Paranoia2

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*Security clearance is given based on the colors of the rainbow. They are, from highest to lowest:
 
*Security clearance is given based on the colors of the rainbow. They are, from highest to lowest:
 
**Ultraviolet (White)
 
**Ultraviolet (White)
**Violet
+
**<span style="color: purple;">Violet</span>
**Indigo
+
**<span style="color: indigo;">Indigo</span>
**Blue
+
**<span style="color: blue;">Blue</span>
**Green
+
**<span style="color: green;">Green</span>
**Yellow
+
**<span style="color: goldenrod;">Yellow</span>
**Orange
+
**<span style="color: darkorange;">Orange</span>
**Red
+
**<span style="color: red;">Red</span>
 
**Infrared (Black)
 
**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!
 
* 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 ===
 
=== 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.
+
*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 ===
 
=== Your goals ===
 
*Serve The Computer!
 
*Serve The Computer!
 
*Destroy Commie mutant traitors!
 
*Destroy Commie mutant traitors!
*Complete your mission successfully!
 
 
*Serve the interests of your Secret Society!
 
*Serve the interests of your Secret Society!
 +
*Complete your mission successfully!
 
*Survive! Sometimes! Maybe!
 
*Survive! Sometimes! Maybe!
  

Latest revision as of 18:43, 21 June 2013

Contents

[edit] Okay, a few things you DO need to know:

[edit] 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!

[edit] 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!

[edit] 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.

[edit] Your goals

  • Serve The Computer!
  • Destroy Commie mutant traitors!
  • Serve the interests of your Secret Society!
  • Complete your mission successfully!
  • Survive! Sometimes! Maybe!

[edit] 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~!
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