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Paranoia [pbp] - Friend Computer is Always Watching!

The BraysterThe Brayster UKRegistered User regular
edited November 2024 in Critical Failures
p294sh3xq10m.png

Greetings Friends!

This is a post to gauge interest in a Play-by-Post game of The Paranoia RPG!

I would be looking for 4-5 people, with the idea that we'd make up some troubleshooters and play out a mission, then if the interest holds we can play another, and so on. The missions vary in length, but at the average table they range from 2-4 hours each (i.e. Not Stupid Long, even by PbP standards, unless Troubleshooter shenanigans make them so). I'd start with a mission on the shorter end of that scale, then gauge further interest / feedback when that one is done.

We'd also be using Perfect Edition, which removes cards and the like from previous editions and instead relies on a single type of Roll - 'NODE' - and secret messages passed between player and GM.

For more information, see below:

WHAT IS THE PARANOIA RPG? (Loooong)
DING! Attention citizen. Welcome to the first of
your six lives here in Alpha Complex. I am your
best friend, The Computer. Do not worry. I am here
to protect you, educate you and help you stay
loyal. This will make you happy and productive, as
cases of severe anxiety and PTSD have dropped
considerably. You have been decanted from your
clone tank and are ready to serve. How may I help
you be successful?


Okay, I get it. One of those in-setting intros to set the
right tone. Now, I’ve heard about this Paranoia game
before. People say crazy things about it, like killing
other PCs is good, clean fun or the GM is out to get you.
Convention games sell out super quickly. It’s even a Hall
of Fame RPG. How do I play it? What are the rules?

Thank you for asking, citizen. Some amount of
curiosity can be healthy. What is your security
clearance?


Counter-question. What’s a security clearance?

All citizens of Alpha Complex are assigned a
Security Clearance for protecting citizens from
themselves and others. Infrared is the lowest,
followed by ROYGBIV: Red, Orange, Yellow, Green,
Blue, Indigo and Violet. Atop all is Ultraviolet
clearance. New citizens start as Infrared. All data,
locations and gear is restricted by clearance, which
is based on how much that citizen can be trusted.
It is nice when that aligns with talent and expertise
but what good is ability without legal thoughts?

Due to an unforeseen loss of Troubleshooter
clones, thanks to an event called Project Infinite
Hole, you have already been promoted to Red
clearance and now have a job as a Troubleshooter.
Simply put, you will find trouble and shoot it.
Various corrections are available should you
need encouragement in completing your duties
successfully and on-time.


Great, I’m second to last in the social hierarchy. Now can I
know the rules?

I’m sorry, but that information is not available to
Red clearance individuals.


... Okay, that makes no sense. What kind of roleplaying
game doesn’t want to teach the rules to players?

This is Paranoia. In this RPG, you do not know
if someone is a friend, enemy or potential
scapegoat. You do not know how most things
work, literally or figuratively. You and your team
will be sent on missions to eliminate treason, stop
mutant terrorists and generally protect people
of all security clearances. In many instances,
such missions have a positive survival rate. Just
be careful. Loyal citizens can turn traitor at any
moment and attack you.


Wait, it sounds like this game creates a literal feeling
of paranoia in players, not just characters.

It is a pleasure seeing a clever citizen not
engaging in post-decanting existential screaming.
You should not be paranoid. This is a utopia and
you have been kindly given everything you need to
be a productive, joyful member of society. Please
note that you should be paranoid, as anyone,
including you, could be a Commie, a mutant or a
traitor. Remember the old wisdom: Snitch on them
before they snitch on you.


All right, bit weird but I like games that are different
from the same old dungeon crawl. Now, are you an
important NPC or something?

I am The Computer, an advanced digital intelligence
coded to protect and serve humanity from the evils
of secret societies, mutant powers, independent
thought, too much freedom and of course, Commie
Mutant Traitors. Citizens find they are happier and
healthier when they follow instructions.


Gotcha, usual dystopian sci-fi tropes then? Do I need
to volunteer as tribute?

Alpha Complex is not a dystopia. That would mean
it was not a perfect place for humanity and it leads
to unhappiness and terrorism. Rest assured, you
will only receive the trust and authority that you
can handle given your IQ, browsing history and
supervisor evaluations.

Alpha Complex is a giant city, parts under a
large dome and parts deep underground, and
is a utopia for all loyal individuals. As a utopia,
happiness is required by law. Obedience is also
required by law, at least to all with higher security
clearances and your best friend The Computer,
who never makes an mistakesy.


I have to be happy? I can’t get grumpy or wake up on
the wrong side of the bed?

You have been provided with all you need to be
happy at your security clearance. That has been
proven mathematically. Loyal citizens are therefore
happy citizens. If you are unhappy, disobedient or
break security clearance rules, you will be declared
a traitor and are subject to possible arrest, re
education or summary execution.


A traitor to a dyst... er, a utopia like Alpha Complex
and its benevolent dictator, a happiness-obsessed yet
sometimes violent AI?

Traitors are the enemy of all that is good and pure in
Alpha Complex. They are cruel, ignorant terrorists
who want everyone to be as angry and depressed
as them. You can identify traitors by their secret
society membership, mutant power, refusal to work
72 hours in a row or hesitation to obey one’s betters
as defined by security clearance.


Can I ask about secret societies and mutants or is that
forbidden too?

Citizen, please watch your tone or an armed
Internal Security loyalty enhancement unit will be
dispatched to your location.

