(Information may not be Available at all Clearance Levels)Thank you. The mental restimulation cocktail should be taking effect. Now that you can speak, be sure to thank the medibot for its service. And since you now have a higher level of cognitive awareness, let the first thing you remember be Medical Services Vitajuice: It's BETTER than Bouncy Bubble Beverage. This announcement has been sponsered by Medical Services: We can be there when you need us to be.
Thank you, [Citizen Name Here]. My records show that you have turned in one of your friends for treason! Congratulations! For this glorious service to the Alpha Complex and me, Friend Computer, you have been promoted to: REd CLEarskzzt!CE. You have also been assigned to: TroubleSHOOter team Alpha OneOneOne dash Seventeen. There's a brief silence from the intercom.
Congratulations! As of now, your team has survived longer than - One - Zero - point - OneOne Three - percent of troubleshooter teams! You may now pick up one RED reflec armor coverall and one REd CLEarskzzt!CE laser pistol (laser barrels sold separately). Thank you, have a nice day, and, again, congratulatio-skzzzt!A nearby wall panel flips, revealing a repurposed scrub bot, holding said items. With your new higher cognitive functions, you note that the laser pistol is useless without a barrel. Part of you is excited to be Red clearance - finally! no more mindless shambling of the Infrared classes! - but the rest of you is terrified. Troubleshooting is not the most envious assignment of Alpha Complex. It certainly reduced your life expectancy.
[For those both curious and knowledgeable, I'll be using
Paranoia XP, Service Pack One;
The Mutant Experience, and
Extreme Paranoia (since those are all the books I have). Classic style of play.]
Welcome to the world of Paranoia! It is the year 214 (and has been as long as you can remember) of Friend Computer's glorious reign. Alpha Complex is the only habitable section of the world. The Computer reassures you that Alpha Complex is a much nicer place to live than anywhere in Old Reckoning times. Even so, Communist traitors might lurk around every corner; anybody could be a mutant. Mutants and secret socieies (such as communists) are, of course, treasoneous.
You are both a mutant and a member of a secret society.
You are part of a troubleshooter team (so named because they find trouble and shoot it). As a Red clearance citizen, you are subservient to any citizens of higher clearance. Here's the clearance spectrum, for your reference:
IR [Infrared, represented by black] R [Red] O [Orange] Y [Yellow] G [Green] B [Blue] I [Indigo] V [Violet] U [Ultraviolet, represented by white]
IR ROYGBIV U! It's the colors of the rainbow!
As a troubleshooter, you get six free clones! Should you die, your clone will be regrown, and all items that you had on your person will be molecularly reconstructed. This new clone lacks the last five minutes of the previous clone's memory, but is otherwise identical in every other way.
Character Sheets:Character sheets are divided between secret and public parts. The secret part should be PM'd to me. If you do not PM me the secret part, I will assume that all relevant sections of the secret part are "zero" or "none", with the exception of secret society and mutant power, which will be the worst possible ones I can think of (spontaneous combustion, anyone?)
The Public Part:|Name: [Names follow a format of Name-Clearance (You are RED)-Sector (three capital letters) Clone number (You are clone 1)]
|Gender: [Male or Female. Note that hormonal suppresants in the air supply make the difference a moot point. Should you go in the rumored OUTDOORS sector, however....]
|Service Group and Firm: [You
can roll a d20 (that's code for a 20-sided die; see Dice Rolling) and consult chart; otherwise just select from chart]
|Tics: [A tic is any obvious and recognizable behavior or condition that seldom, if ever, directly affects the game—for example, humming absently, twiddling your thumbs when you’re nervous, or twitching when anyone mentions ‘the sewers’. Taking a tic can earn you up to five perversity points per tic (I'll tell you how much you get). In general, the more recognizeable the tic, the more perversity points I'll give. Two tics max.]
|Perversity Points: [Starts at 25. Perversity points can be spent to affect any dice roll (when I allow it). Examples might include spending points to prevent your team leader's laser pistol from firing properly. Or spending points to ensure that it does fire properly. One perversity point can either raise or lower the number that you're rolling against. Raising the number makes it easier, lowering the number makes it harder. These stay with the player, not the character. So if you make a new character, you still have the same perversity point pool. When you spend a perversity point, make sure to RP something to indicate that you've spent it. Example: I spend three negative points. My character knocks into his laser pistol.]
