|
Post by SummerCrow on Jul 25, 2017 16:19:42 GMT -6
Rulebook Link Fillable Character Sheet (Note: You'll use the sheet on Roll20, but you can also fill this out if you want) Roll20 Link What is Paranoia?Paranoia is a lighthearted game of survival, murder, and betrayal. Players play as recently-promoted RED-level Troubleshooters of Alpha Complex, the last surviving bastion of freedom and capitalism in a world where the Cold War turned hot. Players attempt to ingratiate themselves with the complex's controller, The Computer. What is Troubleshooting?Exactly what it sounds like. You find trouble, and you shoot it. Players will form a team of 6, with each having their own role. At the end of each mission, The Computer will want to know whose fault it is that everything went wrong who to reward for a successful mission, so be ready to point fingers pat each other on the back. Don't people tend to die a lot?
Yes, and that's why you've all been generously provided with a number of flash-made clones to keep you working. What's this stuff about secret societies and mutations?You don't need to worry about that. It's above your clearance. Besides, secret societies members are commie traitors, and mutants are filthy commie traitors. How join?Say you're joining. Most character creation stuff is secret and will be done over PM. Are we expected to read the rulebook?You're expected to not read the rulebook! You can read the first 30 pages or so, but anything out of the RED section is beyond your clearance. Reading it would be treason.
|
|
|
Post by SummerCrow on Jul 25, 2017 16:19:56 GMT -6
It is Year of The Computer 214. Alpha Complex, built as a bunker against Communist attack, has been cut off from the outside world for centuries. In that time, despite living underground, they've built a complex bureaucratic society with advanced technology - cloning, laser weapons and refractive armor, more advanced robotics. And The Computer as the shining pinnacle of it all.
The Computer monitors and cares for all of Alpha Complex's citizens. The Computer is your friend.
All of Alpha Complex is a bureaucracy. Everything is determined by your security clearance, from color clothes (and armor) you wear to whether an action is treason.
Infrared: Factory workers and drones kept in a continual drug haze and fed a diet of algae and HotFun. 80% of the population.
RED: Troubleshooters, grunts, and low-level technicians. No longer kept in a drug haze, but under much heavier monitoring. Lives in a barracks and survives on a diet of soylent, but occasionally gets to enjoy real food. 10% of the population.
ORANGE: Technical supervisors and low-level programmers. All the Bouncy Bubbly Beverage you want. Even some free time on occasion.
YELLOW: Vidshow hosts, talented artisans, sergeants. Can request changes to their work schedule and medications, subject to approval.
GREEN: Managing directors, senior supervisors, IntSec goons. Private housing. May demote RED citizens and issue fines. Some real food at each meal, supplemented by soylent.
BLUE: IntSec officers, junior executives, produces. No longer kept under constant surveillance. May give Merit awards. Able to cut in lines.
Indigo: Senior executives, colonels, secret society heads. Often board members at multiple service firms. Can openly examine relics of Old Reckoning (pre-Computer) culture. Major celebrities.
Violet: CEOs, IntSec supervisors, (redacted). Able to order executions and clone template deletion. Almost immune to claims of treason. Almost.
Ultraviolet: High Programmers.
(More about mutants and secret societies, criminal law, and the market later)
|
|
|
Post by SummerCrow on Jul 25, 2017 16:20:10 GMT -6
Character Creation
Skills Each character has 6 Skills.
Management. Stealth. Violence. Hardware. Software. Wetware.
To determine the base rating of each skill, roll 1d20 and divide by 2. A skill lower than 4 is raised to 4.
You can re-roll 2 skills.
Specialties Each skill has several related specialties. The rating of most specialties is equal to the governed skill.
Vital Specialty: Increase Violence: Energy Weapons by 4.
Common Specialties: Each player may choose up to 6 specialties. Increase the rating by 4, but lower a different "weakness" specialty in the same skill-set to 1. For example, if you have a Stealth Skill of 5, you may choose to increase your High Alert Specialty to 9, but you must also lower something like Sneaking to 1.
Narrow Specialties: Each player has room for 1 Narrow Specialty per Skill, for a total of 6. These custom-made specialties may be taken at the start of the game, or taken as the game progresses. Increase these Specialties by 6 over the base Skill level.
