Paranoia XP GM Screen

Reward Chart
Weapon Chart
Armor Chart
Equipment Chart
Treason Chart
Mutant Powers
Hit Location
Insubordination Chart
NPC Generator
Mission Generator
Dice Roller
Service Groups
Secret Societies
Clearance Ref
PP Tracker
Clone Tracker
Friend Computer

Reward Chart

XP Description
5 XP A percentage of the character's current monthly salary or credits
10 XP Small bonus, Commendation
25 XP Moderate bonus, Special recognition
50 XP Large bonus, Promotion, New service group

Acts Deserving Rewards

  • Doing a good deed
  • Being a team player
  • Following orders
  • A job very well done

Weapon Chart

All weapons require appropriate clearance. Unauthorized possession is treason. The Computer thanks you for your understanding.

Weapon Dam ROF Clip Range Cost Notes
Laser Pistol 1D6+2 1 20 50m 100 Standard issue. If yours is broken, that's treason.
Cone Rifle 2D6+2 1 6 100m 200 Fires a spread of flechettes. Patriotic.
Plasma Generator 4D6 1 6 20m 500 Also melts the user's hands. Feature, not a bug.
Slugthrower 1D6+2 2 12 40m 80 Fires actual bullets. Primitive but effective. Probably treason to own.
Ice Gun 1D6+1 1 8 15m 250 Freezes target solid. Thaw time: 1D6 minutes.
Flamethrower 2D6 1 4 10m 350 Area effect (3m cone). Also removes evidence. Handy.
Stun Gun Stun 1 10 20m 150 Non-lethal. Target wakes up in time to be interrogated.
Tangleweb Gun - 1 6 15m 180 Immobilizes target in adhesive web. Requires STR 20 to break free.
Gauss Gun 2D6+2 1 8 120m 600 Magnetically propelled slugs. Punches through most armor.
Neurowhip 1D6 1 - 3m 200 Plus lingering pain effect (-2 to all rolls next round). Very persuasive.
Truncheon 1D6 1 - Melee 30 Standard Internal Security baton. Approved for attitude adjustment.
Force Sword 2D6+1 1 - Melee 800 Vibrating energy blade. Cuts through most armor. Very suspicious to own.
Sonic Gun 1D6+2 1 10 20m 300 Cone effect (5m). All targets in arc must roll END or be stunned.

Armor Chart

Wearing unauthorized armor implies you expect to be shot at. Which implies you've done something to deserve it. Which implies treason.

Armor Protection Cost Notes
Reflec 8 2,000 vs. lasers only. Useless against a truncheon.
Kevlar 4 1,000 General protection. Shows suspicious level of forethought.
Power Armor 10 10,000 +2 to all physical actions. Battery lasts 1D6 hours.
Powered Combat Armor 10 15,000 RED clearance+. Full body exoskeleton. Tends to malfunction at worst moments.
Energy Cloak 4 3,500 Absorbs 4 points from energy weapons only. Stops working after 3 hits.
Ablative Armor 6 500 Single-use. Ablates away completely on absorbing damage. Very economical.

Equipment Chart

All equipment is property of Alpha Complex. Misuse, loss, or unauthorized modification is treason. The Computer thanks you for your responsible citizenship.

Item Cost Notes
Multicorder 500 Detects and analyzes various phenomena. Results may or may not be accurate.
Medi-kit 200 Heals 1D6 wounds. On a 1, applies wrong drug instead.
Com Unit 100 Long-range communication device. Also monitored by The Computer.
Bot Controller 400 Issues commands to standard bots. Bots may or may not comply.
ME Card 50 Mandatory Existence Card. Official identification. Losing this is instant treason.
PDC 300 Personal Digital Companion. All data synced to IntSec surveillance servers.
Docbot Diagnostic Kit 600 Medical diagnostic tools. Heals 2D6 but has 1-in-6 chance of unnecessary amputation.
Surveillance Kit 450 Cameras, microphones, and recording devices. Possession implies you don't trust The Computer.
Disguise Kit 350 Wigs, makeup, false uniforms. Obvious treason. Extremely useful treason.
Demolition Kit 700 Explosives and detonators. Contains enough boom to also take out the user. Classified ORANGE+.
Fake ME Card 1,000 Counterfeit identification. Treasonous. But so is getting caught without ID.
R&D Experimental Item "Free" Roll 1D6 on malfunction table every use. Effect determined by GM's sense of humor. Almost certainly lethal.

