Need some advice for GMing the imana mission

Xenomath

Mongoose
I read through the troubleshooters book and The Imana-665-C mission looks like a nice point to start. I feel mostly ready to gm that mission but am still troubled about some details.

First of all I noticed there are no sample characters in the book, even though I image to have seen some references to such a thing in the book. Any hints what would work with the Imana mission, especially what mutant powers?

Furthermore the mission description mentions nothing about MBDs, service services or outfitting (besides the blast shields...) how much extra stuff would you load on first time players? At least some laser barrels as equipment would not hurt, ne? Ok they would hurt but thats the point :)
Would you include MDBs when playing this mission with new players? Same for service services. The mission design seems very tight and while I do want the players to have enough to not get bored, I don't want to clutter the mission with too much extra stuff.

There are some secret society objectives and rumors mentioned in the mission description, but I do wonder what else I should add? First of all they are all about the bot, not about killing each other (before you know what others plan to do with the bot), so the advise with the dark corridor at the start of the mission does not really work here, ne? And some people don't really end up with any real objective, For example a computer phreak gets a nice password to get more information, but no real incentive what to do with it, besides the official mission.

Oh and the MDB-Test description mentions shaded answers on page 138, but I see none in the test itself...

Hope someone can help me here, thanks :)
 
Regarding pregenerated characters, either the Mutant Maker or the PARANOIA Character Generator may prove useful.

Mongoose's Crash Priority mission collection includes three "six-shooters," free-standing sets of six pregenerated Troubleshooters with inbuilt motivations to betray or kill one another.

Regarding starting equipment/outfitting, this ORANGE equipment list should get you started; just reduce the clearance to RED.

If this is your first time running PARANOIA, it's useful, maybe even advisable, to skip the Mandatory Bonus Duties and service services. For secret society missions, I suggest telling each of the players that someone on their team is an IntSec plant and must be terminated; give them recognition signals that are similar to other Troubleshooters' tics. ("We think the IntSec plant tends to blink a lot and speak of himself in third person.")
 
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