TIME FOR THIS SUNDAY: If your timezone isn't on here PM me and I will add it.
San Jose, United States PST (DST) -Sun, 31 Aug 2008 -11:20
Denver, United States MST (DST) -Sun, 31 Aug 2008 -12:20
London, United Kingdom GMT (DST) -Sun, 31 Aug 2008 -19:20
Chongju, South Korea UTC+0900 -Mon, 01 Sep 2008 -03:20
Sydney, Australia AEST -Mon, 01 Sep 2008 -04:20
Paranoia is an table top RPG. Thanks to the miracles of modern science we can now play it using a java based client. If that sparks your interest in the slightest feel free to post here with your questions/interest. Be aware that it will be a commitment to a 2 hour session once or twice a week for at least a week. If you're iffy about the commitment please just pass on by. To keep the community involved I will be posting logs of the games here.
You can download the server/client/chargen software at: http://www.paranoia-live.net/download.php?list.10 It is programmed in java you may need to give it permissions if you are using Vista. This client allows you to connect to a host and view your character/chat/roll dice/whatever.
If I were to describe Paranoia it would be a lot of red tape, random comic violence, a malevolent GM, and a dash of insanity. Don't go looking for the rulebook now. It is well beyond your security clearance, and knowing the rules is grounds for immediate termination.
Suggested movies to "put you in the mood."
Brazil [http://www.imdb.com/title/tt0088846/]
Logan's Run [http://www.imdb.com/title/tt0074812/]
Bladerunner [http://www.imdb.com/title/tt0083658/]
THX 1138 [http://www.imdb.com/title/tt0066434/]
1984 [http://www.imdb.com/title/tt0087803/]
V for Vendetta [http://www.imdb.com/title/tt0434409/]
Duck Soup [http://www.imdb.com/title/tt0023969/]
Actually, watch these even if you're not planning to sign up.
RED CLEARANCE!
For legal reasons I can't reproduce the rules for you to read over, I suggest buying the book if you want a very detailed idea of Paranoia. Instead I've paraphrased some of the basics for you. I hope you get the idea of what Paranoia is about.
The security clearances are as follows:
ROY-G-BIV. You start out as an infra-red citizen, and by the time the game starts you will be Red clearance. You can get promotions by turning in/killing traitors, doing your job well, or even a clerical error.
San Jose, United States PST (DST) -Sun, 31 Aug 2008 -11:20
Denver, United States MST (DST) -Sun, 31 Aug 2008 -12:20
London, United Kingdom GMT (DST) -Sun, 31 Aug 2008 -19:20
Chongju, South Korea UTC+0900 -Mon, 01 Sep 2008 -03:20
Sydney, Australia AEST -Mon, 01 Sep 2008 -04:20
Paranoia is an table top RPG. Thanks to the miracles of modern science we can now play it using a java based client. If that sparks your interest in the slightest feel free to post here with your questions/interest. Be aware that it will be a commitment to a 2 hour session once or twice a week for at least a week. If you're iffy about the commitment please just pass on by. To keep the community involved I will be posting logs of the games here.
You can download the server/client/chargen software at: http://www.paranoia-live.net/download.php?list.10 It is programmed in java you may need to give it permissions if you are using Vista. This client allows you to connect to a host and view your character/chat/roll dice/whatever.
If I were to describe Paranoia it would be a lot of red tape, random comic violence, a malevolent GM, and a dash of insanity. Don't go looking for the rulebook now. It is well beyond your security clearance, and knowing the rules is grounds for immediate termination.
In most scenarios, each player character is in fact a mutant and/or secret society member, and is given a hidden agenda separate from the group's goals, often involving swindling or killing team-mates - hence the name Paranoia. Therefore, Troubleshooter missions invariably turn into a constant comedy of errors as everyone on the team seeks to double-cross everyone else while keeping their own secrets. The game encourages an air of suspicion between the players, offering several tips on how to make Paranoia as paranoid an experience as possible.
Every citizen in Alpha Complex is part of a family of six clones, known as a "six-pack." These clones can replace the citizen in case of death. As a result, Paranoia allows Troubleshooters to be routinely killed (either deliberately or accidentally). Instead of leaving the game, the player simply portrays the next member of the clone family, who is assigned to continue the mission. This easy spending of lives tends to lead to frequent firefights, gruesome slapstick, and the horrible and humorous demise of most if not all of the player character's clone family.
