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PARCriminalAN HistoriesOIA A whole felonious background for your Troubleshooter, and ways to uncover your teammates’ felonies
BY BILL O’DEA OF THE TRAITOR RECYCLING STUDIO (www.traitorrecycling.com) GREG INGBER DAN GELBER CONTENTS KARL LOW GREG COSTIKYAN Introduction 2 ERIC MINTON ERIC GOLDBERG Character creation checklist 3 ALLEN VARNEY Original game design & development/ 1. I know that guy! 5 Additional text/Accessories to treason Sedition 2. Tell us all about yourself 14 Service fi rm tables 14 ALLEN VARNEY IAN BELCHER Editing, layout/Extortion Skill list 16 Mongoose Publishing roleplaying Mutation tables 17 JIM HOLLOWAY manager/Incitement to violence Secret society tables 18 Cover and interior illustrations/Vandalism Secret skills 19 ALEXANDER FENNELL Equipment list 20 PAUL BALDOWSKI Mongoose Publishing production director/ 3. Prehistory Pachinko 21 HUMZA KAZMI Criminal mastermind R. ERIC REUSS 4. Your old job 40 5. Your new job 57 Poorfreadnig/Sabotage THE COMPUTER Appendix: The Tic 60 Knows more of your history than you do Character sheet 63
Security Clearance RED WARNING: Knowledge or possession of this information by any citizen of Security Clearance INFRARED is treason punishable by termination, erasure, the rending of garments and the lamentation of women
TM & Copyright © 1983, 1987, 2006 by Eric Goldberg & Greg Costikyan. All Rights Reserved. Mongoose Publishing Ltd., Authorized User. Based on material published in previous editions of PARANOIA. ILLUMINATI is a registered trademark of Steve Jackson Games, and is used by permission. The reproduction of material from this book for personal or corporate profi t, by photographic, electronic, or other means of storage and retrieval, is prohibited. You may copy character sheets, record sheets, checklists and tables for personal use. E-mail questions and comments to Mongoose Publishing at [email protected], or write to PO Box 1018, Swindon, Wiltshire SN3 1DG, UNITED KINGDOM. On the World Wide Web: www.mongoosepublishing.com. Published by Mongoose Publishing, Ltd. Publication MGP 6640. Published January 2006. First printing January 2006. PLAYER SECTION CLEARANCE RED The history of You
Criminal Histories is a character creation behaviors, anxieties, suspicions, evasions, character kits are in Chapter 1. Pick one system for ambitious PARANOIA players. truckling remonstrances and righteous acts you like and write the corresponding This mighty 64-page book replaces and vastly of vengeance. ratings and narrow specialties on your expands the wimpy dozen or so pages of Sure, you can roleplay your Troubleshooter’s sheet. character creation rules in Chapter 3 of the individual tics if you want, or take cues from PARANOIA rulebook. With this book you can his service group or secret society or even 1 The skill lists, secret society tables give your brand-new Troubleshooter player his mutation. But we think the game works and equipment list in Chapter 2 are character (PC) a lengthy rap sheet of past best when you yourself, the player sitting at identical to the main rulebook. We accomplishments, scandals, allies, enemies, the table, experience in your own person the reproduce them for your convenient skill and specialty bonuses, contraband paranoid tension of Alpha Complex. To avoid reference. Note, though, the service equipment and possibly even multiple fatalities. fi ltering the fear and ignorance, we take the fi rm tables are the expanded versions To accumulate such a resume in conventional fake personality out of your way. from the fi ne PARANOIA supplement PARANOIA, you’d need to play half a dozen Criminal Histories keeps the character-vessel Service, Service! Likewise, the mutation sessions with the same character—and how empty but (we push the metaphor to its limit) tables use the enlarged list of powers many Troubleshooters live that long? puts the vessel in a closet full of skeletons. The from the supplement The Mutant Criminal Histories can benefi t any character background you create for your Troubleshooter Experience. The new material in each and any PARANOIA game, but it’s especially provides you strong motivation to protect your table is easily skippable if your GM lacks designed to enhance two- and three-PC secrets, but none of it need imply a particular the relevant book. games. Until now, such small games haven’t roleplaying approach or acting challenge. always captured much of the hallmark