Treason Chart

This is a list of activities that are punishable by a loss of clone. If they are treason, they can result in summary execution. The number indicates the severity of the offense (1-20).

Offense Severity
Failure to take one's daily medication 3
Unauthorized sector access 7
Possession of contraband 10
Expressing dissatisfaction with Clone Services 15

Mutant Powers

Power Effect
Telepathy Read thoughts within 10m radius
Telekinesis Move objects up to 5kg with mind
Electroshock Deal 2D6 damage with touch

Hit Location

Roll Location
1-3 Head
4-6 Torso
7-8 Arms
9-10 Legs

Insubordination Chart

Offense Classic Straight
Failing to salute a superior 10cr 5cr
Questioning orders 50cr 25cr
Disobeying direct order 100cr 75cr

NPC Generator

Generating loyal Alpha Complex citizens on demand. The Computer approves of this efficient use of processing resources.

Mission Generator

Dice Roller

The Computer's approved randomization service. All results are final, binding, and probably your fault. The Computer thanks you for your cooperation.

Standard Dice

Multiple Dice

NODE Roll — d20 Under-Skill (Paranoia XP Classic)

Roll d20 equal to or under your skill value for success. 1 = critical success. 20 = critical failure. The Computer is always watching.

NODE Pool Roll — Paranoia (d6 Pool Mechanic)

Roll a pool of d6s. Each 5 or 6 is a success. Each 1 is a Computer Die — the Computer is watching you and may impose complications. The Computer thanks you for this opportunity.

Dice Result

No roll yet. The Computer awaits your input.

Roll History (Last 5)

No rolls recorded. Every action leaves a record in Alpha Complex.

Service Groups

Every citizen of Alpha Complex belongs to a Service Group. Your Service Group defines your role, your equipment, your prospects for advancement, and the specific flavor of misery you will experience. The Computer has assigned you to the perfect group. Any dissatisfaction with this assignment is treason.

Service Group Primary Function Common Equipment Stereotype
Armed Forces Military operations, external defense, weapons testing (on Troubleshooters) Cone rifles, power armor, grenades, field rations (expired) Loud, aggressive, convinced every problem is a nail. They are the hammer. They love the hammer.
Central Processing Unit Data management, bureaucracy, processing requisitions that will never be approved PDC, ME Card readers, form 27-B-stroke-6, rubber stamps Pedantic, form-obsessed, will deny your emergency supply request because you used the wrong font. Genuinely enjoying it.
HPD & Mind Control Propaganda production, housing assignment, citizen attitude management, mandatory happiness Broadcasting equipment, happiness measurement devices, motivational posters (mandatory) Disturbingly cheerful. Genuinely believes everything they say. This is either admirable or the most terrifying thing in Alpha Complex.
Internal Security Surveillance, interrogation, treason detection, making examples of people Truncheons, stun guns, surveillance kits, recording devices, very comfortable chairs (for IntSec only) Suspicious of everyone, including themselves. Will find treason in a bowl of algae paste. Takes their work home with them.
Power Services Reactor maintenance, energy distribution, keeping the lights on (occasionally) Radiation suits (holes optional), Geiger counters, pipe wrenches, lead aprons Fatalistic. Has stopped flinching at radiation alarms. Glows faintly in the dark. Very calm about all of this.
Production, Logistics & Commissary Manufacturing, food production, supply chain management, algae paste quality control Inventory scanners, packaging equipment, hairnets, officially approved taste-testing spoons Has seen what goes into the algae paste. Will not discuss it. Refuses to eat in the commissary. Strangely thin.
Research & Design Experimental technology development, weapons research, finding new ways to kill Troubleshooters with paperwork-approved methods Lab coats, experimental devices (malfunctioning), safety goggles (shattered), clipboards Dangerously enthusiastic. Considers "mostly survived testing" a success metric. Will hand you something that hums nervously and smile.
Technical Services Infrastructure maintenance, equipment repair, keeping Alpha Complex from collapsing entirely Tool kits, duct tape (authorized), replacement parts (wrong size), maintenance manuals (outdated) Chronically overworked, deeply unappreciated, and the only thing standing between civilization and total infrastructure collapse. They know this. So does everyone else. No one cares.

