Wednesday, August 31, 2011

Paranoia 2: End War

It is a prequel to the Paranoia TG(not the role playing game the TG was based on). It is set outside Alpha Complex, in the war zone between "The US" and the "Communists".
Characters are class based, with each class having it's own playstyle. The current classes are Scout, Heavy, Medic, and Spec-Op.
Scouts are good at providing for the team, gathering information, and acting quickly.
Heavies are good at using large weapons, taking hits, and team synergy.
Medics are good at using augments, healing allies, and enhancing the party.
Spec Ops are good at everything, especially ranged weapons, melee weapons, and stealth.

Combat will very, very often result in death, and death will be permanent unless you have a truly excellent Medic. Players will work as a team, and when the entire party is wiped out, a tally of their accomplishments will be taken. The object is to do as well as you can before you die.

8 comments:

  1. mutation ideas:
    something with communicating with/controlling animals like rats?

    understanding any language or being able to learn new languages quickly

    claws:bonus melee damage, bonus to picking locks, bonus to dextrous actions, chance of breaking

    tough bones; can't be crippled

    covered in bees; lolololol

    wings

    poisonous bite

    loud; can yell further than normal hearing range, can stun enemies by yelling, can't whisper

    familiar face; always look like someone else they know

    sticky hands; can scale walls, bonus to not dropping items, hard to let go of things

    heart stopper; can perfectly fake death

    ReplyDelete
  2. mutation ideas:
    shooting webs like spiderman
    fast reflexes (way of having dodge other than being a scout)
    nerve clusters in limbs, allowing them to continue to function when detached
    plague; immune carrier of various diseases
    something that gives a bonus to attaching limbs, even prosthetics or someone else's (could be used to steal mutations)
    echolocation/radar sense
    prehensile hair (could use light weapons or do certain actions while hands are occupied)
    shed skin; remove status effects, possibly change appearance?
    insomniac: doesn't need sleep, immune to fatigue (idk if this is relevant in this game)
    ventriloquist: can imitate voices and change apparent source (you could even make Parrot and ventriloquism two separate abilities, but it seemed better to combine them to me)
    lie detector: can tell when someone is lying
    armadillo: roll into armored ball to temporarily be safe but unable to move
    body can generate smoke (living smoke bomb)
    cheetah: can temporarily double speed

    ReplyDelete
  3. ape feet; can hang upside down by feet or use feet like hands
    cat eyes;can follow movements exceptionally well, more difficult for enemies to dodge
    spongy feet; can move silently and manage difficult terrain more easily

    ReplyDelete
  4. Good stuff. I've added everything I can see adding in the 48-55 range. If you think I should add some I didn't, do say so.

    ReplyDelete
  5. marsupial pocket; either an extra inventory space or the ability to conceal items, maybe both, up to you

    ReplyDelete
  6. I'm thinking some kind of puffer fish mutation, that lets you shoot out spikes(bones or quills?) at the cost of expanding and destroying your armor. Those could be separate things, shooting spikes as one mutation and expanding as another. I figure expanding might have some kind of benefit but I can't think of any.

    A mutation that allows for lockpicking could be useful, prehensile hair or something could probably do it. I'm not sure how much that will actually come up in this game though.

    natural transceiver: intercept radio signals, including diplomacy, can hear but not respond

    mutations for being light or dense can have the effect of actually changing your weight since that's a mechanic now

    genius; build one unique augment (that you start with)

    freakshow: used bizarre trait in the past to perform for others, start with bonus money

    ReplyDelete
  7. Idk which of these already exist but anything for being immune/resistant to heat, cold, poison, chemicals, explosions, bullets, melee attacks, electricity, or radiation could be mutations. If you need a justification for any of those let me know and I'll try to come up with them but first I'd like to know which ones you actually want to use.

    ReplyDelete
  8. Those are all useful, the problem is none of them have downsides. Also, chemical resist/immunity is nonsensical. The rest are good, but only when paired with an appropriate downside.

    ReplyDelete