Intended as a spoof on other RPGs, the Paranoia rulebook is unique in a number of ways. For example, in earlier versions of Paranoia, the entire chapter on rules is labeled 'optional', and player knowledge of the rules is treasonous (treason, of course, being punishable by summary execution). Most of the rulebook is written in an easy, conversational tone that scoffs at how screwed the players are and frequently takes potshots at other notable RPGs. Various editions have also had outrageous mechanics ? such as the 'Falling From Great Heights' table, which started with a five-foot fall and ended with 'Orbital' ('Orbital' has actually been used in some official adventures).
Equipment includes futuristic weapons such as tangler guns and plasma rifles, but also Heisenberg uncertainty projectors, personal force shields working on a fusion reactor kept stable by a hand crank, robots with obnoxious personalities, and small boxes with loads of different buttons, dials and LEDs, to give only a few examples. These devices are frequently low-quality and/or experimental, putting characters using them at risk. These items are usually very valuable, and financial responsibility, of course, falls on the clone the equipment is assigned to. Characters are frequently denied access to documentation for the devices with the explanation that the character is not of a high enough security clearance to view the manual.
Mutations include abilities such as invisibility or pyrokinesis, ranging to largely harmless ones such as a constant runny nose, to more exotic ones such as machine empathy (the only mutation that invariably leads to termination when discovered, as it can allow a citizen to exert undue influence on The Computer). Most or all citizens have mutations. Various explanations for the prevalence of mutations in Alpha Complex have been given in the game, from being generally blamed on the actions of secret societies to an unavoidable side effect of the cloning process used to create the citizenry.
Every citizen in Alpha Complex is part of a family of six clones, known as a "six-pack." These clones can replace the citizen in case of death. As a result, Paranoia allows Troubleshooters to be routinely killed (either deliberately or accidentally). Instead of leaving the game, the player simply portrays the next member of the clone family, who is assigned to continue the mission. This easy spending of lives tends to lead to frequent firefights, gruesome slapstick, and the horrible and humorous demise of most if not all of the player character's clone family.
Intended as a spoof on other RPGs, the Paranoia rulebook is unique in a number of ways. For example, in earlier versions of Paranoia, the entire chapter on rules is labeled 'optional', and player knowledge of the rules is treasonous (treason, of course, being punishable by summary execution). Most of the rulebook is written in an easy, conversational tone that scoffs at how screwed the players are and frequently takes potshots at other notable RPGs. Various editions have also had outrageous mechanics ? such as the 'Falling From Great Heights' table, which started with a five-foot fall and ended with 'Orbital' ('Orbital' has actually been used in some official adventures).
Equipment includes futuristic weapons such as tangler guns and plasma rifles, but also Heisenberg uncertainty projectors, personal force shields working on a fusion reactor kept stable by a hand crank, robots with obnoxious personalities, and small boxes with loads of different buttons, dials and LEDs, to give only a few examples. These devices are frequently low-quality and/or experimental, putting characters using them at risk. These items are usually very valuable, and financial responsibility, of course, falls on the clone the equipment is assigned to. Characters are frequently denied access to documentation for the devices with the explanation that the character is not of a high enough security clearance to view the manual.
Mutations include abilities such as invisibility or pyrokinesis, ranging to largely harmless ones such as a constant runny nose, to more exotic ones such as machine empathy (the only mutation that invariably leads to termination when discovered, as it can allow a citizen to exert undue influence on The Computer). Most or all citizens have mutations. Various explanations for the prevalence of mutations in Alpha Complex have been given in the game, from being generally blamed on the actions of secret societies to an unavoidable side effect of the cloning process used to create the citizenry.
All characters have been generated randomly. To be confirmed for this game you will need to log into the server using your Jparanoia.jar client program. To join the server you will have to PM me and arrange a time, I will send you a server address when your are ready.
The following is some basic information about your character, and your time zone.
ALLURBASE-O-BTU
SERVICE GROUP: Armed Forces
ARMOR: Red Reflec
MISSION DUTY: Team Leader
TIME ZONE: +0 (GMT)
EAST-R-GEN (Dinnj)
SERVICE GROUP:Tech Services
ARMOR: Red Reflec
MISSION DUTY: Happiness officer, in charge of happy pills.
