GRUPO STEAM
SaltFinder 2.0 /r/Vaping
GRUPO STEAM
SaltFinder 2.0 /r/Vaping
0
EM JOGO
4
ON-LINE
Fundado em
21 de junho de 2013
Idioma
Turco
Local
Bosnia and Herzegovina 
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2
Motobushido Deeds
8
Paranoia stuff
Updort

I changed some stuff around.

Firstly, you are free to pick/roll secret societies and mutant powers (except for zap-only powers) I kinda didn't realize how important it is to have a secret society, gomen.
Secondly, there will be some more secret societies added, that may or may not be more powerful/beneficial than your current one. You will be able to switch to one of those, provided you fullfill the requirements. There might be... grave consequences for switching colors.

Thirdly, paranoia will probably feel slow-paced compared to pf shit because of how much of it is going to happen over whispers. On that note, direct player-to-player whispers are banned - if you wish to whisper another fag, you tell that to me. I then determine whether they hear it, whether the other guys hear it, and whether you realize they heard it. Your objectives will more often than not be mutually exclusive - yer not a bloody party, it's every man for himself. Well I kinda want to add some encounters that the party will face together - but they too might create opportunities for backstabbery.

Also lore changes.

You fucks are still from a vault, but it was mostly a place you grew together. Friend Computer keeps some of those around and pulls people from them whenever a bunch of citizens get their clone templates wiped, to keep the cloned populace at relatively stable levels. Vault 3 was notorious for its unusually high ratio of male citizens compared to female ones. When your group got pulled to the city to become a bunch of INFRAREDS, a woman was there with you. The woman dated all of you separately, keeping everyone else in secret. You all found out and turned her in. You all got promoted to RED.

The game will start with your transfer to your sector's Troubleshooter HQ - You have already managed to come in contact with your respective secret societies. Sector FUG, however, is full of commie traitors - you get ambushed on your way. You wake up several hours later, and something feels off...

(the off thing is something silly that I want to try out and which will be dropped if it doesn't work out)
Perks/specializations/whatever the fuck you want to call them, remember one per nig if it's taken it cannot be taken by another nig.


Lucid Dreamer - Whenver you're out cold you have a chance to remember something that happened while you were unconscious. The thing you remember may or may not be true, but it'll always give you at least a hint. Drawback: some stuff is better left unknown...

Percepticon - you are able to see small details that others can't. No need for gay perception rolls, if there's something to be noticed there's a good chance you will see it. Drawback: there's a good chance you'll see something that you were never meant to see. Seeing too much is treason.

NEET - You've spent way more time reading books than the other guys. You've got plenty booksmarts but you also happen to know morse codes and stuff like that. You're even able to partially understand various machine beeps. Drawback: you might get some beeps wrong. You're also a weak-ass dude to the point that you autolose any brawls vs other party members.

Bully - BigMcLargeHuge. You have huge guts and are able to withstand more hits. You can carry heavy stuff around without sweating too much. Drawback: Yer dumb as a brick. You also have a tendency to break delicate stuff in your big hands.

Metagaymer - After you die, your clone is allowed to remember how you died and you can avenge yourself accordingly. Drawback: Your character wears a t-shirt saying "I am a huge faggot". This shirt causes you to be targetted by more unpleasant shit than you'd be otherwise.

UNDERSTANDING - you're so pathetic that the others don't suspect you could ever harm them. Easier time getting things to like you. Probably won't work on robutts and shit. Drawback: people are more likely to trust you, but if YOU, of all people, happen to backstab them... better not lose the friends you made.

I am empty inside - The weird shit around doesn't get to you. At all. You just stay calm even in the biggest bullshit possible. Someone just got dismembered by a heavily modified scrubot, and their corpse now covers more area than the entire state of Alaska? Why the fuck would you care? Drawback: you are literally an autist unable to express any fucking emotions, have fun. Also, 2cool4u attitude might get you rekt fast.

