PARANOIA: Troubleshooters

Player:
Perversity Points:

GENERAL

Name:
Gender:
Tics:
Access: CLASSIFIED
Mandatory Bonus Duty:

SERVICE GROUPS

Service Group:
Infiltrated Service Group:

ACTION SKILLS

Management:
Bootlicking:
Chutzpah:
Con Games:
Hygiene:
Interrogation:
Intimidation:
Moxie:
Oratory:
:
Stealth:
Concealment:
Disguise:
Scam Radar:
Security Systems:
Shadowing:
Sleight of Hand:
Sneaking:
Surveillance:
:
Violence:
Agility:
Demolition:
Energy Weapons:
Field Weapons:
Fine Manipulation:
Hand Weapons:
Projectile Weapons:
Thrown Weapons:
Unarmed Combat:
Vehicular Combat:
:

KNOWLEDGE SKILLS

Hardware:
Bot Ops & Maint.:
Chemical Engineering:
Electronic Engineering:
Habitat Engineering:
Mechanical Engineering:
Nuclear Engineering:
Operate Heavy Machinery:
Vehicle Ops & Maint.:
Weapon & Armor Maint.:
:
Software:
Bot Programming:
C-Bay:
Cryptography:
Data Analysis:
Data Search:
Financial Systems:
Hacking:
Multicorder Operations:
Operating Systems:
Vehicle Programming:
:
Wetware:
Biosciences:
Bioweapons:
Cloning:
Medical:
Outdoor Life:
Pharmatherapy:
Psychotherapy:
Suggestion:
:

SECRET SKILLS

Uncommon

:

Unlikely

:

Unhealthy

:

MUTATIONS

Mutant Power:
Power: CLASSIFIED
Registered mutant:

SECRET SOCIETIES

Secret Society:
Instructions:
Rank:
Recognition signal:

EQUIPMENT

Credits:
Personal:
Assigned:
Treasonous:

NOTES

Public information:
Secrets:
Roll: {{^value}}{{fallback_label}} (fallback for {{/value}}{{label}}{{^value}}){{/value}}
Rating: {{#value}}{{value}}{{/value}}{{^value}}{{fallback_value}}{{/value}}
Modifiers: {{modifiers}}
1d20 result: {{#value}}{{1d20}}{{/value}}{{^value}}{{fallback_1d20}}{{/value}}
Margin of success: {{#value}}{{margin}}{{/value}}{{^value}}{{fallback_margin}}{{/value}}