V
Vay
Guest
Greetings loyal Alpha Complex Citizen.
You have recently turned in your friend for treasonous action endangering Alpha Complex equipment and the lives of everyone in sector [CLASSIFIED]. For your brave action your friend [CLASSIFIED] has been terminated and Friend Computer has rewarded you with elevation to security clearance RED and the honor of serving Alpha Complex and Friend Computer in the roll of one of our many Troubleshooters.
Failure to accept honors offered to you my Friend Computer may be regarded as Insubordination.
Your job as a Troubleshooter is simple: Find trouble and shoot it.
Trouble comes in many forms and from anywhere so be alert and always practice good hygiene.
As Security Clearance RED you get many perks you never did as an Infrared citizen. These Include.
A bed in a room with only five others! No more endlessly searching for a free bed in the dormitories.
A red Reflec Jumpsuit. All citizens must always wear colors appropriate to their clearance. Failure to do so is Treason.
A credit bonus of 1000 credits to be spent adding to the glorious Alpha Complex economy. Failure to live a lifestyle appropriate to your clearance and income is insubordination.
A laser pistol to bu used in the honorable service of Friend Computer. Currently it has no barrel, a barrel will be issued to you at the start of your first mission.
Loyal citizens must never idle and you first mission will begin shortly, you are cleared to take leave from your job in your service firm for the duration of your mission.
Your Friend Computer has a mission for you.
Will you accept or are you a commie mutant traitor?
Paranoia is a game where turning in one of your friends has earned you security clearance RED and a new job as a TROUBLESHOOTER in the service of Friend Computer.
Your job is simple: find trouble and shoot it.
The trouble you need to find are:
A) Members of secret societies
B) Mutants
C) Other Traitors
The only problem is, you are a member of a secret society and a mutant. Your team members do not know this, but if they find out theres no doubt they'll turn you in for a quick promotion and a cash bonus, but not if you do first.
Thing you should know about paranoia thats different to other RPGs.
The other players are not your friends to be helped out at every opportunity, them having "accidents" means fewer people to testify against you.
The bigger the gun, the more likely it is to blow up in your face. Even the trusty laser pistol could do this.
You character will die, thats half the fun to paranoia. Though don't worry you have 6 backup clones to pick u where he left off.
Crazy things can and fill happen. Paranoia is more about having fun than having a powerful character, and everything run off of the Rule Of Funny.
Original interest check and character creation guide.
Talk to me if you need help.
Paranoia XP Sp1 book (read only the player's section or don't let me know you read the GM section ;D)
http://www.mediafire.com/?p7v2zr6i30m952q
You have recently turned in your friend for treasonous action endangering Alpha Complex equipment and the lives of everyone in sector [CLASSIFIED]. For your brave action your friend [CLASSIFIED] has been terminated and Friend Computer has rewarded you with elevation to security clearance RED and the honor of serving Alpha Complex and Friend Computer in the roll of one of our many Troubleshooters.
Failure to accept honors offered to you my Friend Computer may be regarded as Insubordination.
Your job as a Troubleshooter is simple: Find trouble and shoot it.
Trouble comes in many forms and from anywhere so be alert and always practice good hygiene.
As Security Clearance RED you get many perks you never did as an Infrared citizen. These Include.
A bed in a room with only five others! No more endlessly searching for a free bed in the dormitories.
A red Reflec Jumpsuit. All citizens must always wear colors appropriate to their clearance. Failure to do so is Treason.
A credit bonus of 1000 credits to be spent adding to the glorious Alpha Complex economy. Failure to live a lifestyle appropriate to your clearance and income is insubordination.
A laser pistol to bu used in the honorable service of Friend Computer. Currently it has no barrel, a barrel will be issued to you at the start of your first mission.
Loyal citizens must never idle and you first mission will begin shortly, you are cleared to take leave from your job in your service firm for the duration of your mission.
*
Your Friend Computer has a mission for you.
Will you accept or are you a commie mutant traitor?
Paranoia is a game where turning in one of your friends has earned you security clearance RED and a new job as a TROUBLESHOOTER in the service of Friend Computer.
Your job is simple: find trouble and shoot it.
The trouble you need to find are:
A) Members of secret societies
B) Mutants
C) Other Traitors
The only problem is, you are a member of a secret society and a mutant. Your team members do not know this, but if they find out theres no doubt they'll turn you in for a quick promotion and a cash bonus, but not if you do first.
Thing you should know about paranoia thats different to other RPGs.
The other players are not your friends to be helped out at every opportunity, them having "accidents" means fewer people to testify against you.
The bigger the gun, the more likely it is to blow up in your face. Even the trusty laser pistol could do this.
You character will die, thats half the fun to paranoia. Though don't worry you have 6 backup clones to pick u where he left off.
Crazy things can and fill happen. Paranoia is more about having fun than having a powerful character, and everything run off of the Rule Of Funny.
Original interest check and character creation guide.
Talk to me if you need help.
Paranoia XP Sp1 book (read only the player's section or don't let me know you read the GM section ;D)
http://www.mediafire.com/?p7v2zr6i30m952q