King of Bull - You are able to weasel your way out of stuff, as long as you can make up a convincing enough story. This covers stuff like shifting blame onto traitor commie scum, other party members, or onto someone completely unrelated. Drawback: Shit doesn't work on stuff that doesn't take bullshit talk. Hard proof is still stronger than your word so better hide the body.

Iron Lungs - you have metal limbs. Or some other parts. You are not entirely organic will all possible advantages and drawbacks it can bring. Your mind is still purely human and you can somewhat conceal your cyborganic nature.



Ok first off I decided to be benevolent so you can read all the rules of paranoia and you can become rules lawyers and I'm not going to punish you for it.


If you believed that lie you're not worthy of playing Paranoia. Well you can still read the whole rulebook because this thing isn't going to be vanilla.

So basically your characters are going to be random fags who grew up together in a fallout-like vault, sheltered from harm outside of an occasional smashed nose from the resident bully (maybe one of your characters). All the nerds inside the vault have been stuck inside for god knows how long so nobody fucking knows what is even going on outside anymore. You've recieved mandatory education and therefore your characters can know everything about the Paranoia setting but in theory only, as Alpha Complex is what you suspect to be outside the vault. Not like it matters because you're stuck inside the vault safe and sound, free from friend computer's shenanigans. Excpet that would be boring as fuck so ya'll nigs were chosen as volunteers to gtfo from the vault because their resources are getting scarce and there's no room for you inside anymore or maybe the elders are just fags or whatever the fuck you want. Point is you nigs get kicked upstairs in a process known as "Ascension". All the elderly fucks celebrate it like your coming-of-age ritual and shit. Too bad they didn't even bother to give you some food or equipment. So basically yo go up a level expecting to become regular RED clearance troubleshooters but meh that would be playing by the book and that's not what Paranoia is about. So you fucks go up, feel something gaseous enter your lungs and then you all get knocked out. You can be literally knocked out by a random punch if you prefer, it doesn't matter.

You all wake up in a stuffy corridor, unable to determine how much time has passed since you got rekt. And this is where the fun starts.

So basically, at least at the start
- No secret societies
- No mutant powers
- Tics are optional
- With skills you can do whatever the fuck you want because theoretical knowledge and the vault had quite advanced shit inside, including plasma cannons and hovertanks or whatever the fuck do you want as long as it's relatively hard sci-fi.
-You also get one extra thing you fags are good at. I'll get them online later. Only rule is that no two fags can specialize in the same extra thing, everyone gets something else.


The setting is gonna be Alpha Complex after it got fucked up even more. Friend computer may or may not be absent (there will be a replacement of sorts if its actually gone).

Anyway that's all for now
3
Carrion Crown info: Complete Edition
Sanity loss rules simplified:
- Base stability: 15+WIS mod + Level (min 10)
-Base sanity: Wis score
- no bonuses to saves vs mundane/arcane horrrors for martials/casters
- no specific stuff like "the dc is higher for you because you're a good character harming an innocent" bull, DC is equal for everyone
- immunity to fear or mind affecting-effects grants +5 bonus on the will save
- with 0 stability any further stability damage hurts your WIS score
- reaching 0 wis from stability loss causes the char to roll another save with the same DC as the one that put them on 0 WIS the character goes insane on failure, otherwise they just faint and become unconscious till their wis increases above 1
- 10 stability or less = shaken / fatigued if immune to fear
- 5 stability or less: = frightened / exhausted if immune
- 0 stability = panicked
- conditions last till stability goes above the number
-no special bonuses for fighting for a cause
- bonuses for getting used to spooks removed, monsters will only cause you to roll stability loss once per type (no more stab loss for another group of zombies later on)
- no snapping out of it rolls, no fainting by failing the save by 5 or more
- no stability loss for casting spells
- stability recovery: same as nonlethal hp but only in calm environment (no recovery if you decide to sleep inside a crypt you fucks): each character recovers stability equal to their level per hour spent in a safe, calm place. Healing spells recover an amount of stability points equal to their spell level, same with spells that remove fear or calm emotions etc; also spells that grant morale bonuses
- heal or greater restoration spells heal stability to full
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