Paranoia The Underplex.pdf

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PARAN O IA
The abandoned tunnel network that interpenetrates Alpha Complex, and all the ways it can kill your PCs
The Underplex
PAUL BALDOWSKI, Architect (www.omegacomplex.com)
GREG INGBER
KARL LOW
ERIC MINTON
Additional material and poorfreadnig/
Contractors
DAN GELBER
GREG COSTIKYAN
ERIC GOLDBERG
Original game design & development/
Building committee
IAN BELCHER
Mongoose Publishing RPG manager/
Construction supervisor
CONTENTS
Introduction 2
1. Under construction 4
2. Under population 14
3. Hook, line and sinkhole 38
4. Gear 31
Mission: ‘The One’ 35
Appendix 1: Random Underplex 46
Appendix 2: Overfl ow
BETH FISCHI
ANDY FITZPATRICK
ALLEN VARNEY
Editing, layout, graphics/Drillbots
JIM HOLLOWAY
Cover and interior illustrations/Blueprints
47
ALEXANDER FENNELL
Mongoose Publishing production director/
Struts around wearing fun yellow hardhat
The ‘fortune cookies’ at the lower right of
each two-page spread come from loyal
citizens Paul Baldowski, Karl Low, Saul
Resnikoff, Bart Savenije, Silent, and
Tobias Svalborg, who answered the call
on the PARANOIA development blog ( www.
costik.com/paranoia ). Commendations!
THE COMPUTER
Orders it built; seals it off; repeat
Security Clearance ULTRAVIOLET
WARNING :
Knowledge or possession of this information by any citizen
of Security Clearance VIOLET or lower is treason, dark nasty skulking
subterranean treason of the most deeply entrenched kind
TM & Copyright © 1983, 1987, 2006 by Eric Goldberg & Greg Costikyan. All Rights Reserved. Mongoose Publishing Ltd., Authorized 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 PO Box 1018, Swindon, Wiltshire SN3 1DG, UNITED KINGDOM .
On the World Wide Web: www.mongoosepublishing.com .
Published by Mongoose Publishing, Ltd. Publication MGP 6641. Published March 2006. First printing March 2006.
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U NDERPLEX
C LEARANCE ULTRAVIOLET
Hey! What’s behind this wall?
Alpha Complex is a huge, multileveled
underground city, a web of supposedly self-
contained sectors. The Computer administers
them as a single massive community. To
maintain happiness and improve effi ciency, The
Computer not only orders new construction;
it also dictates incessant remodeling and
repurposing of existing structures. Service
fi rm contractors also prize effi ciency—that is,
the effi cient funneling of credits from padded
expense budgets to their secret Gray Subnet
accounts. They order their engineers and
bots to build cheap and fast, and if the new
recreation center happens to wall off the only
access to an entire subsector, well....
To improve maintenance effi ciency ratings,
High Programmers delete from The Computer’s
databanks the very existence of blocked
corridors, defunct barracks and derelict
facilities. Then they ensure citizens rapidly
forget the old places ever existed; or, if a
troublemaker displays an unpleasantly good
memory, they ensure citizens rapidly forget the
old troublemaker ever existed.
These thousands of forgotten rooms,
discarded corridors and dusty maintenance
tubes comprise the Underplex. This shadow-
city interpenetrates every inhabited sector, mere
meters away from subsurface transportation
tunnels, INFRARED accommodations and
moderately shielded power generation facilities.
It is a place of escape, of absence, as close as
the other side of that wall. Over centuries, the
Underplex has become a refuge for the lost and
disappeared, the unwanted and unsightly, the
illegal and treasonous.
If you’ve picked up this book expecting a
wizards-and-lizards dungeon crawl, brace
yourself for something more original and a
lot cooler. The Underplex, though fi lled with
monstrous brain-hungry mutants and Old
Reckoning relics, is still pure PARANOIA :
between the slick rocks, covered with
something that looks surprisingly like
last night’s algae casserole. Then the
fl oor seems to disappear beneath you.
A layer of rock falls away, and you drop
with it. As luck would have it, the strap
of your uniform snags on a rock jutting
out of the pit, leaving you dangling
precariously.
Frank-R: Phew, that was lucky. Anyone got
a ten-foot pole? Haha! Okay, guys,
help me up, will ya? [Silence, except
for the faint rustles of exchanged
notes.] Guys? What are you doing?
