"The Computer is your friend. The Computer is happy. Be happy too. Or it's treason."
Paranoia is a comedic RPG set in the absurd dystopia of Alpha Complex, ruled by an insane Computer. You are Troubleshooters: you find trouble and shoot it — often each other. Everyone has six clones, secret membership in an illegal society, and a pile of treason to hide. The rules are deliberately light; everything runs on paranoia, backstabbing, and dark humour.
Alpha Complex is a sealed underground bunker of the future run by a paranoid AI called The Computer. Society is split into colour-coded security clearances; knowing about things above your clearance is treason. Mutants are treason. Secret societies are treason. And nearly everyone is a mutant in a secret society. Outside lies the Outdoors, which The Computer prefers not to think about.
NODE dice
Stat + skill = the Number Of DicE. Roll that d6 pool; 5s and 6s are successes. Simple and fast — the system stays out of the farce's way.
The Computer Die
A red die in every roll. A 1 on it is the Computer intervening: a malfunction, a denouncement, sudden 'help'. Chaos strictly on schedule.
Six clones and Moxie
Each character has six replacement clones and a pool of Moxie for stunts and survival. Death isn't the end, just an inconvenience and paperwork.
Treason and secret societies
Everyone has a hidden agenda and forbidden membership. Denounce first — before you're denounced. Betrayal is built right into the rules.
Open in Session Zero to let every player vote and see the results.
