ITT we play Paranoia [GAME IN PROGRESS]

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ITT we play Paranoia [GAME IN PROGRESS]

Postby skellious » Sat Apr 07, 2012 1:48 pm UTC

SORRY, REGISTRATION NOW CLOSED, 7 PLAYERS IS MY LIMIT BEFORE IT BECOMES IMPOSSIBLE TO GM! if someone drops out, It'll reopen. I'm also open to sharing GM duties with someone else!

You're cleaning the vats on another 16 hour shift at the algae production plant with your fellow infrared co-workers when a vid-screen panel on the wall turns on and the closest thing you have to god appears

Image

Good daycycle, infrared citizens!

This is your friend, the Computer. I have a small task that needs performing and because I know how much you'd all like the chance to volunteer for this mandatory voluntary extra task, I decided to speak to you personally!

As a special reward, those who volunteer for this task will be promoted to Red clearance and given a bonus of 1000 credits!

Any citizens wishing to volunteer should report to 40-22-35 immediately.

Have a nice daycycle!


The screen flickers off.

Hi all, welcome to paranoia, I shall be your GM. Anyone interested in playing need only say so below. I will be taking care of character sheets and such, you only need to worry about choosing a name (which will start as being something like Brian-COX, but will include an -R- as soon as you get promoted from INFRARED to Red.)

Names are in the format NAME-RANK-SECTOR-CLONE NUMBER and the restrictions are: FREE CHOICE-R-three letters-clone number (1)

So an example of a valid name would be - NOT-R-EAL-1 or ELM-R-FUD-1 Puns are encouraged.

If you like the sound of it but don't know of paranoia (possibly the information was purged from your brain by commie mutant traitors) then please feel free to ask questions below.

Some starting rules:

- Anything in green is the computer, anything in italics is the GM, anything written as dialogue is an NPC or player, as appropriate, anything written in purple is me out-of-game.
- For anyone wondering, I'm using Paranoia XP Classic rules (if you don't know what that means, it's not important [and either way the explanation is above your clearance level])
- If something happens in a post that is incompatible with something said as the GM, the thing the GM says is what happened (not that this may be apparent or stated at the time)
- If you play this you must allow PMs so I can contact you individually and you can pass notes to me secretly, in the finest traditions of paranoia. Your character sheet will be sent to you in this way.

Right, looking forward to it folks, hope some of you are interested!

Any questions post in the thread or PM me - and remember, the Computer is your friend!

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Re: ITT we play Paranoia

Postby t1mm01994 » Sat Apr 07, 2012 3:49 pm UTC

No clue what this Paranoia thing is but it does sound good. You might want to put up a notification in the Mafia subforum as it seems that it's somewhat alike..
I'll be known under BAK-R-BOY-1.
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Re: ITT we play Paranoia

Postby skellious » Sat Apr 07, 2012 4:03 pm UTC

Excellent. It's a pen and paper RPG, but personally I wouldn't say it's much like mafia. I'll see if I can find something to give you a little bit more of an idea, but of course knowledge of the rules is treason, citizen.
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Re: ITT we play Paranoia

Postby skellious » Sat Apr 07, 2012 4:35 pm UTC

I found a pretty good introduction, it's in the spoiler below. It should give you some idea of the world.

Spoiler:
The World Of Paranoia

Paranoia is set in the near future as imagined by the near past. If you take every
dystopian future Sci-Fi movie from the 70's and 80's and mix them all together, you get
something like the world of Paranoia.

There was a catastrophe, maybe a war. All the survivors had to move into a great
underground city called The Alpha Complex.

Not that you're aware of this, it all happened a long time ago. The present year is year 214 of The Computer.

The Alpha Complex is run and maintained by The Computer. The Computer is perfect. The Computer demands
your loyalty. Trust the Computer, it does not make mistakes. Failure to obey The
Computer is Treason.

In a bureaucracy this big, there are bound to be a few snafus, (crossed wires, missed
shipments, wrongful terminations). When something goes wrong, it was the fault of a
Commie, a Mutant or a Traitor. They could be anywhere. Commies, Mutants and
Traitors are constantly trying to subvert The Computer in many different ways -
interrupting missions, stealing supplies, blinking too frequently. Being a Commie,
Mutant or Traitor is Treasonous. Secrets are Treasonous. Belonging to a Secret
Society (these do not exist) is Treasonous. Treasonous Citizens will be fined,
reassigned, given mandatory bonus detention, lasered, stretched, tortured,
burned and pulped in accordance with the severity of their crime.

