MGP15103 - Gamemaster Screen

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TREASON STARS AND COMPUTER SYMBOLS

TREASON STARS FLAGS COMPUTER SYMBOL ON GUIDELINES FOR ASSIGNING STARS

0 Loyal 6 Loyal (for now)


1 Greylisted 5-6 Jaywalked; hoarded XP Points; wasted infrareds
2 Restricted 4-6 Refused an order (Yellow or lower); wasted resources
3 Citizen of Interest 3-6 Refused an order (Green or higher); joined a secret society
4 Wanted 2-6 Mocked a UV or The Computer; have a mutant power
5 Most Wanted All Refused The Computer’s order; be a Commie

ROLLING THE COMPUTER SYMBOL


ROLL 2D6 WHAT THE COMPUTER SYMBOL COULD MEAN

2 The computer is convinced the team is a different one and talks about their problem
3 A cold sales call from PLC about J-Type luxury autocars for lease
4 Internal Security wants to know if the Troubleshooters ‘needs help’
5 Call routed to Orange-clearance dispatcher at Troubleshooter HQ who can review Coretech footage
6 The Computer watched the past 5 minutes from a nearby Troubleshooter’s Coretech (obstructed view)
7 The Computer watched the past 5 minutes through this Troubleshooter’s own Coretech
8 The Computer watched the past 5 minutes from a nearby Troubleshooter’s Coretech (clear view)
9 Told to wait 1-5 minutecycles, then as #7 above but including the time waiting
10 As #7 above but focused on rewarding loyalty, not correcting treason
11 The Computer just started paying attention and wants to know what it missed
12 Data predicts treason within 5 minutes, please explain why the data is wrong without seeing it

CORRECTIONS GUIDELINES
CORRECTION WHEN IT MIGHT APPLY

Verbal Warning Has no Treason Stars; has powerful friends; too busy for real corrections
Coretech Throttling Has 1 Treason Star; false accusations; failure to accuse the guilty; questions The Computer
XP Point Fines Has 2 Treason Stars; has plenty of XP Points; clearance violations; wastes resources including Infrared citizens
Mandatory Prescriptions Has 2 Treason Stars; secret society knowledge; mutant power use;
failure to take mandatory prescriptions
Community Standards Has 3 Treason Stars; secret society membership; refuses order from betters;
Enforcement (CSE) terminating without a termination code
Brainscrubbing Has 4 Treason Stars; player tries quoting the rules; terminates innocent higher-clearance citizen
Termination Has 5 Treason Stars; being a Commie; having Machine Empathy
Deletion (Dead-Dead) Repeatedly disobeys UVs or The Computer

CORRECTIONS GUIDELINES
Stat rating +/- Skill rating + Equipment Level + Computer Dice
Successes are 5s, 6s and the Computer Symbol
If the NODE is negative, still roll that many dice but failures cancel out successes
If a Troubleshooter gets a correction, what happens to their flags? Nothing. Corrections do not remove the need to warn citizens
that a citizen is a worthless, perfidious loser who should never be trusted.
DIFFICULTY GUIDELINES
( MATCHING THE DIFF MEANS SUCCESS )

DIFF 1 Easy Shoot clueless target; know what lasers are; bluff idiots; find a bot’s asimov algorithm
DIFF 2 Average Shoot target; understand how lasers work; bluff average folks; delete a bot’s asimov algorithm
DIFF 3 Hard Shoot fleeing target; know what lasers can/cannot hurt;
bluff suspicious folks; delete a bot’s asimov algorithm
DIFF 4 Very Hard Shoot fleeing suspect behind cover, know a laser’s wavelength;
bluff critical folks; edit a bot’s asimov algorithm
DIFF 5 Not Seriously This is Shoot that tiny spec way out there; create a laser from scratch;
Super Hard bluff an enemy; reprogram the entire bot’s brain

PROMOTIONS
SECURITY CLEARANCE XP BALANCE RANGE

Infrared Negative balances–99

Red 100–999

Orange 1,000–1,999

Yellow 2,000–3,499

Green 3,500–5,999

Blue 6,000–9,999

Indigo 10,000+

Violet & Ultraviolet Only by invitation

ARMOUR TABLE
(TAKE AWAY SUCCESSES EQUAL TO LEVEL; ROLL FOR WHICH EFFECT)