Secret Societies

Secret Societies do not exist. Any citizen claiming knowledge of Secret Societies should be reported immediately to Internal Security. The following table is purely hypothetical and is provided for entertainment purposes only. The Computer is not concerned. The Computer is ABSOLUTELY NOT CONCERNED.

Society Goals Typical Activities
Anti-Mutant Identify, expose, and eliminate all mutants from Alpha Complex; "genetic purity" for citizens Running unauthorized genetic screening, denouncing suspected mutants, collecting hair samples from colleagues
Communists Overthrow the class system of Alpha Complex and redistribute resources equally among all citizens Distributing subversive literature, holding secret meetings, arguing about whether INFRARED citizens count as the proletariat
Computer Phreaks Gain unauthorized access to The Computer's systems, expose its secrets, and generally make trouble Hacking terminals, stealing clearance codes, discovering things they really should not know
Corpore Metal Replace biological components with mechanical ones; achieve immortality through cybernetics Installing unauthorized implants, recruiting Troubleshooters for "upgrades," arguing that a bot uprising would be fine actually
Death Leopard Have as much fun as possible before dying; chaos is a lifestyle, not a strategy Unauthorized parties, recreational drug experimentation, blowing things up "for the aesthetic," cackling
First Church of Christ Computer-Programmer Worship The Computer as a literal deity; achieve divine favor through perfect obedience Holding prayer meetings to The Computer, writing scripture from maintenance manuals, reporting heretics (everyone)
Free Enterprise Establish a free market economy in Alpha Complex; profit is the highest virtue Running black markets, trading restricted goods, charging outrageous prices for basic necessities with zero shame
Frankenstein Destroyers Destroy all bots and automated systems; return Alpha Complex to human control Sabotaging maintenance bots, dismantling automated systems, being deeply inconvenient for Technical Services
Humanists Preserve pre-Catastrophe human culture, art, and history from The Computer's sanitized version Hoarding pre-approved books, performing banned art, meeting to discuss feelings (deeply suspicious)
Illuminati Secretly control all other secret societies and eventually Alpha Complex itself; nobody knows their true goals Manipulating other societies from behind the scenes, placing agents everywhere, never revealing anything, being smug
Mystics Develop and harness mutant powers as a path to enlightenment; transcend the physical Meditation sessions, psychic training exercises, accidentally reading other members' minds at inconvenient moments
Pro Tech Preserve and advance technology; ensure no knowledge of pre-Catastrophe tech is lost Hoarding technical manuals, reverse-engineering equipment, fixing things that were meant to stay broken
Psion Unite all mutants under one banner; establish mutant rights and mutual protection Identifying other mutants, running a support network, practicing powers in secret, very anxious all the time
PURGE Destroy The Computer and the entire system of Alpha Complex; burn it all down Sabotage, assassination, infrastructure destruction, genuinely terrifying the other secret societies who thought they were radical
Romantics Recreate idealized pre-Catastrophe society based on heavily romanticized historical misreadings Wearing historically inaccurate costumes, holding "medieval banquets" with algae paste, jousting with mop handles
Sierra Club Restore natural environments within Alpha Complex; find the Outside and make it livable again Maintaining secret gardens, smuggling plants, mapping maintenance tunnels that might lead Outside, touching grass

Security Clearance Reference

Alpha Complex operates on a strict need-to-know basis. You do not need to know. The Computer has determined what you need to know, and it is less than you think. Unauthorized access to higher-clearance areas is treason. Unauthorized knowledge of higher-clearance matters is also treason. Ignorance, however, is not an excuse. This is fine.