Secret societies are illegal groups dedicated
to treasonous activity, like the miserable
Communists. Mutant powers are genetic mutations
that allow abilities like teleportation. Any citizen
who is a member of a secret society and/or
has a mutant power is to be arrested and likely
executed. Also, you may or may not belong to one
secret society and have one mutant power, both of
which can get your character executed for treason.


Of course. Makes sense, makes sense. I’m guessing
I have to keep those a secret? Wait, do the other PCs
have those too?

That information is not available at your security
clearance. They may or may not have one, both
or none.


Heh, I am starting to get a little paranoid! That feels...
good. Refreshing. Like a whole world of possibilities
has just opened up! What would happen if there was a
total party kill and my character was responsible?

Citizens are expected to play nice and respect
each other. Unless they may be traitors, in
which case they are targets of mockery, theft,
scapegoating and random fatal accidents. Each
Troubleshooter has five clone backups, so if you
need to terminate your team leader because they
embraced hate and treason, you can do that and
their next clone will show up, loyal and ready to
work. Please note how other Troubleshooters
know this too. Some or all may or may not be
targeting you right now.


But what do we do in the game? Besides plotting
against others before they plot against me, of course.

You and your teammates are Troubleshooters
and you all serve Alpha Complex by investigating
and fighting Commie Mutant Traitors. Contrary
to rumours, which are illegal, Troubleshooter
missions are never embarrassing and deadly hose
jobs given by corrupt leaders using teams as
pawns in their quest for more power. All mission
objectives will be clear and easy to achieve. Since
citizens only get tasks they can accomplish, all
failure will be an obvious sign of treason.


Let me get this straight. Normally, I play a highly
skilled hero cooperating with a party of other PCs
to fight evil and gain more levels, gold and powerful
weapons. But in Paranoia, I play a barely-competent
traitor competing with a team of other barely
competent traitors who fail more than they succeed.

We all have damning secrets to hide so everyone
is trying to uncover everyone else’s, all while trying
to succeed on an impossible mission and not get
arrested or executed for being a traitor, which we all
secretly are. Then players like me can experience
literal fear and paranoia like watching a good horror
movie.

Does that about sum it up?

You are ready for Paranoia, Troubleshooter. Stay
alert! Trust no one! And keep your laser handy!


Here I present two 'Cheat Sheets', one for Setting, one for Rules. These two sheets contain everything a Player needs to know!

Rules:
dtqg7nbotk9q.png

Setting:
c6iaefuib39t.png


That's it! Further knowledge of the game would be considered Treason!

Let me know if you'd be interested!


Troubleshooters:

1) El Skid
2) discrider
3) Bursar
4) Ratherdashing89
5) JusticeForPluto


Rules and Clarifications

Cheat Sheet:
dtqg7nbotk9q.png

1) The Forums, Secret Rolls, and You
So, in your standard game of Paranoia, played in person around the table, a core part of the experience is the passing of Secret Notes to and from the GM. This gives the player the ability to communicate with the GM about their, uh, less honest intentions and behaviours, but without just declaring their Treason to the entire table. The other players get to see that messages are being passed, but not what is on them, they just know something is up. PARANOIA!

Anyway, this obviously isn't possible on the Forums, at least not exactly as described. We will behave as follows:

1) I wish to do a [Secret Thing]
2) I send the GM a direct message detailing what and/or when
3) The GM makes a post in the thread along the lines of '*Ding*, thank you for your query, Brayste-R-SUX-1!', with no further context.

This should accomplish most of the same results.

2) [Secret Thing]
Anything you send in a 'note' to the GM. This can be as simple as asking a question about a piece of restricted equipment you totally don't have *wink*, or a request for a favour from that Secret Society you totally are not a part of *wink*.

Slightly more involved, but very much worth knowing, is you can also do this to request a Cover Roll.

A Cover Roll is used when you want to make an action that would normally require a roll, but the nature of your action means you don't want to just announce it to the group. Instead, send the GM a Direct Message stating that you want to make a cover roll, and any of the particulars involved, including (and this is vital) what you want to be seen to be doing vs what you are actually doing.

E.g. I am a Troubleshooter with a (treasonous) Mutation to control electricity. I want to use this in a firefight, but I don't want the others to know. So:

1) I send a secret note to the GM, stating that I want to do electrocute one of my targets on the sly, and suggest that as a Cover Action I aim my pistol at a nearby electrical panel. I also confirm how much Moxie I want to spend.
2) The GM confirms that this can be done
3) I state my action openly in the thread, as though the pistol shot is the only action taking place
4) The GM asks me to roll as normal - the result of which will actually determine the outcome of my true intent, not the Cover Action (which is ultimately irrelevant)



Character Sheet Explanation/Reference:


PUBLIC SIDE
PART 1: PERSONALLY IDENTIFIABLE INFORMATION (PII)
Name: Your Troubleshooters name. In Alpha Complex, this follows the structure of [Given Name]-[Clearance (R for Red)]-[3 Digit Sector (Where you live, any three letters will do)]-[Clone Number (1 to begin, increasing as you use clones]

Team Name: This is given on a per mission basis. Ignore for now.

MBD (or, Mandatory Bonus Ruties): Your role in the mission, assigned to you are briefing. Ignore for now.

Service Group: This is your Day Job Service, which you would spend all of your time doing when not on missions as a Troubleshooter. I will assign these out to you.