Just throw me a line or something; I’m
not sure I can get a handhold down
here. Guys?
GM: The light above you flickers and
dwindles. You hear footsteps receding.
You hear someone say what sounds
like ‘mutie traitor’—then you see six
piercingly bright shots of red laser
fi re hit the ceiling of the cavern. You’re
hanging alone in the dark. You hear a
faint rumbling sound overhead. What
do you do?
into range of a squad of trigger-happy Vulture
Warrior scouts, with not a handy INFRARED
in sight.
Before we launch you headfirst into the
depths, here’s an overview of what you get in
The Underplex :
Q 1: Under construction
Like Alpha Complex bureaucracy, the Underplex
has depths few would willingly choose to trawl.
This section details the setting’s many levels.
The Tranz : A chaos of derelict tunnels,
tubes and ducts—a dangerous transition
to the environs below.
The Dungeon : Purposely sealed holding
facilities intended to imprison the worst
genetic anomalies and bioengineered
monsters.
The Underplex : Forgotten rooms, lost
sectors and Old Reckoning habitats
that twist like an Escher illustration
in, around, and among the inhabited
portions of Alpha Complex.
The Deeps : Natural caverns, narrow
tunnels and water-slick pitches that
reach far down into the Earth’s crust.
Q 2: Under population
Underdwellers—residents of the Underplex—
see Alpha Complex as a source of ready-made
goods and raw materials. Alpha Complex
citizens see the Underplex as a menace and
security breach. This section outlines the status,
views and objectives of the Underdwellers, as
well as those of Alpha Complex service groups
and secret societies.
Q 3: Hook, line and sinkhole
Tools for handling the Underplex setting
using the PARANOIA rules, or what passes
for rules. This section includes notes on
handling Tension in a security-lite environment,
recruiting Troubleshooters into UNDER
(Underplex Navigation, Defense, Exploration
and Recon) teams, and survival in a naturally
hazardous environment.
Q 4: Gear
Items designed to assist those venturing into
the Underplex. Old Reckoning archaeological
fi nds. Stuff!
The Underplex is a fresh setting for
PARANOIA missions, an uncompromising
environment of trigger-happy troopers, brain-
hungry mutants, and Dark Rooms so dark they
should have big neon signs fl ashing ‘All-You-
Can-Commit Treason! Here! Now!’
Like Alpha Complex proper, the Underplex is
an overwhelming labyrinth fi lled with indifferent
neighbors and unforgiving opponents. But our
inspiration was not the dungeon crawls of
other (non-fun) roleplaying games; instead,
we looked to the modern ‘urban infi ltration’
explorers, the intrepid folks who break into
sewers, abandoned factories and the like just
to see if they can.
(Not that we have anything against
dungeons! We heartily recommend the
64-page PARANOIA mission collection
Collapsatron, which includes an updated
version of Ken Rolston’s brilliant 1987 fantasy-
RPG parody Orcbusters .)
Troubleshooters in the Underplex rapidly
discover that escape from The Computer’s
crazed oppression can, in certain respects,
suck. Though the bright and hygienic corridors
of Alpha Complex make covert activity a
headache, at least in an emergency they
might grab a passerby as a convenient human
shield. In the Underplex, they can fi nd plenty
of places to have a private meeting with their
FCCC-P contacts; but they might as easily walk
GM: You’re standing at the open mouth of a
dark cavern. Water cascades down the
walls, gathering in dark pools. In the
shadows at the back of the chamber
you half-glimpse something moving…
perhaps the very traitors your mission
requires you locate.
Frank-R: Wow, this rocks! PARANOIA in a
dungeon... it’s like the old days. I bet
we meet Randy the Wonder Lizard!
So, who wants to be the magic-user,
huh? I set out across the cavern with
my laser drawn.
GM:
[Takes notes, rolls dice.] You step
gingerly through the puddles and
PARANOIA: The Underplex
2
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I NTRODUCTION
G ETTING DOWN
Q Mission: ‘The One’
The Underplex works well for either an
occasional side trip or an extended campaign.
This campaign kickoff mission, ‘The One’, takes
the Troubleshooters into a few proximate parts
of the Underplex.
