Some "rules" questions from someone about to GM Paranoia for the first time.
1) INITIATIVE: PLAYERS HANDBOOK page 37: If you don’t have a face-down card, you take no action this round. PLAYERS HANDBOOK page 38: If you have no cards in your hand with Action Order numbers on them, you have two choices. You can bluff, as in stage 2 above or you can wait until the end of the round and meekly go last.
... So can a card with no Action Order number on it be placed face down and count as a ZERO? If it’s challenged (I know that's unlikely), is it technically a ZERO?
2) DAMAGE LEVELS: MISSION BOOK page 30: Characters can be fine, hurt (-1 to NODE), injured (-2 to NODE), maimed (-3 to NODE), or dead. Once they’re at a certain level, any lesser wound has no effect. A wound of the same level knocks them down another level; a nastier wound takes them straight to that level. GAMEMASTERS DESPOTIC POWER BOOK page 171: What happens when a character takes a damage level lower than his current level? You fill out the next highest open wound square. If you are Maimed and a grazing shot gives you a Hurt, then you are deadsies for real.
Which is correct?
3) PLAYERS HANDBOOK page 44: For each extra success you roll – each 5 or 6 that is above the difficulty level set by the GM – you do one level of damage to your target. PLAYERS HANDBOOK page 60: Some forms of armour may have special conditions. For example, some heavy armour may ignore all Hurt-level wounds (attacks with a single success dice have no effect, in other words). MISSION BOOK page 49: When a player rolls to hurt an NPC (or a group of NPCs represented by a single stat-block), they inflict one level of damage if they equal the target’s defence, two if they beat it by two, three if they beat it by three, and so on. If a group of characters are injured, remove one character from the group for every one or two levels of damage inflicted.
Are “difficulty level” (Players Handbook) and “defence” (Mission Book) the same thing? If YES, then this is inconsistent.
4) CLOTHING AND ARMOR: GAMEMASTERS HANDBOOK page 84: The armour issued to Troubleshooters is a good example. It only protects against lasers and then only if the laser was fired by someone of a lower security clearance. PLAYERS HANDBOOK page 60: Troubleshooter uniforms are made of a special fabric that reflects laser shots from lasers with the same or lower security clearance than the wearer. In other words, a Red-level Troubleshooter’s uniform will reflect bolts from Red and Infrared laser-pistols (there is no such thing as an Infrared laser pistol) but will let bolts from attackers who are Orange and above pass straight through.
So... say, Yellow Troubleshooter CLOTHING is immune to Yellow and Red laser pistols, but Yellow Troubleshooter ARMOR is immune only to Red laser pistols?! Doesn’t that mean the fabric clothing is better than the armor?
5) “TASTE”: GUIDE TO APLHA COMPLEX page 8: Everything you see and hear and smell and taste, the Computer sees and hears and smells and tastes and analyses and acts upon it to keep you safe. GAMEMASTERS HANDBOOK page 72: Cerebral Coretech gives the Computer a direct line into everything the Troubleshooters (and everyone else in Alpha Complex) sees, hears, smells and tastes, at all times. TROUBLESHOOTERS SURVIVAL HANDBOOK page 17: In its undebatable wisdom, the Computer has opted not to mandate that clones be fitted with any other sensory recording devices. Whether you have opted to take your daily nutritional paste in ‘regular’, ‘unflavoured’ or the exciting new ‘plain’, the great taste is yours and yours alone to enjoy.
Well, which is it? Does Friend Computer taste what you taste, or not?
6) CHARACTER CREATION: PLAYERS HANDBOOK page 16: Say I have 5 players: A, B, C, D, E. In Round 1, Player A chooses guns at +1, B gets it at -1. Now, skip ahead to Round 2. In Round 2, Player E chooses guns at +2. So Player A... Replaces his +1 with -2? Or combines them to make a -1? Or Player A has to choose a different skill to get -2? Or Player E has to choose something other than guns?
7) LEVEL OF SUCCESS: PLAYERS HANDBOOK page 30: To use a stim-pak or similar Moxie-restorer on any clone including yourself, make a Brains + Science roll versus difficulty 2 and restore one Moxie point per level of success.
What is a Level of Success? If the difficulty is 2 and I get 2 successes, is that 1 level of success? Or do I need to get 3 successes to have 1 level of success (like doing damage in combat)?
Thanks in advance!
submitted by /u/Sivasubramanian [link] [comments]