An example Narrow Specialty is "Stealing Happiness Bars out of slot G6 of vending machines without getting caught" or "Pretending to take pharmaceuticals without actually swallowing them."
Service Firm You will be assigned a place where you work when not on special assignment. You will be given a list of specialties related to this firm, and you can increase one by 4 without taking a weakness.
Mutant Power You will be given a mutant power, you filthy traitor. You may not be told what it is until you discover it. For those of you with obvious mutations, you will have the choice of officially registering or not registering this power. Note that an un-registered power is typically grounds for execution. Note that attempting to register certain powers is also grounds for execution.
Yes, some of you may die as early as character creation.
Secret Society You're also a member of a secret society? Shame on you. You will be told your society, your rank, and their goals. You will be given special treasonous skills related to your society.
Perversity All players begin play with 25 Perversity Points. These points may be used to increase or decrease rolls by 1. These can be used by other players to screw you over. You can use them to screw over other players. You may enter into bidding wars, if you're willing to spend the points.
You may choose to create up to two obvious, recognizable tics for your character and gain 10 additional points each.
Additional points will be awarded during play.
Points can also be used to upgrade skills.
20 points to upgrade a skill to a common specialty skill (without having to take a weakness). 20 points for a new narrow specialty skill or secret skill. 5 points to upgrade a specialty/secret skill by 1.
Mandatory Bonus Duty
During each mission, Troubleshooters are given the opportunity to volunteer for 1 of 6 different roles on the team, then they're forcefully played in a role regardless.
Team Leader Coordinates efforts of fellow Troubleshooters. Main go-between with higher-ups. Primary fall-guy.
Loyalty Officer Watch other Troubleshooters for signs of insubordination, treason, or substandard zeal. Reports directly to The Computer.
Hygiene Officer Monitor the Personal Hygiene Level of each team member. Can implement routine or emergency sanitation procedures. Failure to report sub-standard PHL is treason.
Communications and Recording Officer All Troubleshooters wear Personal Communication Devices, but these are prone to malfunctioning at the worst times. The C&R Officer carries a Com that ensures communications with The Computer are always possible, as well as a Multicorder to ensure no loss of monitoring. Remember - "The Computer is everywhere, and you must be everywhere else."
Bots, Weapons, Vehicles, and Sundry Equipment Repair and Maintenance Officer Carries out Random Surprise Inspections. Acts as team driver/pilot. Tests all R&D devices. Recovers Old Reckoning devices.
Happiness Officer Keeps team morale high! Pep talks, jokes, singalongs. Can give Personality Stabilizer Drugs to any Troubleshooter showing signs of Sub-Standard Morale.
Skill Checks
When making a skill check, roll 1d20 and subtract it from the appropriate skill.
Example: With an agility of 9, you would need to roll 9 or less to pass.
1 is very good.
20 is very bad.
Passing by 5 or more is usually a good thing.
Passing by 10 or more is usually a very good thing. A suspiciously good thing.
Combat
Other, non-fun RPGs have tons of rules about combat. In Paranoia, a combat round lasts for as long as it takes for each character to do one thing interesting like move or attack or duck behind cover.
There is no initiative. After players choose how to act, actions occur simultaneously. It's entirely possible that two characters will shoot and kill each other.
Rather than HP, characters have a sliding scale of health.
OK Snafu - can't attack next round (but can still move, etc) Wounded - can't attack or spend perversity next round Maimed - can be fixed with 5,000cr Down - unconscious; 1 min with aid, 10 mins without Killed - can theoretically be resuscitated, but you're only RED. Vaporized - dead (Robots/equipment have a similar scale: OK - Light damage - Impaired - Heavy damage - Busted - Junked - Vaporized)
Weapons have number of shots, range, etc. They also have a damage value written as (Min Damage)(Boost Number)(Max Damage).
Attacking is performed like skill checks. Make a roll using the corresponding Violence skill. On a success, you'll do at least the minimum damage. Divide the margin of success by the boost number, and the damage moves up that many steps, up to the maximum.
For example, all Troubleshooters are issued an Energy Pistol, damage W3K. On a successful Energy Weapons roll, the target is Wounded. If you succeed the check by more than 3, the target is instead Maimed. If you pass by 6, they're Down. Success by 9 kills the target.
