Avatar of Queen Raidne

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Recent Statuses

7 yrs ago
Current Teaching myself web development by trying to fix some BBCode bugs/features in the Guild is probably a bad idea. Oh, well.
1 like
7 yrs ago
Depression is literally soul-sucking.
4 likes
7 yrs ago
If school were less hard, it'd be less interesting. I still want it to be less hard, though.
1 like
8 yrs ago
GUYSGUYSGUYS - I PASSED DYNAMICS!
5 likes
9 yrs ago
Adventures!
3 likes

Bio

Maybe I'll update this.

Most Recent Posts

Weiss Schnee said
hmm question do you have to play as a faction?


What did you have in mind?
Ah, do you refer to the Secret Part of the character sheets?

Or perhaps do you mean for the entire game to take place in OOC and PM, and then I'm the only one posting in IC?
OOC is mostly up. I still have to finish a few things.


(Information may not be Available at all Clearance Levels)


Thank you. The mental restimulation cocktail should be taking effect. Now that you can speak, be sure to thank the medibot for its service. And since you now have a higher level of cognitive awareness, let the first thing you remember be Medical Services Vitajuice: It's BETTER than Bouncy Bubble Beverage. This announcement has been sponsered by Medical Services: We can be there when you need us to be.

Thank you, [Citizen Name Here]. My records show that you have turned in one of your friends for treason! Congratulations! For this glorious service to the Alpha Complex and me, Friend Computer, you have been promoted to: REd CLEarskzzt!CE. You have also been assigned to: TroubleSHOOter team Alpha OneOneOne dash Seventeen.


There's a brief silence from the intercom.

Congratulations! As of now, your team has survived longer than - One - Zero - point - OneOne Three - percent of troubleshooter teams! You may now pick up one RED reflec armor coverall and one REd CLEarskzzt!CE laser pistol (laser barrels sold separately). Thank you, have a nice day, and, again, congratulatio-skzzzt!

A nearby wall panel flips, revealing a repurposed scrub bot, holding said items. With your new higher cognitive functions, you note that the laser pistol is useless without a barrel. Part of you is excited to be Red clearance - finally! no more mindless shambling of the Infrared classes! - but the rest of you is terrified. Troubleshooting is not the most envious assignment of Alpha Complex. It certainly reduced your life expectancy.
[For those both curious and knowledgeable, I'll be using Paranoia XP, Service Pack One; The Mutant Experience, and Extreme Paranoia (since those are all the books I have). Classic style of play.]

Welcome to the world of Paranoia! It is the year 214 (and has been as long as you can remember) of Friend Computer's glorious reign. Alpha Complex is the only habitable section of the world. The Computer reassures you that Alpha Complex is a much nicer place to live than anywhere in Old Reckoning times. Even so, Communist traitors might lurk around every corner; anybody could be a mutant. Mutants and secret socieies (such as communists) are, of course, treasoneous.

You are both a mutant and a member of a secret society.

You are part of a troubleshooter team (so named because they find trouble and shoot it). As a Red clearance citizen, you are subservient to any citizens of higher clearance. Here's the clearance spectrum, for your reference:

IR [Infrared, represented by black] R [Red] O [Orange] Y [Yellow] G [Green] B [Blue] I [Indigo] V [Violet] U [Ultraviolet, represented by white]
IR ROYGBIV U! It's the colors of the rainbow!

As a troubleshooter, you get six free clones! Should you die, your clone will be regrown, and all items that you had on your person will be molecularly reconstructed. This new clone lacks the last five minutes of the previous clone's memory, but is otherwise identical in every other way.
Character Sheets:
Character sheets are divided between secret and public parts. The secret part should be PM'd to me. If you do not PM me the secret part, I will assume that all relevant sections of the secret part are "zero" or "none", with the exception of secret society and mutant power, which will be the worst possible ones I can think of (spontaneous combustion, anyone?)

The Public Part:
|Name: [Names follow a format of Name-Clearance (You are RED)-Sector (three capital letters) Clone number (You are clone 1)]
|Gender: [Male or Female. Note that hormonal suppresants in the air supply make the difference a moot point. Should you go in the rumored OUTDOORS sector, however....]
|Service Group and Firm: [You can roll a d20 (that's code for a 20-sided die; see Dice Rolling) and consult chart; otherwise just select from chart]
|Tics: [A tic is any obvious and recognizable behavior or condition that seldom, if ever, directly affects the game—for example, humming absently, twiddling your thumbs when you’re nervous, or twitching when anyone mentions ‘the sewers’. Taking a tic can earn you up to five perversity points per tic (I'll tell you how much you get). In general, the more recognizeable the tic, the more perversity points I'll give. Two tics max.]
|Perversity Points: [Starts at 25. Perversity points can be spent to affect any dice roll (when I allow it). Examples might include spending points to prevent your team leader's laser pistol from firing properly. Or spending points to ensure that it does fire properly. One perversity point can either raise or lower the number that you're rolling against. Raising the number makes it easier, lowering the number makes it harder. These stay with the player, not the character. So if you make a new character, you still have the same perversity point pool. When you spend a perversity point, make sure to RP something to indicate that you've spent it. Example: I spend three negative points. My character knocks into his laser pistol.]
[Please see "Skills and Choosing Them"]
[h ider=Action Skills]
[h ider2=Management]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][h ider2=Stealth]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][h ider2=Violence]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][/hider]
[h ider=Knowledge Skills]
[h ider2=Hardware]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][h ider2=Software]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][h ider2=Wetware]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][/hider]

