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**CANCELLED** Paranoia (2nd Ed.) - Soylent People are Green! - Thursday 9 A.M.

JediSoth

Voice Over Artist & Author
Synopsis: Former HoloVid Star-turned News Anchor Teena-O-MLY has been taken hostage by a group of traitors who have assumed control of a section of the Food Vats. Your task will be to eliminate the traitors, return control of the Food Vats to the Computer, and rescue Teena-O-MLY. Your friend, The Computer, will ensure you are properly equipped to deal with all obstacles in your path.
Date: Thursday, August 14th, 2008
Time: 9:00 a.m. - Noon


Stay alert! Trust no one! Keep your laser handy! Characters will be provided for up to six players to assume the role of Troubleshooters in the post-apocalyptic world of Paranoia*.

Paranoia, is a tongue-in-cheek, Post-Apocalyptic role-playing game. In a nutshell, you're a citizen of a domed city called Alpha Complex. The city is run by a paranoid Computer. The Computer has three predominant goals:
1. Take Care of the Citizenry it Serves and Protect Them from the Communist Threat.
2. Eliminate Mutants.
3. Eliminate Traitors.​
The Computer is your friend!

Being a member of a Secret Society is treasonous. Being a mutant is treasonous. You belong to a Secret Society. You are also a mutant. Fortunately, you carry a gun. Unfortunately, many other citizens also carry guns. They are all looking to eliminate Commie, Mutant Traitors. That is often your goal as well.

The mechanics of the game are simple. Everything is determined by a d20 roll, modified by difficulty.
Example 1: if you're trying to talk your way out of being vaporized by a Warbot pointing a thermonuclear missile at you, you look at your Spurious Logic skill. If you roll that number, or lower, you succeed.
Example 2: You draw a bead on the traitorous Anne-R-KEY-2 with your laser pistol. You roll a 1 on a d20. Consulting your skills, you see you have a Laser Weapons skill of 10. Not only have you succeeded, but you have succeeded exceptionally well.
Generous Gamemasters will reward spectacular success as well as humiliate you for terrible failure (beware a natural 20!). You would roll another d20 to determine damage. The Gamemaster will tell you the result of your roll. With proper application of weaponry you could stun your opponent or vaporize them!

Characters will be provided, along with enough information for you to know what your Secret Society is all about and what your Mutant Power does. Bring only a pencil and a d20!

1. Micah4
2. OPEN
3. OPEN
4. OPEN
5. OPEN
6. OPEN

Alternates
1. Thrommel
2. The Armchair Warrior


Part of the charm of Paranoia is never quite knowing what your companions' motivations are. To encourage the atmosphere of uncertainty and distrust, character backgrounds will only be given out after you choose your character. That way no one learns anything about the other characters that they shouldn't already know. The newly-promoted Troubleshooters chosen for this mission are
Anne-R-Key-1 - Armed Forces
Howe-R-YAH-1 - Technical Services
Hugh-R-DED-1 - Technical Services
Libb-R-TEE-1 - Housing, Preservation and Development & Mind Control
Pep-R-MNT-1 - Production, Logistics and Commissary
Vund-R-BAR-1 - Central Processing Unit
Wanda-R-FUL-1 - Production, Logistics and Commissary
Butch-R-BLK-1 - Housing, Preservation and Development & Mind Control​
*Paranoia 2nd edition. All other edition are inferior**. The Computer said so. The Computer is your friend. Don't you trust the Computer?

** The Fifth edition does not exist, contrary to what you may have heard. The Computer says so. You can trust the Computer.
 
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