Clearance Color Code Access Level Typical Roles Life Expectancy
INFRARED Black (below visible spectrum) Dormitories, basic work areas, cafeteria (algae paste section). Everywhere else is unauthorized. Menial laborers, equipment fodder, the mass of humanity The Computer runs on Surprisingly long — nobody bothers to shoot them
RED Red RED-coded corridors, basic service areas, Troubleshooter team quarters Troubleshooters (new clones), junior service group workers, recently promoted INFRARED citizens Very short. Statistically alarming.
ORANGE Orange ORANGE corridors, most service group work areas, some storage facilities Mid-level service group technicians, experienced Troubleshooters (those who survived RED) Moderate. Starting to understand how things work.
YELLOW Yellow YELLOW sectors, administrative areas, better cafeteria options (actual food-like substances) Senior technicians, junior administrators, Troubleshooter team leaders Decent. Getting good at ducking.
GREEN Green GREEN zones, mid-level administrative areas, access to actual historical records (approved versions) Section managers, experienced administrators, IntSec junior officers Good. Has learned when to look the other way.
BLUE Blue BLUE sectors, sensitive administrative areas, classified data archives (some) Department heads, senior IntSec officers, experienced service group directors Very good. Probably has kompromat on everyone below them.
INDIGO Indigo INDIGO zones, high-security installations, most classified data Senior directors, High Programmer assistants, very senior IntSec officials Excellent. Dangerous to cross. Knows it.
VIOLET Violet VIOLET sectors, High Programmer residences, nearly all systems access High Programmer staff, senior advisors, the people who give orders to INDIGO Near-immortal via clone replacement. Extremely well-protected.
ULTRAVIOLET White (above visible spectrum) Everything. Unrestricted. All of Alpha Complex. You. High Programmers — the hidden rulers of Alpha Complex. They run The Computer (or it runs them; unclear) Indefinite. Nobody above them to order their execution.

Clearance Quick Reference

ULTRAVIOLET — High Programmers (effectively gods)
VIOLET — Senior staff & advisors
INDIGO — Senior directors
BLUE — Department heads
GREEN — Section managers
YELLOW — Senior technicians
ORANGE — Mid-level workers
RED — Troubleshooters & juniors
INFRARED — The masses (you, probably)

GM Perversity Points Pool

The GM's secret currency of chaos. Earn PP by rewarding interesting player decisions, treasonous moments, and spectacular failures. Spend them to make the universe more interestingly terrible. The Computer does not officially acknowledge this system exists.

GM Pool: 0

Spend Perversity Points

Troubleshooter Perversity Points

Track individual Perversity Points for each Troubleshooter. Players earn PP for good roleplaying, creative treason, spectacular failures, and making the GM laugh. They can spend PP to add a die to a roll, reroll a result, or invoke a minor plot twist. The Computer considers this system unauthorized. The Computer is wrong.

Click a Troubleshooter's name field to rename them. Use the +/- buttons to adjust their PP total.

PP Spending Options (Players)

Cost Effect
1 PP Reroll one die from a recent roll and take the better result
2 PP Add +1d6 to a roll (declare before rolling)
3 PP Invoke a minor plot convenience (find a useful item, recall a relevant fact)
4 PP Delay the effects of a treasonous act until a dramatically appropriate moment
5 PP Activate your Secret Society's special ability once this session
6 PP Survive what should have been a fatal incident (clone activated at full health, previous clone "miraculously" survives)

Clone Status Tracker

Each Troubleshooter has six clones. Click a clone number to mark it terminated. When all six are gone, that citizen's service to The Computer is complete. The Computer thanks them for their service record. Their service record has been deleted.

Clone Rules Quick Reference

SituationRule
Clone DeathPlayer activates next clone immediately. New clone arrives with fresh equipment (usually).
Personality ContinuityNew clone retains skills, stats, and memories from most recent backup — which may be out of date.
Memory WipeSome deaths result in partial or full memory wipe. GM discretion (and malice).
Final CloneOn clone 6, player should be tense. Very tense. Encourage this.
All Clones GonePlayer creates new Troubleshooter. Previous mission continues uninterrupted.

Friend Computer Announcements

The Computer has an announcement. The Computer always has an announcement. Listening to the announcement is mandatory. Enjoying the announcement is encouraged. Questioning the announcement is treason.

Press ANNOUNCE to receive wisdom from The Computer.

Situation Report

Session notes, mission status, treason suspicions. This report is classified. You are reading a classified document. This is noted.