I'm recreating P2 as a simpler game with the "Paranoia" material stripped out. It'll still be dystopian and awesome, but not bound to the Paranoia timeline or mechanics.
Doc here:New Doc
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Showing posts with label P2. Show all posts
Showing posts with label P2. Show all posts
Tuesday, July 17, 2012
Wednesday, September 7, 2011
New Paranoia 2 Mechanic
Ominous Wrongness mechanics.
On entering an area with an ominous wrongness, these mechanics come into play. Each hour a check is rolled, the first 1 results in the wrongness existing. The second causes it to appear to the player. The third begins it's attack. Each 1 afterwords reinforces the threat until the players escape. However, an Ominous Wrongness will always guard some great treasure, so they can be worth fighting.
If there is a way for it to get worse, like a barricade failing, or an infected person 'turning' that happens on the highest roll.
First Hour: D10, some warning
Second Hour: D10
Third Hour: D8, Taste of Treasure
Fourth Hour: D6, First Treasure
Fifth Hour On: D4, All the Riches
On entering an area with an ominous wrongness, these mechanics come into play. Each hour a check is rolled, the first 1 results in the wrongness existing. The second causes it to appear to the player. The third begins it's attack. Each 1 afterwords reinforces the threat until the players escape. However, an Ominous Wrongness will always guard some great treasure, so they can be worth fighting.
If there is a way for it to get worse, like a barricade failing, or an infected person 'turning' that happens on the highest roll.
First Hour: D10, some warning
Second Hour: D10
Third Hour: D8, Taste of Treasure
Fourth Hour: D6, First Treasure
Fifth Hour On: D4, All the Riches
Tuesday, September 6, 2011
P2 Fun Facts!
Fun Facts:
Disposable Nuclear Reactors can operate at normal output for 127 years.
The Spartan faction are renowned for their Inquisition festivals in which they ask dumb-AI philosophical questions, and then torture it into a non-functional state for answering incorrectly.
As many as 1 in 100 Infrareds have what pre-revolutionaries would call sentience.
The Sky Pirates are not only deserters and thieves, but also race traitors, accepting mutants into their ranks.
Artificial Intelligences the world over agree that sentient humans have an immortal soul.
The Tesla Floorshaker was invented accidentally, and wasn't weaponized for hundreds of years.
Hollywood, often regarded as the most personable of the Ultraviolets, is known for occasionally taking individuals of interest away from the service and into her private collection.
It takes less energy to create an Infrared than it does to destroy one.
The Communists do not equip their Pawn soldiers with radios, relying on stationary installations.
It is impossible for a civilized person to speak the Communist language, and vice-versa.
Rumor has it that Disposable Rifles are sometimes only loaded with 2 bullets, for Infrareds who show particularly low promise in the physical exam.
The Brotherhood of Evil Mutants base their faith on a body of work written hundreds of years ago.
Disposable Nuclear Reactors can operate at normal output for 127 years.
The Spartan faction are renowned for their Inquisition festivals in which they ask dumb-AI philosophical questions, and then torture it into a non-functional state for answering incorrectly.
As many as 1 in 100 Infrareds have what pre-revolutionaries would call sentience.
The Sky Pirates are not only deserters and thieves, but also race traitors, accepting mutants into their ranks.
Artificial Intelligences the world over agree that sentient humans have an immortal soul.
The Tesla Floorshaker was invented accidentally, and wasn't weaponized for hundreds of years.
Hollywood, often regarded as the most personable of the Ultraviolets, is known for occasionally taking individuals of interest away from the service and into her private collection.
It takes less energy to create an Infrared than it does to destroy one.
The Communists do not equip their Pawn soldiers with radios, relying on stationary installations.
It is impossible for a civilized person to speak the Communist language, and vice-versa.
Rumor has it that Disposable Rifles are sometimes only loaded with 2 bullets, for Infrareds who show particularly low promise in the physical exam.
The Brotherhood of Evil Mutants base their faith on a body of work written hundreds of years ago.
More P2
Infrared: Brain-dead clone soldiers. They obey whatever orders appear on their HUDs.
Red: The standard people of the US. They're capable, but don't have long life expectancies.
Yellow: Soldiers proven to be above the common level. Spec-Ops units are selected from this rank.
Blue: The top level available to humans, teams of blues can be expected to take out even enemy AI.
Violet: This level is a rank for AI forces fighting alongside human units.
Ultraviolet: The command structure. Their will is made known by Violets and Blues.
Looting takes 20 minutes, Caution requires cutting your Speed in half.
Body Weight=2, Armor Weight=DR/2
Carry Capacity=Level+1.9
then on the enemy turn, when they choose to do something, you can Suppress it, by using your Readied attack
they can then either take the damage, or cancel their action and duck back behind cover
If it's Super-Suppressive, they don't even got the option to duck
"Quick" means you don't need to Ready an action, just have the weapon equipped
6:25
Melee attacks are Quick at (Speed/2) range, and Super Suppressive if your Speed is greater than 5
Red: The standard people of the US. They're capable, but don't have long life expectancies.
Yellow: Soldiers proven to be above the common level. Spec-Ops units are selected from this rank.
Blue: The top level available to humans, teams of blues can be expected to take out even enemy AI.
Violet: This level is a rank for AI forces fighting alongside human units.
Ultraviolet: The command structure. Their will is made known by Violets and Blues.
Looting takes 20 minutes, Caution requires cutting your Speed in half.
Body Weight=2, Armor Weight=DR/2
Carry Capacity=Level+1.9
How Suppression Works
You can Ready your action as your turnthen on the enemy turn, when they choose to do something, you can Suppress it, by using your Readied attack
they can then either take the damage, or cancel their action and duck back behind cover
If it's Super-Suppressive, they don't even got the option to duck
"Quick" means you don't need to Ready an action, just have the weapon equipped
6:25
Melee attacks are Quick at (Speed/2) range, and Super Suppressive if your Speed is greater than 5
Friday, September 2, 2011
Paranoia 2 concepts
Nanostruct: Nanostructs are collections of assembler nanites that can use the raw material in Nanoblocks to construct specific objects. Expensive nanostructs can produce more than one kind of object.
Power: Everyone carries around their own personal nuclear power supply, since the infrastructure required for power is extremely vulnerable to attack.
Communication: Is handled by radio. Towers can be erected on the fly, but permanent transmitters and satellites are out of the question, so line-of-sight connections must be maintained for communication to work. Oh, and radio is also used for Friend or Foe identification, so hope yours isn't destroyed...
Melee: You're going to need a high Speed stat and/or high defense to get close to the enemy before they shoot you to pieces. Once you get in, each punch is going to deal you current health as damage.
The "US" flag:
Power: Everyone carries around their own personal nuclear power supply, since the infrastructure required for power is extremely vulnerable to attack.
Communication: Is handled by radio. Towers can be erected on the fly, but permanent transmitters and satellites are out of the question, so line-of-sight connections must be maintained for communication to work. Oh, and radio is also used for Friend or Foe identification, so hope yours isn't destroyed...
Melee: You're going to need a high Speed stat and/or high defense to get close to the enemy before they shoot you to pieces. Once you get in, each punch is going to deal you current health as damage.
The "US" flag:
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.
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.
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