Q Appendix: Random tables
The appendix offers tables in the style of the
excellent mission blender (included in the
PARANOIA Gamemaster Screen ). You can
generate areas of the Underplex with a few
die rolls.
Computer been of one alert, focused mind,
it might have remained aware of the world
beneath—but it’s The Computer, you know? So
when it suddenly detects the Underplex, The
Computer reacts with its typical binary-code
equivalents of shock, horror, bewilderment,
paranoia and complete incomprehension. It
believes the Underplex appeared suddenly
and spontaneously, as part of a massive secret
invasion.
The Computer’s drive to deal with the
potential threat of the underworld sends
everyone into a panic, citizens, service groups
and secret societies alike. This is the premise of
this supplement’s kickoff mission, ‘The One’.
Q Old news
On the other hand, you can assume high-
clearance citizens have always known about
the Underplex, and nobody ever told the player
characters about it. The Underplex had nothing
to do with their menial INFRARED work,
and when The Computer recruited them as
Troubleshooters, their superiors gave them only
the barest information they needed to fi nish
each mission. During their latest briefi ng, the
team learns about the Underplex for the fi rst
time, to the briefi ng offi cer’s utter amazement:
‘…Then we will drop you into the caverns of the
Underplex. What do you mean, “What’s that?”
It’s all around and among Alpha Complex. Big
place, full of tunnels and caves. What do you
mean, “What’s a cave?”’
If you approach things this way, your NPCs
assume the PCs know what’s up (or rather,
down). They react uniformly with frustration
when the team starts asking questions.
Everyone of RED Clearance and higher seems
to know more about the Underplex than the
Troubleshooters.
Q Colorful background
Don’t want to send your PCs into the Underplex
under any circumstances? Fair enough—you
can still mine The Underplex for its plethora
of ideas, characters, mission seeds, service
fi rms and secret society subgroups. Dip in to
amplify a mission or fi nd a catalyst to spark
new ideas. When you generate new missions
using the GM Screen mission blender, swap out
a character or location from the random tables
with one described here. That ought to keep
your smug know-it-all players on their toes.
Using this material
Here we Famous Game Designers suggest a
few different ways to introduce The Underplex
into your PARANOIA game:
Q Breaking new ground
Assume no one’s ever heard of The Underplex.
Your Troubleshooters get to explore virgin
territory. As The Computer puts it, ‘What could
be more fun?’
Actually, various individuals concealed
knowledge of the Underplex for decades,
but nothing stays secret forever. Had The
Going UNDER
So what is the pretext you can use to send
Troubleshooters into the Underplex?
Different groups deal with the discovery of
the Underplex in different ways. Armed Forces
stereotypically goes in with guns blazing and
stereotypically suffers for its gung-ho attitude.
Internal Security designates the Underplex ‘an
external concern’ and chooses to have nothing
at all to do with the place. IntSec elevates
security protocols at all known access points to
ensure nothing external has the opportunity to
become internal. Everyone else looks worried,
confused or guilty.
The Computer, assessing this uncoordinated
action, orders the formation of the Underplex
Navigation, Defense, Exploration and Recon
(UNDER) group. The new UNDER group
will explore, not conquer, the underworld. To
further that objective, The Computer recruits
citizens trained in an appropriately broad skill
base—namely, Troubleshooters. The UNDER
administrators expose draftees to focused
hands-free environmental training: a couple
of grainy videos of Old Reckoning Doctor Who
episodes and a tourist guide to Mammoth
Cave). They give everyone shiny new team
badges and push them towards the nearest
Underplex access point.
Envision your Troubleshooters—primed to
expect both hordes of slobbering, fl uorescent-
green maggots and Old Reckoning cavern gift
shops—as they venture into the darkness, their
lasers ready, trigger fi ngers itchy....
No access
Alpha Complex construction work has all the
delicacy and precision of a sledgehammer.
VIOLET executives somewhere demand
a new autocar showroom or high-class
eatery. BLUE-Clearance think tank members
brainstorm detailed and impractical plans.
YELLOW-Clearance managers review
the plans and hold damage limitation
meetings to fi nd a way to implement the
original request without leveling half the
sector. Then low-clearance sub-engineers
and unquestioning jackobots complete the
physical construction work. What power they
command! They can complicate the lives of
a thousand INFRARED workers when they
brick over a single vital door.