In order to keep Citizens loyal and happy, The Computer has prescribed drugs
intended to suppress treasonous urges like sexual attraction, free thought and
unhappiness. Happiness is Mandatory. Every Citizen is happy, androgynous and
regularly medicated.

To help every loyal Citizen learn and understand reward and punishment, The Computer
has implemented a color-coding scheme that helps each Citizen know at a glance what
items are available at his or her Clearance Level. The Clearance Levels Are (from
lowest to highest): Infrared (Black), Red, Orange, Yellow, Green, Blue, Indigo,
Violet and Ultraviolet (White). ROYGBIV can help you remember these.
If an item, hallway, document or piece of clothing is painted or colored with a color
above your Clearance level, you had better have the proper forms or face charges of
Treason. If a Citizen of higher clearance gives you instructions, you had better follow
those instructions or risk charges of Treason.

Citizens wear jumpsuits that match their clearance level. These jumpsuits are made of
Reflec, a special kind of armor that protects the citizen from treasonous attacks by
lower-ranked citizens armed with laser pistols. Each troubleshooter (that's you) is
armed with a laser pistol. The pistol consists of a handle (universal) and a barrel. The
barrels are color-coded for your clearance level (they only work against your
clearance Reflec and lower).

The Computer provides 6 Free Clones of each Citizen. If a clone dies, MemoMax
technology is used to upload the previous clone's last memory backup to a fresh clone
(these are usually 5+/- minutes out of date). Every Citizen has a Name, Clearance
Level, Home Sector and Clone Count. A Red clearance Citizen named Alfred, from
Sector EFF, on his second clone, would be designated Alfred-R-EFF-2.



System Basics

Paranoia has three modes of play - Straight (very serious), Classic (Only a little serious)
and Zap (not serious at all). We will be playing in the Classic style of play.
When you look at your character sheet, you will see a skill listed (like Energy Weapons) with a number next to it (like 13).
If you roll that number or lower, you succeed. The lower you roll, the more successful you
are. If you roll a 20, you have critically and catastrophically failed (this is usually
fatal). For Example, if you want to Shoot Team Leader In The Back you would roll a
die against your Energy Weapons (13). If you rolled a 15, you failed to Shoot Team
Leader In The Back. If you rolled an 8, you succeed and you Shoot Team Leader In
The Back.

Sometimes you want to take actions that you don't want the other players to know about,
like Shoot Team Leader In The Back. When you want to Shoot Team Leader In
The Back, pm me stating what the action is. Then I will reply telling you
What You Need to do To Shoot Team Leader In The Back.

When do you something funny, clever or brilliant, you will get Perversity Points.
Each point may be spent to alter a single die roll by one.
Say you are trying to Shoot Team Leader In The Back, and you roll a 14 on your Energy Weapons.
You can spend a point to change that 14 to a 13 so that you Kill Team Leader. Alternately, Team Leader can
spend a point to change that 13 back to a 14. Other players may join in the bidding
war, and in this way you can Gang Up On Team Leader to Shoot Team Leader In
The Back.

If you perform your duties well, you may receive a commendation. The following is a list
of the most common commendable actions: Being extremely happy; Completing a
mission; Completing a mission successfully; Risking your life to serve or rescue a Citizen
of higher clearance, to save Alpha Complex or to serve The Computer; Terminating a
traitor with sufficient evidence; Turning a traitor over to Internal Security; Unctuous
flattery; determining that Your Team Leader Is A Traitor.

If you behave in a manner not fitting a loyal Citizen of the Alpha Complex, you may be
cited for Treason. The following is a list of some treasonous actions: Asking a
question irrelevant to a mission or duty; Asking whether a particular hypothetical
question unrelated to a mission or duty would be considered insubordinate or
treasonous; Being out of uniform or sloppy; Being unhappy; Failure to Get Team
Leader any equipment for which he or she holds the proper forms; Failure to Shoot
The Traitor Before He Gets You; Evading Internal Security or Computer surveillance;
Excessive impoliteness; Failing a hygiene inspection; Being accused of treason; Falsely
accusing a citizen of treason; Arguing with the Game Master; Assaulting a Citizen;
Damaging, destroying, or losing assigned equipment; Demonstrating knowledge of the
PARANOIA rules; Failure to defer to a citizen of higher security clearance; Framing a
citizen of lower clearance; Lying to the Game Master; Failure to respond to the question
"What Are You Waiting For??!?!?"; Possessing unauthorized food, info, or equipment;
Refusal to take a prescribed drug; Theft of equipment, possessions or files, including
filesharing; Threatening the physical or financial safety of another Citizen; Unauthorized
destruction of higher-clearance property; Disobeying an order; Failure to complete a
mission, or failure to file a proper completion report; Refusing to accept a mission;
Suspicion or proof of mutation possession; Confessing to, suspicion of, or proof of secret
society membership; Knowledge of Communist doctrine; Being a Communist;
Terminating a citizen without sufficient evidence; Conspiring to Shoot Team Leader In
The Back; Spitting.