[Please see "Skills and Choosing Them"]
[h ider=Action Skills]
[h ider2=Management]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][h ider2=Stealth]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][h ider2=Violence]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][/hider]
[h ider=Knowledge Skills]
[h ider2=Hardware]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][h ider2=Software]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][h ider2=Wetware]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][/hider]
Secret Part:Mutant Power: [roll a d20; consult the table]
Registered: [yes/no: Registered mutants can use their power openly. However, they must always wear a yellow armband, marking them as
filthy mutants]
Secret Society: [you
cand roll a d20 and consult the table, otherwise pick one from the table]
Secret Society Rank: [you start as a Junior Member]
Power: [Power keeps track of how effective your mutant power is. You start with [REDACTED]]
Access: [Access lets you maneuver within Alpha Complex society. It helps you accomplish bribes, etc. You start with [REDACTED]]
Credits: [you start with 1000]
Inventory: Don't spend more than 1000 credits on stuff! See "IR Market" under "Tables".
Example:|Name: George-R-MTN 1
|Gender: Male
|Service Group and Firm:
Internal Security; Threat Assessors|Tics: Only turns left. To accomplish a right hand turn, turns left three times; Shivers constantly.
|Perversity Points: 25
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
Common Specialties (if any): Concealment
Weaknesses: Disguise
Narrow Specialty:
Common Specialties (if any): Fine Manipulation; Field Weapons
Weaknesses: Thrown Weapons; Demolition
Narrow Specialty:
Common Specialties (if any):
Weaknesses:
Narrow Specialty: Getting the vending machine to vend two packets of algae chips for the price of one.
Common Specialties (if any): Bot Programming, Hacking
Weaknesses: C-Bay, Operating Systems
Narrow Specialty:
Common Specialties (if any): Biosciences
Weaknesses: Bioweapons
Narrow Specialty:
Mutant Power: Light Control
Registered: No
Secret Society: Purge
Secret Society Rank: Junior Member
Power: [REDACTED]
Access: [REDACTED]
Credits: 1000
Skills and Choosing ThemEach skill starts at 0. You have 40 points to spend. The skills are: Management, Stealth, Violence, Hardware, Software, and Wetware. Management is useful for getting around the omnipresent red tape in Alpha Complex. Stealth is used for anything sneaky. Violence is used whenever any sort of combat or athletic situation arises. Hardware deals with your knowledge about mechanical systems. Software is used when you need to know something about electronic systems. Wetware is, for all intents and purposes, medical and biological knowledge.
Beyond skills are common specialties. Common specialties are things that you are particularly good at; if you are using a common specialty, you get a +4 to your skill roll when you perform that task. However, you must take a common weakness under that same skill. Common weaknesses give -4 to skill rolls when you perform that type of task. Consult the Common Specialty Table for a few examples, but feel free to make up your own! You may only have 6 common specialties (and therefore 6 weaknesses).
Beyond common specialties are narrow specialties. If common specialties are for types of tasks, narrow specialties are for specific tasks. You might have a narrow specialty in "Getting the vending machine to give me a second packet of algae chips", for instance. Narrow specialties give you +6 on your rolls. You get one narrow specialty per skill, however,
you don't have to decide what your narrow specialties are yet. At any point in the game, you may PM me what you want a narrow specialty to be and what skill it would fall under. There are no corresponding narrow weaknesses.
What is and is not Treason, and Plausible Punishments
Being extremely happy.
Completing a mission.
Completing it successfully.
Completing a service service and filing a report.
Doing a favor spontaneously for a higher-clearance citizen.
Doing a favor for a secret society friendly to your own.
Risking your life to serve or rescue a higher-clearance citizen, to save Alpha Complex or to serve The Computer.
Terminating a traitor with sufficient evidence.
Turning a traitor over to Internal Security.
Unctuous flattery.
Credits
Promotion (of security clearance)
Special Equipment (that probably works, too!)
Understanding these charts and their contents. (Drummed into every INFRARED from decanting onward.)
Knowledge of the current Year of The Computer (214) and general awareness The Computer hasn’t always been here; knowledge that a corrupt, destructive Old Reckoning culture existed before the rise of our friend The Computer. (However, curiosity about that benighted time is very impolite.)