It’s easy to introduce your players to
this construction process. Suddenly seal
off access to Troubleshooter HQ, the
PLC depot or their communal dorm. The
characters hear work crews behind hastily
constructed barriers. If they inquire about
the work, offer standard remarks about the
inadequacy of their security clearance. With
a little research, the Troubleshooters can
reach their original destination by making
a convoluted kilometers-long detour. When
the PCs next pass the location, they see
the sparkling displays of an INDIGO-
Clearance autocar showroom or a VIOLET
hair salon.
Whenever the team makes the journey,
emphasize the inconvenient detour.
Drive the problem home by forcing a
Troubleshooter to make a return trip for a
form or forgotten piece of gear. Then, just
when the Troubleshooters have got used
to it, close down the high-clearance outlet
and board up the front. The team knows a
route exists beyond the abandoned room,
but they can’t reach it without entering a
high-clearance area.
Play with the players’ minds. Build
their frustration with seemingly random
construction decisions. Troubleshooters
subjected to this experience might better
appreciate the origin of the Underplex.
I SEE THE NEED TO GET DOWN, BUT I AM BAFFLED BY THE COMMAND TO ‘GET FUNKY’.
3
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U NDERPLEX
C LEARANCE ULTRAVIOLET
1: Under construction
The Underplex has three layers: the Tranz, the
Underplex proper (including the Dungeon ) and
the Deeps .
or falls into waist-deep water holes. Some of it
seems quite livable, at least by RED-Clearance
standards. Lighting varies, but it’s seldom totally
dark. The Underdwellers have installed pipe
shunts to siphon off potable water and runoff
from the food vats—and for dinner, there’s
always rat.
However, the myriad branches and dead-
ends of the Tranz make it almost impossible
for a wayward citizen to fi nd a destination
without a guide. In maintenance ducts and
waste discharge pipes Tech Services meets
an astonishing number of lost citizens,
malnourished, bewildered and sitting in pools
of their own fi lth.
Each service group maintains hidden
networks within the Tranz. Citizens seeking to
use these privately managed tunnels require
appropriate clearance and permissions, but
Underdwellers and secret society members
alike access them illegally. Troubleshooters
who lack the technical expertise to defeat
simple security measures can bribe access
codes from most any ORANGE-clearance
maintenance engineer.
Theoretically, anyone injured in these tunnels
could file a claim against the responsible
service group. However, few could stomach
the bureaucratic wrangling involved. Worse still,
citizens who successfully sue Power Services
or HPD&MC for damages soon mysteriously
suffer repeated shortages of power, food and
oxygen.
Q The ducts
Your average Alpha Complex citizen never
once considers the complex machinery
grinding away in the background to make his
life tolerable. However, technical operatives
and bots work ceaselessly in the background
just to maintain minimal services. For them the
ducts that wind throughout Alpha Complex are
an absolute necessity.
For narrative purposes, standard ductwork
comprises three types— ample , tight and
dead space . Ample ducts allow workers (and
Troubleshooters) to reach vital machinery,
stop valves and safety points comfortably.
Tight ducts allow access without immediate
threat to skeletal structure, but they are
claustrophobic.
Citizens without traitorous mutations can’t
access dead space ducts. Only specialized
bots and fiddly endoscopic tools can get
in there and move about. Characters using
endoscopic tools must roll against either
their relevant Hardware or Fine Manipulation
The Tranz
The jumbled confines of the Transition, or
Tranz, intermingle with all inhabited parts of
Alpha Complex: INFRARED barracks, recycling
sumps, offi ces, mess halls, vidshow studios,
ULTRAVIOLET mansions, reactor cores and
waste dumps— especially waste dumps.
Passages and crawlways may lie directly
behind any arbitrary wall and between any two
bustling corridors. Citizens pass unknowingly
within meters of scuttling Underdwellers —lost
and forgotten citizens, High Programmer
offspring, grotesque mutants, autonomous
frankenstein bots and rats. Lots of rats. A
Troubleshooter could punch a wall in his
own apartment and discover six startled
Underdwellers. And lots of rats.
Because the Tranz totally interpenetrates
Alpha Complex, travellers may pass from one
to the other easily, sometimes even without
noticing. They can move around the Tranz
without undue trouble, though they must step
lively to avoid third-degree burns from hot pipes
PARANOIA: The Underplex
4
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