Equipment
Laser Pistol Every Troubleshooter is issued a standard W3K Laser Pistol and Two RED barrels.
A Laser Pistol requires a barrel to fire. Each barrel can be (relatively) safely fired 6 times. After 6 shots, each shot has increasing risk of catastrophic failure. A colorful indicator shows how many shots are left. And horrific screeching noises give you a nice reminder to reload. Replacing a barrel in combat takes 1 round.
Barrels come in multiple different colors. The body has no color, and only the barrel's color matters.
Reflec Armor All citizens are issued Reflec Armor of their given color. A Laser Pistol fires lasers of the color of its barrel. Reflec armor provides 1 step of protection against lasers of lower security clearance.
Yes, lasers conform to security clearance.
A RED-barreled pistol will be less effective against a GREEN-clearance person. A GREEN-clearance IntSec goon does not have that problem when shooting back.
PDC Pretty much everyone of RED clearance and above wears a wrist-mounted personal computer. Its functions include a calendar, address/contact list, phone, camera, and self-destruct.
Deactivating your PDC temporarily is a 50cr fine.
Slug Thrower Gun.
Cone Rifle Grenade launcher.
|
|
|
Post by SummerCrow on Jul 25, 2017 16:20:32 GMT -6
Mission Completion Form (mandatory) Pre-alibi Form (optional) Equipment Loss Form (optional)
|
|
|
Post by HHDeception on Jul 25, 2017 16:38:03 GMT -6
Sure I'll try it. Hopefully I'll be free some evenings.
|
|
|
Post by Golurkcanfly on Jul 25, 2017 17:25:07 GMT -6
I'm interested. I like your GMing style, and I've been interested in Paranoia, but worried to try it because of high lethality. The clone stuff fixes that though.
|
|
|
Post by pielover19 on Jul 25, 2017 17:29:25 GMT -6
I hope I can join, but it depends on the time this takes place at. I also think my characters could really fit into this world.
|
|
|
Post by GX1997 on Jul 25, 2017 17:54:37 GMT -6
I'm in.
|
|
|
Post by SpringForest on Jul 25, 2017 17:59:33 GMT -6
I'll make a decision once I see more on the setting I guess.
|
|
|
Post by pielover19 on Jul 25, 2017 18:00:16 GMT -6
I would also like to thank our glorious GM Crow for giving us the great privilege of making our own characters.
|
|
|
Post by SummerCrow on Jul 25, 2017 18:39:13 GMT -6
Let me know when you've done the Roll20 thing and I'll get you a character sheet. The roll20 sheets are so nice... They even include buttons to send messages labeled as "on open comm" or "to The Computer," roll or gmroll...
|
|
|
Post by SummerCrow on Jul 25, 2017 19:10:06 GMT -6
1st batch of "setting" stuff done, added MBD to rules, added first handout.
|
|
|
Post by GX1997 on Jul 25, 2017 19:42:13 GMT -6
Let me know when you've done the Roll20 thing and I'll get you a character sheet. The roll20 sheets are so nice... They even include buttons to send messages labeled as "on open comm" or "to The Computer," roll or gmroll... Got my stats.
|
|
|
Post by SummerCrow on Jul 25, 2017 19:46:20 GMT -6
Oh, right. You can do 2 re-rolls.
|
|
|
Post by HHDeception on Jul 25, 2017 19:53:21 GMT -6
I'll do my stuff on Friday when I get back home.
|
|
|
Post by SpringForest on Jul 25, 2017 19:56:22 GMT -6
I think I'm gonna sit back and watch this one. I don't feel like I can properly play a character that fits well in the setting.
|
|
|
Post by Golurkcanfly on Jul 25, 2017 20:24:46 GMT -6
I started laughing and cried "Oh noooooooo" when I read that the first food we ate was a Red Delicious.
God, those apples suck.
|
|
|
Post by Golurkcanfly on Jul 25, 2017 20:57:56 GMT -6
Hey, the handout you posted isn't working for me. I can't open the file.
|
|
|
Post by SpringForest on Jul 25, 2017 21:04:45 GMT -6
That test has some of the best answers I've ever seen on a test before.
|
|
|
Post by Golurkcanfly on Jul 25, 2017 21:05:39 GMT -6
Could you post it on a Google doc?
|
|