lurkerwithout: (Mal's pretty hat  Angie creator)
Next game day will likely be getting back to Frazier's Pathfinder campaign, so this will be the last of these for a while.  Only four players this time, with one person out for family stuff.  The group was tasked with clearing an "infestation" from another sector, which turned out to be mutant insects taking over a farm to play baseball.  The players seemed to enjoy the G.I.Ants pun...

But before that was equipment requisitions, where they asked for everything newly available to them as Orange ratings.  Then R&D where they bullied the nerds into giving them a free robot.  And then the Rocket Train to the SP41NG Sector.  Where their decision this session to enter every room with a brief song to introduce their new group name (Phone-A-Clone) meant they weren't braced when the train took off at over 200 km/h.  Which gave me my first full TPK, as even the player with Regeneration couldn't survive that level of squishing...

Then the friendly baseball game between the G.I.Ants and the NY Yankee Roaches was interupted by player violence.  And much violence happened, though no player deaths.  Also they learned that Knock-Out gas grenades don't do much to humanoid insects...
lurkerwithout: (Mal's pretty hat  Angie creator)
Another lengthy break between game sessions, this time due to illnesses, family visitations and a wedding.  But brave and loyal Troubleshooters return for a new mission.  With the addition of Matt's new clone.  And his "girlfriend", a malfunctioning robot that thinks its a lady and also hates robots.

Their mission: Stop the work stoppage in the Central Supply Warehouse.  Also: SECRET SOCIETY MISSIONS.  But first to their regular Supply Requistions where they get a box of previously used grenades.  And then EXPERIMENTAL EQUIPMENT.

But after that, to the CSW!  Where it turns out the warehouse robots are trying to unionize.  Because of the Robo-Mafia.  But eventually the strike is broken and the troubleshooters return for bonus skill points and an increase in rank to Orange.  Huzzah!  Now none of their pun names work as well!

CLONE DEATHS:  Eric, smashed by a Robo-Union Anti-Strikebreaker Forklift Bot wielding a Force Crowbar.  While he was stunned from a malfunctioning MegaTaz-R.  Brendan, divebombed by a Robo-Union delvery drone bot.  Also while stunned from a malfuctioning Mega Taz-R.  Matt, head clamped by a Robo-Mafia enforcer after he tossed an EMP grenade at the Don Bot.  And Brendan, again, after Matt ratted him out for messing with the CSW mainframe...
lurkerwithout: (Mal's pretty hat  Angie creator)
After various delays our group managed to get together for a game session.  With me running a short-term Paranoia campaign before getting back to Pathfinder.  I was a little worried that with only the roommate out of the five players being familiar with the game, the dark humor and light rules knowledge wouldn't go over and even had a back-up game.  But the all jumped right into the silly names, the intentionally working at cross-purposes and secretiveness.  All five of them managed to get a use for their mutant power without getting caught.  One player died five times and had his last clone exiled.  And only one player managed to avoid death thanks to being able to survive a drunk driving crash.  AND they even managed to complete their primary mission and secondary mission thanks to the creative use of an ancient Furby.  Plus bonus for me, the nefarious Bo-Y-RDE remains as their current suprevisor...
lurkerwithout: (Mal's pretty hat  Angie creator)
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Paranoia

Mar. 25th, 2009 02:19 am
lurkerwithout: (Cat Jedi)
Right so this week we're doing Paranoia. I've actually got both the 2nd and 5th editions for this game. 5th Ed is ok enough, but I prefer the versions with Costikyan involved, so we'll make a 2nd Edition character.

First off the name. For Paranioa you have the surname, the clearance level, a 3 letter and then your clone number. We'll redo my previous character, Joe-R-NML-1. Sure the name won't work once he gets a higher clearance level (in the game the clearance levels are from the ROYGBIV color spectrum with Red at the bottom. Well technically Infra-red is the bottom, but PCs are assumed to have just cleared that by being made Troubleshooters). Well not every level anyway. And this is the first clone...

Next we roll attributes - Strength, Agility, Dexterity, Endurance, Moxie, Chutzpah, Mechanical Apptitude and Power. Each is a d20 roll and you can reroll two. So we'll use the dice-roller from WoTC...

STR: 4
AGL: 10
DEX: 6
END: 17
MOX: 17
CHZ: 7
M.AP: 2
POW: 5

Yeah, re-rolling STR and M.AP there. Getting a 12 and an 11. A 12 STR means a carrying capacity of 25. And your base level in the various skills is by their related attribute. So play-wise Joe should probably concentrate on Moxie skills. Which is a combo of intelligence, wit and bravery basically. Sadly there aren't any Endurance based skills...

Next we roll for Service Group. An 11 means Armed Forces. Combat Monkey group. Ok then...

Now for Mutant Power. Oh yeah in Paranoia ALL characters are mutants. And if the Computer finds out you're a mutant thats a treasonable offense that you'll be executed for. So keep it a secret! Anyway we get a 13 on this, Polymorphism. Joe is a shapeshifter. Though with a 5 Power, not a terribley good one...

And Secret Society. I bet you guessed that being in a Secret Society is treason and grounds for execution? And you'd be right. And again ALL players are in one. So keep your's secret and expose the other players for rewards. The game is called Paranoia for a reason. As for Joe he gets an 11 which goes to the Illuminati. Joe has SECRET masters. Who assign him SECRET missions. That he must obey or die! SECRETLY...

Equipment wise Joe gets the standard Red-barreled laser pistol and Red-Reflec armor. And has a 100 credits earned up...

Lastly we look at skills. Every skill already has a starting base level from the attributes. And Joe gets 30 points to spread around among them. But only up to 12 unless its a Special Training one linked to his Service Group. Those can go up to 14. For Armed Forces Joe has: Grenades (2), Primitive Melee Weapons (2), Unarmed (2), Motivation (2), Laser Weapons (1) (stupid DEX!), Projectile Weapons (1), Vulturecraft Operation & Maintenance (3), Demolition (4) and Survival (4). Joe will spend 10 points on Demolition and Survival, taking both up to 14. Yeah, Joe can make things go BOOM. Heh heh. Then 3 points to bump Motivation to 5. As a future Secret Master of Everything Joe needs to get better at leading the chumps slaves valuable lower rankings. And another 5 points to get Laser Weapons to 6 so he has a hope of surviving the inevitable fist player-vs-player firefight. Then lastly we'll go over the list of Moxie skills and bump Security up to 6 with the last 2 points...

And that fleshes out the Alpha Clone for Joe-R-NML. When this one dies Joe-R-NML-2 keeps the everything but the Service Group. So waiting in the wings are Joe-R-NML-2 thru 6. After the sixth death you have to start with a new guy...
lurkerwithout: (Mal's pretty hat  Angie creator)
So we did get Noah to play Paranoia. And while he was reluctant about it, he quickly took to the game faster than anyone I'd seen. He not only bamboozeled the Computer into buying that they completed the mission (which they didn't), but that his killing of Miles and THREE kills of Brendan were justified. And then convinced the Computer that Mile's entire clone line were traitors, getting the remaining two offed before they could even attempt to report for duty. So while it will probably be a while before we'll have another opportunity to run it, I think everyone will be willing...

After that we mostly watched a couple movies and played some card games. That Space Fleet one I've forgotten the name of, and a game of Bohnanza...

Noah and Brendan are both kinda tired of SpyCraft for awhile, so we'll likely be having Noah run Call of Chtulu. At least untill Miles finishes his LSATs, when it seems that we may be able to get him to run Farscape again...

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