Secret Part:
Mutant Power: [roll a d20; consult the table]
Registered: [yes/no: Registered mutants can use their power openly. However, they must always wear a yellow armband, marking them as filthy mutants]
Secret Society: [you cand roll a d20 and consult the table, otherwise pick one from the table]
Secret Society Rank: [you start as a Junior Member]
Power: [Power keeps track of how effective your mutant power is. You start with [REDACTED]]
Access: [Access lets you maneuver within Alpha Complex society. It helps you accomplish bribes, etc. You start with [REDACTED]]
Credits: [you start with 1000]
Inventory: Don't spend more than 1000 credits on stuff! See "IR Market" under "Tables".

Example:
|Name: George-R-MTN 1
|Gender: Male
|Service Group and Firm: Internal Security; Threat Assessors
|Tics: Only turns left. To accomplish a right hand turn, turns left three times; Shivers constantly.
|Perversity Points: 25




Skills and Choosing Them
Each skill starts at 0. You have 40 points to spend. The skills are: Management, Stealth, Violence, Hardware, Software, and Wetware. Management is useful for getting around the omnipresent red tape in Alpha Complex. Stealth is used for anything sneaky. Violence is used whenever any sort of combat or athletic situation arises. Hardware deals with your knowledge about mechanical systems. Software is used when you need to know something about electronic systems. Wetware is, for all intents and purposes, medical and biological knowledge.

Beyond skills are common specialties. Common specialties are things that you are particularly good at; if you are using a common specialty, you get a +4 to your skill roll when you perform that task. However, you must take a common weakness under that same skill. Common weaknesses give -4 to skill rolls when you perform that type of task. Consult the Common Specialty Table for a few examples, but feel free to make up your own! You may only have 6 common specialties (and therefore 6 weaknesses).

Beyond common specialties are narrow specialties. If common specialties are for types of tasks, narrow specialties are for specific tasks. You might have a narrow specialty in "Getting the vending machine to give me a second packet of algae chips", for instance. Narrow specialties give you +6 on your rolls. You get one narrow specialty per skill, however, you don't have to decide what your narrow specialties are yet. At any point in the game, you may PM me what you want a narrow specialty to be and what skill it would fall under. There are no corresponding narrow weaknesses.
What is and is not Treason, and Plausible Punishments








Dice Rolling
We will be using Orokus. It's free and almost simple. You'll have to make an account. Please link to your rolls - don't just say "I got an 18". You should always fill in "Raidne's Paranoia" for the campaign field. Note the example character sheet.

All rolls use a 20 sided die.

The goal is to try to roll lower than or equal to the trait that you're rolling against. Therefore, rolling against a 20 is a guaranteed success; rolling against a 1 is nearly impossible to succeed. Perversity points raise or lower the number you roll against.
PM's
ONLY PM'S MARKED WITH [PARANOIA] IN THE TITLE WILL BE READ

If you don't want the other players to know, you can PM me your actions, secret plots where you publicly do one thing but privately do another, mutant power activations, or other nefarious schemes. I'll include the results of said PM's in my next post.
Posting
Will take place in rounds. There will be a posting order. If you do not post within 24 hours, it is assumed you stand, doing nothing, absent-mindedly staring at the wall. If you repeatedly do nothing, you'll likely end up permanently terminated and your clone imprint will be subject to erasure. If you're going to be absent or scarce in posting, please both PM me and say so in the OOC. I'll find a reason for your character to be suspiciously absent for a bit.
Resolving Actions

When posting, basic actions (such as walking down a corridor) or actions with an obvious outcome (such as drinking plain Bouncy Bubble Beverage) can be RP'd freely. As can thoughts, conversation, and other things that your character should just generally be able to do. Major or significant actions, such as firing an experimental weapon, require a post or PM by the GM to see what happens.
My God, it's Full of Tables!









[You know a post is big when you have to preemptively post it so that way you can read what you've already posted.]
I need more vodka. And yet, there is surprisingly little fur stuck on my tongue.
28 - Try gradually hinting at them? And then, if at some point that seems to fail, outright blurting them out and/or asking about her fetishes. I've never had a non-kinky relationship, though, so there's that.
Aw, that's okay, sweetie. I like you anyway.
Technically not even music, but, hey. Paranoia!
What I think: It's a cat silhouette. Except the cheeks are pink. Strangely anime-esque. That bothers me. -1.
What Google Thinks: It doesn't understaaaaand. +1
Memorability: +1.
Individuality/Uniqueness: +2: I don't notice many other purple and black Avatars. Says your name.
Matching Set: +2: Matches very well.
Random Point Modifier with No Explanation Whatsoever: 0

5/10: Meh/Passive Neutrality
You seem to leave favorable impressions everywhere you go.
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