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Paranoia RPG: Acute Paranoia

Paranoia RPG: Acute Paranoia

Welcome to Acute Paranoia! This massive upgrade to Paranoia gives you new ways to play and enjoy the darkly humorous Paranoia experience. You know, the one where everyone accuses each other of treason and characters die repeatedly but everybody laughs and has a great time?

For Players: Play bot Troubleshooters with buggy software. Learn how to get away with treason. Mostly. Use your health insurance for discounted (and mandatory) prescriptions. And even more rules to forget until they get your character executed. For GMs: Make players regret choosing bot Troubleshooters. Blame the rules for your imperious judgments with randomized tables. Tips for getting players to turn on themselves repeatedly, and even more capricious rules to punish boring players. Yes. We are way too generous. but... there?s extra more! Censored for your Protection forces Troubleshooters to protect an invisible device. The Missing Regiment sends the team into the dark Underplex for ?intelligence?. Critical System Patch allows Troubleshooters to enjoy the Outside, floppy disks and golf. Plus Bot Troubleshooter character sheets and Disorder Bingo cards. All in a set that hides just how bad this will be for Troubleshooters. Acute Paranoia includes: Troubleshooter's Survival Guide, Gamesmaster's Despotic Power Book, Mission Book 2.0, Bot Character Cards, Mental Disorder Bingo Cards, and a brand new card deck with new Mutant Powers, Secret Societies, Bot Chassis cards, Coretech, Bestiary and Equipment cards!

Paranoia RPG: Core Starter Set (On Order)

Paranoia RPG: Core Starter Set (On Order)

Welcome to Alpha Complex! Welcome to the ranks of the Troubleshooters! Welcome to Paranoia! As a Troubleshooter, you are a member of Alpha Complex?s most expendable elite force. Tasked with finding trouble and shooting it, you will be hunting mutants, terrorists, traitors, [CLASSIFIED], secret societies, renegade bots, and DAIVs, which are [REDACTED]. You?ll save Alpha Complex from its greatest threat, unless you accidentally become Alpha Complex?s greatest threat.

Completely rebuilt from the ground up, Paranoia is the classic RPG of a darkly humorous future, rebooted for a humorously dark present. All-new mechanics include a simple yet brilliant character-generation system, a bluffing-based card-driven combat system that encourages creativity, clever moves and lying, a special Computer Dice which means even the simplest interaction can become hilariously fatal, in-game XP point rewards, and more advice to GMs than you can shake a stick at. Three single-session adventures introduce you painlessly to the new mechanics and background, and are designed to be played straight out of the box.

Everything is the same but everything is different. You look worried, citizen. Relax! It?s still Paranoia. The year is still 214. You still have six clones and a laser pistol. The Computer is still your friend.

Contains:

  • The Player's Handbook
  • The Gamesmaster's Handbook
  • The Missions Book
  • 110 Playing Cards
  • Character Cards
  • Two six-sided dice
  • The Computer Dice
  • Paranoia RPG: Disaster Deck

    Paranoia RPG: Disaster Deck

    TROUBLESHOOTERS! There are no disasters in a utopia like Alpha Complex, just happy little accidents that cause sector-wide evacuations. And with this Disaster Deck, players and GMs alike can use cards to create genuine happy accidents like: Earthquake! Discard your hand and enjoy dodging falling concrete! Gas Leak! Lose Moxie and pray your idiot teammate does not fire his laser. Lone Gunman! Did anyone use Stealth as a dump stat? You did? Oh. Teela-O Appearance! If you do not think this counts as a disaster, go to a comic con.

    Each card includes an instant effect and one that keeps happening each turn until the Disaster card is discarded. Plus, these look like normal Action cards on the back! You can have disasters queued up while everyone thinks you are just plotting against your team - when you are really plotting against EVERYONE! MWA HA HA HA!

    Paranoia RPG: Extinction-Class Incident Responses

    Paranoia RPG: Extinction-Class Incident Responses

    People who are not Infrared clearance know that R&D experiments can go pear-shaped at any time. That is tolerable for two reasons: Important citizens live outside of the blast zone and sometimes R&D makes important discoveries through failure. But there are times when an R&D experiment goes less pear-shaped and more mushroom-cloud-shaped. These are classified as extinction-class events because, to put it so a Troubleshooter can understand, they can literally destroy all of Alpha Complex, its citizens and maybe even Friend Computer!

    (Or to put it so an Infrared drone can understand, bad thing make stuff go bye bye.) At least so far, these events have been prevented thanks to the hard work and casual attitude towards casualties from service groups. This is the Extinction-class Incident Response Book. Inside, Paranoia GMs will find 15 different experiments that almost ended all that we know, love, hate, like, like-like and pretty much everything. These include: Ice-10 Water Product: Finally, water stops treasonously mutating into different forms and comes in an easy-to-store format. Just do not drink it. Seriously, don't. Mobius Temporal Loop Recruiter: Are you close to missing that deadline? Recruit versions of you from other timelines as temps! What could possibly go wrong with that? Nutritive Anti-Malware Update 2.3m7: This helps lower-clearance citizens eat what they would normally never eat to reduce food waste. Too bad food is no longer a thing. Firekelp: Instead of mining for fissile materials to use in nuclear power plants, why not grow it? Because it tastes lousy, that's why. Each comes with details on the experiment, its intended results, the actual results and some locations & NPCs. Even better, busy GMs will find a three-act mission prompt based on that experiment! Sure, GMs have to fill in the details, but the nefarious plots, nonsensical motivations and random scenes of petty violence are already there. Is this because us Famous Game Designers got lazy? Yes. But this also lets GMs craft their own custom missions full of their own personality and anti-social tendencies. Anyway, GMs customise their adventures anyway. This book makes that easier! And if your players get hold of this book... well, no one said Extinction-class events were not possible anymore.