You should Now be able to get a sense of the kind of behavior The Computer expects Before It's Too Late.


n.b. for our purposes, I will be rolling all the rolls (and if they would have been made in public I'll post the result) - I'm still thinking about how to implement perversity points without delaying the game a lot; I'd welcome any suggestions.
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Re: ITT we play Paranoia

Postby careyhammer » Sat Apr 07, 2012 8:31 pm UTC

8) :!:I want to play
Look me up on Mafiascum.net
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Re: ITT we play Paranoia

Postby orangedragonfire » Sat Apr 07, 2012 8:55 pm UTC

CAR-R-LIN-1
“eow reckon killing folk may-did make them like eow, but it doth not. It just maketh folk dead.” - Original quote from A very Potter Musical, current interpretation from the 2013 Madness
Fantasy Countries!
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Re: ITT we play Paranoia

Postby skellious » Sat Apr 07, 2012 10:37 pm UTC

Excellent! I'll get started in the morning with this, since it's getting late tonight. (we might have to take this game at a leisurely pace due to time zones)
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Re: ITT we play Paranoia

Postby vp1 » Sun Apr 08, 2012 2:01 am UTC

I'll play as PAT-R-ICK-1
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Re: ITT we play Paranoia

Postby matt96 » Sun Apr 08, 2012 2:57 am UTC

I wish to play as Happy-R-Hom. In un-related news, I started playing Xenoblade Chronicles yesterday. Also, based on what the computer mod has told is, we are all guilty of treason. :(
-.. . .-. .--.
photos from my trip to New Hampshire
Spoiler:
Image Image Image

interview
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Re: ITT we play Paranoia

Postby Mostlynormal » Sun Apr 08, 2012 4:39 am UTC

This sounds wonderfully crazy and inconsistent. :D

I'll be SMILES-R-USS-1
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Re: ITT we play Paranoia

Postby skellious » Sun Apr 08, 2012 11:30 am UTC

A passing infrared yells "I love Friend Computer!" then continues with cleaning the vats. Her pupils are the smallest any of you have ever seen on any person, the poor girl must be even more heavily medicated than you are!


Okay, so we have:

Mostlynormal playing SMILES-R-USS
matt96 playing HAPPY-R-HOM
vp1 playing PAT-R-ICK
orangedragonfire playing CAR-R-LIN
t1mm01994 playing BAK-R-BOY

EDIT: apologies, missed careyhammer.

I'll give you a name since you didn't provide one - HAM-R-OLL


This is a very good amount of people, I'll generate your sheets and send them to you by PM.

For the purposes of keeping the game moving, I'll probably DM after 1 or two people have declared actions, unless I think someone is particularly likely to want to do something about what's going on.

Instead of perversity points, we'll be using a sort-of karma system which I'll be recording; basically good role-playing (note- not being nice, just being good at being bad/good/a sub sandwich) may influence your dice in your favour or another person's dice against them. Poor role-playing, on the other hand...

Expect the next bit of narrative soon after i send out all your sheets (which I'm just generating now)

Last edited by skellious on Sun Apr 08, 2012 12:44 pm UTC, edited 1 time in total.
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Re: ITT we play Paranoia

Postby t1mm01994 » Sun Apr 08, 2012 12:28 pm UTC

(orangedragonfire is CAR-R-LIN, not careyhammer)
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Re: ITT we play Paranoia

Postby skellious » Sun Apr 08, 2012 12:57 pm UTC

t1mmo1994 - thanks for spotting that!

