Paranoia 2e - GM Reference Screen - Red Clearance [WEG12002 ocr 1987].pdf
(
162 KB
)
Pobierz
Red Clearance Ready Reference Sheet
Warning! This document is classified Red Clearance!
Reading of this document by those
of Infrared Clearance is Treason!
Service Group Skills
Internal Security
Character Generation
Summary
1. Beg for, borrow, or steal a character
sheet from your GM (or make your own).
2. Think of an appropriate name.
2. Roll once for each attribute.
3. Re-roll any two attributes.
4. Add up your attributes, and if they
donÔt equal or exceed 80, whine to the GM
until he or she lets you roll again.
5. Write down your attributes and figure
out their various bonuses.
6. Roll for a Service Group.
7. Roll for a Mutant Power, and choose if
you want to register it.
8. Roll for a Secret Society.
9. Choose skills. You have 30 points to
spend. No skill can be above 12 unless it is
one of the ones that you receive Ñspecial
trainingÒ in from your Service Group.
10. Most Red Clearance Troubleshooters
start with:
Truncheon
Unarmed
Interrogation
Intimidation
Laser Weap
Security
Attribute Chart
Mutant Power Table
Surveillance
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Technical Services
Attribute
Skill
Roll
Mutant Power
Value
Base
Bonus
1
Adrenaline Control
Spurious Logic
Autocar Op&M
1-3
0
0
2
Charm
Transbot Op&M
Docbot Op&M
4-6
1
0
3
Deep Probe*
Jackobot Op&M
Scrubot Op&M
7-10
2
0
4
Electroshock
Electronic Eng
Mechanical Eng
11-13
3
0
5
Empathy*
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
HPD&MC
Bootlicking Con
Forgery Oratory
Docbot Op&M Biochem Therapy
Medical
14
3
1
6
Energy Field*
15-17
4
1
7
Hypersenses
18
5
1
8
Levitation*
19-20
5
2
9
Machine Empathy
1
10
Matter Eater
Carrying Capacity Chart
11
Mechanical Intuition
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Armed Forces
12
Mental Blast*
Carrying Capacity
13
Polymorphism
Grenade
Prim Melee Weap
Strength
(in kilograms)
14
Precognition*
Unarmed
Motivation
1-12
25
15
Pyrokinesis*
Laser Weap
Projectile Weap
Red Reflec Armor
13
30
16
Regeneration
Demolition Survival
Vulturecraft Op&M
14
35
17
Telekinesis*
Laser Pistol
15
40
18
Telepathy*
1 Red Laser Barrel
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
PLC
16
45
19
Teleport*
Jumpsuit
Utility Belt with Pouches
17
50
20
X-Ray Vision
Bribery
Fast Talk
Comm Unit Type I
18
55
Forgery
Habitat Eng
19
60
Secret Society Table
Notebook & Stylus
Jackobot Op&M
Biosciences
20
65
100 Plasticreds
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Power Services
Roll
Secret Society
You can spend your Plasticreds on things
listed in the Red Clearance Equipment table,
or keep them for later.
Service Group Table
1
Anti-Mutant
Spurious Logic
Habitat Eng
2
Computer Phreaks
Jackobot Op&M
Chemical Eng
Roll
Service Group
3
Communists
Electronic Eng Mechanical Eng
Nuclear Eng
1-2
Internal Security
4
Corpore Metal
3-4
Technical Services
5-6
Death Leopard
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Research & Design
5-8
HPD&MC
7-8
FCCCP
9-11
Armed Forces
9
Frankenstein Destroyers
Jackobot Op&M
Biosciences
12-14
PLC
10
Free Enterprise
STAY ALERT!
TRUST NO ONE!
KEEP YOUR
LASER HANDY!
Data Analysis
Data Search
15-16
Power Services
11
Humanists
Electronic Eng
Mechanical Eng
17-18
Research & Design
12
Illuminati
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
CPU
Fast Talk Intimidation
Motivation Psychescan
Security Data Analysis
Data Search
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
19-20
CPU
13
Mystics
14
Pro Tech
Footnotes
1: This power may not be registered (unless you
like being executed).
2: To be in Psion you must have a psionic
Mutant Power.
*: Psionic Mutant Power
15
Psion
2
16
PURGE
17
Romantics
18-19
Sierra Club
20
ÑOtherÒ
Red Clearance Ready Reference Sheet
Warning! This document is classified Red Clearance!
Reading of this document by those
of Infrared Clearance is Treason!
Alpha Complex Battle Hymn
Mine eyes have seen the coming of another
Commie horde,
If I can hold them off alone Hot Fun is my
reward,
ÑPlease engage the menace, Citizen,Ò I hear
on my comcord,
When will the Vultures arrive?
Security Clearances
(Infrared)
R
ed
O
range
Y
ellow
G
reen
B
lue
I
ndigo
V
iolet
U
ltraviolet
Red Clearance Equipment
Skill Summary
Agility Skills
Cost
Item
Force Sword, Neurowhip, Truncheon, and Unarmed
: Melee Combat skills.