Mere knowledge of the existence of specific secret societies, mutant powers, the Outdoors or Outdoor plant and animal life. (None of this is polite conversation, but it’s not treasonous.)
Mere knowledge of various kinds of real food and drink; expressions of envy and the general living conditions of higher-clearance citizens. (Portrayed daily on glamorous vidshows.)
Expressions of ambition; desire to rise in clearance, get rich, live in luxury, etc. (The Computer encourages aspiration to greater service, though blatant greed is impolite.)
Casual joking or warnings about service firms, service groups, or higherclearance citizens in general, as opposed to specific individuals or agencies. (Impolite and likely to draw suspicion, but not technically insubordinate.)
Unauthorized vandalism or destruction of property of equal or lower clearance, in line of duty.
Asking questions directly relevant to a mission or duty (these questions are grudgingly condoned).
Asking whether a particular hypothetical question would be considered directly relevant to a mission or duty.
This is a set of guidelines, not an exhaustive list. Lots of other things are treason and insubordination, too.
Asking a question irrelevant to a mission or duty.
Asking whether a particular hypothetical question unrelated to a mission or duty would be considered insubordinate or treasonous.
Asking whether a particular hypothetical question, if it were hypothetically directly related to a mission or duty, would be considered insubordinate or treasonous (nobody likes a smartass).
Being out of uniform or sloppy.
Being unhappy.
Bringing bad news.
Curiosity about or postulation of supposed virtues of Old Reckoning times.
Curiosity in general, undue.
Evading Internal Security or Computer surveillance.
Excessive impoliteness.
Failing a hygiene inspection.
Jokes, insolence, or disregard for the importance of a mission or duty.
Jokes, insolence, or disrespect for a specific higher-clearance citizen.
Jokes, complaints, or warnings about a specific service firm or group.
Questioning the ability or judgment of a higher-clearance citizen.
Questioning the ability or judgment of The Computer.
Turning off one’s PDC (communicator) during a mission.
Unauthorized vandalism or destruction of property of equal or lower clearance, not in line of duty.
Accusations of treason
Being accused of treason.
Falsely accusing a citizen of treason.
Conduct and bearing
Arguing with the Gamemaster.
Assaulting a citizen.
Being present in a location of higher security clearance.
Damaging, destroying, or losing assigned equipment.
Demonstrating knowledge of the PARANOIA rules above your own clearance.
Failure to defer to a citizen of higher security clearance.
Framing a citizen of lower clearance for a crime.
Lying to the GM.
Possessing a treasonous skill.
Possessing unauthorized food, information, or equipment.
Refusal to take a prescribed drug.
Theft of equipment, possessions or files, including filesharing.
Threatening the physical or financial safety of another citizen.
Unauthorized destruction of higherclearance property.
Missions
Disobeying an order.
Failure to complete a mission or service service, or failure to file a proper report of the completion.
Refusing the assignment of a service service.
Refusing to accept a mission.
Mutation
Banned mutation registration.
Suspicion or proof of mutation possession.
Secret society membership
Confessing to, suspicion of, or proof of secret society membership.
Knowledge of Communist doctrine.
Being a Communist.
Terminations
Terminating a citizen without sufficient evidence.
Official Reprimand
Probation
Censure and medication corrections
Fines
Demotion to lower clearance
Brainscrub: What memories? May not always be 100% accurate.
Erasure. You never existed. Your clones never existed. You and your clones are also terminated. Roll a new character. Perversity points, however, may be awarded for managing to screw up this badly.
Dice RollingWe will be using
Orokus. It's free and almost simple.
You'll have to make an account. Please link to your rolls - don't just say "I got an 18". You should always fill in "Raidne's Paranoia" for the campaign field. Note the example character sheet.
All rolls use a 20 sided die.
The goal is to try to roll lower than or equal to the trait that you're rolling against. Therefore, rolling against a 20 is a guaranteed success; rolling against a 1 is nearly impossible to succeed. Perversity points raise or lower the number you roll against.
PM'sONLY PM'S MARKED WITH [PARANOIA] IN THE TITLE WILL BE READ
If you don't want the other players to know, you can PM me your actions, secret plots where you publicly do one thing but privately do another, mutant power activations, or other nefarious schemes. I'll include the results of said PM's in my next post.