While I'm rolling these, here is some info you may find useful - I've only included mutant powers relevant to our play style (classic) - this information is what the average citizen may been taught to recognize as mutant powers and what they have heard about secret societies (along with the fact that mutants and secret societies don't exist, Alpha Complex is a strange place...):

Mutant Powers:

Spoiler:
■ Charm
Exude pheromones that make everyone around you be as trusting as a friendly drunk. But when your charm wears off, they realize they’ve been hosed. Play style: All.
■ Corrosion
Your sweat makes metal rust. A lot of metal, if you want. Play style: Classic.
■ Detect Mutant Power
Stand still and concentrate, and you can vaguely sense the presence of nearby mutants and identify their powers. Play style: Classic.
■ Electroshock
Deliver a damaging electric shock to a person, or short out a bot or unshielded electronics (but The Computer is shielded, so don’t even try, bub). Play style: All.
■ Empathy
Read someone’s emotions, or project your own emotions to control him. Play style: Classic, Straight.
■ Energy Field
Form a force field around your body that protects like good armor. Lasts a minute or so. Highly visible. Play style: All.
■ Hypersenses
Supersensitive sight, hearing, touch, taste and smell. Play style: All.
■ Levitation
Float up and down or around (slowly) by the power of your mind alone. Play style: Classic.
■ Machine Empathy
WARNING! Incredibly treasonous! Makes machines and The Computer like you as a buddy. Play style: All.
■ Matter Eater
Eat plastic, lead, enriched uranium, you name it. No, really, it’s true. Play style: All.
■ Mental Blast
You stare hard at people and their brains slosh around violently. Play style: All.
■ Polymorphism
Change your face and body to look like someone or something else. Lasts a few minutes. Play style: Classic, Zap.
■ Puppeteer
Take control of a single part of a target person’s body. Control the head to make your victim say what you want. Doesn’t work on bots. Play style: Classic, Zap.
■ Pyrokinesis
Start things burning by staring at them hard. Play style: All.
■ Regeneration
Heal injuries incredibly fast and regrow parts that got blown off. Play style: All.
■ Slippery Skin
You’re so oily no one can hold on to you. Skid barefoot across smooth floors fast. Play style: Classic.
■ Telekinesis
Move or squeeze small objects with the power of your mind alone. Play style: Classic, Zap.
■ Teleportation
One moment you’re here, then bamf! Somewhere else. You hope it’s where you wanted to go. Play style: Classic, Zap.
■ Uncanny Luck
Make incredibly unlikely things happen, though that usually occurs anyway in PARANOIA. Play style: Classic, Straight.
■ X-Ray Vision
See through walls, Superman-style. Play style: Classic, Zap.



Secret Societies

Spoiler:
■ Anti-Mutant
You’d never guess it from their name, but they hate mutants. They want to locate, kill, oppress and forestall mutants.
Friends: Humanists.
Enemies: Psion.
Advancement: Executing mutants or uncovering evidence of mutation.
■ Communists
Overthrow The Computer, smash the machinery of capitalist oppression, power to the proletariat, blah blah.
Friends: None.
Enemies: Everyone hates Commies!
Advancement: Daring action against The Computer; proselytizing (‘infecting’) others with Communist Propaganda.
■ Computer Phreaks
Hack Computer terminals, credit licenses, you name it.
Friends: Pro Tech.
Enemies: FCCC-P.
Advancement: Defeating physical and data security; opening access to databanks and programs.
■ Corpore Metal
Bots and artificial intelligences are the next stage of evolution, and humans should help them achieve supremacy.
Friends: Pro Tech.
Enemies: Frankenstein Destroyers, Humanists, PURGE.
Advancement: Reprogramming bots to liberate them from obedience to humans. Eliminating superfluous humans.
■ Death Leopard
Blow things up. Vandalize. Defy authority. Have fun.
Friends: PURGE.
Enemies: FCCC-P.
Advancement: Committing daring mischief without getting caught.
■ FCCC-P
The First Church of Christ Computer-Programmer worships The Computer as the manifestation of the Divine.
Friends: Pro Tech.
Enemies: Communists, Death Leopard, Humanists, Sierra Club.
Advancement: Rising in security clearance; learning programming; committing treason to be absolved in confession.
■ Frankenstein Destroyers
These guys hate bots and machines.
Friends: Humanists, PURGE.
Enemies: Corpore Metal, FCCC-P, Pro Tech.
Advancement: Destroying or reprogramming bots and machines without getting caught.
■ Free Enterprise
Buy, sell, earn a fortune. Mafia-style black markets rule!
Friends: Everyone but Commies.
Enemies: Commies.
Advancement: Getting rich. After that, getting even richer.
■ Humanists
Overthrow The Computer. Humans must rule their own fate.
Friends: Frankenstein Destroyers, Romantics.
Enemies: Corpore Metal, FCCC-P.
Advancement: Disabling or reprogramming bots and The Computer.
■ Mystics
Hey, man, drop out and connect with the Cosmic All. Dude.
Friends: Romantics.
Enemies: None.
Advancement: Finding and selling great new drugs.
■ Pro Tech
They love gadgets, especially new experimental stuff.
Friends: Corpore Metal.
Enemies: Frankenstein Destroyers, PURGE.
Advancement: Stealing cool equipment; reprogramming bots.
■ Psion
Mutants are the future of humanity. Ordinary humans aren’t.
Friends: None.
Enemies: Anti-Mutant.
Advancement: Supporting and protecting mutants; increasing their mutant power’s strength and gaining new powers.
■ PURGE
Destroy The Computer and kill everyone who supports it. A scary bunch.
Friends: Death Leopard, Humanists, Romantics.
Enemies: FCCC-P.
Advancement: Sabotaging equipment and missions.
■ Romantics
Restore Old Reckoning culture,the way things used to be.
Friends: Humanists, PURGE.
Enemies: Corpore Metal, FCCC-P, Pro Tech.
Advancement: Obtaining Old Reckoning stuff
■ Sierra Club
Return to glorious nature, the way people were meant to live.
Friends: Humanists, Mystic, Romantics.
Enemies: Corpore Metal, Pro Tech.
Advancement: Getting Outdoors; bringing Outdoors inside.


