Recent content by Shai

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    Paranoia’s 40th Anniversary in 2024

    Maybe a new Flashbacks containing all the best of the perfect missions. (Because all the none-perfect missions don't exist.) It could be updated to the Perfect Edition.
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    Sandy Peterson's greatest Call of Cthulhu game

    When Sandy Petersen played a game with Ken Rolston and things got out of hand. The introduction and name dropping is a bit long, but I found the story to be very entertaining (and very Paranoia-ish). https://www.youtube.com/watch?v=qMXzycsdCfQ
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    Intimidating Codgers

    I think it's supposed to be a -2 NODE for intimidate and Violence (which balances with the +2 Stealth at a specific situation). I'm going to read it that way.
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    Secret Societies cards

    Can't think of a mechanical reason besides random dealing SecSocs, keeping it off of the character sheet (and hidden from prying players eyes) and maybe changing them when a character dies (their clone's memory was hacked and was changed to Phreaks or IntSec). It's like the mandatory Bonus Duty...
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    What's Actually Contained in Acute Paranoia?

    From what I've seen in Drivethrurpg, Acute Paranoia contains: The TS Survival Guide The GM's Despotic Power book Missions 2.0 Action cards Equipment cards Mutant power cards Secret society cards Disorder Bingo cards Bot creation cards (Brain, Modules, Chassis, Glitch and Virus Societies) Bot...
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    New Paranoia NPC Question

    I think that depends on a few factors: 1) What rank is the clone? It makes sense that low ranking clones will have less (or more) moxie than high ranking clones depending on the rank. With IR clones having few moxie points and, therefore, are held together by the daily dose that they are given...
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    What do Alpha Complex corridors look like?

    Maybe go with it by ranks. It gets better with each rank. Red is, all broken down and painted over. Orange is the same, but scrubbots clean it once in a while and the cables aren't loose. Yellow actually has the pipes covered. Green is clean and has posters with slogans. Etc..
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    Cthulhu?

    You could give him a DAIV that makes him see/hear Cthulhu instead of Friend Computer when he's contacted by Friend Computer. (Making the Moxie loss more like a sanity loss every time he rolls a Computer on the Computer Die) Then it could infect the rest of the players making them see the same...
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    Question about NODE and Negative Skills

    I think that the best answer is: What would be more fun, in your opinion? If you want to encourage the players to optimize their actions, go with the former. Would you like to see spectacular fails (with slight chances of success) then you go with the latter. If you enjoy the armor rules, then...
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    Mission ideas

    I like the idea of the "building clearance spec ops". Some thoughts: How about sending the TS to plug a leak (either plumbing or reactor). That job is too simple (or dangerous) for the higher clearance members or any of the service groups to fix themselves. Have the building infested with...
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    Acute Paranoia Box Set - May Kickstarter!

    Any news on Acute Paranoia? Would the Cortech expansion take a part in it?
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    Is the computer die intended to generate successes & failures?

    No, the Computer symbol is not a 6 therefore it doesn't count as a six. (Players' Handbook page 24: "Each rolled dice that shows a 5 or 6 is a ‘success’") The example on page 26 shows a situation that the computer Dice shows up.
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    Pregenerated Characters

    Characters Should start with 5 stat points (1 for every positive skill) (page 17 Playerss Handbook). Players can add stat points (if they wish) by spending clones (Page 18, PHB).
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    Paranoia RCE - contradictory NPC damage rules?

    The game includes mechanics for GM rolling (GM book page 18) and for PC defense (GM book pages 15-18): The GM gives the PC's a chance to react (as long as the PC's don't "block, dodge or evade" Players book page 39), the PC's could react by taking an action that makes things interesting (pull...
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    Paranoia RCE - contradictory NPC damage rules?

    I would suggest to read the GM's book sections: "But that is not fair" (page 15) and "How do I know what happens?" (pages 16-18). To make a long story short* you have 3 factors to how much damage PC's take: 1) Player action/reaction (Including cards). How a player reacts to a situation will...
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