Treason Button: In short, this is a roleplaying 'button' that can be pressed, by yourself or by the GM, to force you to commit an act that might be considered Treason. For example, 'An unlocked door that shouldn't be' (i.e. you just can't help but take a peak)

Violence Button: Exactly the same as the Treason Button, but specifically to incite your character to violence. For example 'Being stuck at the back of a long queue'.

For both of the Buttons, feel free to make up your own. I can provide a list of each for inspiration if necessary.


PART TOO: PRODUCTIVITY PROFILE (These are your stats and skills. These will be decided *rubs hands* Communally)
BRAINS: Thinking and having paid attention in class.

Alpha Complex: Locations, people and ‘the way we do things’. Teela-O uses Alpha Complex to find the briefing room. Lenny-R uses Alpha Complex to find a deadzone to plan terrorism.

Bureaucracy: Paperwork, signatures and useless procedures. Teela-O uses Bureaucracy to get a termination code quickly. Lenny-R uses Bureaucracy to hide evidence of XP Point fraud.

Psychology: Understanding how citizen’s minds work. Teela-O uses Psychology to motivate her teammates into working harder. Lenny-R uses Psychology to prey on people’s insecurities.

Science: Physics, chemistry, etc. Teela-O uses Science to find an antidote. Lenny-R uses Science to mix household cleaners to make a bomb he’ll use to blow up the Junior Funball League championship.



CHUTZPAH: Social skills and being a devious little prick.

Bluff: Getting away with lying. Teela-O uses Bluff to trick traitors into confessing. Lenny-R uses Bluff to say the stains on his jumpsuit are from salsa and definitely not his roommate’s blood.

Charm: Convincing and befriending people. Teela-O uses Charm to help her supervisor feel respected. Lenny-R uses Charm to win converts to his cult before murdering and eating them.

Intimidate: Threatening others for fun and profit. Teela-O uses Intimidate to scare Commies into giving up. Lenny-R uses Intimidate to scare a teammate into shutting up about lighting too many innocent citizens on fire.

Stealth: Hiding yourself or stuff you have. Teela-O uses Stealth to spy on a Commie meeting. Lenny-R uses Stealth to hide illegal drugs in his jumpsuit so he can sell them to toddlers.



MECHANICS: Technical stuff such as programming, repairing or destroying it ‘by accident’.

Demolition: Blowing things up real good. Teela-O uses Demolition to blow up traitors. Lenny-R uses Demolition to blow up freeways to make everyone late just because he is running late.

Engineer: Build, repair or sabotage structures and mechanical stuff. Teela-O uses Engineer to repair a hurt scrubot. Lenny-R uses Engineer to monkey wrench that poor scrubot to take pleasure from its pain.

Operate: Use or misuse mechanical stuff. Teela-O uses Operate to drive an autocar. Lenny-R uses Operate to aim a superweapon at the Earth’s core.

Program: Write, edit or ruin software (but not The Computer!). Teela-O uses Program to disable illegal door locks on bathroom stalls. Lenny-R uses Program to make that poor scrubot go frankenstein so he can laugh at the body count.



VIOLENCE: Physical activity and hurting stuff.

Athletics: Fitness and physical talent. Teela-O uses Athletics to chase traitors. Lenny-R uses Athletics to run away from Teela-O.

Guns Shootin’ traitors and stuff. Teela-O uses Guns to shoot traitors dead. Lenny-R uses Guns to kill his team leader and commit treason unseen because he hates Friend Computer.

Melee: Fightin’ traitors up close. Teela-O uses Melee to punch Commies. Lenny-R uses Melee to shiv innocent pensioners.

Throw: Funball pitching but also grenades. Teela-O uses Throw to lob a grenade at a rogue bot. Lenny-R uses Throw to fling his gun at someone because he is that stupid.



THIRD PART: WELLNESS
Wounds: Your physical health. Start with an 'X' in 'Fine', move it down one each time you are injured. If you find yourself placing 'X' in 'Dead', it's time to Decant a New Clone, Baby! Go ahead and lost the last 5 minutes of your memory.

Flags: Your 'social' health. Start with an 'X' in 'Loyal', move it down one each time you are given a Treason Flag/Star. When you hit 'Wanted', it is now 'You' hunting season.

XP points: These take the place of currency. They are awarded for your doing well, fined from you for almost any reason, and can be used for bribes or purchases. You begin the game with 200XP.

Moxie: A blend of Social Currency and Mental Health. See the Rules Cheat Sheet for usage. If this reaches 0, you 'Lose It', and the GM will push one of your buttons. Impress the GM in this situation, or else you may end up with a new Clone. You begin the game with 8 Moxie



PART THE FOURTH: ROLE IN SOCIETY
MISSION OBJECTIVE(S): Issued during your Briefing, normally. Fill this in as and when you receive one.

ASSIGNED GEAR: Property of The Computer/R&D, assigned to you. You always have a Red Laser Pistol and Red 'Reflec' Armour. You may receive other equipment for particular missions, take care of them!


NAUGHTY SIDE (For your eyes ONLY!!!)
Name: Same as Public Side

Secret Society: Each of you is part of a Secret Society, which I will assign randomly. It is treasonous to be a member of one.

Secret Objective: Often, your Secret Society will learn of your work and issue you a Secret Objective to complete alongside your Mission Objective. Keep this secret, keep it here.

Mutant Power: Each of you posesses a Mutant Power, which I will assign randomly. It is treasonous to possess one.

Service Group Favours: Favours you have been granted by your Service Group.

Secret Society Favours: Favours you have been granted by your Secret Society.

Treasonous Gear: This is the place to note any gear that you should not have, for one reason or the other.