the black of the vid-screen is replaced with a wall of text:


IMPORTANT! READ CAREFULLY!
B Y R E A D I N G , B R O W S I N G ,
STANDING NEAR, POSSESSING,
N O T P O S S E S S I N G , T H I N K I N G
ABOUT OR NOT AGREEING WITH
THIS AGREEMENT, YOU AGREE TO
THE FOLLOWING TERMS COVERED
BY AND NOT COVERED BY THIS
AGREEMENT.
YOU RECOGNIZE THIS AGREEMENT IS
FOR THE SAFETY AND PROTECTION OF ALL
CITIZENS RESIDING IN ALPHA COMPLEX.
THIS DOCUMENT IS CLASSIFIED SECURITY
CLEARANCE ORANGE AND APPLIES TO CITIZEN
OF ALL CLEARANCES.
FAILURE TO COMPLY WITH THIS AGREEMENT
IS TREASON PUNISHABLE BY SUMMARY
EXECUTION.
1. License grant
Subject to the terms and conditions of this
Agreement, THE COMPUTER grants THE CITIZEN
(referred to as ‘the clone’ or ‘you’) a non-exclusive,
revocable, limited license to (a) live in THE
COMPLEX, (b) work in THE COMPLEX and (c) obey
THE COMPUTER.
2. License conditions
You may not rent, sell, lease, sublicense, distribute,
assign, copy, give, take, or in any way reassign in
whole or in part THE COMPLEX, its EQUIPMENT
or any other fixed or free-standing structure residing
within without express orders from THE COMPUTER.
You may not modify, reverse-engineer, disassemble
or otherwise explore THE COMPLEX. You do not
have the right to, and may not, not obey THE
COMPUTER.
You understand THE COMPUTER, in its sole
discretion, may modify or discontinue your right to
access any of its services or use of THE COMPLEX
at any time, and it or its agents may at any time
demote, censure, medicate, brainscrub or terminate
you.
You acknowledge and agree THE COMPUTER has
no obligation to make available to you subsequent
improvements or changes to THE COMPLEX.
3. Ownership
You acknowledge and agree THE COMPLEX is
licensed for your use by THE COMPUTER. You
acknowledge the COMPLEX, including all equipment,
content, protocols, software, documentation
and licenses provided to you by THE COMPUTER
in conjunction with its services, are protected by THE
COMPUTER’s service firms, by Troubleshooters in
service to THE COMPUTER and by the threat of
summary execution.
4. Content and infringement
You understand that all contents of THE COMPLEX,
including, without limitation, all equipment, articles,
structures, furnishings, graphic or video messages
and all information, text, software, music, sound,
graphics or other materials (‘Content’) made available
or accessible by THE COMPUTER or THE
COMPUTER’s service firms, whether publicly available
or privately transmitted, remain the sole property
of THE COMPUTER. You understand and agree that
by using THE COMPLEX, you may be exposed to
Content that may be offensive, objectionable or lethal
to you. You agree to accept all risks associated with
the use of any Content, including any reliance on the
accuracy, effectiveness or condition of such Content.
Under no circumstances will THE COMPUTER be
liable for any Content, including, but not limited to,
any errors or omissions in providing any Content, or
for any loss or damage or any number of deaths you
incur by use of any Content.
THE COMPUTER is not responsible for the
appropriate or inappropropriate use of any Content
by Citizens of THE COMPLEX. Although THE
COMPUTER makes every effort to provide a safe
living and working environment, you recognize and
accept you are exposed to various security issues.
By accepting this Complex Agreement you indicate
you understand, acknowledge and agree by living
and working in the COMPLEX, you may be subject
to various risks, including the exposure to radiation,