PostingWill take place in rounds. There will be a posting order. If you do not post within 24 hours, it is assumed you stand, doing nothing, absent-mindedly staring at the wall. If you repeatedly do nothing, you'll likely end up permanently terminated and your clone imprint will be subject to erasure. If you're going to be absent or scarce in posting, please both PM me and say so in the OOC. I'll find a reason for your character to be
suspiciously absent for a bit.
Resolving ActionsWhen posting, basic actions (such as walking down a corridor) or actions with an obvious outcome (such as drinking plain Bouncy Bubble Beverage) can be RP'd freely. As can thoughts, conversation, and other things that your character should just generally be able to
do. Major or significant actions, such as firing an experimental weapon, require a post or PM by the GM to see what happens.
My God, it's Full of Tables!
Groups:
1 Armed Forces (group)*
2-3 Armed Forces (service firm)
4-5 Central Processing Unit
6-8 HPD & Mind Control
9 Internal Security**
10 Internal Security (service firm)
11-13 Production, Logistics & Commissary
14-15 Power Services
16-17 Research & Design
18-19 Technical Services
20 Industrial spy or saboteur***
* You serve in the Armed Forces proper, not as an outsourced civilian contractor. Don’t roll for a service firm.
** Type ‘Internal Security’ on the secret part of your character sheet. Roll again for another service group. Only link to this second roll! You are a spy for Internal Security in that group. The second group is your ‘cover’, the group everyone thinks you work for. You learn a service firm specialty from Internal Security, not your cover group.
*** You’ve been assigned to spy on or sabotage another service firm in your group. Roll again to determine your group, then roll twice on its firm table to get two service firm types. Your first roll determines who you’re spying for, the second whom you’re spying on. Only link to this second roll. (If you roll the same firm type both times, you’re spying on a direct rival.) Type 'Spy for [first firm]' on the secret part of your character sheet. You learn a service firm specialty from your original group, not your cover group. You’ll collect a salary from both firms, assuming you survive a month.
Firms:
Armed Forces
Workers for these service firms are civilian contractors, but often were assigned to their firms after an early stint as an Armed Forces grunt.
1-2 Ammunition Fresheners
3-4 Armed Forces Friends Network
5-6 Bodyguard Communications Liaisons
7-8 Blast Shield Maintenance
9-10 Crowd Control (Armed Forces)
11-12 Sensitivity Trainers
13-14 Threat Assessors (Armed Forces)
15-16 Tool & Die Works
17-18 Vulture Squadron Recruiters
19-20 Other (PM Gamemaster for details)
Central Processing Unit
1-2 116 Emergency Systems
3-4 Credit License Checkers
5-6 Facility Surveillance Control
7-8 Form Facilitators
9-10 Form Inventory Officers
11-12 Form Disposal Advisors
13-14 Pocket Protector Refurbishers
15-16 Security System Installers
17-18 Volunteer Collection Agencies
19-20 Other (PM Gamemaster for details)
HPD & Mind Control
1-2 Entertainment Scouting Agencies
3-4 History Purifiers
5-6 News Services
7-8 Public Hating Coordination
9-10 Sector Expansion Surveyors
11-12 Semantics Control
13-14 Singalong Agents
15-16 Subliminals Police
17-18 Trend Identifiers
19-20 Other (PM Gamemaster for details)
Internal Security
1-2 Crowd Control (IntSec)
3-4 Forensic Analysis
5-6 Glee Quota Adjutants
7-8 Re-Education Client Procurement
9-10 Surveillance Operatives
11-12 Termination Center Janitorial
13-14 Thought Surveyors
15-16 Threat Assessors (IntSec)
17-18 Treason Scene Cleanup