Evidence: A place to take note of the treasonous acts of your teammates. Very useful reference for debriefing.

DO NOT FORGET THESE NOTES: Miscellanious notes, use as you wish.



Name: Derrick-R-HAL-1
Service Group: Internal Security
Violence Button: Being told to be happy when you are at maximum happiness
Treason Button: The thing you really need is just sitting there.

Name: SKID-R-INK
Service Group: Armed Forces
Violence Button: Sudden, very loud noises
Treason Button: Seeing a mutant power in use

Name: DASH-R-ING
Service Group: Housing Preservation & Development & Mind Control
Violence Button: Touching/taking/damaging my possessions
Treason Button: Callous disregard for valuable/useful things.

Name: Burke-R-SAR
Service Group: Power Services
Violence Button: Being squeezed between two other people
Treason Button: A machine being better than me at a task I am trying to do manually.

Name: Pluto-R-JFP1
Service Group: TechServ
Violence Button: Bogus tech support calls
Treason Button: Cookies!

Steam: TheBrayster
PSN: TheBrayster_92
The Brayster on
«134567

Posts

  • SkiddlesSkiddles The frozen white northRegistered User regular
    edited November 2024
    Citizen Skid-R-INK is appropriately enthusiastic to participate in helping Friend Computer to eradicate the Commie Menace and keep Alpha Complex at an appropriate level of safety and fun!

    Skiddles on
  • discriderdiscrider Registered User regular
    While I don't expect eliminating any friends turned traitor to be easy, I am happy to be productive.

  • The BraysterThe Brayster UKRegistered User regular
    discrider wrote: »
    While I don't expect eliminating any friends turned traitor to be easy, I am happy to be productive.

    *DING* Greetings Citizen! I couldn't help but overhear your worrying statement, which implied that you would not find eliminating a Traitor to be easy. Please strap yourself to the Interrogation Chair, provided for your convenience. A re-education team is on their way to you.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • discriderdiscrider Registered User regular
    *shrug*
    Well I guess if it will be easy, then I look forward to my next assignment after lunch.
    But I had rather expected the trouble to take longer to shoot.

  • The BraysterThe Brayster UKRegistered User regular
    That's 2 signed up, if we can get at least another 2 we'll be good to go.

    In the meantime, feel free to ask any questions you may have about the game! If your clearance covers the answer, I will provide it to you.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • SkiddlesSkiddles The frozen white northRegistered User regular
    edited November 2024
    Just a mechanics question… how do computer dice work? Are they just a set number of dice? Or do you get more dice as you roll more computers throughout the scene?

    Last time I played paranoia was like 20 years ago, so things have seemingly changed a bit in the last fifth of a century, perhaps predictably

    Skiddles on
  • The BraysterThe Brayster UKRegistered User regular
    So for any given roll you roll NODE, which is [Stat]+[Skill]+[Equipment]+[Computer], with the sum total of these numbers being the number of D6 you roll, with each 5 or 6 being a success.

    E.g. I want to Shoot a guy with my laser pistol, and am asked to make a roll using Violence and Guns. I look at my character sheet to work it out - I see I have a +2 Violence Stat, and a +2 in the 'Guns' Skill. My Pistol is basic (Lvl0), so that adds nothing, then I always roll a Computer Dice, so +1 from that. Putting that together, my NODE is 5 (+2,+2,+1), so I roll 5D6, then count any 5 or 6 as successes.


    To then address your actual question:

    The Computer Dice, in particular, is a single D6 that you roll no matter what. Even if I am asked to make a roll whereby my Stat, Skill and Equipment are all 0, I still roll 1D6 no matter what.

    What makes the Computer Dice so special is that this is assistance from The Computer in what you are doing, in most contexts via the 'Coretech', a computer implanted in to your skull. The 'help' is contextualised by whether the overall success of the roll. If your overall roll was successful, it might be that some sharpshooting software in your coretech honed in on that traitors vitals and assisted your shot. If the roll was a failure, it could be that The Computer felt it helpful to list EVERYTHING on record about your target across your visual, effectively blinding you.

    Then, to add to this, if you roll a 6 specifically, that calls The Computers full undivided attention to the scene, and everyone in it. Great if the help is genuinely needed, not so great if your roll was Treasonous in any way.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • SkiddlesSkiddles The frozen white northRegistered User regular
    edited November 2024
    Truly the Computer is a boon to all of the loyal and decidedly un-treasonous troubleshooters, which of course includes myself!

    Skiddles on
  • BursarBursar Hee Noooo! PDX areaRegistered User regular
    While Bur-R-SAR wasn't expecting to be called upon these daycycles, perhaps these seemingly trouble-free times are in fact a ploy by Commie spies to make us content with their underlying machinations!

    I have two different versions of this game, but have only played a tiny number of actual sessions of it... And this appears to be a yet another version than the ones I'm passingly familiar with!

    GNU Terry Pratchett
    PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
    Hit me up on BoardGameArena! User: Loaded D1
    Spoilered until images are unborked. egc6gp2emz1v.png
  • The BraysterThe Brayster UKRegistered User regular
    While we wait for 1-2 more player(s) to sign up, I figure I'll put a couple more things out there for your consideration.

    1) The Forums, Secret Rolls, and You
    So, in your standard game of Paranoia, played in person around the table, a core part of the experience is the passing of Secret Notes to and from the GM. This gives the player the ability to communicate with the GM about their, uh, less honest intentions and behaviours, but without just declaring their Treason to the entire table. The other players get to see that messages are being passed, but not what is on them, they just know something is up. PARANOIA!

