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PARANOIA
Internal Security
Original
Original PARANOIA
PARANOIA design
design
New
New PARANOIA
edition
ALLEN VARNEY
PARANOIA edition
DAN GELBER
DAN GELBER
GREG COSTIKYAN
ALLEN VARNEY
GARETH HANRAHAN
GREG COSTIKYAN
ERIC GOLDBERG
GARETH HANRAHAN
ERIC GOLDBERG
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PARAN O IA
Internal Security
Credits & Contents
GARETH HANRAHAN
Writer/Scapegoat
Introduction
2
Access 80
Secret Societies 80
Mutant Powers 94
Life in Alpha Complex 99
Oh Central, My Central 103
Safe Under the Watchful Eyes 111
Surveilance and Interogation 115
Equipment 122
Teamwork Enhancement 133
Transtubes and Vehicles 137
Mission Design 148
Campaign Design 155
Sample Troopers 156
Six Clones Before Breakfastcycle 161
IntSec Agents at the Earths Core 165
Forms
Welcome Trooper
5
Internal Security
7
CHARLOTTE LAW
Editing /Drillbot
Everygroup Else
12
To Serve and Protect
18
The Sector Beat
21
CHRIS QUILLIAMS
Cover/Blueprints
Special Offi cer Duties
28
Code Alery
31
TONY EMSON
Interior Illustrations/Treasonous Propaganda
Creating your own Trooper
33
Doing Things
46
Trooper Assets
48
JOSEPH MCCANCE
Layout/Infrared drone
Subversives
55
Tips for Traitors 2
57
Onwards Brave Trooper
62
NICK ROBINSON
Proofreader/Intsec goon
The Prime Rules of the GM
62
Basic Rules
65
169
DAN GELBER
GREG COSTIKYAN
ERIC GOLDBERG
Original game design & development/
Building committee
Treason
68
Alternate Play Styles
179
Combat
72
Index
183
Skills
75
ALLEN VARNEY, AARON ALLSTON, PAUL BADOWSKI, BETH FISCHI, EDEL RYDER, STEVE GILBERT,
KEN ROLSTON, ERICK WUJCIK, R. ERIC REUSS
Additional Material/Co-Conspirators
THE COMPUTER
Looking after your best interests
Security Clearance ULTRAVIOLET
WARNING :
Knowledge or possession of this information by any citizen
of Security Clearance VIOLET or lower is treason punishable by a
long spell of Armed Forces latrine scrubot maintenance duty.
Internal Security TM & Copyright © 1983, 1987, 2009 by Eric Goldberg & Greg Costikyan. All Rights Reserved. Mongoose Publishing Ltd., Authorised 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 Mongoose Publishing, Swindon, Wiltshire SN3 1DG, UNITED KINGDOM .
On the World Wide Web: www.mongoosepublishing.com .
Published by Mongoose Publishing, Ltd. Published October 2009. Printed In USA.
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I NT S EC
1. IntSec
“To Serve & Protect”
you keep the proles in line; you are the
enforcers of The Computer’s directives.
and to identify traitors. By the way, you
are a mutant and a member of a secret
society. You are a traitor.
CONTROL EVERYTHING IS UNDER
CONTROL EVERYTHING IS UNDER
So, the secret police then?
Well, you’ll be wearing a helmet with a
fl ashing red light and carrying a very
large gun, so ‘secret’ may be inaccurate.
But basically, yes. As an IntSec Trooper,
you have BLUE clearance, with all the
rewards and benefi ts associated with
that exalted status.
CONTROL .......
I saw that one coming. Ok, what does
keeping people Loyal, Happy and
Compliant mean?
SECURITY CLEARANCE
BLUE – CLEARED FOR
INTSEC AGENTS
Internal Security measures the state
of the sector using various carefully
calibrated methods. Each sector has
a Happiness Index, a Loyalty Index, a
Compliance Index and a Security Index.
You must keep these values within the
limits set at the start of the mission.
You must also meet your Termination
Quota. This is Total Quality Security.