NAME LEVEL CLEARANCE SUCCESS EFFECT TREASON EFFECT

Decon Suit 1 Yellow Wearer is protected from toxins, diseases and Protected but -1 Moxie per round
so on as the user asphyxiates.
Double Armour 2 Green Reduce incoming damage by two steps - 1 NODE to all rolls while wearing it
Kevlar(TM) 3 Orange -3 successes from all attack rolls using Take damage normally
Armour physical damage
Mini Mech 5 Blue Reduce incoming damage by 2 steps; Cannot make rolls for any physical activity
Machine +2 successes to Violence rolls -2 NODE for all other rolls.
Reflect Armour 0 Red-Violet Block all laser shots of equal Take damage normally
or lower colour
Riot Shield 1 Red -1 success from an attack roll’s result The shield worked but broke
before determining damage
Total Safety 5 Blue Block all damage The Safe has fallen and cannot get up
Armour
MOST COMMON WEAPONS TABLE
NAME LEVEL CLEARANCE SUCCESS EFFECT TREASON EFFECT
Cone Rifle 4 Blue Any Hurt becomes Maimed; all other wounds become -100 XP Points & Gain a C-of-I flag
Dead
Electro Knuckles 1 Orange Target loses 2 Moxie thanks to the agonising pain Knuckles get magnetised and stick the user’s hand to
any nearby metal; DIFF 3 to break free
Frag Grenade 3 Orange Any wound level is doubled GM decides where this lands
Hand Flamer 3 Yellow Target is on fire, takes a Hurt each turn until put out. Roll the Computer Dice. On an even roll, the flamer
explodes, +1 Wound per round until the flames are
extinguished. Otherwise, it merely runs out of fuel.
Knife 0 Red +1 Hurt wound each round until healed Same effect on the user, not target
Laser Pistol 0 Red-Violet None; regular damage only Battery ran out, so ammo ran out
Laser Rifle 0 Orange-Violet Increase any wound caused by the roll by one step Battery ran out and will not hold a charge anymore
Neurowhip 2 Green -2 Moxie and cannot act next round Hit something important or valuable
Plasma Generator 5 Violet Vaporise the target and anything behind it User’s head goes missing as well as anything behind it
Screaming Pistol 3 Orange Target is deaf (even bots) until the GM says otherwise. The weapon shakes itself to pieces and deafens the
user’s current clone permanently.
Skinnerstick 1 Orange No wounds but -1 Moxie per wound level -2 Moxie
Tangler 2 Orange No wounds; target cannot do any physical acts Tangler backfires; user has 4 rounds before
asphyxiating
Truncheon 0 Infrared Any Injured result becomes Maimed Truncheon went flying across the room

WHAT YOU HIT INSTEAD TABLE


ROLL PERSON YOU HIT OBJECT YOU HIT

1 Citizen with lower clearance Object with Infrared or Red clearance


2 Nearby IntSec agent Nearby bot or recycling bin
3 Teammate Teammate’s equipment
4 Teammate Teammate’s equipment
5 Citizen with higher clearance Something that explodes quite nicely
6 Highest clearance person in charge Teela-O poster or memorabilia

REASONS FOR DENYING SOMETHING


2d6 REASONS FOR DENIAL
2 Friend Computer told me not to give this to you
3 Sorry, that has never existed according to the new history update
4 Requires a 500 XP Point deposit, 75% of which is returned once you are finished
5 Resource reprioritisation means not available for weekcycleas at least
6 Cannot look for it while so worried about our low XP Point balances. Hint
7 That is not available at your security clearance
8 Happy to help if you are willing to thank us, say around 200 XP Points of thanks. Hint
9 Waiting on a committee to authorise providing this to anyone below Green clearance
10 First, we need a complete form PLC901-50 EZ Authorisation to Sell Items to Troubleshooters
11 That is obsolete, so here is a random item that is mostly similar
12 You look like a Lenny
SERVICE GROUP ROLES
SERVICE GROUP PURPOSE STAT MODIFIER SKILL MODIFIERS
Armed Forces Fight battles to protect Alpha Complex +1 to Violence -1 to Science -1 to Stealth
CPU Run the government and analyse data +1 to Brains -1 to Guns -1 to Operate
HPD&MC Create rooms, entertainment and propaganda +1 to Chutzpah -1 to Throw -1 to Intimidate
IntSec Enforce laws & terminate traitors +1 to Violence -1 to Engineer -1 to Charm
PLC Create and distribute items including food +1 to Chutzpah -1 to Athletics -1 to Program
Power Services Generate power and maintain the grid +1 to Mechanics -1 to Melee -1 to Demolitions
R&D Invent things to improve life and fight traitors +1 to Brains -1 to Operate -1 to Alpha Complex
Technical Services Create and repair machinery including bots +1 to Mechanics -1 to Psychology -1 to Bluf