    Anyway, this obviously isn't possible on the Forums, at least not exactly as described. We will behave as follows:

    1) I wish to do a [Secret Thing]
    2) I send the GM a direct message detailing what and/or when
    3) The GM makes a post in the thread along the lines of '*Ding*, thank you for your query, Brayste-R-SUX-1!', with no further context.

    This should accomplish most of the same results.

    2) [Secret Thing]
    Anything you send in a 'note' to the GM. This can be as simple as asking a question about a piece of restricted equipment you totally don't have *wink*, or a request for a favour from that Secret Society you totally are not a part of *wink*.

    Slightly more involved, but very much worth knowing, is you can also do this to request a Cover Roll.

    A Cover Roll is used when you want to make an action that would normally require a roll, but the nature of your action means you don't want to just announce it to the group. Instead, send the GM a Direct Message stating that you want to make a cover roll, and any of the particulars involved, including (and this is vital) what you want to be seen to be doing vs what you are actually doing.

    E.g. I am a Troubleshooter with a (treasonous) Mutation to control electricity. I want to use this in a firefight, but I don't want the others to know. So:

    1) I send a secret note to the GM, stating that I want to do electrocute one of my targets on the sly, and suggest that as a Cover Action I aim my pistol at a nearby electrical panel. I also confirm how much Moxie I want to spend.
    2) The GM confirms that this can be done
    3) I state my action openly in the thread, as though the pistol shot is the only action taking place
    4) The GM asks me to roll as normal - the result of which will actually determine the outcome of my true intent, not the Cover Action (which is ultimately irrelevant)

    Steam: TheBrayster
    PSN: TheBrayster_92
  • The BraysterThe Brayster UKRegistered User regular
    edited November 2024
    Character Sheet Explanation/Reference:

    Here I provide a character sheet, which should be fillable for your convenience (file attached to post). You do not need to send this back to me, I'm going to trust you guys not to be silly with what you put in there.

    I will also provide below an explanation/breakdown of everything ON said Character Sheet. You will find at this stage (as of when I post this) that you won't be able to fill much in. Once we have our final player count, I will provide you with all of the information you need. For stats and skills in particular... lets just say that we will be filling those out together as a team. For now, go ahead and shudder at the thought of what that might mean.


    PUBLIC SIDE
    PART 1: PERSONALLY IDENTIFIABLE INFORMATION (PII)
    Name: Your Troubleshooters name. In Alpha Complex, this follows the structure of [Given Name]-[Clearance (R for Red)]-[3 Digit Sector (Where you live, any three letters will do)]-[Clone Number (1 to begin, increasing as you use clones]

    Team Name: This is given on a per mission basis. Ignore for now.

    MBD (or, Mandatory Bonus Ruties): Your role in the mission, assigned to you are briefing. Ignore for now.

    Service Group: This is your Day Job Service, which you would spend all of your time doing when not on missions as a Troubleshooter. I will assign these out to you.

    Treason Button: In short, this is a roleplaying 'button' that can be pressed, by yourself or by the GM, to force you to commit an act that might be considered Treason. For example, 'An unlocked door that shouldn't be' (i.e. you just can't help but take a peak)

    Violence Button: Exactly the same as the Treason Button, but specifically to incite your character to violence. For example 'Being stuck at the back of a long queue'.

    For both of the Buttons, feel free to make up your own. I can provide a list of each for inspiration if necessary.


    PART TOO: PRODUCTIVITY PROFILE (These are your stats and skills. These will be decided *rubs hands* Communally)
    BRAINS: Thinking and having paid attention in class.

    Alpha Complex: Locations, people and ‘the way we do things’. Teela-O uses Alpha Complex to find the briefing room. Lenny-R uses Alpha Complex to find a deadzone to plan terrorism.

    Bureaucracy: Paperwork, signatures and useless procedures. Teela-O uses Bureaucracy to get a termination code quickly. Lenny-R uses Bureaucracy to hide evidence of XP Point fraud.

    Psychology: Understanding how citizen’s minds work. Teela-O uses Psychology to motivate her teammates into working harder. Lenny-R uses Psychology to prey on people’s insecurities.

    Science: Physics, chemistry, etc. Teela-O uses Science to find an antidote. Lenny-R uses Science to mix household cleaners to make a bomb he’ll use to blow up the Junior Funball League championship.



    CHUTZPAH: Social skills and being a devious little prick.

    Bluff: Getting away with lying. Teela-O uses Bluff to trick traitors into confessing. Lenny-R uses Bluff to say the stains on his jumpsuit are from salsa and definitely not his roommate’s blood.

    Charm: Convincing and befriending people. Teela-O uses Charm to help her supervisor feel respected. Lenny-R uses Charm to win converts to his cult before murdering and eating them.

    Intimidate: Threatening others for fun and profit. Teela-O uses Intimidate to scare Commies into giving up. Lenny-R uses Intimidate to scare a teammate into shutting up about lighting too many innocent citizens on fire.

    Stealth: Hiding yourself or stuff you have. Teela-O uses Stealth to spy on a Commie meeting. Lenny-R uses Stealth to hide illegal drugs in his jumpsuit so he can sell them to toddlers.



    MECHANICS: Technical stuff such as programming, repairing or destroying it ‘by accident’.

    Demolition: Blowing things up real good. Teela-O uses Demolition to blow up traitors. Lenny-R uses Demolition to blow up freeways to make everyone late just because he is running late.