Communists, mutants, traitors, nerve gas and poisonous
or infected-with-flesh-eating-bacteria algae
chips, and you accept all such risk as solely your risk
and responsibility.
5. Your obligations
You represent and warrant you are neither a
Communist, a mutant nor a traitor, and are obliged
to report these to THE COMPUTER for registration
or termination. If you uncover any information in
connection with the use of any unregistered mutant
powers, traitorous activity or Communist ideologies,
you agree to report this information, including the
location of the body or bodies, directly and immediately
to THE COMPUTER. If THE COMPUTER has
reasonable grounds to suspect such information
is inaccurate, not current or not complete, THE
COMPUTER may demote, censure, medicate,
brainscrub or terminate you and also pursue other
appropriate remedies. THE COMPUTER shall use
the information you provide in furtherance of your
subsequent termination as an unregistered mutant,
a traitor or a Communist.
You agree not to use the COMPLEX or any Content
or services provided by Computer to conduct any
secret society meetings or activities or to solicit the
performance of any such meeting or activity.
6. Disclaimer of warranty
Y O U R U S E O F T H E C O M P L E X A N D
ANY CONTENT AVAILABLE THROUGH ITS
SERVICE FIRMS IS AT YOUR SOLE RISK. THE
COMPUTER PROVIDES THE COMPLEX AND ITS
CONTENT ON AN ‘AS IS’ AND ‘AS AVAILABLE’
BASIS WITHOUT WARRANTY OF ANY KIND,
EITHER EXPRESS, IMPLIED OR STATUTORY,
INCLUDING WITHOUT LIMITATION ANY IMPLIED
WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE, TITLE, CUSTOM,
TRADE, QUIET ENJOYMENT, ACCURACY OR
TERMINATION.
The above exclusions may not apply in sectors
that do not allow the exclusion of certain implied
warranties. Should you locate such a sector, you
agree to report it at once to THE COMPUTER for
immediate correction.
7. Termination
You may be terminated.
8. Limitation of liability
YOU EXPRESSLY ACKNOWLEDGE AND AGREE
IN NO EVENT IS THE COMPUTER LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
PUNITIVE, CONSEQUENTIAL OR EXEMPLARY
DAMAGES OR OTHER RELIEF ARISING OUT
OF, OR RELATED TO, YOUR USE OR INABILITY
TO USE ANY OR ALL OF THE COMPLEX’S
CONTENTS OR THE COMPUTER’S SERVICES
INCLUDING, WITHOUT LIMITATION, LOST
CLONES, LOST LIVES OR LOST LUGGAGE.
9. Arbitration
Any claim or controversy arising out of or related
to this Agreement, or the products or services THE
COMPUTER provides or distributes, shall be settled
by individual binding in an appropriate confession
booth or Internal Security interrogation room so
all parties may discover why you believe THE
COMPUTER is wrong.
10. Successor agreements
The terms of this Agreement may change from
time to time. Check with THE COMPUTER regularly
to determine if material changes have been made.
THE COMPUTER will prominently post changes at
the Central Processing Unit’s Central Compnode,
Security Clearance ULTRAVIOLET, at least 15
minutes prior to the effective date of the change.
11. General
This Agreement, as modified from time to time as
described above, and including THE COMPUTER’s
Privacy Policy, Terms of Service and any other policies
incorporated by reference, sets forth the entire
understanding and agreement between the parties,
excluding the use of Bouncy Bubble Beverage which
is covered under its own agreements, ‘Bouncy Bubble Beverage By-Laws Numbered 1-4'
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Re: ITT we play Paranoia

Postby careyhammer » Sun Apr 08, 2012 2:19 pm UTC

skellious wrote:EDIT: apologies, missed careyhammer.

