electricity between the gloves.
6) Overheating -- Once activated, the gloves begin to slowly overheat. Eventually, they become red-hot on the outside.
7) Delayed Discharge -- They electrify 1d10 turns after they should've.
8) Premature Discharge -- They go off when you draw your fist back to punch. They are either Uninsulated or have a problem with Arcing Current.
9) Noisy -- They emit an electrical hum and/or crackle that's so loud it's almost deafening.
10) Roll twice. If you get this result again, roll thrice. If you get this result again, roll four times. Etc. If you get the same result (other than rolling again) more than once, it merely increases the severity of the problem. A lot.

A truly good Paranoia session contains physical elements. I played a game at a con with a GM who was fantastic, and he had a few props. I was the happiness officer, and he gave me a pill bottle with Red M&Ms, and I was passing them out to people everytime I accused them of not being happy. Additionally, I was popping them every few minutes cause I like candy. Then I ate a skittle and realized that he'd put them in there on purpose to be the random cyanide pills that sometimes get mixed in with happy pills. Anyway: late into the game, we were on a gameshow where we won prizes for admitting the biggest traitorous action. Our cleanliness officer stated that he hadn't been taking his happy pills. I said I'd watched him take them (not wanting to be accused of not doing my job), and the player slammed his Sobe bottle on the table with all the "pills" sitting at the bottom. He'd been pretending to take a drink after taking the pill and spitting it into the bottle. We all had to take a minute to recover from that bomb. There was also a part where we had to carry a box, and the players had to keep an empty box up in the air, but could only use one hand each. It added some fun tension to that last sequence.

I've had great fun with the stuff that gets players killed. Actually printing communist propoganda and giving it to a player to plant is infinitely more entertainning to watch than just having them roll for hiding it.

Giving your players actual forms to fill out to 'decide' who gets what role is fun - ask questions only a traitor would answer, graduate-level physics problems, multichoice questions with answers that match up to the wrong questions, etc.

The other classic is getting a copy of The Communist Manifesto out from the library and just have it sit in the middle of the table when your players walk in. Have notes inside it, obviously sticking out between the pages, and just leave it there. Actively glare at players who try to pull the paper out, and of course execute anyone foolish enough to actually touch/open the book.

That said, you work with what you've got - sometimes non-physical props work better. I was running an adapted version of Mr Bubbles in a group that had issues with phones. Instead of throwing the spam (while it's a funny concept, in reality it's just dickish and ends up with your players hating you more than the spammer), I told everyone to put their phone volumes to max and sent the spam to everyone via facebook messenger.

The loyalty officer immediately started interrogating other players whenever they received the spam, ordering to read out their messages aloud to prove they weren't plotting treason via text message. The happiness officer refused to give in, reading out bad porn adverts in the cheeriest tone possible while grinning IRL and administering drugs to anyone who didn't seem to be enjoying his dramatic reading enough.

Physical props are much more interesting in Paranoia games it seems. For High Programmers my players have an old white cordless phone which they need to use to call minions up. Occasionally some players will hold it upside down and then wonder why the minions can't hear them.

Each player also gets a manilla folder with their character sheet and missions for the session. Combine service group minion lists & missions and a lot of paperclips, and the players are drowning in paperwork as the session is starting. Works well to stress the players out while the game is still picking up pace.

I still haven't had a chance to use box props. They're coming though

he's fucked

Yes sir! Right away! That was three rights and a left yes?

I am interested in running paranoia, and I have two questions:
1: What system is the best version? I have no experience with this
2:How do I get into the proper malicious mindset? Usually I'm a very lenient and permissive DM, but I am interested in doing some Paranoia, specifically as a change of pace, and I'm worried about not getting into the mindset right.

