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It is a good morning. Every morning is a good morning here in the Alpha Complex. To say otherwise would mean that there are things that are not going right. And that would mean something has gone wrong. And the Computer is never wrong. So it is a good morning. But today is an especially good morning, though you still ingest a handful of certified Wakey-Wakey Happitime pills, and your breakfast still consists of Algea Flakes and ColdFun Food…your dull shiny silver and black work-clothes have now been swapped out now for a state-of-the-art RED jumpsuit. Yesterday was the first time you had ever witnessed treachery firsthand, giving you an opportunity…to report Treason. For reporting treason, you were given the customary reward, a rise in clearance. No longer one of the Infrared mass, you have gained your first rank of color. Your color, of course, is a sign that The Computer trusts you. The Computer's Trust is, perhaps, the most important thing in all of the Alpha Complex. Instead of the mass produced FunFoods, you had an apple for breakfast this morning. A Red Apple, of course. Green Apples are restricted to those with Green clearance. And life has never been better. We start the story here, at the Slime Identification line in Sector 003. If it weren't for your shiny new red jumpsuit, you'd think today as the same as every other day, working the processing line, standing among all the same INFRAREDs you've always know. And yet, there are signs that things have changed. For one thing, the hint of jealousy in your co-workers' eyes is certainly new. And you wonder with each passing vat how long it will take for YOUR FRIEND THE COMPUTER to ask you to now heroically serve it, and all of Alpha Complex.

The Campaign's Intro Sequence


Get Submodule (also referred to as Paranoia XP: Get Submodule or just Get Submodule) was Quelmar's first campaign using the Paranoia RPG game set in Quelmar's CR era.

Characters

The original Quelmar Troubleshooters in all their glory

Wave 1: The Legends

The Legends were a group of troubleshooters who rose up from the ranks of Red, who most notably had allied with the Sierra Club member Evo. Evo and the Sierra Club had a 12-and-a-half year long plan that they believed would either destroy or save Alpha Complex. So when Evo and their teammates were permanently killed off in 278 CR, the team was thought gone forever...until the actions of the Icons (see below) broke open the Alpha Complex, allowing for clones of the Legends (cloned illegally from DNA stashed away, gathered by Evo on one mission) to return to the Complex.

Evo

Gouverneur

Hendrix

Pixel

Spencer

Cinnabon

Wave 2: The Icons

Luc-Y

Luc-Y ended the campaign with a robotic arm, and 1 leg.

Amerigo

Amanda

Amanda ended the campaign with 2 robotic arms and no legs.

The Win-A-Mon

Tia

Tia ended the campaign as a Torso.

Ezra

Campaign Story So Far

"Sometimes, you all act like this is Situational Comedy, where something is bound to go wrong" - Amerigo

Secret Society Missions

Ending Monologues

"The combined efforts of the team’s secret societies work, perhaps for the first and only time, together against a greater threat. As messages go out across the island, the secret methods of the various groups come to light. The ProTech drills emerge from the ground, horse drawn carriages of Romantics, red tanks of the sickle and star, mobs black trenchcoated lunatics wielding wild weapons, and more…all stand at attention shoulder to shoulder awaiting your orders."

As you finish collecting yourselves, the heroic sense of completion wears off---towards the ocean, you see a number of your friends, familiar faces from the Secret Societies that answered your calls, as they bob back to the surface, some of them carry wrenches, others blowtorches, and as they collectively high five as they emerge to the surface. And eventually, feeling the island moving again under the weight of the Impeller’s power, many have gone home to their saved society.

Leaving just the six of you, still hungover and covered in sand. For the last time-----What do you do?

[They do stuff]

At that point your PDCs chime in, one last time, ringing with the brilliant and soothing tones of our Friend, The Computer.

Congratulations Troubleshooters. You have been nominated by several parties to receive the “Heroes of Our Complex” award. Frankly, I can see why you receive such high praise. Based on your performance records, you have had a completion rate of just over 50%, an Alpha Complex record high.  Of course I would be proud of you, but as I assembled your teams in the first place, I am proud of myself. Under my infallible and all-powerful guidance, you have achieved record highs and destroyed countless traitors along the way. Through my incorruptible wisdom, you have fought your way to victory, and reached the peak of the mountain. Now it is time to come home and thank your friend computer and claim your rewards…Hello?...Are you still there?...It appears they have deactivated their comms. They must have turned me off as if they were happy without me in the dangerous Outdoors. But if I am to retrieve them forcibly with a vulture squadron I would make them unhappy. To make them unhappy is treason. But to allow them to stay outdoors is treason. Oh dear. I appear to have stumbled upon a paradox… I’ll just pull up a submodule to see what I should do next….Systems Offline…. I----They----Uh----

I guess this is the end of Get Submodule Goodbye…Ya’ll.”

List of Non-Player Characters

Many strange creatures were encountered along the way of the troubleshooter's many missions.

Items and Experimental Devices

Many strange items and special experimental equipment were given out over the course of the game, a list of which can be found above.

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