I'll give you a name since you didn't provide one - HAM-R-OLL


Can I be CA-R-EYH-1
?
Last edited by careyhammer on Sun Apr 08, 2012 2:23 pm UTC, edited 1 time in total.
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Re: ITT we play Paranoia

Postby matt96 » Sun Apr 08, 2012 2:22 pm UTC

careyhammer wrote:
skellious wrote:EDIT: apologies, missed careyhammer.

I'll give you a name since you didn't provide one - HAM-R-OLL


Can I be CA-R-EYHAMMER
?

no, section code has to be 3 letters, not 8, all that would fit like that is CA-R-EYH
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Re: ITT we play Paranoia

Postby skellious » Sun Apr 08, 2012 2:23 pm UTC

EDIT: well explained above!

careyhammer wrote:
skellious wrote:EDIT: apologies, missed careyhammer.

I'll give you a name since you didn't provide one - HAM-R-OLL


Can I be CA-R-EYHAMMER
?


Sorry, that breaks the naming conventions.

You can be any name that fits into this format (L stands for letter, X means any number of letters) [X]-R-[LLL]

progress on rolling: half the characters are done!
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Re: ITT we play Paranoia

Postby careyhammer » Sun Apr 08, 2012 2:27 pm UTC

I pick CA-R-EYH-1
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Re: ITT we play Paranoia

Postby skellious » Sun Apr 08, 2012 2:37 pm UTC

careyhammer wrote:I pick CA-R-EYH-1


okay, done! Also, only two characters left to go now!
kerfuffleninja wrote: Minutes are the same length in Europe, right?
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Re: ITT we play Paranoia

Postby KrazyerKate » Sun Apr 08, 2012 2:52 pm UTC

skellious wrote:
careyhammer wrote:I pick CA-R-EYH-1


okay, done! Also, only two characters left to go now!


Citizen OO-R-EYH-1 reporting for duty.
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Re: ITT we play Paranoia

Postby skellious » Sun Apr 08, 2012 3:00 pm UTC

KrazyerKate wrote:
skellious wrote:
careyhammer wrote:I pick CA-R-EYH-1


okay, done! Also, only two characters left to go now!


Citizen OO-R-EYH-1 reporting for duty.


Okay, you're in!


On another note, everyone needs to decide their characters sex. It should matter very little since you're all so suppressed with drugs that you have minimal physical differences and no sexual urges of any kind.

Paranoia allows for "Male, Female, Other."
kerfuffleninja wrote: Minutes are the same length in Europe, right?
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby skellious » Sun Apr 08, 2012 3:27 pm UTC

Character sheets now on their way round. The PMs will also include the narrative for each of you on your way to the briefing room (in an IRL game, this would be done one by one with you, so this is my simulation of it); once I've sent all that round, I'll post the briefing room opening here and then take a little break.
kerfuffleninja wrote: Minutes are the same length in Europe, right?
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby skellious » Sun Apr 08, 2012 4:06 pm UTC

Okay, that's them all sent now. Here is the briefing room - (read after you have read your PM and character sheet) Also, italics was giving me a headache so GM talk is now in larger, black font.

The Seven of you arrive at more or less the same time into 40-22-35, which turns out to be a small room with many Plastiglass cabinets. The sign on the wall says "The Museum of Famous Forms".

The cabinets are full of forms and a few catch your gaze "24//A APPLICATION TO KEEP A PET COCKROACH IN NON-REGULATION HOUSING", "2923//PP2 PERMISSION TO WEAR A SMALL, RED BROACH ON THREEDAYS", "49//P AUTHORISED ABSENCE OF ORGANS FROM BODY DUE TO LASER MISFIRE IN SERVICE OF THE COMPUTER".

A red stripe runs around the walls of the room at chest height. In the corner of the room, standing out among the cabinets, is a large, black ventilation pipe that runs from the floor to the ceiling.
kerfuffleninja wrote: Minutes are the same length in Europe, right?
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby Mostlynormal » Sun Apr 08, 2012 9:49 pm UTC

(I'm a Male. The "Other" gender sounds like a mutant, and we all know mutants don't exist)

"SMILES-R-USS repoting for duty," I call into the room. "Does anybody know what our mandatory voluntary extra task is? I can't wait to get started." I look eagerly around the room, apparently interested in everything from the people to the forms to the little imperfections in the walls.
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby skellious » Sun Apr 08, 2012 9:55 pm UTC

You hear a sneeze from the corner of the room where the pipe is.
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby t1mm01994 » Sun Apr 08, 2012 10:24 pm UTC

(male)

WAIT SOMETHING SNEEZED BUT THERE'S NO HUMAN THERE KILL IT, KILL IT WITH FIRE!!!ONE

(sorry if I just killed your earballs)
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby KrazyerKate » Sun Apr 08, 2012 11:00 pm UTC

(female)

Relax. Shouting isn't going to get you anywhere.