19-20 Other (PM Gamemaster for details)
Production, Logistics & Commissary (PLC)
1-2 Armored Autocar Escorts
3-4 BLUE Room Caterers
5-6 Equipment Assembly Control
7-8 Field Logistics Advisors
9-10 Food Vat Control
11-12 Inventory System Updaters
13-14 Printing Office Field Checkers
15-16 Storage Media Integrity Assessors
17-18 Warehouse System Inspectors
19-20 Other (PM Gamemaster for details)
Power Services
1-2 Battery Backup
3-4 Burn Radius Assessors
5-6 Circuit Maintenance
7-8 Fuel Cell Replenishment (Power)
9-10 Fuel Rod Disposal Consultants
11-12 Odor Fresheners
13-14 Power Oscillation Professionals
15-16 Safe Atoms Initiative
17-18 Wire Supply Checkers
19-20 Other (PM Gamemaster for details)
Research & Design
1-2 Biological Niceness Indexers
3-4 Bot Processing
5-6 Drug Interaction Testers
7-8 Field Data Collectors
9-10 Goo Cleanup
11-12 RoboPsych Auditing
13-14 Scientist Sanity Checkers
15-16 Vehicle Therapists
17-18 Weapon Effectiveness Assessors
19-20 Other (PM Gamemaster for details)
Technical Services
1-2 Bedding Inspectors
3-4 Clone Tank Support Services
5-6 Consolidated Motorized Transport (CMT)
7-8 Fuel Cell Replenishment (Tech Svcs)
9-10 MemoMax Quality Assurance
11-12 Medical Services
13-14 Paint Control
15-16 Slime Identification
17-18 Tech Support
19-20 Other (PM Gamemaster for details)
You get a choice! After you roll, pick one of the two powers listed
1 Charm | Call Bots
2 Corrosion | Chromativariation
3 PM the GM "1"| PM the GM "2"
4 Electroshock | Gravity Manipulation
5 Empathy | Haze
6 Energy Field | Haze
7 Hypersenses | Hyperreflexes
8 Levitation | Jump!
9 Machine Empathy [!Grounds for Termination if Caught!] | Machine Empathy [!Grounds for Termination if Caught!]
10 Magnetize | Metal Eater
11 Pouches | Mental Blast
12 PM the GM | PM the GM
13 Radioactivity | Creeping Madness
14 Scream | Pyrokinesis
15 Sculpt | Regeneration
16 Second Skin | Slippery Sking
17 Speed | Telekinesis
18 Spikes | Teleportation
19 Stench | Uncanny Luck
20 Stretchy | X-Ray Vision
Prices and items subject to change. Not liable for treasonous use of items. I scratch your back, you scratch mine, see? All items are marked with appropriate security clearance!
Special: "Mis-filed" PLC Box (0.8m Cubed): Only 500 credits!
[IR] Bouncy Bubble Beverage (plain): 5cr
[R] Bouncy Bubble Beverage (extra classic): 10cr
[R] Bouncy BubdIe Beverage: 300cr
[R] CruncheeTym Algae Chips (plain): 1cr
Cold Fun (available in three fun flavors: Pink, Brown, and Vanilla)
+[IR]Single-serving cup: 2cr
+[R]Single-serving cone: 3cr
+[O] 5-gallon tub: 200cr
[G] Gelgernine aerosol spray: 200cr
[R] PlastiLaser—realistic zap noise!: 50cr
[R] Pyroxidine (Wide-Awake) tablet: 20cr
[R] Pyroxidine capsule: 100cr
[R] Teela-O Pocket Mirror: 5cr
[R] Mark IV Warbot Figurine: 35cr
[R] Hottorch: 1000cr
[R] Instant Cleans-O-Spray: 50cr
[R] Comb, red: 1cr
[R] Lemonie-Moistened Towelettes, 200 count: 50cr
[IR] Pen (plastic, black stick, black ink): 3cr
[R] Pen (metal, black w/gold trim, red or black ink): 10cr
Ink refills:
+[IR] Black 100cr
+[R] Red 100cr
[O] FastDraw Executive laser holster: 90cr
[O] Sunglasses: 2cr
[R] Bullhorn, with MegaBooster!: 50cr
[R] Plasticord, per meter: 1cr
[IR] Additional Clones, Six Pack: 6000cr
Management
Bootlicking: How to ingratiate yourself with superiors.
Chutzpah: Getting others to accept doubtful statements through confident assertion, bluffing and unmitigated gall.
Con Games: Hoodwinking a citizen or bot through fast talk, spurious logic and persuasion. This isn’t physical sleight of hand (see Sleight of Hand under Stealth).
Hygiene: Maintaining cleanliness in yourself, your surroundings, your teammates and innocent passersby.
