We are full - for now.
Hello, one and all!
So, it would appear that I am more or less active at the Inn once more. I'd like to add a game to my plate, but nothing terribly demanding or serious... and my recent itch for Paranoia fills that wonderfully.
Paranoia takes place in the post apocalyptic future, set within the society of Alpha Complex. Alpha Complex is ruled by the ever so helpful Friend Computer, who benevolently cares for all of the clones that make up society. Friend Computer enures your happiness. You ARE happy, aren't you? Unhappiness is treason.
Yes, you are a clone. In the dark past of humanity, humans rutted as animals; now, all reproduction occurs due to genetically enginered clones. The food vats are laced with hormones that render sex drive nonexistent, which allows all members of Alpha Society to focus on the common goal of a wonderous coexistence.
Clones actually belong to a "six pack" of identical individuals - if your character unfortunately dies, he or she will be replaced as soon as possible with another clone, and play will resume for you. Note that death is frequent and expected in Paranoia.
All player characters begin the game as a security clearance of Red. The ranks are, lowest to highest: Infrared (visually represented by Black), Red, Orange, Yellow, Green, Blue, Indigo, Violet, and Ultraviolet (visually represented by White). Within the game, Infrared-clearance citizens live dull lives of mindless drudgery and are heavily medicated, while higher clearance characters may be allowed to demote or even summarily execute those of a lower rank. Those with Ultraviolet clearance are almost completely unrestricted and have a great deal of access to The Computer; they are the only citizens that may (legally) access and modify the Computer's programming, and thus Ultraviolet citizens are also referred to as "High Programmers". Security clearance is not related to competence or even authority, though there is often a correlation; clearance is instead a measure of The Computer's trust in a citizen.
Citizens may only access areas or use equipment appropriate to their Security level. For instance a Red may access corridors painted red or black, but not a green corridor. This would be treason.
You became a Red by turning in a comrade for treason, whereupon Friend Computer promoted you.
Ah, yes... treason. Friend Computer is actually extremely paranoid about traitors, and especially, Communists. Not much is known about Communists, but they have been known to speak with stereotypical Russian accents, wear strange clothing, carry pictures of Groucho Marx, and listen to the revolutionary (and treasonous) music of John Lennon.
Treason is punishable, most often by death.
All player characters are Troubleshooters. That is... you see trouble, and you shoot it (most often, with your handy laser pistol). All characters are members of at least one secret society (membership in a society is generally considered treasonous), and characters typically have at least one mutation (mutation is treason, though registered mutants may be forgiven this treason).
Paranoia gameplay consists of your Troubleshooter team being assinged a mission, often to hunt for treason in some form or another. Hide your own treason, lest you be executed for it, while gathering evidence against your teammates (and perhaps executing them, or helping them to earn execution). Executing other Citizens without proof of treason is treason, however - so be careful. Successful completion of a mission may earn you a promotion and/or reward.
The Computer is everywhere, watching via cameras, recorders, and agents. Minor acts of treason are often noticed; your character will earn treason points. If too many are collected, you will be executed for your overall treason.
Combat is ruled by drama - if you attempt cinamatic stunts, such as leaping from a speeding vehicle while firing in midair - you have a much better chance for success than someone who thoughtfully plans out each move. Being boring gets you killed.
If you die, you may not hold it personally against another player - this is the point of the game. If you are not backstabbing, you are not playing corrrectly. If you die, note that your clone does not know how the previous clone died unless briefed - expressing knowledge of a past death indicates a mutant ability, which is treason. Expect to be shot for this.
This will be a tournament style game - player characters will be pregenerated, and the mission will be relatively short (which helps with play by post gameplay). You may request a given pregen, please be open to various roles. If you desperately wish to edit a character, I will consider it... but really, it shouldn't matter too much.
I expect one to two posts per week. If you miss posting, your clone may die.
You want to know the rules? Knowledge of the rules is limited to Ultraviolet or higher security clearance. Since you are a lowly Red, such knowledge is treason.
So, are you interested? I need six players who can commit to posting. You don't need long, drawn-out posts... but be prepared to be creative and/or entertaining, or else die for your boringness.
Have a nice day, Citizen.
A note on character names - Paranoia characters typically have extremely punny names. Name format is First name - Security clearance abbreviation - 3 letter code for home region (this is completely random and made up) - 1 digit indicating clone.
Example: Ima-B-DED-3 would be Ima, a Blue level clone, from the DED section. The 3 indicates that she is in her third clone.
Pregenerated characters for our game (with the public info on each):
Artie-R-FCL (SilentOne), Tech services. Big, strong, clumsy guy. Good with his hands, nice hygeine. Loves robots.
Brighte-R-NNU (Keeper of Dragons), Housing Preservation Development & Mind Control. Clever, smooth talking, really smug guy. Fast on his feat, which is good - he's a pipsqueak. Hates robots.
Slipp-R-YEE (Chessicfayth), Production, Logistics, & Commissary. A king among fast talkers, with a wonderful eye for turning a profit. Known to be an avid user of biochemical supplements. Has a bad nervous tic.
Blowz-R-UPP (Nomad D2), Research & Development. An earnest clone with a knack for fixing an creating things. Very charismatic.
Ammpe-R-AGE (Eol Fefalas), Power Services. Has a deep love for electricity. Speaks slowly, but has a hot temper - and is strong and tough enough to be scary when it flares. Is a true believer in the power of the Computer.
Steam-R-LLR (breebles), Armed Forces. An army clone who lives and breathes a life of regimentation and aggression. Despises mutants with a passion. Sometimes turns to biochemical supplements to help with depression.