People who are not Infrared clearance know that R&D experiments can go pear-shaped at any time. That is tolerable for two reasons: Important citizens live outside of the blast zone and sometimes R&D makes important discoveries through failure. But there are times when an R&D experiment goes less pear-shaped and more mushroom-cloud-shaped.
These are classified as extinction-class events because, to put it so a Troubleshooter can understand, they can literally destroy all of Alpha Complex, its citizens and maybe even Friend Computer! (Or to put it so an Infrared drone can understand, bad thing make stuff go bye bye.) At least so far, these events have been prevented thanks to the hard work and casual attitude towards casualties from service groups. This is the Extinction-class Incident Response Book. Inside, Paranoia GMs will find 15 different experiments that almost ended all that we know, love, hate, like, like-like and pretty much everything. These include: Ice-10 Water Product: Finally, water stops treasonously mutating into different forms and comes in an easy-to-store format. Just do not drink it. Seriously, don’t. Mobius Temporal Loop Recruiter: Are you close to missing that deadline? Recruit versions of you from other timelines as temps! What could possibly go wrong with that? Nutritive Anti-Malware Update 2.3m7: This helps lower-clearance citizens eat what they would normally never eat to reduce food waste. Too bad food is no longer a thing. Firekelp: Instead of mining for fissile materials to use in nuclear power plants, why not grow it? Because it tastes lousy, that’s why.
Each comes with details on the experiment, its intended results, the actual results and some locations & NPCs. Even better, busy GMs will find a three-act mission prompt based on that experiment! Sure, GMs have to fill in the details, but the nefarious plots, nonsensical motivations and random scenes of petty violence are already there. Is this because us Famous Game Designers got lazy? Yes. But this also lets GMs craft their own custom missions full of their own personality and anti-social tendencies. Anyway, GMs customise their adventures anyway. This book makes that easier! And if your players get hold of this book… well, no one said Extinction-class events were not possible anymore.
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '