Runsaround wrote:
NOTE ABOUT NAMES:
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In Paranoia: Everybody has a name that goes like this: NAME-CLEARANCE-SECTOR. You can choose your name and your sector, but as you start as a Red clearance Troubleshooter, in the middle there is an R. (Short for red)
There are eight attributes:
Strength: Well duh.
Agility: Also duh.
Dexterity: Also duh.
Endurance: Also duh.
Moxie: Intelligence and figuring stuff out.
Chutzpah: Charisma, basically.
Mechanical Aptitude: Working with the notoriously-treacherous machinery of the Alpha Complex.
Power: Manipulating your Mutant Power.
You have 60 points to allocate throughout these.
You may choose between several Service Groups, which represent the group you serve in when not troubleshooting.
Internal Security: Shortened as Intsec, this is basically the police. You may choose to reveal your status as an agent or pose as a member of another group.
Power Services: You manage the power supplies in the complex.
Central Processing: Bureaucracy.
Armed Forces: The 'army'.
Tech Services: The engineers of the complex.
Research And Development: The madmen who create and design the insane mechanisms that run the complex.
Production, Logistics, and Commisary: They make stuff and fill orders.
Housing Preservation and Development, Mind Control: Keeping the place clean, and often assisting Intsec with their third function.
Service groups give you randomly generated skills based on whatever group you choose.
Mutant Powers
Randomly generated.
Secret Societies
Randomly generated.
Skills: OH THIS IS GONNA HURT:
AGILITY SKILLS
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Brawling: Fighting, pushing, cutting in line.
Force Weapons: The usage of energy powered weapons.
Dodge: DOOOOOOOOOOOOOOODGEEEEEEEEEE!
Melee weapons: Primitive weapons like chair legs.
Sneak: Sneaking around, not being seen.
Thrown Weapons: Throwing weapons at your foes.
CHUTZPAH SKILLS
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Bootlicking: Sucking up to those above you for favours. You can shoot them later.
Bribery: Convincing others with the aid of incentives.
Communist Propaganda: A forbidden skill, you can use this on other people to make them communists.
Con: Conning people.
Fast Talk: Excuses that confuse people, maybe long enough for you to get away.
Forgery: Forging documents.
Interrogation: Getting someone to spill the beans.
Intimidation: Scaring people into your bidding.
Motivation: Get people doing what you want them to.
Oratory: Motivation on a HUGE scale.
Perception: Spotting inconsistencies or other things.
Spurious logic: Convince the computer that it is an apple with this crazy kind of thinking.
DEXTERITY SKILLS
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Energy weapons: Plasma guns and sonic shooters.
Field weapons: The BIG guns.
Laser weapons: Laser pistols, and laser rifles.
Missile weapons: Slingshots, crossbows, all that Old-Time stuff.
Projectile weapons: Guns, plainly.
Vehicle weapons: Tank cannons, helicopter chain guns.
MECHANICAL SKILLS
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Habitat engineering: Understanding the systems of the complex.
Juryrigging: Fixing broke stuff.
Robot Ops: Messing with mechanical men.
Vehicle Ops: Operating vehicles.
MOXIE SKILLS
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Biochemical Therapy: Drugs that heal, hurt, and happify!
Bioscience: The biology of clones.
Chemistry: Bombs and acids ahoy!
Contraptions: Build up some kind of machine to catch that roadrunner!
Data Analysis: All in the name.
Data Search: Be careful,poking around in files can be treasonous.
Demolitions: BOOM!
Electronics: Get that vending machine to WORK.
First Aid: Medicine in combat!
Nuclear Engineering: Be careful.
Security: Dealing with the cameras, avoiding the traps.
Surveillance: Perception with cameras.
Survival: Eat wrappers and burn trash, you can survive in the outskirts of the complex!
Phew. Anyway, you get five points to put in these skills, and you can't just save them for later.
I think that's about it.