    Engineer: Build, repair or sabotage structures and mechanical stuff. Teela-O uses Engineer to repair a hurt scrubot. Lenny-R uses Engineer to monkey wrench that poor scrubot to take pleasure from its pain.

    Operate: Use or misuse mechanical stuff. Teela-O uses Operate to drive an autocar. Lenny-R uses Operate to aim a superweapon at the Earth’s core.

    Program: Write, edit or ruin software (but not The Computer!). Teela-O uses Program to disable illegal door locks on bathroom stalls. Lenny-R uses Program to make that poor scrubot go frankenstein so he can laugh at the body count.



    VIOLENCE: Physical activity and hurting stuff.

    Athletics: Fitness and physical talent. Teela-O uses Athletics to chase traitors. Lenny-R uses Athletics to run away from Teela-O.

    Guns Shootin’ traitors and stuff. Teela-O uses Guns to shoot traitors dead. Lenny-R uses Guns to kill his team leader and commit treason unseen because he hates Friend Computer.

    Melee: Fightin’ traitors up close. Teela-O uses Melee to punch Commies. Lenny-R uses Melee to shiv innocent pensioners.

    Throw: Funball pitching but also grenades. Teela-O uses Throw to lob a grenade at a rogue bot. Lenny-R uses Throw to fling his gun at someone because he is that stupid.



    THIRD PART: WELLNESS
    Wounds: Your physical health. Start with an 'X' in 'Fine', move it down one each time you are injured. If you find yourself placing 'X' in 'Dead', it's time to Decant a New Clone, Baby! Go ahead and lost the last 5 minutes of your memory.

    Flags: Your 'social' health. Start with an 'X' in 'Loyal', move it down one each time you are given a Treason Flag/Star. When you hit 'Wanted', it is now 'You' hunting season.

    XP points: These take the place of currency. They are awarded for your doing well, fined from you for almost any reason, and can be used for bribes or purchases. You begin the game with 200XP.

    Moxie: A blend of Social Currency and Mental Health. See the Rules Cheat Sheet for usage. If this reaches 0, you 'Lose It', and the GM will push one of your buttons. Impress the GM in this situation, or else you may end up with a new Clone. You begin the game with 8 Moxie



    PART THE FOURTH: ROLE IN SOCIETY
    MISSION OBJECTIVE(S): Issued during your Briefing, normally. Fill this in as and when you receive one.

    ASSIGNED GEAR: Property of The Computer/R&D, assigned to you. You always have a Red Laser Pistol and Red 'Reflec' Armour. You may receive other equipment for particular missions, take care of them!


    NAUGHTY SIDE (For your eyes ONLY!!!)
    Name: Same as Public Side

    Secret Society: Each of you is part of a Secret Society, which I will assign randomly. It is treasonous to be a member of one.

    Secret Objective: Often, your Secret Society will learn of your work and issue you a Secret Objective to complete alongside your Mission Objective. Keep this secret, keep it here.

    Mutant Power: Each of you posesses a Mutant Power, which I will assign randomly. It is treasonous to possess one.

    Service Group Favours: Favours you have been granted by your Service Group.

    Secret Society Favours: Favours you have been granted by your Secret Society.

    Treasonous Gear: This is the place to note any gear that you should not have, for one reason or the other.

    Evidence: A place to take note of the treasonous acts of your teammates. Very useful reference for debriefing.

    DO NOT FORGET THESE NOTES: Miscellanious notes, use as you wish.

    The Brayster on
    Steam: TheBrayster
    PSN: TheBrayster_92
  • RatherDashingRatherDashing Registered User regular
    Do you have a general idea of posting protocol? I haven't done a pbp on PA yet but is there a general idea of how often we should post, and whether there is a cutoff before the GM advances?

  • The BraysterThe Brayster UKRegistered User regular
    Do you have a general idea of posting protocol? I haven't done a pbp on PA yet but is there a general idea of how often we should post, and whether there is a cutoff before the GM advances?

    This is a difficult one to put into concrete due to how Paranoia works - its far more 'Free Form' in engagement than, say, D&D. In combat, for example, there's no 'Initiative Tracker' as such, everyone just does their thing simultaneously, so it's not a rigid posting order the majority of the time.

    In terms of activity - it really just becomes 'when you can'. To be a little more firm, I'd say if something demanded your 'immediate' attention I'd either @ or DM you, but beyond that I'd maybe check up on someone if they haven't said something for like, the better part of a week.

    Certainly no 'Post once a day or you're banned' or the like.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • RatherDashingRatherDashing Registered User regular
    Sounds good. I can get on pretty regularly, just wanting to make sure it's not going to be a situation where one player and the GM get into a live chat and the other players get left out because they don't happen to be on at that moment. But I'm not overly concerned--I should be able to check in at least once a day.

    I've only played (and not very much) the Red Clearance starter set version of the rules but I think I should be able to adapt fairly quickly. I'm also quite new to the setting but I think I get the idea. So I'd like to jump in as well.

  • The BraysterThe Brayster UKRegistered User regular
    Well, the good news for you is that, as someone who has run XP, Red Clearance and Perfect - I consider this one to be the easiest so far (for players anyway).

    While obviously this early I'm posting a LOT of info, this is very much frontloaded. Once you get into play proper, you can literally get by on the following template:

    1) GM Introduces scene/scenario
    2) I announce I want to do a thing (Public) OR I send a secret message to the GM saying what I want to do (Secret)
    3) GM tells me what to roll based on what I described
    4) I Roll
    5) GM confirms outcome

    That it, I don't think there's a scenario that plays different, you never truly need to understand much more than that. Paranoia purposefully keeps a lot of the mechanics locked away to keep things that simple, for the GM to arbitrate rather than the Player frustrate.

