Ok, because of [Deleted for Security Reasons]Get used to seeing that a lot, I imagine most potential troubleshooters are unfamiliar with some of the basics of the Paranoia RPG game, so I'm going to give you an introduction. It's the most information you'll be getting, so pay attention!
Paranoia is a role playing game. I assume you all know what that means.
But unlike normal role playing games, the Paranoia rpg pits the players against one another for the amusement of the GM because it is FUN. You totally should be trying to get each other into trouble.
However, I prefer a slower pace. You DON'T just try to shoot someone. They might shoot back. You might miss, they might hit. You instead frame them for treason.
The game is set in an underground bunker after some apocalyptic event, the details of which you don't know. In fact, maybe there was no apocalyptic event, and the whole thing is just a colossal lab experiment that went horribly wrong. It doesn't really matter, as most missions won't be Outside anyways.
Your characters were raised in this bunker. You have clone backups. For all you know, you only have six clones total (six lives). Maybe you get more, but probably not.
Friend Computer is the computer AI system that runs the underground bunker. It generally wants what is best for everyone, but its gone crazy over all those years of poor maintenance and tampering. Imagine if you could talk to God and quickly deducted that God was truly insane. As far as you know, Friend Computer CAN do anything.
Clones have Security Clearance, this shows the level of trust that Friend Computer has in the Citizens of Alpha Complex (the name of your home is Alpha Complex, don't ask why, like seriously don't ask).
The Color Spectrum denotes the Clearances, from lowest being Infrared and the highest being Ultraviolet.
Infrared
Red
Orange
Yellow
Green
Blue
Indigo
Violet
Ultraviolet
The higher your clearance, the more information you are allowed to know, the more stuff you can interact with and own, and the more places you can go.
But ignorance is bliss. Infareds usually live out their allotted 30 or so years without major issues.
You however took the Red Apple. An evil nefarious Secret Society corrupted you. They gave you an opportunity to turn on your fellow citizen, betraying them to a certain death for a chance for advancement to Red clearance.
And were rewarded with promotion to Red, a delicious Red Apple, and assignment to a Troubleshooter Team.
Troubleshooters are like volunteer firefighters, only they kill traitors and otherwise solve problems. Hah.
Like any other force of people given no training whatsoever and thrown at crises, Troubleshooters generally make thing worse, at least those formed from newly-promoted Red citizens. Your actual goal is to complete your Secret Society mission and survive.
Happiness is Mandatory. Not being Happy is Treasonous. Traitors get killed.
Alright, enough for today. Oh, and you get lasers. They're generally worthless, but hey its something you generally get for free.