Rules, Game Rules and any other important stuff

You are busy working your cycle loyally in your assigned service firm departments.
Suddenly your PDCs are bleeping loudly calling for your immediate attention. With a well drilled precision (or fear of consequences) you stop what you are doing and give your PDC your undivided attention*.

+++ATTENTION CITIZEN, YOU HAVE BEEN ASSIGNED…

Ah PARANOIA (or as the commies might say PARANOIA)…

*Failure to close the thermo-nuclear coupling struts in section Delta four-0 results in the loss of over a thousand technicians. A security team has been dispatched to find the commie/mutant, traitor responsible…

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Rules, Game Rules and any other important stuff

Post by Priest »

The following Rules have been passed as mandatory by the computer.

Rules


“Good morning troubleshooters I, with the blessings of friend computer, am here to impart the following rules. For ease and convenience there are only five rules, these are;”


Player Rule #1. The Gamesmaster is always right!
Player Rule #2. Player Rule 1 always takes precedence.
Player Rule #3. Avoid knowing the rules (except rule #1)


As a Troubleshooter, you are security clearance RED. Displaying knowledge of rules of higher clearance than RED is treasonous.
Arguing with the Gamesmaster is incredibly treasonous (see Player Rule #1)

Player Rule #4. Entertain Everyone.
Your fellow Troubleshooters want to kill traitors, that is you, repeatedly. You can gain some protection by spending Perversity points. You earn Perversity points by being entertaining. The best, possibly the only, protection lies in the goodwill of the Gamesmaster. You earn his goodwill by being entertaining. To put it another way;
ENTERTAIN OR DIE!!
Amuse the Gamesmaster and the other players, or you are in for a short and frustrating career. Here’s why;

1. Your Troubleshooter’s path to success involves capturing traitors and creatively betraying, gloating over and terminating fellow Troubleshooters.

2. Often this requires treasonous behaviour, especially during the gloating and terminating parts. Treason is punishable by fines, demotion, censure, medication, brain-scrubbing or summary execution (possibly all at once).

3. So while committing treason, how can you protect yourself? When it really counts your actions must succeed. You must successfully hit your target or jigger a security camera or alter a video record.

4. You increase your chances of success by spending Perversity points on General Perversity Modifiers.

5. You get Perversity points by doing stuff that surprises, amuses or pleases everyone, furthers your mission, or otherwise improves the play experience for everyone. (Sometimes unctuously flattering the Gamesmaster works too)

So, by being entertaining you can get away with treason – or at least improve your chances! Remember;


Rule #1. The GM is always right!

Rule #2. Rule #1 always takes precedence

Rule #3. Know nothing.

Rule #4. Be Entertaining.

Rule #5. There is no Rule #5, to think there might be is treason and punishable with immediate termination. Only commies/muties/traitors believe in a Rule #5.


To do something, tell the GM. He tells you what happens. He may roll 1d20, may allow you to roll, or have one of your friendly troubleshooter team-mates do it for you.
You will find that your character sheet is full of information as to what you can and cannot do. This is accomplished by making the required roll on a d20. Sometimes you will be required to roll above this number, other times below (depending on the whim of the GM). Do not get sidetracked by this information, the GM may or may not take notice of this information during play.
Play proceeds in scenes. At the start of each scene you may get Perversity points.
Sometimes the GM may let you spend Perversity points to affect a roll’s success chance. Each point spent increases, or decreases, the chance by one (1).

Important Points.

Don’t monopolise the GM with boring queries. Send pm’s instead, but don’t be afraid to let slip the fact that you and the GM are in secret conference. Secrecy increases paranoia, and paranoia is good.

Don’t look at other players’ secret information. It’s rude and can be terminal if that player should find out.

Don’t automatically shoot a known mutant’s clone backup on the assumption he has the same mutation. It’s rude, not necessarily true and can be terminal.

Things to keep in mind;

Don’t be paranoid in the real world – only in the game.

Shoot only from a position of total superiority.

A sucker for a scheme, is a scapegoat for every crime.

Nothing is more deadly than experimental equipment.

Traitors have nothing to lose by committing treason.

De-briefings go better when you are the only survivor.

If When disaster looms, keep stalling.


Have a nice day :D
We do not see things as they are, we see things as we are.
- Anais Nin
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