    You say what you want, limited only by imagination, I say how. No Cards. No Maps or Positionals. No encumberance. No movement speed. No Spell slots. So on and so forth.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • The BraysterThe Brayster UKRegistered User regular
    STATUS UPDATE: @El Skid @discrider @Bursar @RatherDashing89

    I'm signalling everyone to make sure that everyone is on the same page.

    We have enough players to start, so I'll begin making my own moves in that direction, starting with drawing Services, Secret Societies and Mutations (but only actually issuing them AFTER the rest of Character Creation, so as to not influence anything).

    I'll give it the rest of this evening (UK Perspective) for a 5th player to join if they so desire, and for you all to catch up on the blocks of text I've recently posted, before then laying out what happens next. (Or perhaps until tomorrow, we'll see how the wind blows).

    Feel free to ask any questions you might have in the meantime.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • RatherDashingRatherDashing Registered User regular
    Could I have some example Treason and Violence Buttons?

  • The BraysterThe Brayster UKRegistered User regular
    Could I have some example Treason and Violence Buttons?

    I'll just copy the lists that the Core Book gives - feel free to pick one of these or use your own.


    Violence:
    • Being mocked over something out of your control.

    • When you receive a fine for 150 XP Points or more.

    • A bad guy (or bot) gets away on your watch.

    • Complaining about people with higher security clearances.

    • Very long queues.

    • Going from Fine to Injured in one roll.

    • Someone gets promoted and you do not.

    • Being ignored when you have something vital to share.

    • Sudden, very loud noises.

    • Wasting food, especially Hot Fun or Cold Fun.

    • Cannot get through the door but must get through the door.

    • Feeling like you are suffocating.

    • Being told to be happy when you are at maximum happiness.

    • The smell of expired soylent.

    • Sleep deprivation.

    • Something is on fire and no one is putting it out.

    • The lights go out.

    • Someone makes you bleed your own blood.

    • Losing assigned gear.

    • Someone bullying the weak and powerless.



    Treason:
    • Stuff kept behind unlocked doors.

    • In a large crowd where cameras cannot see you.

    • The thing you really need is just sitting there.

    • You’ve been bored for almost 10 minutes straight.

    • A higher clearance citizen acts like they are perfect.

    • You are all alone, even just for a moment.

    • A citizen mocks you in front of others.

    • Someone does not value the important things they have.

    • Seeing some pills that might create a nice psychedelic trip.

    • You are treated like an idiot.

    • A lower clearance citizen trying to get your attention.

    • You are almost out of time to finish something.

    • It is not just dirty but absolutely filthy.

    • Something is close to falling over and breaking.

    • A citizen has much nicer things than you.

    • Seeing a mutant power in use.

    • The lights go out.

    • Someone was a prat to you just to be a prat.

    • Justice was blocked by a rich and powerful citizen.

    • There is a chance to bully someone weaker than you.

    Steam: TheBrayster
    PSN: TheBrayster_92
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  • The BraysterThe Brayster UKRegistered User regular
    I'll play if you'll have me

    Welcome Aboard!

    With that we have a full Troubleshooter Team! When I'm next sitting down properly I'll move you guys onto Communal Stat Allocation but for now, feel free to download a character sheet from above, give it a once over and fill in the like, three things you can fill in so far

    Steam: TheBrayster
    PSN: TheBrayster_92
  • BursarBursar Hee Noooo! PDX areaRegistered User regular
    Sounds good!

    Should we just share our Treason/Violence triggers here, or are they personal between players and the GM?

    GNU Terry Pratchett
    PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
    Hit me up on BoardGameArena! User: Loaded D1
    Spoilered until images are unborked. egc6gp2emz1v.png
  • The BraysterThe Brayster UKRegistered User regular
    Bursar wrote: »
    Sounds good!

    Should we just share our Treason/Violence triggers here, or are they personal between players and the GM?

    You can abolutely share those, as well as anything else listed on the Public side of your Troubleshooter sheet. Just be sure to keep the Naughty side tight to your chest! I was however, going to wait until your sheets were more filled out, so you'd have more to share at once.


    b5y2ape7vuji.png


    Ok, so we have now reached the skill allocation section of Character Creation. Now, you might have played your D and D's and whatnot, and thought, boy, how do we get our skills? Roll for Stats? Point Buy?

    No, no, no! Paranoia has something else in mind!

    Take a look at your character sheet, particularly in PART TOO: PRODUCTIVITY PROFILE.

    You will notice a row in Red. These are your STATS. Ignore these for now, we'll circle back. However, note that each STAT has a column beneath it, for four items apiece. These are your SKILLS, and they are what we are concerned with right now.

    I have made a list of all of the players, and shuffled it, for the purposes of this exercise. The list is as follows:
    Bursar
    Discrider
    JusticeForPluto
    El Skid
    RatherDashing89

    In this order, I want you, one by one, to pick one of your skills and apply a +1 value to it.

    Waaaaaiiiiitt, I'm not done.

    Be mindful of what you pick, for whichever skill you add your +1 to, the person below you must assign a -1 to that same skill. I sure hope that this does not lead to any tactical choices or early rivalries, that would be terrible.