Failure to meet Total Quality Security
Requirements will be punished.
That all sounds great! Do I get bigger
guns and armour and real food and
more drugs and –
May I be of assistance, trooper?
Trooper? I thought I was a
Troubleshooter or something.
Yes, yes, yes and yes. And cortex bombs.
What’s a cortex bomb?
Incorrect. By reading this, you have
been reassigned to serve as an Internal
Security Field Trooper.
A small explosive charge, implanted in
your skull. It may be detonated if you fail
your mission.
Please note that the methods used to
determine Happiness Index, Loyalty
Index, Obedience Index and Treason
Index are not available at your security
clearance.
What does that mean?
What’s my mission?
You are now one of the elite of Alpha
Complex. You hunt down Commie
Mutant Traitors and terminate them;
To ensure that everyone in Alpha
Complex is Loyal, Happy and Obedient,
So, not only do I have to hunt down
traitors while being a traitor myself,
PARANOIA: IntSec
2
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1. I NT S EC
I also have to put up with a lot of
incomprehensible rules that I don’t
understand?
What about hidden cameras? What
about spy-holes in the attic? Are you
sure you can trust yourself? Is your mind
secure?
responsibilities to the players while
maintaining the ever-present atmosphere
of Fear and Ignorance. Unlike lowly
Troubleshooters, Internal Security agents
have something to lose.
Citizen: Do I need the main PARANOIA
rulebook to play this game?
The Computer: No, this book is self-
contained. However, each of the three
rulebooks – TROUBLESHOOTERS , INTSEC
and HIGH PROGRAMMERS – gives a
different perspective on Alpha Complex.
Collect all three!
Citizen: What about HIL Sector Blues,
reprinted in the Extreme PARANOIA
supplement? That was about IntSec
agents too?
The Computer: Correct. HIL Sector Blues is
the original inspiration for this game; the
donor of its genetic material, so to speak.
Citizen: So, any changes are
mutations?
The Computer: Genetic deviancy is
treason. Do not mix metaphors. Do not
taunt Friend Computer.
Citizen: Er, tell me how INTSEC play differs
from normal TROUBLESHOOTERS play!
The Computer: Certainly! As a
Troubleshooter, you are given a
nonsensical and/or incomplete briefi ng
and then lead by the nose into a series
of death-traps, where you betray
your teammates in a futile attempt to
complete your Secret Society mission
and/or hide your own treasonous deeds.
Correct.
By the way – and this is for real – don’t
read the mission! No, really, don’t. A
mission is a story the Gamemaster will
infl ict – run for your characters. If you
know all the plot details and surprises
in advance, you’ll have less fun when
you play.
Are you sure this will be fun?
Fun? Fun, citizen? You are the jackbooted
thugs who rule over Alpha Complex
with an iron fi st. You are the enemy. You
are Them.
Of course this will be fun.
Attention, Gamemaster!
Oh fortunate one, most trusted of The
Computer’s servants, you are Clearance
ULTRAVIOLET and therefore may read
this entire book. Read the Player section
first so you know what your players
know, then read the rest. The INTSEC
rules require a little more planning and
preparation than basic PARANOIA, but
only a little. It’s not like the players can
argue with you anyway – just familiarise
yourself with all the new ways to screw
them over and you’ll be freewheeling
and improvising in no time.
Obtain paper and a pencil. Obtain
one 20-sided polyhedral die, available
in hobby stores. Obtain three to six
other players, one of whom will be the
Gamemaster (GM) who runs the game.
Whether or not you are familiar with
the concept of roleplaying games, read
the Non-example of play later in this
introduction.
Now you may begin to play PARANOIA
- INTSEC . True, you know nothing about
the game yet. This is acceptable and even
desirable for PARANOIA - INTSEC .
The Player section contains rules for
creating IntSec characters. The fi rst few
times you play, we suggest you give
your players the pregenerated (ready-
made) characters in the Mission section.
Photocopy these characters and hand
them out to your players before you
begin their mission.
