Some general knowledge of the setting is probably a good idea. The Computer expects its citizens to know some things after all. I'm lazy, so I'll let the Wikipedia page do the talking. This part is clearance
, though reading anything else on the page is probably treason.
Setting
The game's main setting is an immense and futuristic city called Alpha Complex, which is controlled by The Computer, a civil service AI construct. The Computer serves as the game's principal antagonist, and fears a number of threats to its 'perfect' society, such as The Outdoors, mutants, and secret societies (especially Communists). To deal with these threats, The Computer employs Troubleshooters, whose job is to go out, find trouble, and shoot it. Player characters are usually Troubleshooters, although later game supplements have allowed the players to take on other roles.
The player characters frequently receive missions that are incomprehensible, self-contradictory, or fatal, and side-missions which conflict with any other instructions the players may have received, and are issued equipment that is dangerous, faulty or "experimental" (i.e. almost certainly dangerous and faulty). Additionally, each player character is generally an unregistered mutant and/or a secret society member, and has a hidden agenda separate from the group's goals, often involving stealing from or killing teammates. Thus, missions often turn into a comedy of errors, as everyone on the team seeks to double-cross everyone else while keeping their own secrets. The game's manual encourages suspicion between players, offering several tips on how to make the gameplay as paranoid as possible.
Every player's character is assigned six clones, known as a "six-pack," which are used to replace the preceding clone upon his or her death. The game lacks a conventional health system; most wounds the player characters can suffer are assumed to be fatal. As a result, Paranoia allows characters to be routinely killed, yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character's clone family. Additional clones can be purchased if one gains sufficient favour with the Computer.
The Paranoia rulebook is unusual in a number of ways; demonstrating any knowledge of the rules is forbidden, and most of the rulebook is written in an easy, conversational tone that often makes fun of the players and their characters, while occasionally taking digs at other notable role-playing games.
Security clearances
Paranoia features a security clearance system based on colors of the visible spectrum which heavily restricts what the players can and cannot legally do; everything from corridors to food and equipment have security restrictions. The lowest rating is Infrared, but the lowest playable security clearance is Red; the game usually begins with the characters having just been promoted to Red grade. Interfering with anything which is above that player's clearance carries significant risk.
The full order of clearances from lowest to highest is Infrared (visually represented by Black), Red, Orange, Yellow, Green, Blue, Indigo, Violet, and Ultraviolet (visually represented by White). Within the game, Infrared-clearance citizens live dull lives of mindless drudgery and are heavily medicated, while higher clearance characters may be allowed to demote or even summarily execute those of a lower rank and those with Ultraviolet clearance are almost completely unrestricted and have a great deal of access to The Computer; they are the only citizens that may (legally) access and modify the Computer's programming, and thus Ultraviolet citizens are also referred to as "High Programmers". Security clearance is not related to competence or even authority, though there is often a correlation; clearance is instead a measure of The Computer's trust in a citizen.
Zecro's been doing some Warhammer hybridization with the setting which makes the whole thing a bit more ridiculous, and it seems like most troubleshooters in the past few sessions are just stupid and incompetent rather than actively malicious. I really haven't been doing any secret society missions anyway (not that you'd even suggest something so foul about a loyal citizen like me). In fact, there's actually been a disturbing amount of cooperation when external threats are dangerous enough; I'm not sure how I feel about that.