Again, you may decide to take on such 1 The Prehistory Pachinko (Chapter PARANOIA atmosphere. If you only have one challenges, if you wish. You might find it 3) is the coolest part of the book, the teammate, it’s not hard to guess who planted interesting to roleplay a kleptomaniac Armed graveyard from which you dig all the that grenade in your backpack. This book Forces soldier who got addicted to asperquaint, skeletons for your empty vessel’s offers a solution, a way to promote paranoia escaped Outdoors, went off his hormone closet—uh, wait, our metaphor kinda got on the head of a pin. suppressants, fathered a child, then returned away from us. Anyway, the Pachinko is a In place of the typical six-player cross-stitch to Alpha Complex to take revenge on the offi cer collection of tables you use to generate pattern of ‘kill this PC and that PC, but make who ordered him to falsify records of a botched a complete history for your character: sure this NPC survives’, Criminal Histories raid on a PURGE stronghold. service fi rm record, training bonuses, lets you investigate and discover specifi c, If you want to roleplay that guy, well and interesting ‘found’ equipment, allies, named felonies and traitorous acts your fellow good. But remember, such fripperies aren’t enemies and traitorous acts. Troubleshooters committed before the game mandatory. Find the Start Table at the beginning began—acts with specifi c, named accomplices of Chapter 3, roll a 20-sided die (1d20) or victims, committed in particular, defi ned life and consult the table row corresponding circumstances—acts that, if uncovered, mean Using this book to the number you roll. The result sends termination and erasure—acts they would kill you to another table, where you roll 1d20 to keep secret. Won’t that be fun? Though Criminal Histories replaces the existing again and either get an adjustment to Better yet! Criminal Histories gives your own character creation system in Chapter 3 of your character or go on to still another Troubleshooter a similar rap sheet, so other the main PARANOIA rulebook, you should table. Keep following the Pachinko’s players can investigate you, too! fi rst become familiar with that system before instructions until it says to stop. Repeat What, that doesn’t sound enticing? Think of using this one. To save space, this book until your GM tells you to stop, you run it this way: Now you’ll have a more personally skips the minutiae of choosing specialties and out of clones or your wrist gets tired. compelling, even visceral reason to bump off weaknesses, Perversity point bonuses for tics, your fellow PCs. Trust us, that’s fun. and other stuff experienced players know. 1 Check out your PC’s old service group To use this new system, start by photocopying job(s) in Chapter 4, and learn how he got the character sheet at the back; we give you his Troubleshooter training in Chapter 5. No character traits, permission to photocopy it (for personal use When you’re done, you’ll have a great only!). Then consult the expanded character background. just baggage creation checklist starting on the facing page. Use the checklist to fi ll in the sections of your 1 Check the extensive list of tics Unlike other (non-fun) roleplaying games, sheet. For most steps of the checklist you’ll in the appendix at the end of the PARANOIA does not require you to assign consult the tables in this book: book. As always, thank you for your your character an Alignment, a Nature, a cooperation. Demeanor, a Psychological Limitation, an 1 Kick-start the character creation process Arete or Angst or Sanity score, or a Myers- by choosing one character kit, a Briggs Personality Profile. The character prepackaged starting set of skill ratings, creation rules leave your PC’s personality specialties, weaknesses and suggested an empty vessel, a vehicle for your own service fi rm type and secret society. The
2 PARANOIA Criminal Histories How to create your character Photocopy the character sheet at the back of this book. Following these directions, fi ll it out in pencil, not pen!
Name format: First name — ROYGBIV security clearance initial — three-letter sector PARANOIAA designation — clone number. Ordinarily your #2)-).!, ()34/2)%3#2)-).!, ()34/2)%33 #(!2!#4%2 3(%%4#(!2!#4%2 3(%%4 clone number starts at 1 (the Prime), but, uhh, #ITIZEN ?????????????? ??? ????? ????????? don’t circle the 1 until you’ve fi nished the Prehistory .AME #LEARANCE 3ECTOR #LONE NUMBER #ITIZENS GENDER - &