Physical props are always a good idea. A personal favourite was when I issued one of my players a cone rifle, and handed him a poster tube for a prop. At first glance it's pretty much a long tube of cardboard, but I'd made a careful mental note of some slight marking in the card to decide which end was the front. I was sporting enough to tell the player that when he went to fire it I'd know if it was the right way around or not.
He got lucky on his first shot, and when he later went to take another he shouldered the carboard tube and I noticed he'd written THIS END -> near the front of the tube. Naturally he was reported and written up for defacing the property of Friend Computer.

Friend Computer, I'd like to report troubleshooter for blatantly ignoring Computer's directions and using his own, possibly directing towards a mutant commie camp

With regard to 2: As a Paranoia DM you should absolutely be fair with your players. You're not out to fuck them over. The NPCs, the situations they're in and each other will fuck your players over quite thoroughly without you needing to add to that.
As for mindset; it's right there in the title. The players should be paranoid at all times. They all have their secrets they don't want exposed, they all know everyone else has secrets. Maybe someone's going to kill you for fear you'll find their secret. Embrace this. Find the glee in putting your players where they're damned if they do, damned if they don't, and double-damned if they try to avoid making the choice in the first place. It's a black comedy, so aim to get everyone laughing about how utterly fucked they are.

1. 2e or XP. XP has possibly the most incredible game master's guide of any book ever. Go read it.
2. This is a problem with the memery of Paranoia. A good GM is actually very fair, but should be ruthless with inflicting the other player's fuckery upon each other. A good Paranoia GM doesn't kill players at all (unless they're being little shits, of course), but allows the players to kill each other.

If the player blames the GM for their termination, the GM has done things wrong. If the player blames the other players (or themselves), you're doing it right.

In saying this, you can certainly give the players rope to hang themselves. One of my favourites is giving the players rigged paperwork (treasonous no matter which way it's answered), then making them pass their document to the right and watching the treason accusations fly.

>Find the glee in putting your players where they're damned if they do, damned if they don't, and double-damned if they try to avoid making the choice in the first
>One of my favourites is giving the players rigged paperwork (treasonous no matter which way it's answered
This is what I meant by Malicious, not just "zap, you're dead". It's the kind of thing I don't much have a head for.

>"R&D Mystery Boxes"
>Beautiful little boxes full of anything-and-everything
>Troubleshooter opens a box
>46,853 wing nuts start to burst forth from the far too small box
>Slaughters another troubleshooter who fails agility roll.
>Someone else immediately buys 3 more boxes

It's a skill you'll get good at. Generally though, consider that everyone above them is simultaneously greedy, vain, and shit scared the PCs are going to ruin them (troubleshooters don't have a good record). Either they want a bribe, want to get bootlicked, or want the PCs as far away from them as possible.

Otherwise, start with a situation: players need to kill a commie. How do they do that? By shooting the commie... except there's now three citizens that match the description. So they start interrogating those citizens... except they're all busy GREENs who don't have time for their shenanigans. Basically, take away the easy choices, and leave them with impossible situations that are only solvable either though stupidly creative solutions, or by treasonous activity.

If your players manage to come up with absolutely amazing solutions to impossible problems, let them succeed. More than likely though, they'll just be terribly treasonous and shift blame like crazy, which gives FC (or their superiors) the chance to terminate like crazy. Either they'll be entertaining solving the problem, or they'll be entertaining terminating each other.

Well, the key is that the players feel that there *is* a stupidly creatve solution out there to the impossible situation,

the paranoia actual play video with wil wheaton is actually quite good tbqh famalam

Attention Citizens.
We have had an Unscheduled Fissile Bounty occur in adjacent sector RPG.
All citizens are hereby requested to state their clearance levels for further direction.

I've never ran paranoia itself, I would like to, but I'm afraid my players would have trouble with getting into the setting.

I did run something similar, although a bit more serious, where the players were members of special forces group during the Cold War and everyone was secretly a traitor. I've l already posted it once before, but I have it pretyped somewhere if anyone's interested.

There are INFRARED clearance citizens in this thread. You'd best make sure you censor it so it's available at their clearance level, or you'll be terminated for distributing classified information.

