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Simple Points to Live (and Die) By [Rules Shorthand]

Posted by GM Computer HeathFor group 0
GM Computer Heath
GM, 26 posts
Wed 23 Jan 2008
at 04:29
  • msg #1

Simple Points to Live (and Die) By [Rules Shorthand]

For new players and for quick reference, just come here to remind yourself of some basic rules:

YOUR GOALS AS A TROUBLESHOOTER

1- Serve the Computer
2- Locate and Eliminate Traitors (including, but not limited to: <pre>
   (a) Communists,
   (b) secret society saboteurs and terrorists,
   (c) unregistered mutants,
   (d) data pirates,
   (e) WMD manufacturers and
   (f) IR Marketeers
)
3- Investigate and eradicate corruption
4- Remove dangers to the good order and smooth operation of Alpha Complex.

YOUR PERSONAL GOALS

1- Survive!!!
2- Rise in security clearance
3- Get rich $$
4- Further your secret society's goals

OTHER POSSIBLE GOALS (depending on the situation)

1- Locate and protect fellow mutants who share your power
2- Find Old Reckoning artifacts to collect or resell
3- Escape from Alpha Complex to freedom Outdoors
4- Overthrow The Computer (Wait!  How'd that get in here??)
This message was last edited by the GM at 04:32, Wed 23 Jan 2008.
GM Computer Heath
GM, 27 posts
Wed 23 Jan 2008
at 04:38
  • msg #2

YOUR CHARACTER

About your character:

Skills: You have three ACTION Skills
   Management
   Stealth
   Violence

and three KNOWLEDGE Skills
   Hardware
   Software
   Wetware

You have certain specialties in each skill area, which are listed under your skill.

In this game, LOW ROLLS are good, not high rolls.
This message was last edited by the GM at 16:50, Fri 31 July 2015.
GM Computer Heath
GM, 29 posts
Wed 23 Jan 2008
at 04:52
  • msg #3

Perversity Points

Perversity Points are earned on an ongoing basis.
You spend Perversity Points to influence a roll.

DICE ROLLING IS ONLY DONE BY THE GM

For more about perversity points, see here:  link to a message in "Paranoia: They Really Are All Out to Get You"
GM Computer Heath
GM, 50 posts
Wed 23 Jan 2008
at 16:22
  • msg #4

Re: Perversity Points

SKILLS:  Roll your skill level or less to succeed on a d20.

SKILL TYPES:

ACTION SKILLS

Management: Interactive skills--bootlicking, intimidation, anything social.

Stealth:  Sneakiness; nonverbal concealment or evasion of detection, misdirection.

Violence:  Physical, nonverbal attempts to hurt or kill, or destroy objects.

KNOWLEDGE SKILLS

Hardware:  Mechanical or electronic devices and inorganic materials.

Software:  Data or software related, including bot and device programming, operating systems, communication protocols.

Wetware:  Biological and inorganic skills, such as health, bioweapons, disease, drugs, first aid, cloning procedures, survival Outdoors, and identifying and understanding specimens from Outdoors.
This message was last edited by the GM at 16:24, Wed 23 Jan 2008.
GM Computer Heath
GM, 64 posts
Thu 24 Jan 2008
at 05:17
  • msg #5

Re: Perversity Points

ATTRIBUTE SCORES  (Access and Power)

Every Troubleshooter knows there are two attributes:  ACCESS and POWER. However, knowledge of any person's specific attribute rating is treason.  (This includes knowledge of your own scores, although your score will be somewhere between 8-20 for Power and 1-5 for Access.)

ACCESS: Helps you get things done in Alpha Complex bureaucracy.

POWER: The strength of your mutant power.
GM Computer Heath
GM, 751 posts
Tue 21 Jul 2015
at 16:29
  • msg #6

Re: Perversity Points

Remember that low rolls are good; high rolls are bad.
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