I started writing up a couple of sections describing Alpha Complex, but I lost it and will just have a
couple friends describe it.
TL;DR:
Paranoia is set in the future. The game takes place in Alpha Complex, a probably-underground place full of high tech and numerous plots. Alpha Complex is ruled by the Computer, who has made happiness mandatory and authorizes summary execution for almost any violation of the rules. You are a Troubleshooter, one of many agents who try to root out secret societies (especially Communists), mutants, traitors, Commie mutant traitors, etc. You are a mutant, a member of a secret society, and will probably commit treason eventually. Thankfully, your "friends" don't know this. Trouble which Troubleshooters shoot includes not just various traitors, but also invasions from Outside,, malfunctions, weird events which can't easily be explained, and so on and so forth. Obstacles are not just enemies but the environment, other citizens of Alpha Complex, misinformation to and about you, bureaucracy, your alleged allies, and even your equipment. About the only reason you can survive past a couple missions is that everyone has six clones rather than one person.
This is a humorous game.
I can probably handle half a dozen players or so, but not much more. Further applicants will be waitlisted.
Never played Paranoia before? Oh well. Don't know the rules? Doesn't matter. I'll be doing all the rolls myself, the rules are basically off-limits to players, and you'll figure out all you need about what to do by your third or fourth clone. Still, here's some rules you should know.
1. Post in the thread that you want to join. Include name (see below), but nothing else is needed for now.
2. Wait for me to PM you your attributes, service group (kinda like a day job--it's where your character works when not Troubleshooting), mutant power, secret society, and reccomendations for skills and such.
3. Spend 30 skill points and up to 100 credits. You may not increase skills above 12, or 14 for certain skills varying by service group.
4. Play.
Skill rolls and such are determined by rolling a d20. High skills are good. Skills start at a level depending on the associated attribute.
You get bonuses to rolls for actions that are entertaining, or for some sort of roleplaying explanation before your action. For instance, saying "I shoot the Communist" might get a penalty, but writing a short paragraph describing your character's feelings, exact actions, etc, will give you a bonus. This is a rule modified from the actual rulebook, and makes sense. We're in this for the fun.
A note on names: An Alpha Complex name has four parts. The first is a word that is typically used as the citizen's actual, "first" name. The second is a letter designating the citizen's security clearance (R, for Red, at the start of the game). The third is three uppercase letters designating the sector the citizen lives in. The fourth is a number based on which clone you're on (1 to start). You only get to choose two of these parts, as you can see. Feel free to make your name a reference, pun, bad pun, or bad referential pun.
Treason is a vital part of a Troubleshooter's life. Treason may be punished by death, but in most minor cases it is frowned on to do so. A Troubleshooter on a mission is cut more slack; a summary execution whilst on a mission results in a little hearing, and if testimony of all surviving people who were present indicates a reasonable assumption of treason, all the punishment assigned is filling out a brief form.
It's easier to get through the hearing if everyone else present is dead. Traitors, all of them. However, unfounded accusations of treason are treason.
Finally, a note on actions. Typically, you will post them in the thead here (once we start). However, if you feel the need to do a treasonous action, feel free to PM me.
Traitor Tips:
Use your mutant power in a pinch, it's not like you'll survive if you don't.
Consider registering your mutant power, then you can use it freely.
Watch out for R&D stuff! It is often malfunctional, and may well kill you faster than anything you could stop with it.
The best witness to a crime is a dead or fictional one. Missing witnesses are better than present ones, but silence them permanently ASAP if you can.
Dignity is lethal. Humble thyself in front of superiors, even off you'll shoot them once they turn around. This goes double when dealing with the Computer.
Conversely, if you are in command, give subordinates dangerous assignments. You may claim credit posthumously.
Delay, delay, delay. He who hesitates is farther from execution.
Don't be stingy with "friendly fire"--your "friends" won't. Kill them before they can kill you; this gives some scapegoats to boot! If you're the only survivor, you can twist events pretty much however you like in the debriefing.
Subtlety can save your bacon. Don't shoot everyone--accidents work better.
He in the back can keep an eye on everyone and can't get shot in the back. Try to be the rear guardsman. Second choice is on the flanks.
If you are the Mission Leader or otherwise in a position to choose marching order, put the greatest threat in front, those with area-affect weapons in the middle, and various non-threats right in front of you.
Don't start anything you can't finish. Ideally to component atoms.
Find scapegoats for every scheme. Ideally, you can take two foes out with one plan--one killed, one implicated.
Anyone you can't kill, convince to be on your side and agree with your story.
You have nothing to lose by committing treason.The above space is intentionally left blank and does not include information useful to traitors.
Security clearance is important.
There are nine security clearances: Infrared, Red, Orange, Yellow, Green, Blue, Indigo, Violet, Ultraviolet. Notice where you are: One step up from the bottom. High enough to be a target, low enough not to have power.
Security clearance restricts what you can own, where you can go, and information you can know. It also provides special perks, like better food and living quarters. Perhaps most importantly, any citizen MUST obey commands of citizens of higher security clearance.
Citizens are sometimes promoted temporarily, typically to let lower-clearance Troubleshooters work in higher-clearance zones, or to give the mission leader authority. Mission leaders and such may also be given special titles; there is typically a chain of command, which must be followed as if the officers above you had a higher security clearance.
The Computer understands that, sometimes, a loyal citizen may become a mutant on accident. Therefore, Friend Computer lets you register your mutation. On one hand, it lets you use said mutation without being a traitor (unless, of course, you use it treasnously). On the other hand, registered mutants aren't trusted, may lose promotions or bonuses, and could be attacked by groups like Anti-Mutant.
Commonly known secret societies include:
Anti-Mutant, which hates mutants
Communists, which hate the Computer and Alpha Complex's way of life, and are hated by everyone.
Death Leopard, which likes to have fun by smashing stuff.
First Church of Christ Computer-Programmer, which worships the Computer as a manifestation of the Divine and is generally tolerated by it.
Free Enterprise, which runs the Infrared Market and strives to obtain profits.
PURGE, which also hates the Computer.
The Romantics, who seek to reclaim the glory of the Golden Age of Man.
Sierra Club, which tries to commune with "nature," a concept alien within Alpha Complex.
There are many other secret societies which are not so well-known, however.
Most secret societies are divided up into various factions. Just because Suck-R and Gone-R are both PURGErs or what-have-you does not make them friends.
The enemy of my enemy is my enemy's enemy. Nothing more, nothing less. You should still try not fighting him, though.