PARANOIA
R&D Protection
Anti-Stench
Noseplugs (Peter Vogel)
One
Package of an odd number of Anti-Stench-Nose-plugs (semi-automatic)
They
bloat, when inserted into the nose.
Possible
Malfunction: Some of them could pop-up to ping-pong-ball size. (Remember
Total Recall?)
GM:
Don't forget to place an evil smell in your scenario.
Breakaway
Armour (Steve Criddle)
Armour Value:
All6 when appropriate panel is in place.
This armour works
by redirecting incoming energy. What this means is that bits of armour
break off when they get hit. Roll a D20 to determine which panel was hit.
The first time a particular number is rolled, the armour works for that
region. The second time around, the armour doesn't work.
Players may decide
they want to walk down corridors sideways if they lose armour on one side,
or start turning their back when bullets start flying. Use common sense
when deciding whether a shot could hit the panel in question. Reroll as
needed:
Armour panel
|
Front
|
Back
|
Head
Body
Right Arm
Left Arm
Right Leg
Left Leg
|
1-2
3-6
7
8
9
10
|
11-12
13-16
17
18
19
20
|
This armour can also
protect from a hit by a field effect weapon if all panels are in
place. However, the hit will wipe out all panels and render the armour
useless.
Too bad it's always
about 10 minutes behind
Staging hint:
(Steve
Criddle)
When the troubleshooters
try this out in R&D, it works perfectly. That's because the bodysuit
takes about 10 minutes to sample its surroundings. It's been sitting
in the R&D lab for a while, and it's done all the sampling it needs.
Mirror
Armour (Steve Criddle)
Armour Value:
L20 against lasers of equal or lower clearance.
An interesting device
in that it's actually useful. This armour will probably make the wearer
very unpopular with his teammates very quickly. Other clones will want
to own this armour (if they can get the current occupant out of it).
Since The Computer
wouldn't allow clones below Ultraviolet clearance to have real mirrors
as armour, the boffins at R&D have come up with Mirror Armour for different
security clearances. The volunteer will get Mirror Armour corresponding
to his current security clearance.
The armour works a
bit like standard reflec armour. Laser beams of a higher clearance go straight
through the armour. Laser beams of the same clearance or lower get reflected
off and hit a random target. This can be Computer property, or a High Programmer,
or a randomly decided teammate. If you can't be bothered to decide the
target like this, just have it reflect off and hit whoever is standing
closest at the time, or who deserves it most.
Although mirror armour
is effective against lasers, other types of weapons will damage it.
Fire will melt the armour, impact weapons will shatter it, etc. If
the wearer hasn't brought any regular armour with them, they may be in
trouble if the mirror armour gets broken.
Interesting results
can be obtained by giving Mirror Armour to more than one clone in the team.
Reactive
Armour Suit (Ben
Matasar)
This is a standard,
bulky, powered armour suit with no special abilities. However the entire
suit is covered with reactive armour. The reactive armour will detonate
by either a laser or slug weapon. However, and this is really great, you
have a choice as to how this should malfunction. Either R&D installed
the reactive tiles correctly and they explode outward whenever shot, killing
other Troubleshooters with flying shrapnel. Or R&D installed the tiles
backwards and whenever the suit is hit the explosion is angled in towards
the wearer. This *sometimes* leads to chain reactions causing tiles on
the opposite side of the suit to explode.
A new
and improved troubleshooter armor.
for
each hit roll:
|
1-10
|
gives
no protection |
|
11-20
|
gives
protection 20 vs the attack |
If tested
when not worn, will allways protect fully.
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
|