Interrogation: Extracting useful information from Commie mutant scum.
Intimidation: This doesn’t exactly ingratiate you with your inferiors, but it gets their cooperation.
Moxie: Streetwise smarts; canny assessment of a person, situation or statement.
Oratory: How to get a bunch of people to do what you want.
Stealth
Concealment: Hiding stuff on your person or in your surroundings; also, spotting stuff others have hidden.
Disguise: Wearing a higher-clearance jumpsuit or false mustache without looking idiotic.
High Alert: Sensing imminent danger or covert surveillance. Not really different from most Troubleshooters’ typical state, except you only get alarmed over actual threats.
Security Systems: Jiggering locks and alarms.
Shadowing: Following someone without being noticed.
Sleight of Hand: Palming and pocketing small things without being noticed.
Sneaking: Moving around without being followed or noticed.
Surveillance: How to bug things. How to debug things.
Violence
Agility: Rapid or balanced movement, gymnastics, jumping.
Demolition: How to use TNT without killing yourself. At clearances below GREEN this skill is treasonous.
Energy Weapons: Hitting someone with a laser, sonic weapon or blaster. You can’t take Energy Weapons as a weakness, and it doesn’t count as one of your six common specialties.
Field Weapons: Flamethrowers, gauss guns, tanglers and the ever-popular plasma generator.
Fine Manipulation: Lockpicking, watchmaking, cutting the red wire one second before detonation.
Hand Weapons: Hitting someone with a force sword, neurowhip or truncheon, or with primitive weapons.
Projectile Weapons: Hitting someone with a slugthrower, cone rifle or other aimed weapon that uses ammunition.
Thrown Weapons: Hitting someone with a grenade, brick or rock.
Unarmed Combat: Hitting someone when you don’t have a hand, energy, projectile, thrown or vehicular weapon.
Vehicular Combat: Hitting someone with a weapon mounted on a vehicle.
Hardware
Bot Ops and Maintenance: How to operate and fix docbots, guardbots/warbots, jackobots, scrubots and vehicle autopilots.
Chemical Engineering: Lots of uses for this, but somehow PCs always want to use it to make explosives.
Electronic Engineering: How to string together circuits and microprocessors.
Habitat Engineering: Knowledge of the air, communication, transport, power, water and waste systems. Mighty handy when you need to find a ventilation shaft to escape incoming fire.
Mechanical Engineering: How to make really neat Rube Goldberg-type contraptions.
Nuclear Engineering: How to operate a reactor without flooding half the sector with radioactive waste.
Vehicle Ops and Maintenance: How to use and repair all vehicles: autocars, crawlers, flybots, copters and Vulturecraft.
Weapon and Armor Maintenance: Sabotaging others’ weapons and armor, and keeping yours from being sabotaged.
Software
Bot Programming: Revising bot instructions.
C-Bay: Getting the best price buying and selling on Alpha Complex auction sites.
Data Analysis: How to understand Computer-generated stuff.
Data Search: Finding something useful using The Computer.
Financial Systems: How to transfer credits safely for legitimate or criminal purposes.
Hacking: Breaking into The Computer’s systems. Really, what could go wrong? Treasonous at clearances below GREEN.
Operating Systems: Revising MemoMax clone backup tech.
Rewriting The Computer’s instructions. Treasonous at clearances below BLUE.
Vehicle Programming: Revising vehicle instructions.
Wetware
Biosciences: Knowing what’s likely to mutate you and how.
Bioweapons: Engineering your own Black Death or weaponized anthrax. Treasonous at clearances below BLUE.
Cloning: Repairing and operating the tanks that grow new and backup citizens. Operating MemoMax backup devices so the new clone remembers his name and boot size.
Medical: How to heal the injured and cure the sick, or ensure they don’t heal or get cured.
Outdoor Life: Telling a tree from a weed, or a bird from an elephant, when most citizens have never heard of these.
Pharmatherapy: Ensuring wakefulness, sleepiness, happiness or any mental state through the application of little pills.
Psychotherapy: Recognizing insanity; helping others recover from it or descend further into it.
Suggestion: Biochemical and psychological techniques of subliminal persuasion.
[You know a post is big when you have to preemptively post it so that way you can read what you've already posted.]