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PARANOIA
R&D Gadgets
Dark
Vision Glasses AHFD-65 (Greg Bougg)
Allows seeing in
the dark.
Projects a cone of
light(50 meters, 20 degrees), so the user is much more visible than the
targets. Upon issuing it, the issuing autohority should give a warning
that the device has a very limited use time and should thus be used only
in very dangerous situations. This will hopefully cause it to be used only
in night fights...
Big
machine which the troubleshooter has to step into. Lots of clanks and whistles
etc. Then the troubleshooter emerges as themselves dressed in a gaudy costume.
Treads are in short
supply in BOT sector, so they're making portable docbots that you can strap
onto your back. Unfortunately, some of the models shipped to Troublshooter
HQ are a little on the obsessive side... and used to be dentist bots. "Open
a little wider, citizen." "Gaaaaaagh!"
Experimental
Gravitational Amplification Device (Michael
C Martin)
Give
no information about this device until it has been issued. Once a
citizen volunteers to test this item, they will be the proud owner of a
50-kg weight on a chain.
The
device has no obvious controls.
The
EGAD is good for reducing speed, but it's also (as I learned, as GM) very
good at destroying Computer property, which turned out to be its primary
function according to the Troubleshooter testing report. (Its secondary
function was the creation of new entrances to rooms, if you're curious.)
Experimental
Navigational Device (Greg Bougg)
The famous "experimental
guidance system" provided to troubleshooters having to explore the sewers.
It is a small round
device with the letters N, S, E, W on it and
a small stripe of metal in the middle. It is receiving special radio signals.
The computer has build a special radio station in the NNN Sector,
and the metal stripe is always pointing in its direction.
So, N means
the direction Next to the station, S stands for Straight away, E
means Equal distance. Finally, W stands for WAY off!
Just make your Troubleshooters
think, they have a compass.
Then send them down
the sewers.
When it is too late,
they will find out that these items are REALLY just receivers and that
the radio station is right in the middle of the sewers, far away from the
exit, which was in the S direction... or something.
Experimental
Pain Drug BF-113/v9 (Greg Bougg)
Give them a syringe.
No data. Decide at the last minute whether the drug inflicts pain or makes
one oblivious.
Experimental
Torches (Greg Bougg)
How
about some torches:
-
made from
strange structured brown plastic (wood) without any switch to turn on?
-
which is
free for all clearances (thus sending infrared light)
-
which is
nuclear powered (hm hm hm he he he)
-
which is
working by leaking slightly glowing radioactive waste?
-
which turns
out as a flamethrower?
Image
Displacement Utility (Draxon
Varradami)
This brand
new device from R&D is designed to protect the wearer. It displaces
the image of the wearer, so that the wearer appears to be standing in a
place other than he really is. The device is a small box, colored either
red or orange (depending on the security clearance you need) and is usually
placed on a belt. It weighs only about 5 lbs. It runs on a battery, which
lasts for about 15 minutes of operation. It takes twice that time to fully
recharge.
The exact position
of the image can be adjusted by a series of controls on the device, but
the image can be displaced by no more than a meter. When active, all attacks
are made against the affected clone at a -8 penalty, since the any attacks
made against the character will be aimed at the image, not the actual character
(even those who know the character is using this device will still not
know exactly where they are). However, if they know where the image deplaced
to last time and aim there (and the character hasn't adjusted the displacement
settings since that time) the penalty is reduced to -2.
The image cannot be
projected through solid objects, such as wall and doors, and will seem
to go 'into' solid objects (an obvious tipoff that it is just a hologram
- or evidence that the clone is a mutant). Thus the clone must be careful
if he wishes the image to appear realistic.
Of course, something
this useful couldn't possibly without defect (none of which will be told
to the character). First of all, the distortion field it uses will also
distort any concentrated light passing into out of it (for some reason
it doesn't affect lasers coming in). When this device is activated, any
laser weapons this character fires will have no effect, since the beam
is instantly dispersed.
Secondly, it inteferes
with the clone's abilities. The clone cannot use mutant powers, and all
other attributes are reduced by one. This effect is negated as soon as
the IDU is deactivated.
Lastly, and perhaps
most interestingly, the IDU will drain all pigment from any living being
wearing it. This means that the clone's skin, hair, and even eyes (the
irises, not the pupils) will be completely white (like an albino). All
GMs should already realize how fun this can be. Two possibilities spring
to mind mind right away. This is a great opportunity to for other clones
to accuse this one of being a mutant. Plus, the character is now white,
as in ultraviolet. I see a whole bunch of treason points for this character.
Pigment is only drained after 5 minutes of continuous use. It takes an
hour for the pigment to start returning, and every additional 5 minutes
the device is used adds another hour to that.
Image
Intensifier Goggles (Ben
Matasar)
Releases hallucinagens
when worn, making images 'intense'.