If you insist, you may read all of the Player
section, which begins on page 2 and
ends on page 62. It teaches a bit about
the PARANOIA setting, how to create your
IntSec character, and nothing at all of any
importance about the rules of the game.
The Player section is classifi ed Security
Clearance BLUE, which you may read
without fear of termination.
As an IntSec Trooper, you are given a
nonsensical and/or incomplete briefi ng and
then have much greater freedom to choose
which death-traps you jump into. You will
still betray your teammates in a largely futile
attempt to complete your Secret Society
mission and/or hide your own treasonous
deeds, but with added gadgets. Like, as
previously mention, cortex bombs.
The fi rst time you run INTSEC, use the
mission provided in this book. This is an
unusual game, and by using the mission,
you’ll see how to do things. Later you’ll
devise your own missions to delight and
torment your players.
The rest of this book – the Gamemaster
section, Sourcebook and Mission – is
classified Clearance ULTRAVIOLET.
This is above your Clearance, so you
are not permitted to read it. Only the
Gamemaster, the person who runs
the game, may read it. If you read any
Gamemaster material, or display any
knowledge of its contents during play,
you are a traitor and will be hunted down
by the rest of the players. Unless you do it
secretly, when they’re not watching.
Welcome to Internal Security.
Attention, longtime
players and Gamemasters!
Citizen: Friend Computer!
The Computer: At your service!
Citizen: How does this book relate to the
classic PARANOIA game I love?
The Computer: INTSEC offers a new
way to play PARANOIA , adding extra
Non-example of play
As INTSEC play differs in several key
respects from traditional PARANOIA , it
is useful and illustrative to present an
example of play at this point. However,
as the reader is as yet unaware of the
contents of this book*, the example of
Are you sure they’re not watching? Have
you checked all the doors and windows?
To Serve, Protect and Terminate
3
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I NT S EC
play will present a certain popular horror
roleplaying game based on the works of
HP Lovecraft… as fi ltered through the
paranoid mindset.
If Popular Horror RPG™
worked like PARANOIA
Gamemaster: You blast the cultist to
bits. Picking through the sticky wet
remains, you fi nd a printout.
Antiquarian: I’ll take it! That’s evidence,
that is!
Librarian: It might be in code. You’d better
give it to me – I’m trained in decoding
ancient texts. Yes, give it to me.
Dilettante: So, you want to read the
blasphemous document that drives
people mad?
Librarian: What are you implying?
Dilettante: Oh, I don’t know. I’m just
saying that only a cultist would want to
read a cult document.
Antiquarian (to the GM): While they’re
arguing, I read it.
GM (to the Antiquarian): It mentions an
upcoming cult meeting at an abandoned
church. Oh, and it mentions another cult,
all of whom have a black mark on their
chest.
Antiquarian (to the GM): Like the mark
on my chest?
GM (to the Antiquarian): Ye p.
Antiquarian (to the group): Aha! I know
where the cult is meeting next!
Dilettante: So, you read the manuscript
that drives men mad?
Antiquarian: It was just an, er, evil
memo.
Dilettante: Ok, let me read it then.
Antiquarian: There’s no time for that!
We’ve got to go stop this dastardly cult
meeting!
Librarian: Good plan! I’ll fi ll the car with
dynamite, you get the shotguns.
Antiquarian (to the GM): While he’s
doing that, I’m going to report back to
my cult and tell them that the other cult
knows about us!
Dilettante (to the GM): I’m summoning
a tentacled horror to kill the antiquarian
and get that document!
Librarian (to the GM): I’m going to put
a slow-burning fuse in the middle of the
dynamite, set to go off a few minutes
after we arrive at the cult meeting. Is
there enough dynamite to blow up both
the cultists and the other characters?
...And so on. To repeat, none of the
traditional horror elements in this
example resemble anything in Alpha
Complex, the underground city of
PARANOIA . At this point you know
nothing much about Alpha Complex or
your place in it.
Keep it that way. You may live longer.
“Ia! Ia! Computer ftagn!”
*: Unless you are a Precognitive mutant, in which case you already know to report for termination.
PARANOIA: IntSec
4
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