Grenade
: Missile Combat skill.
Primitive Melee Weapon
: Things like knives, swords, clubs...
Chutzpah Skills
1
Bag of Cruncheetym Algae Chips
3
Boot Polish
(chorus)
Glory, Glory, Hail Computer!
Glory, Glory, Hail Computer!
Glory, Glory, Hail Computer!
My clone keeps marching on.
2
Bottle of Bouncy Bubble Beverage
5
Bottle of Super Shine Mouthwash
(Cleans Teeth to Their Core!)
Bootlicking
: Ingratiating yourself with your superiors
Bribery
: Trading items for services. Use of this skill is Treasonous.
Con
: Persuading someone to let you do something that they probably shouldnÔt.
Fast Talk
: Like Con, but quicker. Getting past guards at a checkpoint is Fast Talk.
Forgery
: Faking forms and signatures. Use of this skill is Treasonous.
Interrogation
: Extracting useful information from Commie scum.
Intimidation
: Getting cooperation from your inferiors.
Motivation
: Getting a few people thinking your idea is a good idea.
Oratory
: Speech-giving. Motivation for large groups.
Psychescan
: Lie detection when you are talking to someone.
Spurious Logic
: Con & Fast Talk for use against Bots and computers.
Dexterity Skills
Energy, Field, Laser, and Projectile Weapons
: Missile Combat skills. Includes repairing them.
Primitive Missile Weapons
: Bow and arrows, Bouncy Bubble Beverage containers...
Vehicle Aimed, Field, and Launched Weapons
: Vehicle Combat skills.
Mechanical Skills
10
Bucket
50
Bullhorn
2
Cold Fun in a self-sealing puck
TheyÔre advancing on all sides now and IÔll
soon be overrun,
I try to open fire but thereÔs a malfunction
with my gun,
So I toss a nuke grenade and then turn tail
and run,
When will the Vultures arrive?
25
First Aid Kit
10
Flashlight
50
Gas Mask
2
Happiness Energy Bar
100
Hottorch
5
Official Teela-O Picture Mirror
25
Personal Hygiene Kit
(chorus)
50
Personalized Jumpsuit
12
Pillow
The Commies are all vapor now and for that
IÔm real glad,
My geiger-counter indicates I took a
thousand rad,
I check with The Computer and find out
thatÔs not too bad,
When will the docbot arrive?
1/m
Plasticord (1 credit per meter)
15
Poncho
25
Smoke Alarm
25
SuperGum
25
SuperGum Solvent
Habitat Engineering
: Knowledge of the air, comm, transport, water, and waste systems.
Bot Operation and Maintenance
: How to use and repair the various types of bots.
Vehicle Operation and Maintenance
: How to use and repair various vehicle types.
Moxie Skills
25
Thermos
8
Troubleshooting and You!
Pamphlet
(chorus)
5/m
Velcro Strip (5 creds per meter)
Biochemical Therapy
: Better living through Chemistry.
Biosciences
: Making mutant monsters.
Chemical Engineering
: Mixing chemicals, often with explosive results.
Data Analysis
: Making sense of Computer-printed materials.
Data Search
: Finding information using Friend Computer.
Demolitions
: Blowing big things up without blowing yourself up too.
Electronic Engineering
: Making electronic devices from resistors and capacitors.
Mechanical Engineering
: Rube Goldberg contraptions and such.
Medical
: Healing injured Citizens.
Nuclear Engineering
: If you want to stop a reactor from melting down, you need this.
Old Reckoning Cultures
: Knowledge of Pre-Oops people and things.
Security
: Disabling locks and alarms.
Stealth
: The art of not being seen.
Surveillance
: Bugging and debugging things.
Survival
: How to live Outdoors without generating clone replacements.
Copyright Notice
The information provided in this document
comes from the Paranoia 2nd Edition main book
and the 2nd Edition Excessory Pack. Paranoia,
the Eye of the Computer, and the Computer
Monitor are trademarks of or copyrighted by West
End Games, used without permission.
This document ¨ 1998 Michael Miller. Feel
free to distribute it in unchanged form.
If you have comments or complaints, send
email to parody@io.com.
STAY ALERT!
TRUST NO ONE!
KEEP YOUR
LASER HANDY!
Plik z chomika:
Matrinicz
Inne pliki z tego folderu:
Paranoia Perfect Edition.pdf
(32922 KB)
Paranoia 2e - Rulebook 2nd Edition [WEG12001 ocr 1987].pdf
(25360 KB)
Paranoia 2e - Creatures of the Nightcycle - A Complex of Dimness Adventure [WEG12032 ocr].pdf
(25001 KB)
Paranoia 1e - Acute Paranoia [WEG80105 ocr 1986](1).pdf
(27033 KB)
Paranoia 2e - Bot Abusers' Manual, The - New for Reboot Alpha [WEG12012 ocr 1992].pdf
(14947 KB)
Inne foldery tego chomika:
_czasopisma, ziny
_filmy
_mapy, kartografia
_mistrzowanie
_o grach
Zgłoś jeśli
naruszono regulamin