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It was you, Mutie!You used your treasonous Mutant Power to melt that High Programmer into goo! We know it was you. No loyal citizen in Alpha Complex would crush The Computer's trusted friend. Only a Mutant, an inhuman traitor with unnatural powers, could manipulate gravity - or cast radiation - or control a warbot and make it fire - or whatever you did. Mutie. My partner here, he's not as nice as I am. He'd just as soon put you straight on Freak Suppressor and fit you with an anti-psionic enforcer. Me? I'll help you if you help me. Play along! We have all the evidence we need, but we're making things easy on you. Sign this confession. You have no choice. Get used to it - it's just another part of... The Mutant Experience Creatively mutated new rules and powers for Paranoia XP. What's that you say, Paranoia Gamemaster? The roster of mutations in the Paranoia XP rulebook lacks the exact powers you want to inflict on your Troubleshooter players? You're looking without success for the mutations Acidic Spit, Adaptive Metabolism, Bouncy, Call Bots, Chromativariation, Clean Slate, Creeping Madness, Cryokinesis, Enervating Darkness, Environmental Control, Find Location, Forgettable, Gravity Manipulation, Haze, Hyperreflexes, Jump!, Light Control, Magnetize, Mind Sense, Pouches, Psychometry, Push Mutant Powers, Radioactivity, Scream, Sculpt, Second Skin, Speed, Spikes, Stasis, Stench and Stretchy? You want new ways to handle the existing stuff too? Relief is at hand, Gamemaster. Acquire, by any legal means, this fine 72-page rules supplement, The Mutant Experience! * Three dozen new mutant powers! Variants of existing powers!
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Spirit Games (Est. 1984, Lefglow Ltd) - Supplying role playing games (RPG), wargames rules, miniatures and scenery, new and traditional board and card games for the last 35 years
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