Various safety-approved weapons for use in particularly valuable areas.
The guns have a camera mounted on the front.
Pulling the trigger takes a picture of what the gun is pointing at and sends it to a board of reviewers, where they decide if the gun should fire or not.

I remember your story user. It's fucking great

I've heard of a trick for dawdling players. Whenever there's a lull and everyone's bickering over what to do, throw a balled up sock on the table and shout, "GRENADE!"

Anyone who doesn't physically duck and cover is gonna be needing a new clone. If you get the brave soul that throws himself on the grenade, make sure he's punished for wasting a clone.

I'll take that as yes. Below yellow clearance fags stay away or be terminated, since there is some serious certified information in here.
Well, thanks. Will proceed with a shameless copy past of the previous time I've told it. By the way I recently had an opportunity to run it again with a different group of players.

So, the PCs were members of military tasked to investigate a governmental research facility that stopped responding to communication attempts.
It is 1960 and the tension and paranoia are at peak. There are suspicions that someone within their team might be a traitor. A commie spy, a leftist activist, who knows?

Now the thing is, actually all of them are some kind of traitors with different secret agendas and everyone is 100% certain that they're the only one.

So, for a little background, the facility in question was a secret governmental lab, working mostly on developing weapons, especially, but not only, biological and chemical ones. It was located in the middle of Arizona desert, most of it underground. The goal of the latest project developed there was finding a use of "accelerated mutation technology" developed for the government by a private corporation, for military reason. Obviously, the project created some messed up mutants which overran the facility and killed or mutated everyone inside. Cliché, but that's not really important. Theoretically no one except for the mission leader knew what the mission was about and how much information he wanted to share with his team depended on him. As for the team, I prepared 7 characters, but as I played with only 5 players 2 of them remained unused:

>The mission leader: Secretly a CIA agent tasked with blowing up the base, destroying all the evidence and leaving no survivors or witnesses(including his team, althrough they technically could be dealt with later)
>Close combat specialist: Secretely employed by the genetics corporation which developed the mutation technology to deliver them a sample of mutants and destroy all evidence linking them to the accident
>Engineer: Secretely a member of anarchist movements, tasked to gather and deliver as much evidence of the accident as possible(he had a spy camera to help him with that) and if possible, to use the military radio station in the compound to transmit his movements' manifesto
>Medic: Secretely a Soviet spy, tasked to steal the project's documentation and as much other valuable data as possible
>Heavy weapons specialist: Secretely a member of a nationalistic paramilitary group wanting to take control over the country by putsch. His task was to gather as much evidence linking the government to the project as possible and to release it at one of the nearby towns, in order to create a scandal and chance for revolution
>Assualt specialist(unused): Secretly a member of a doomsday cult which percieves the mutants as "glorified new race of humans" or some bullshit like that. His task was to make sure none of the other players leave the base alive and that it wouldn't be destroyed
>Explosives specialist(unused): The only "normal and innocent" guy in the team, just a soldier following orders. He wins if he survives the mission and none of the other players complete their assignments.

The funny thing is, I expected the players to start eliminating each other almost straight away, especially since I gave them few quite good occasions to do so without raising too many suspicions, but nope, they worked more or less together up to the point when they were getting ready to leave and realised that they still have to complete their tasks - and they won't be able to with others watching their backs. Then they started conspiring for good half an hour, passing tonnes of notes, suspecting and accusing everybody and later leaving the room in different groups to talk things over secretely. It was hilarious, everyone had some kind of deal with everyone else while at the same time a plan to stab them in the back, there were at least 3 different "groups" at the same time, with their members interchanging, and yet everyone was just waiting for an opportunity to betray the others.