Tired
of the same old Bouncy Bubble Beverage, but afraid of trying something
different because you don't want to be executed for treason? Well,
Research and Design proudly gives you Mutant Spew™ Cola!! (Code HCSD//234-xx.c5)
Now there's a legal alternative!
History
Mutant
Spew™ Cola was invented purely by accident at the R&D labs late one
eveningcycle, during an intensive planning session on a means to improve
the New Bouncy Bubble Beverage. Although the original additives that were
accidentally thrown into the mix were never noted down, there never seems
to be a shortage of this drink. R&D claimed credit for the discovery,
though even its greatest minds are at a loss as to how to recreate the
mixture, or how to stop the mixture from reproducing under mysterious circumstances.
Description
Mutant
Spew™ Cola comes in Red cans, with the name written in large Orange letters
on the both sides. In other respects the can is the same as those used
for Bouncy Bubble Beverage.
Use
Although
the cans could be thrown as grenades (though this would probably break
even Alpha Complex regulations regarding the humane use of chemical weaponry),
the best offensive use is in consumption (see below).
Security
Clearance/Cost
Mutant
Spew™ Cola is classified as Red security clearance, where it is available.
One can of it costs 8 credits.
Ammunition
Unless
you've devised some sort of launcher for them (don't put this beyond the
players), each can is a single-shot deal.
Damage/Range
The
damage of this drink is variable (see table below). When throwing a can
of this stuff, use standard grenade rules to determine range.
Problems
The
problems associated with Mutant Spew™ Cola are many indeed - see the table
below for the various possible results. Also, anyone who publicly wonders
why this drink is called Mutant Spew™ Cola might find themselves ordered
by the Computer to report for experimental soft drink testing at R&D.
Opened Can of Mutant
Spew™ Cola Table
Whenever a PC opens a
can of Mutant Spew™ Cola, roll d20 on the table below to determine what
the player sees in the can:
| d20
Roll |
Can's
Contents |
| 1 |
Player sees Red soda
(gains 1D2 Strength for 1 hour if consumed) |
| 2 |
Player sees Orange
soda (gains 1D2 Endurance for 1 hour if consumed) |
| 3 |
Player sees Yellow
soda (gains 1D2 Moxie for 1 hour if consumed) |
| 4 |
Player sees Green
soda (loses 1D4 Endurance for 2 hours if consumed) |
| 5 |
Player sees Blue
soda (loses 1D20 Power for 4 hours if consumed, fall unconscious for 6
hours if Power falls below 0) |
| 6 |
Player sees Indigo
soda (gains extra Mutation if consumed, roll randomly) |
| 7 |
Player sees Violet
soda (all effects from drugs in clone are nullified if consumed - roll
on withdrawal table) |
| 8 |
Can is filled with
tonic water |
| 9 |
Can is empty |
| 10 |
Tentacle sprouts
from can (make insanity check at +5) and slithers away |
| 11 |
Same as 10 (see above),
but tentacle tries to strangle clone who opened can (skill 12, 9I damage/round) |
| 12 |
Can is filled with
Bouncy Bubble Beverage |
| 13 |
Can explodes like
a grenade when opened (P8 damage, 2 metre radius) |
| 14 |
Sticky glue erupts
from can and coats clone who opens it - inconvenient to say the least) |
| 15 |
Can is filled with
Cruncheetym Algae Chips |
| 16 |
Can is filled with
rocket fuel (does column 3 damage if ingested, highly flammable - explodes
if within 3 metres of a heat source, treat as hand flamer for damage) |
| 17 |
Can is filled with
cockroaches (insanity check), they crawl away |
| 18 |
Can closes itself,
and will keep doing so if opened - must be shy |
| 19 |
Clone begins to glow
a treasonous shade of Green if Infrared soda consumed - give appropriate
treason points |
| 20 |
GM's choice |
Mutation
Proximity Detector (Steve Criddle)
This device supposedly
detects nearby mutants. There is no activation switch - when a mutant
is nearby a red light will flash and a needle on the top will point towards
the mutant. This device basically doesn't work and just decides to
point at a random clone occasionally. Let it activate a couple of
times during the mission, but don't overdo it.
Staging Hints:
If the team are in
the dark, trying to remain unseen, it would be really unfortunate
if that red light came on and gave away their position.
For a nice twist,
send the team to R&D before they get their briefing. During
the briefing, tell the clone with the MPD that it is pointing at the briefing
officer and the light is flashing wildly.
Or, see how the player
reacts when told that the light has come on and the needle is pointing
at him.
