Thursday 3 July 2014

THE SLIGHTLY ABOVE AVERAGE GUYS AND GALS IN RED WHO FIX TROUBLE.

(Or Orange, Yellow, Green, ... you get it.)

A NEW CHARACTER CLASS FOR THE GAME. 

Those lucky guys and gals in red who have clawed their way up from the black-clad masses are a plucky bunch, and very good at hunting down commie mutant traitors.  Your best friend the computer wants you and all your above average fellow citizens to root out threats to the community and eliminate them. Problem is you are a commie, a mutant, and a traitor, and this has recently gotten you deeper into the poo than a transhyperdiabetic in a fresh vat of pink-fun.  Oh Dear.  Time to ditch friend computer’s ‘protection’ and take your chances on the unknown surface...

The PCs picked up an orange troublefixer very early in the game as a henchman.  One Jon-O-Tan.  Table needs a couple of entries but here you go.


PRIME REQUISITES:   None.
HIT POINTS:                  As Thieves (1D6 per level)
ATTACK:                        Thieves
ARMOUR:                       Light
WEAPONS:                     Any
EXPERIENCE POINTS: As Dwarf (we’ll see how this goes)

CLASS ABILITIES:

THIEF SKILLS: Move Silently, Slight of Hand, Hear Noise. (All at same chance as ‘Hear Noise’ for a thief of the same level)

MUTANT POWER: One Power at first level, and at every fourth level, i.e. two at fourth, three powers at level eight.  I am thinking these will be once per day for the sake of simplicity.  

Roll D2X on the Mutant Power Table below. It is compulsory to roll, you may not choose.  A player may wish to describe physical changes that relate to their powers but this is optional.

I have used the mutant power tables I found at Save Vs Total Party Kill and added a few categories myself. My additions in italics from ‘21’ onward.

SERVICE GROUP TRAINING:  Which branch of the communities infrastructure were you drafted to and what did you do?  Roll D8  on the Service Group Table below. (it is compulsory to roll, you do not get to choose, are you saying friend computer is wrong?)

SECRET SOCIETY.  I am largely glossing over this one as it is unlikely to affect play.  Sierra Club perhaps?

MANDATORY BONUS DUTY: It’s your lucky day citizen, friend computer has chosen you..blah blah blah, that means nothing now, but they did issue you with this neat... Roll D6 on the Mandatory Bonus Duty Table below. (it is compulsory to roll, you do not get to choose, are you saying friend computer is wrong?)

STARTING EQUIPMENT:  Red/Orange Coveralls (as leather)Laser Pistol.  D6 damage.  6 shots per screw on disposable barrel. 1D4-1 barrels. 50% Red/Orange rubber truncheon 1D4 non-lethal. Today’s happy pill, and a foil wrapped, ‘Protien Satisifier TM’, Treasonous Surface-Party 1-pager.

QUIRK/HINDRANCE: These guys aren't entirely comfortable in wide open spaces with no roof.  No need to screw the player but good for a few roleplaying giggles.


TROUBLESHOOTER TABLES

SERVICE GROUP TRAINING TABLE:  Roll D8  (it is compulsory to roll, you do not get to choose, are you saying friend computer is wrong?)

Roll D8
SERVICE GROUP
RELATED BENEFIT
1
Armed Forces
Able to wear medium armour
2
CPU
Use Computers or Repair/Program Robot
3
Housing and Mind Control
+1 reaction adjustment (if reasonable)
4
Internal Security
Pick any group’s benefit or Pick Locks
5
Power Services
Understand Electricity (sort of)
6
Production, Logistics & Commissariat
Count as carrying one less item
7
Research & Development
Choose one item – don’t be a dick
8
Technical Services
Understand Technology (as Scientist)

MANDATORY BONUS DUTY TABLE: Roll D6 (it is compulsory to roll, you do not get to choose, are you saying friend computer is wrong?)

Roll D6
MANDATORY BONUS DUTY
BENEFIT
1
Team Leader
Nothing, if you’re as good as your last clone you have everything you need. (awesome enough already)
2
Loyalty Officer
Stun Laser Barrel Sv Vs Paralyze 2-5rounds
3
Hygiene Officer
Wet wipes, Spray, 2x each +2 sv vs poison or disease
4
Comms and Recording
Two way radio set or Video Recorder (tape)
5
Happiness Officer
Book of Jokes and vial of ‘perky pills’ (sic, it’s Valium)
6
Equipment Guy
Mechanical, Electrical, or Electronic Tool Kit

MUTANT POWER TABLE (it is compulsory to roll, you do not get to choose, are you saying friend computer is wrong?)

D2X
PSYCHIC ABILITY
MIMICS SPELL
1
Ego Impression
Allure:MU1
2
Mind Control
Charm Person:MU1
3
Mind Link
Message:MU1
4
Mind Wipe
Amnesia:MU2
5
Project Sound
Auditory Illusion:ILL2
6
ESP
ESP:MU2
7
Project Anxiety
Scare:MU2
8
Clairaudience
Clairaudience:MU3
9
Clairvoyance
Clairvoyance:MU3
10
Thought Insinuation
Suggestion:MU3
11
Remote Viewing
Arcane Eye:MU4
12
Monstrous Mind Control
Charm Monster:MU4
13
Manipulate Emotions
Confusion:MU4
14
Mind Blast
Feeblemind:MU5
15
Telekinesis
Telekinesis:MU5
16
Pyrokinesis
Pyrotechnics:MU2
17
Hypnotism
Hypnotism:ILL1
18
Hypnotic Pattern
Hypnotic Pattern:ILL2
19
Project Fear
Fear:MU4
20
Project Nightmare
Phantasmal Killer:ILL4
21
Bio Roid-Rage
Strenth:MU2
22
Teleport
Dimension Door:MU4
23
Machine Empathy*
Charm Machines (as Charm Monster):MU4
24
Playin’ Opossum
Feign Death:MU3
25
The Poly-Phasic Shuffle
Blink:MU3
26
Shape of the Beast
Polymorph Self:MU4
27
Natural Weapon
Lvl 1-3 D6, lvl 4-7 D8, lvl 8+ D10
28
Extra Limb
Smaller a bit atrophied from being hidden for so long, +1 AC, can hold a small weapon
29
Vampirism
Cause & Cure Light Wounds: CL1
30




Credits.  The picture was found here:    http://dmchristopher.com/Reviews/KOBOLD%20RPGs/review_paranoia.htm         All references to the Paranoia RPG, and the product-identity material associated therewith in the post above are not my property.  I own the Paranoia RPG and wanted to bring my two favourite games together.  This is a fan homage only and is not meant to infringe any rights or imply any ownership, and I will remove this if the owners of the IP wish, however, I believe leaving it up will be more fun.