So here is how it more or less went, focusing on important stuff:

>The PCs arrived to the base by helicopter and went in, The Leader secretly rigged the helicopter with explosives he had in his starting eq
>They get their fist encounter with the muties next to an industrial elevator leading down to the lab section. They explore the underground facility fighting mutants and making their way to the archives.
>Along the way, The Engineer is taking photos(he didn't try to hide with it and istead told everybody he was tasked by the supervisors to do so, The Leader allowed it for the time being). The Close Combat specialist manages to stealthy take a sample of one of the mutants to a special container provided by the corporation.
>They have reached the archives and found the documentation of the project. The Leader orders them to destroy it. In this moment the Medic realises that he's fucked if this happens. >Unfortunately due to him being rather quiet and passive for the whole game he's currently the most suspicious team member
>He comes up with some bullshit that he's actually a special agent tasked to retrieve this data at all costs and they all will be fucked if they won't listen to him. Others don't fully believe him, but at least start to argue over what to do. They decided to sort the projects into harmfull(like weapons) and non harmful(like vaccines or farming supplements), burn the documentation of first ones and take the others with them

>While searching through projects, they find out that there few small nukes in the facility, the Leader wants to put one on time fuse and use it to destroy the facility. Heavy weapons guy finds out about a prototype chemical weapon releasing rockets which he could use to fullfill his task. He also manages to stealthy steal and hide the mutation project documentation
>Medic tries to do that as well, but is too late. He informs everybody that the documentation is missing, but wrongfully accuses the Engineer, which further raises suspicions towards the Medic and makes everybody forget about the documents, fortunately for Heavy Weapons guy
>While burning the files, The Leader also orders the Engineer to burn his photos with them. He manages to trick everybody though, by burning an empty film and hiding the real one on the inside of his clothes.
>They move to the room with nukes to arm one, and here is when the great conspiracy mentioned earlier began. By this moment:
>Leader has an upper hand - nobody suspects him and all he has to do is to blow up the base and detonate charges in helicopter along with everybody
>Close Combat guy still has to destroy parts of documentation linking the project to his employers, but he doesn't know who has them
>Engineer pretty much only has to escape, but it would be good to get the documents and access the radiostation
>Medic has to find the documents and get out of the base - and everybody is suspecting him at the moment
>Heavy weapons guy has the documents, but he still has to somehow use the chemical weapons on a nearby town - and get out of the facility alive

>and everyone is 100% certain that they're the only one.
I'm not sure what you were going for, but this doesn't feel like it would make them suspicious of each other. If you KNOW you're the only one not just doing the job you were told to do, then wouldn't that mean you have absolutely no reason to suspect the others?

So after half an hour of plotting, here is what went by:
>The Engineer sets up the time fuse on nuke, but before he gets up he gets shot in the back of the head by the Medic, who has discussed it with the other teammates before.
>Immediately after, the Medic is shot and killed by the Heavy Weapons guy
>At the same time, the Close combat guy sneaks out of the room unseen and makes his wat to the elevator. He wants to return to surface, sabotage the elevator and let the facility blow up along with the evidence
>Near the elevator he gets jumped by few mutants. He manages to kill them but is heavily wounded. Bleeding and stumbling he slowly makes his way towards the elevator.
>Meantime, the others searched the bodies of their former teammates and noticed that Close Combat guy is missing. They rush to the exit to find him.
>They catch up on him just as he's boarding the elevator. Heavy weapons guy stays in the back and fires at both of the remaining PCs, killing the Leader but missing the Close Combat guy who activates the elevator.
>In his last moments, the Leader activates the detonator blowing the helicopter up
>Heavy weapons guy returns to the missile room and disables the time fuse on nuke. Afterwards he fires the chemical missile loaded with accelerated mutation reagent into a nearby town. Meanwhile, Close Combat guy returns to surface, finds some med kit and patches himself up.
>He tries to find some way of transportation to get out of the desert, but without any luck, so he goes outside
>Back down, Heavy weapons guy tries to find some way back up and manages to construct a grapling hook out of stuff in the labs. After few lucky rolls(and one fall, fortunately not from very high), he climbs the elevator shaft back to the surface. Seeing the Close Combat guy outside, he shoots at him from the base's doorstep

Can someone explain paranoia to me?
Like the mechanics and how to play. I know a little bit about it.