Supersecret
Selfdefence Flashlight (Greg Bougg)
This
flashlight is issued to internal security. Looks like a normal flashlight.
has 3 unmarked buttons:
|
1
|
Normal
flashlight |
|
2
|
Fires
like a laser (there is a normal laser barrel inside) |
|
3
|
Gives
the user a damage 8 electric shock. (anti theft button) |
Multi
button functions:
(the
normal function does not happen, although the trouble shooter had better
press the buttons in right order or something bad might happen)
|
1+2
|
Functions
like a communicator: Talk |
|
1+3
|
Function
like a communcator: listen |
|
2+3
|
Fire
a laser backwards at the users hand. |
|
1+2+3
|
The
flashlight explodes like a hand grenade after 2 seconds. |
The buttons
are grouped closely together and are really small, so it should be quite
likely to press the wrong buttons, especially if in a stress situation.
Tactical
Situation Decision Assessment Device (Joshua
Moretto)
For
all intents and purposes this is a Magic 8-Ball. It supplies all
the standard phrases ("Signs point to Yes", "My sources say No",
"Reply
Hazy, Ask again Later", etc.) as well as a number of unconventional
ones ("My sources say Perhaps", "Signs point to Maybe", "Fnord").
Time
Expander (Steve Criddle)
This
item is shamelessly borrowed from the cartoon Dexter's Lab.
It was far too good an idea to pass up.
The
Time Expander slows down time for the user for a limited period.
It is left to the GM to decide how much time is slowed down by. (For
example, it could slow down majorly so that if the user moves they appear
to have teleported away. Or it could slow down a little, so that
it looks like they can run really fast).
The
user can move about as normal but his surroundings are either slowed down
or stopped in relation to him. The Expander has fairly limited use
other than this. Some examples from the cartoon are:
-
Dexter
tries to take a shower, but the water moves very very slowly.
-
Dexter
tries to do his homework with the Expander enabled. But the act of
writing creates so much friction that the paper catches fire.
-
Dexter
tries to use a microwave oven to cook some breakfast. After waiting
for what seems like ages, the oven finally does something - the timer clicks
from 3:00 to 2:59.
Obviously
most weapons are totally useless under these circumstances, although the
user can hit other citizens with whatever object they see fit. Increase
the effect however you see fit (since technically the speed of impact is
vastly increased). If the user is hit by something while the device
is active, the damage is reduced (for the same reason).
With
luck the user will quickly discover that this gadget is not as useful as
they first imagined. One possible use (if they think of it) would
be to cram several hours of sleep into a few seconds of "real" time - this
would be useful if their mutant power attribute is low and they want to
get it back to full power quickly.
(I could
do with this device in the morning - I could get a few extra hours in bed
and still get to work on time).
This
item can cause some fun in a gaming session if you insist players have
to talk very quickly or very slowly when it is enabled (depending on which
side of the time expansion they are).
Vision
Enhancer (Steve Criddle)
Looks like a crash
helmet with some goggles glued on the front where the clone's eyes will
be. The clone puts the Enhancer on his head and turns it on. In a dark
room the Enhancer will allow the clone to see everything as though the
room was lit. In a lit room the Enhancer blinds the clone for five minutes.
Because the unit covers
the whole head, the clone has trouble hearing when he is wearing it.
One
Wakeysleep pill is given to each troubleshooter (under an experimental
code name) before they're sent outside for thier mission. It looks like
a two tone capsule in the colors of a wakeypill and a sleepypill. The lab
boys will claim it's to help them adjust to day/night cycles outside of
the complex but give no specifics on it's effects.
Any
character taking it will be totally alert for the next eighteen hours,
at the end of the eighteenth hour they will fall totally unconscious for
exactly six hours, then eighteen hour awake, then six asleep etc. etc.
etc. for as many days as it stays amusing.
Luckily
only about a third of my shooters were stupid enough not to spit them out
first chance they got.
XBR-37
Reconnaissance Boomerang (Greg Bougg)
This
is a plasticene boomerang fixed with a miniature multipurpose scanner (different
options may be available), a standard IFC (I Find Commies) identifcation
unit, a low-strength sonar system UW2, miniature thrusters, and a small
amount of high explosive.
Simply
put, the wielder (who must be wearing a corresponding IFC identifier bracelet...)
hurls the boomerang, which, despite its bulky mass, manages to sail about
250m at a speed of 25m/s through using its thrusters (fuel capacity is
sufficient for perhaps 2.5 round trips); note that it will always seek
to reach this distance... while it traverses it, it uses its scanner to
photograph (visual, I, UV) everything within a [classified]
distance; if it has other options, these too will be activated.
In order
to prevent this high-tech piece of equipment from falling into the hands
of the Communist mutant enemy, if sonar indicates that the boomerang is
within 1m of impacting a man-size or greater object (including walls...)
not wearing a matching IFC bracelet, it explodes in a 5m radius doing P12
damage from shrapnel.
Note
also that the bracelet technology has not yet been perfected... approximately
50% are slightly unstable and either have a 25% chance of not responding
to the boomerang's IFC signal, or cannot broadcast consistently for a distance
of greater than 50cm.
Paranoia
and The Computer logo are registered trademarks of West
End Games
Authors of submitted items are indicated where appropriate
All other text and graphics by Steve
Criddle
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