TIMEZONE:
ROOTOFALL-R-EVL
SERVICE GROUP: CPU
ARMOR: Red Reflec
MISSION DUTY: Meal dispensement officer.
TIMEZONE:
AYN-R-AND-1 (John Galt)
SERVICE GROUP: CPU
ARMOR: Red Reflec
MISSION DUTY: Robot Affairs Liaison.
TIMEZONE:
EYE-R-DUM-1(Spartan Bannana)
SERVICE GROUP: R & D
ARMOR: Red Reflec
MISSION DUTY: Junior happiness officer.
TIMEZONE:
JAY-R-EFK-1(Qayin)
SERVICE GROUP: R & D
ARMOR:Red Reflec
MISSION DUTY: Cleanliness officer.
TIMEZONE: +0 (GMT)
LOL-R-FOL-1 (Spleeni)
SERVICE GROUP: Power Services
ARMOR: Red Reflec
Mission Duty: Chief redundancy officer administrator manager (CROAM for short).
TIMEZONE:
MORI-R-DEE-2 (Teafo)
SERVICE GROUP: PLC
ARMOR: Red Reflec
Mission Duty: Mission S.T.O.O.L.E.P.I.G.E.N. (no, you don?t know what that means)
TIMEZONE:
The following is some basic information about your character, and your time zone.
ALLURBASE-O-BTU
SERVICE GROUP: Armed Forces
ARMOR: Red Reflec
MISSION DUTY: Team Leader
TIME ZONE: +0 (GMT)
EAST-R-GEN (Dinnj)
SERVICE GROUP:Tech Services
ARMOR: Red Reflec
MISSION DUTY: Happiness officer, in charge of happy pills.
TIMEZONE:
ROOTOFALL-R-EVL
SERVICE GROUP: CPU
ARMOR: Red Reflec
MISSION DUTY: Meal dispensement officer.
TIMEZONE:
AYN-R-AND-1 (John Galt)
SERVICE GROUP: CPU
ARMOR: Red Reflec
MISSION DUTY: Robot Affairs Liaison.
TIMEZONE:
EYE-R-DUM-1(Spartan Bannana)
SERVICE GROUP: R & D
ARMOR: Red Reflec
MISSION DUTY: Junior happiness officer.
TIMEZONE:
JAY-R-EFK-1(Qayin)
SERVICE GROUP: R & D
ARMOR:Red Reflec
MISSION DUTY: Cleanliness officer.
TIMEZONE: +0 (GMT)
LOL-R-FOL-1 (Spleeni)
SERVICE GROUP: Power Services
ARMOR: Red Reflec
Mission Duty: Chief redundancy officer administrator manager (CROAM for short).
TIMEZONE:
MORI-R-DEE-2 (Teafo)
SERVICE GROUP: PLC
ARMOR: Red Reflec
Mission Duty: Mission S.T.O.O.L.E.P.I.G.E.N. (no, you don?t know what that means)
TIMEZONE:
Suggested movies to "put you in the mood."
Brazil [http://www.imdb.com/title/tt0088846/]
Logan's Run [http://www.imdb.com/title/tt0074812/]
Bladerunner [http://www.imdb.com/title/tt0083658/]
THX 1138 [http://www.imdb.com/title/tt0066434/]
1984 [http://www.imdb.com/title/tt0087803/]
V for Vendetta [http://www.imdb.com/title/tt0434409/]
Duck Soup [http://www.imdb.com/title/tt0023969/]
Actually, watch these even if you're not planning to sign up.
RED CLEARANCE!
For legal reasons I can't reproduce the rules for you to read over, I suggest buying the book if you want a very detailed idea of Paranoia. Instead I've paraphrased some of the basics for you. I hope you get the idea of what Paranoia is about.
The security clearances are as follows:
ROY-G-BIV. You start out as an infra-red citizen, and by the time the game starts you will be Red clearance. You can get promotions by turning in/killing traitors, doing your job well, or even a clerical error.
Here are some of the jobs you can have in Alpha Complex:
Armed forces: You protect the complex from threats and commies. You kill anything suspicious and fill out paperwork later. You don't like the Intsec guys who are just a bunch of tattle tales. To be in the armed forces you need to be big and tough.
Central Processing Unit: Bureaucrats, pencil pushers, and record-keepers. Promotions are given sometimes based on the knowledge you attain, the reports you file, or the amount of red tape you create.