>They proceed to shoot at each other, the Heavy weapons guy hiding at facility's doorsteps and the Close Combat guy using helicopter's wreckage and smoke grenades as cover
>They both wound each other.
>At this point, Heavy weapons guy decides to actually ask his opponent what the hell does he want.
>They reach a conclusion that they actually can both accomplish their missions without killing each other
>They lower their arms, the Close Combat guy erases all evidence linking the corporation that employed him with the project from the documents while the Heavy weapons guy takes the rest of them and calls the members of his organisation to pick them up.

The thing is, everyone had to work against the team, while not knowing that the rest is doing the same. It was more about trying to look normal and putting the blame on someone else(and possibly get rid of competition) - by everyone at the same time. Of course after a while they started suspecting that something is fishy and they might not be the only one plotting. If I remember correctly I told them that "There might be a one, maximum two traitors, maybe even no one depending on how will you pick the sheets"

What's your security clearance, citizen?

I thought the heavy weapons guy was totally gonna shoot the CC after the lower their weapons

The CC guy was actually just trying to save his wife - the genetics corporation promised him a cure for her terminal disease as a reward for working for them. I think that was a big part of what made the Heavy weapons guy spare him and give him a lift back to civilization.

Here, have some I've cooked up / cribbed. These were presented by name only to the PCs.

>ABS 193u/u-44c “Foot Locker” Personal Immobilization Device
- what it sounds like
>ABS 525t/b-44c “Flesh-Lite” Self Enlightenment Supplement
- makes PCs glow brightly, permanently
>ABS 004g/e-17o “Georgia” Debilitation Simulation Device
- completely darkened sunglasses
>ABS 158u/x-00x “QuIK-ThInK” Experimental AP Mines
- a proximity mine that floods the mind of those around it with rapid-fire thoughts such that they are more-or-less inundated and immobilized, problem is it has no 'wait' time between being planted and being activated
>ABS 032a/j-94n “My Little Coney!” Hot Meat Tube Assembler
- A simple hot dog cart
>ABS 121a/k-17o “W8-M8” Antithetical Purpose Directive
- A small robot in an existential crisis that hovers around the PC and constantly calls their actions and decisions into question
>ABS 902i/o-31i “MinD-U-NoT” Biometric Scrambling Field Generator
- personal cloaking device that molecularly scrambles anything entering the field, including the person wearing it
>ABS 008I-GER-3c “Rad-cicle Radiation Safety Badge”
- small safety badge that beeps loudly every second when radiation levels are safe and when they're not
>ABS 008I-FAB-03 “'Say-No-Evil' Speech Censor Prototype”
- the PCs choose a word or series of words that the device (installed in their neck) instantly shunts to another word before they can say it
>ABS 008O-FAB-a3 “N-Trap-Mint Social Aid”
- breath mint that makes PCs super persuasive, enthralls other characters when they speak in close proximity
>ABS 008X-COM-XX Any Mention Of This Device Is Treason
- go ahead, ask what it does
>ABS 008V-UUB-ff “Everybody Loves Hypercube!”
- everybody loves hypercube!

Just thirding this as a GM that's done Paranoia with some regularity. The players should always feel like somehow, in a round-a-bout way, that their decisions or the decisions of another PC led to their death / struggle / conflict.

The trick is making sure they don't realize you've put them in that situation to begin with.

2e is the best edition. Not running 2e is treason.
XP is the best edition. Not running XP is treason.

Set the players up to fail by their own collective devices. Then announce that exactly one of them will be punished. Repeat. Provide opportunities to pre-allocate blame by screwing the other players. Eventually you will no longer need to set the players up to fail, they will be too busy screwing each other over to succeed.