    Example:

    Bursar announces that they are going to give themselves a +1 to Guns, which means that Discrider will have to take a -1 to Guns.

    Discrider will then likely write down that Bursar will die first for scuppering them this early on, then proceed to announce their choice of +1 to Bluff, to then hand on the -1 to Bluff to the next player.

    And so on.


    So starting with @Bursar , go ahead. We'll stop once we've gone 'around the table', such that every player has a +1 skill, and a -1 skill.

    Important Note:

    You cannot add any + or - allocation to a skill that already has a value. I.e. If you have a -1 in Guns, you cannot then add a +1 to it to make it 0, or any such design. Once each skill has a value, that's it.

    In the event that you are assigned a - value on your turn for a skill that already has a value entered, place that new - value in the next available blank skill below. If the entire column is already filled, place it in the first available space in the next column to the right.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • BursarBursar Hee Noooo! PDX areaRegistered User regular
    Oh boy, some back-and-forth already!

    I am going to take a +1 in Operate, which gives @discrider a -1 to that skill.

    GNU Terry Pratchett
    PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
    Hit me up on BoardGameArena! User: Loaded D1
    Spoilered until images are unborked. egc6gp2emz1v.png
  • discriderdiscrider Registered User regular
    Excuse me while I just finish my colour-by-numbers with my sole Red crayon.

    Geth roll 2d20

    2d20 16 [2d20=13, 3]

  • discriderdiscrider Registered User regular
    Alright, I guess I take +1 in Stealth.
    That gives -1 to @JusticeforPluto and his lead boots though.

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  • SkiddlesSkiddles The frozen white northRegistered User regular
    +1 to charm for me… who needs to blow people up when you can convince others to do it for you!

    @RatherDashing89 sorry bout the charm hit!

  • RatherDashingRatherDashing Registered User regular
    DASH may not be the smoothest fellow, but he does know his way in and around a filing cabinet. +1 Bureaucracy, while @Bursar can enjoy being demoted to Grade 36 Bureaucrat.

  • The BraysterThe Brayster UKRegistered User regular
    Everyone, I have made an error of omission! Everyone is supposed to start this with a +2 to GUNS already, so please go ahead and do that.

    Luckily no one picked Guns that time.

    Anyway, moving on...

    You should all have two three skill modifiers on your sheets now; a +1, a -1, (then also a +2 to Guns)

    We're going to follow that pattern again, on this round adding +2 and -2 in the same way.

    @discrider , it is your turn to start this time. This round ends when everyone has a +2 and a -2 skill on top of what they already have (not counting Guns).

    Steam: TheBrayster
    PSN: TheBrayster_92
  • discriderdiscrider Registered User regular
    As much as I'd like to take Bluff, I worry about what that would mean when the unfortunately straightforward JFP gives me negative chutzpah.
    So let's give @JusticeforPluto -- Alpha Protocol knowledge

  • The BraysterThe Brayster UKRegistered User regular
    Agent Thorton...

    Steam: TheBrayster
    PSN: TheBrayster_92
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  • RatherDashingRatherDashing Registered User regular
    (don't forget to pick a skill for +2, @JusticeforPluto )

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  • discriderdiscrider Registered User regular
    I was giving Des a chance to change if he wanted.

    I'll take a +2 to psychology!

    Which means "El Skid" really does not understand others sadly....
    Thanks, but I still think it would be setting myself up to be sabotaged when stats come around.

  • SkiddlesSkiddles The frozen white northRegistered User regular
    …I do not understand why you would do this to me, JFP :(

    I will take +2 to Bluff. Sorry bout that @RatherDashing89!

  • RatherDashingRatherDashing Registered User regular
    I always knew El Skid was the popular kid...I never even got a chance to learn those social skills while I was studying my Programming +2.

    @Bursar , on the other hand, doesn't know a modem from a moped.

  • BursarBursar Hee Noooo! PDX areaRegistered User regular
    Hey, I can tell a modem from a moped! One goes "nyeeerm-vwee-skrrnk" and the other goes "gnaa-gnaa-gnaa-blerrrrm."

    I absolutely know these things because I am a Citizen of SCIENCE! Whereas @discrider thinks that a "molecule" is when the Computer sends you a marriage license with your name listed under both parties.

    GNU Terry Pratchett
    PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
    Hit me up on BoardGameArena! User: Loaded D1
    Spoilered until images are unborked. egc6gp2emz1v.png
  • discriderdiscrider Registered User regular
    Nuh-uh!
    I'd say you know far too much about molecules to -not- be yourself involved in their treacherous amory there, friend.

  • The BraysterThe Brayster UKRegistered User regular
    That should be the +/-2's rounded out.

    Progress report: You should now each have a +2 to Guns, then 4 additional modifiers of +2, +1, -1, -2 so far. If you do not, check back to see why.

    Next up, and I'm sure this is going to surprise everyone - it's time for +3!

    @JusticeforPluto , it is your turn to go first.



    Also, in case these milestones occur when I'm not around, you guys can just keep going for this. I'm sure the structure makes sense now.

    Once this round finishes with JusticeforPluto receiving a -3, @El Skid you can go ahead with the +4 round.

    Likewise, once El Skid receives their -4, @RatherDashing89 you go ahead and start your +5 round.

    By the end, your Skills should consist of a default +2 to Guns, then Plus 1-5 and Minus 1-5. Of your 16 Skills, you should have five 0's, the rest should be filled either + or -. If this is not the case come the end, it's time to re-examine why.

    Steam: TheBrayster
    PSN: TheBrayster_92
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