Paranoia2
From Vulpine Hollow
Contents |
Okay, a few things you DO need to know:
Security Levels
- Security clearance is given based on the colors of the rainbow. They are, from highest to lowest:
- Ultraviolet (White)
- Violet
- Indigo
- Blue
- Green
- Yellow
- Orange
- Red
- Infrared (Black)
- Being in an area that is colored above your clearance, or owning an ITEM that is outside your clearance level (This includes owning an item of that color - a yellow pencil is Yellow clearance!) is a traitorous offense!
Dice Rolls
- In general, the LOWER the number on the D20, the more successful the action is. The HIGHER your stat, the more successful the action is.
- Perversity Points - you start with 25 and you gain extras by amusing the GM or doing things in an awesome/hilarious manner. You can spend Perversity Points to raise or lower your own skill levels for a single die roll, OR raising/lowering the skill level of ANOTHER Troubleshooter to mess with their rolls! Using Perversity Points at the right time and in an entertaining way may earn you more points!
Clones
- Essentially in a Paranoia campaign you have six lives. You have what's called a six-pack of clones - if you die, another clone will be somehow delivered to your locale posthaste.
Your goals
- Serve The Computer!
- Destroy Commie mutant traitors!
- Serve the interests of your Secret Society!
- Complete your mission successfully!
- Survive! Sometimes! Maybe!
Your real goals
- Entertain the GM, fellow players, and spectators!
- Be a ham. ACT IT UP and have fun!
- EXPERIMENT! Do stupid things! Do things you ARE NOT SURE OF WHAT WILL HAPPEN!
- Be a bastard! Screw over your teammates! It's all in good fun; that's how the game is MEANT to be played!
- Again: Try to be entertaining, and HAVE FUN. That is the key to this game. If you have fun, and you are entertaining, you'll do great~!