My personal favorite 1st-session goes as follows.
Narrate the players being promoted from IR to R. Narrate them being taken to a briefing to explain Troubleshooting. Tell them the address of the briefing for the briefing room for their first mission, it will be too long to remember. Narrate them traveling through corridors. Ask them where they were going, require them to give an exact address. They'll likely have not written it down. They are now lost.
Have Friend Computer inform them they are late to the briefing. Relocate the briefing, this time they'll write down the address. When the enter the briefing room, the briefing agent will demand to know why they were late and before they answer, inform them that he intends to terminate whichever dirty commie bastard in their team delayed them.
Watch as the party trips over themselves trying to not die. Watch as they immediately turn on each other. Try not to laugh.

Bump, dying this early is a treason!

Bumping without content is treason at your security clearance, citizen.

Please provide content immediately, or report to the HyperShower station.

Basically, read the book. GMs will use all or none of the rules depending on style.

It's basically a d20 roll under system

Displaying knowledge of the rules is treason. Arguing with the GM is treason. Treason is punishable by termination.

As I said earlier, track down and read the Paranoia XP SP1 rulebook. It has the greatest GM Guide of any rpg I've ever read, it's only about 20% rules. The rest is how to keep mood, how to keep things flowing, how to keep it fun, and just general tips and tricks. Even if you don't want to run Paranoia, all GMs should read this guide.

Why would I mindlessly share content with so many low security clearance citizens in this thread? This sounds like something a commie would suggest, "citizen"

That's what I remember about my XP book, that every other page had a side box that was like, if following the rules or results of the dice would make for a worse game, feel free to immediately disregard them.


Now that I check it it's the Paranoia XP Troubleshooters.
Is that what I need to run this?

Good daycycle! I'm going to be running Paranoia at GenCon, and I'd like help coming up with good tics for premade character.

The adventure is going to be a conversion of pic related.

By the Friend Computer, as if the original version wasn't deadly enough...

You need surprisingly little to run it, but props do make the game way better. Bare bones is note pads (a different colour per player is preferable), writing implements, and chits for peversity points if you're using them (edible goodies work for this too). Any other props are bonuses.

Note that I didn't say character sheets? They're useful, but I'm one of those GMs who rolls everything behind the curtain. Provided they believe you have their character stats written down, it's all fine. For one-shots I generally run characters with one of their skill groups at 14, 4 at 7, and 1 at 1 (the guy that gets 1 in people skills always gets 14 in violence). The players have to discover their strength/weakness through playing.

Those that don't believe you? Showing knowledge of the rules is treason. Arguing with the GM is treason.

I was just wonder which is the best book to start with for XP.

Friend Computer specifically had it in for me and a fellow trouble shooter and thus would give contradictory orders. While we were interrogating a citizen there was an announcement that "idleness is treason". Thus we continued the interrogation while walking in brisk circles around the citizen.

Oh, Paranoia XP SP1. Troubleshooters is the same system, with a far inferior written book.

Thanks friend

Doesn't SP1 add back Treason Points?

No problems. Congratulations on your promotion, High Programmer.

Other way around, Troubleshooters got rid of treason points. I forgot about that, but I like treason points better anyway (I just throw in a few points when I feel like it, it's much easier than rolling and calculating the margin every time)

Honestly, the biggest problem with ToH is that it took 15 minutes to make a new character, so having 6+ clones from the word go is an elegant fix

Anytime you locked them in a room, they'd somehow kill themselves, their clones and waste four hours doing so.

The dirty secret of Paranoia is that it's a narrative game disguised as a mechanics game.

See, you still have plus and minuses to your roles that's related to what's going on in a scene, but the relationship is reversed from other games. So instead of circumstances determining what your modifier is, your modifier determines what the circumstances are.

How a modifier is determined is with perversity points. Every player starts with 25 of these, and can earn more by amusing the GM. Players spend perversity points to raise or lower a roll - either their own or another player's - and then say what that + or - represents.

I found a mutant that can't see color, because that was an infrared, which CAN'T possibly be a troubleshooter!

Can of mixed nuts. Each peanut gives the consumer 3 seconds of a random psychiatric disease. Fun for the whole family!