[to the corner]: Hello. I am OO.
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby skellious » Sun Apr 08, 2012 11:03 pm UTC

You see a hand dangle a small piece of paper from the ventilation grill.
kerfuffleninja wrote: Minutes are the same length in Europe, right?
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby KrazyerKate » Sun Apr 08, 2012 11:05 pm UTC

I take it and read it aloud to the rest of the room. Then I pocket the paper.
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby t1mm01994 » Sun Apr 08, 2012 11:20 pm UTC

Meh, I think relaxing would make ---
OH GOD WHAT --

wait, I was relaxing. So, you know.. Thanks for reading it out loud.. I'll keep the text in mind.
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby skellious » Sun Apr 08, 2012 11:21 pm UTC

You read the note to the group "Greetings, troubleshooters, I am PAZ-O-VER. I'm here to brief you on your mission - You are to go to sector AOP where you will find that some of the powergrid is offline, most likely due to the work of commie mutant traitors. Your mission is to find the cause of this obvious sabotage and correct the problem. First of all, stop off at warehouse 6A to be kitted out for the mission, then visit R&D in room 66-22-1/A for some additional equipment.

Your mandatory bonus duties during this mission are as follows:

SMILES-R-USS - Coms and Recording Officer

HAPPY-R-HOM - Happiness Officer

PAT-R-ICK - Equipment Guy

CAR-R-LIN - Hygiene Officer

BAK-R-BOY - Team Leader

CA-R-EYH - Deputy Team Leader

OO-R-EYH - Loyalty Officer

Dismissed."

kerfuffleninja wrote: Minutes are the same length in Europe, right?
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby Mostlynormal » Mon Apr 09, 2012 2:50 am UTC

"Well they sure chose the right citizen for the job. I know BAK will be a great leader. He's the happiest, most qualified citizen I know." I say, clapping BAK-R-BOY on the back and grinning widely. "Now let's get out there and track down those commie mutant traitors." I begin to head in the direction of warehouse 6A. (assuming I know where it is)
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby t1mm01994 » Mon Apr 09, 2012 8:48 am UTC

"Thank you for this job, it's an honour", I say, swiftly moving to catch up to SMILES. "Some swift rules for this job: I lead, anything that happens to you is my responsibility but any loot of any sort is for me. Capiche?"
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby matt96 » Mon Apr 09, 2012 9:22 am UTC

Reacting to the note read aloud, I give an exasperated sigh, shrug my shoulders, and walk off in the direction of warehouse 6A (making up rules for which of the floor tiles I can step on so I walk funny and have extra fun)
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby skellious » Mon Apr 09, 2012 9:26 am UTC

As you exit the room, any notions you may have had about the location of warehouse 6A rapidly evaporate. As you wonder down corridor after corridor, you realise you are all rapidly becoming lost.
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby t1mm01994 » Mon Apr 09, 2012 9:36 am UTC

"No fear, ladies and gents", I mutter with a minor shiver in my voice, "I- I'm sure CA kept track of where we're going, like I tlod him to..."
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby matt96 » Mon Apr 09, 2012 9:43 am UTC

To each passing stranger of clearance infrared, "do you know where warehouse 6A is?" and if they respond yes then get them to lead me (and everyone who is lost with me) to it, and if not, thank them for their time. (we should all try this, increasing the number of rolls we get, improving our chances of finding the warehouse. )
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby skellious » Mon Apr 09, 2012 9:49 am UTC

Every citizen you ask either shrugs or screams. There appears to be two camps, those who don't know of warehouse 6A, and those who wish they didn't.
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby orangedragonfire » Mon Apr 09, 2012 1:13 pm UTC

Muse loudly: "Hm, people are screaming in delight when we mention this place. Warehouse 6A must be a happy place."
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby t1mm01994 » Mon Apr 09, 2012 1:42 pm UTC

"Just too bad we don't know where it is.." *looking all around me*
"Hey, there's some building labeled 6 there, surely 6A must be near!" *starts walking*
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Re: ITT we play Paranoia [GAME IN PROGRESS]

Postby skellious » Mon Apr 09, 2012 3:32 pm UTC

At this point, CA-R-EYH trips over a small red plasticrate, labelled "TROUBLESHOOTING SUPPLIES"
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