SECRET SOCIETY TABLE


SECRET SOCIETY PURPOSE SKILL MODIFIERS
Antimutant Kill mutants and stop chemicals in food and drink that cause mutations +2 to Intimidate -2 to Bluf
Communists Turn Alpha Complex into a communist utopia for the people +2 to Stealth -2 to Charm
Corpore Metal Humans are obsolete so track bot stats like footballers +2 to Program -2 to Psychology
Death Leopard Rock out, get wasted and cause a lot of mayhem (and get away with it) +2 to Throw -2 to Engineer
FCCCP Worship The Computer as God and punish heathens and heretics +2 to Psychology -2 to Science
Frankenstein Destroyers Bots are evil and should be destroyed, but are you secretly an android? +2 to Melee -2 to Program
Free Enterprise Gangs that sell anything to anyone for the right price +2 to Bluff -2 to Bureaucracy
Haxxor Information and Friend Computer must be under human control +2 to Operate -2 to Melee
Psion Humans are obsolete so blindly obey your mutant masters +2 to Science -2 to Athletics
PURGE Weekend warriors set on destroying everything and starting over +2 to Demolitions -2 to Stealth
Romantics Pre-Whoops life was way better despite knowing nothing about it +2 to Bureaucracy -2 to Intimidate
Sierra Club Lovers of nature who are eager to kill to protect it +2 to Athletics -2 to Alpha Complex

POINTLESS RIVALRY TABLE


SERVICE GROUP WHO THEY HATE THE MOST WHY

Armed Forces IntSec, Troubleshooters The Army should be in charge of defending Alpha Complex, not barely trained
coppers.
CPU R&D, Troubleshooters Ooh, R&D keeps breaking so many mandates and laws!
HPD&MC TechServ, Troubleshooters Construction crews and vidshow directors all need working equipment and those
two groups keep breaking them.
IntSec Armed Forces, Troubleshooters IntSec should be in charge of defending Alpha Complex, not barely trained
recruits.
PLC Power Services, Troubleshooters Factories and stores will not work if they do not have power. Guess who cuts
power all the time?
PowerServ TechServ, Troubleshooters The first is a fight over power and batteries, the other tends to cause enough
damage to start rolling blackouts.
R&D PLC, Troubleshooters They design incredible technology, which is either destroyed in testing or
manufactured and sold despite failing QA.
TechServ Power Services, Troubleshooters The first is a fight over power and batteries, the other tends to cause enough
damage to keep repair teams exhausted.
MUTANT POWER TABLE
MUTANT POWER PURPOSE WARNINGS REGISTERED JOBS

Adrenalin Control Impressive bursts of strength and speed Can lead to aggression and wounds * Execute that mutant

Clone Empathy Win friends and influence people against their will Can backfire and make people despise you PLC Agent
Corrode Turn metal into a warm, ashy goo Rarely affects your own hands, hardly ever * Execute that mutant

Cryokinesis Create severe cold, even freeze things Oww, brain freeze! Bartender
Electroshock Shoot a bolt of electricity from your fingertips Might short-out electric devices nearby Battery charger
Force Field Project a 1-metre circle of invisible protection It can block air, so how long can you hold your breath? Bodyguard
Hypersenses Turn the normal five senses up to 11 Overstimulation puts it mildly Wiretapper
Invisibility Go invisible, including your clothes and gear Ewww, only the skin went invisible Chroma Guy for Video
Levitation You can lift yourself with your mind. Rise way too fast and way too high; Autocar repair
Machine Empathy Bots and even The Computer can obey you Can backfire and make bots and The Computer hate you * Execute that mutant

Mental Blast Damage someone’s brain from a distance Can be reflected back at your own mind * Execute that mutant

Pyrokinesis Create severe heat, even light things aflame Oww, 2nd-degree burns! Library Worker
Telekinesis Move things with your mind Move everything except the thing Ammo loader
Telepathy Speak silently to others mind-to-mind Did you just broadcast your own thoughts? IntSec snitch
Teleport Bamf yourself to a new location you can see I It is easy to forget to bring clothes and gear along for the ride CPU courier
X-ray Vision See through metal, flesh and similar materials Well hello, ocular melanoma! PowerServ Assistant

MOXIE FAVOUR GUIDELINES


MOXIE SPENT GUIDELINES FOR FAVOURS
1 No biggie: Distract a citizen; 30 XP Points; change MBD; laser 1 clearance higher
2 Solid: Delay a citizen; 100 XP Points; delete minor treason; simple computer virus
3 Big ask: Beat citizen; 200 XP Points; delete real treason; free prescription
4 Huge favour: Get a termination code; 500 XP Points; delete serious treason;
5 All in: Terminate a citizen; 1,000 XP Points; gain new ID; steal someone’s identity

COMMENDATION-WORTHY ACTS
ACT POINTS EARNED
Snitch, complete a mission, be happy, follow orders, kill a traitor. 1
Not available for Troubleshooters. 2
Not available for Troubleshooters. 3
Not available for Troubleshooters. 4
Giving the GM actual gifts and/or bearer bonds. 5

TREASONOUS ACTS
ACT POINTS EARNED
Assault an equal or lower-clearance citizen; doubt The Computer; be too perfect. 1
Refuse prescriptions; fail hygiene inspections; assault a higher-clearance citizen. 2
Damage property; use puns; falsely accuse high-clearance citizens of treason. 3
Secret society membership; have a mutant power; disobey higher-clearance citizens 4
Be a Commie; have Machine Empathy; disobey The Computer; act like a rules lawyer. 5

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