Housing Preservation and Development and Mind Control: They Spackle the bullet holes, and paint over the blood stains. You are generously referred to as a "building maintenance engineer," and not so generously referred to as "Janitor."
Internal Security: They pretend to be another service while collecting information about traitorous activities. Their motto is "If there's a traitor around, IntSec will find him; if there aren't any, we'll find two!" Nobody likes Intsec. Your promotions come from turning in the people you're closest to.
Power Services: They fix anything that has to do with power, electricity, or a combination of the two.
Production, Logistics, and Commissary: You're part of a group that controls the food and it's allocation thereof.
Research and Design: Scientists dedicated to discovering bigger explosions, more yummy food, and new ways to detect/kill traitors.
Technical Services: Basic mechanics and robot repairmen. If it moves and doesn't have a pulse, you fix it.
Armed forces: You protect the complex from threats and commies. You kill anything suspicious and fill out paperwork later. You don't like the Intsec guys who are just a bunch of tattle tales. To be in the armed forces you need to be big and tough.
Central Processing Unit: Bureaucrats, pencil pushers, and record-keepers. Promotions are given sometimes based on the knowledge you attain, the reports you file, or the amount of red tape you create.
Housing Preservation and Development and Mind Control: They Spackle the bullet holes, and paint over the blood stains. You are generously referred to as a "building maintenance engineer," and not so generously referred to as "Janitor."
Internal Security: They pretend to be another service while collecting information about traitorous activities. Their motto is "If there's a traitor around, IntSec will find him; if there aren't any, we'll find two!" Nobody likes Intsec. Your promotions come from turning in the people you're closest to.
Power Services: They fix anything that has to do with power, electricity, or a combination of the two.
Production, Logistics, and Commissary: You're part of a group that controls the food and it's allocation thereof.
Research and Design: Scientists dedicated to discovering bigger explosions, more yummy food, and new ways to detect/kill traitors.
Technical Services: Basic mechanics and robot repairmen. If it moves and doesn't have a pulse, you fix it.
Some clones (actually all clones) have some sort of mutation. You are required to register your mutation should you have one. Some mutations might be as simple as and extra toe, others might by pyrokensis or telepathy.
You have six identical clones. If one of them is a traitor and gets sent to the termination chamber you will have a spare. These clones remember everything that happened to their previous clone.
There are no secret societies. And you are certainly not part of one. If you were that would be grounds for termination.
The following is a list of people you must kill.
1. Using an unregistered mutant power.
2. Anyone belonging to a secret society.
3. Anyone caught violating their security clearance.
4. Anyone the computer says to kill.
1. Using an unregistered mutant power.
2. Anyone belonging to a secret society.
3. Anyone caught violating their security clearance.
4. Anyone the computer says to kill.
We will create your character together online when we have enough players. But there are some things you can do without the aid of dice.
NAMES:
Surname: The first part of your name may be virtually anything.
Security Clearance: After your surname you will have your security clearance, most of you will be R (red) security clearance. So your name so far might be Rob-R.
Home Sector Designation: A three letter designation for where you reside. For example: the Rob-R is from the OYY sector. Making his full name ROB-R-OYY later if he moves up the chain of command he may be know as ROB-I-OYY.
Clone number: The final part of your name is your clone number. Since you will be starting at clone number 1, ROB-R-OYY, will be known as ROB-R-OYY-1. Some examples from the book are as follows: Lepp-R-OUS-1, Slip-R-EEE-1, Dead-R-BOY-1, Nev-R-LAT-1, Ready-R-NOT-1.
NAMES:
Surname: The first part of your name may be virtually anything.
Security Clearance: After your surname you will have your security clearance, most of you will be R (red) security clearance. So your name so far might be Rob-R.
Home Sector Designation: A three letter designation for where you reside. For example: the Rob-R is from the OYY sector. Making his full name ROB-R-OYY later if he moves up the chain of command he may be know as ROB-I-OYY.
Clone number: The final part of your name is your clone number. Since you will be starting at clone number 1, ROB-R-OYY, will be known as ROB-R-OYY-1. Some examples from the book are as follows: Lepp-R-OUS-1, Slip-R-EEE-1, Dead-R-BOY-1, Nev-R-LAT-1, Ready-R-NOT-1.
You didn't just click on this link did you? Please report to the nearest termination chamber for immediate clone destruction