    Paranoia RPG: Implausible Deniability

    Paranoia RPG: Implausible Deniability

    A brand new mission for Paranoia that will see the Troubleshooters investigating the food vats and coming to terms with experimental brain interface technology!

    CONGRATULATIONS, CITIZEN!

    You have been selected for an EXCITING MISSION. Your assignment is to:

  • [ ] Determine why there's a microscopic shortfall in food vat yields
  • [ ] Test experimental brain interface technology
  • [ ] Terminate terrorist mutant traitors
  • [ ] Identify and terminate saboteurs in your Troubleshooter team
  • [ ] Determine the precise temperature at which your cranial fluid boils
  • [ ] Have fun. Fun is mandatory.
  • [X] ALL OF THE ABOVE

    The odds of your survival can be greatly increased by:

  • [ ] Not going on the mission.
  • [ ] Deep-tissue forehead cleansing
  • [ ] Developing the mutant power to levitate down elevator shafts
  • [ ] Concealing that you have the mutant power to levitate down elevator shafts
  • [ ] Terminating your fellow Troubleshooters before they can terminate you
  • [X] Purchasing this exciting adventure
  • Paranoia RPG: Mind The Gap

    Paranoia RPG: Mind The Gap

    Why hide the existence of a black hole when you can convince everyone that it is amazing and useful (but without ever stating exactly why)? Yes, the now-famous TRK Sector black hole is perfectly safe. It is even growing bigger all the time while being really helpful with... uh, that is... well, The Computer said any negative news about it is fake, so it must be lovely! Come visit and buy some black hole merchandise, attend a pro-black hole pep rally and maybe - just maybe! - you can catch a glimpse of the singularity! (Actually, the thing has destroyed most of the sector so it is kinda easy to see.)

    Mind the Gap is a mission for Paranoia and the final one in the Project Infinite Hole campaign. You do not need to have played the three previous missions to enjoy this one since it is full of fun like raging idiots, a trip to the Outside or Underplex, black lasers and Holey the Black Hole Mascot. And at the end, the Troubleshooters can literally save the world or destroy it. Wait, really? Our continued existence depends on Troubleshooters working together for the greater good? Oh vat, we are doomed.

    Paranoia RPG: Mission Book: The Hole Blame

    Paranoia RPG: Mission Book: The Hole Blame

    R&D is in deep trouble. There is a slim but real chance The Computer will disband R&D entirely and redistribute its resources to other service groups. But you are not part of R&D, so that is not your problem, right?

    Troubleshooters! Citizens in TRK Sector report that many small items have mysteriously disappeared. This is clearly the work of that notorious thief the Small Item Bandit! (Name pending approval by the Ad-hoc Workshop for Marketable Traitor Nicknames.) That is why you have to go there, arrest the Small Item Bandit and recover what they stole. And yes, we are absolutely, 100% sure the missing items never got sucked past the event horizon of the black hole sitting right over there. On a related note, there is no black hole right over there. Understood, citizen? The Hole Blame is a mission for Paranoia and the third (of four) in the Project Infinite Hole campaign. (Owning and playing the previous missions is not required but is a rather good idea.) Players and GMs alike with love a frankenstein Briefbot, an active Public Hating Square and up to eight in-mission mini-missions that trick the team into getting Friend Computer to finally recognize that large singularity - even though not a single citizen admits that it is right over there. Hey, if no one says it exists, do you want to be the one pointing it out to Friend Computer?

    Paranoia RPG: Perfectly Safe Gear

    Paranoia RPG: Perfectly Safe Gear

    TROUBLESHOOTERS! Your trusty laser pistol is not the only piece of equipment you?ll need to fight terrorists and survive. (Well, mostly survive.) That?s why you need this Perfectly Safe Gear! Just remember that you are responsible for the care of all assigned equipment. XP Point charges may apply for wear-and-tear, theft, loss, improper use, improper handling, improper storing or destruction. (Grenades are exempt from only two of those.) Grab your equipment and get shooting trouble already!

    Paranoia RPG: Project Infinite Hole

    Paranoia RPG: Project Infinite Hole

    Troubleshooters! Do you like weird, risky experiments? (Yes!) Do you like testing devices that could leave behind a smoking crater if you use it wrong? (Uh, yes?) Do you like taking the blame for design mistakes, production errors, structural damage and enough deaths that genocide-ish is now a term? (Can I say anything other than yes? Ah, that laser pistol answered my question. Very yes!)

    Project Infinite Hole brings the wonder, broken laws of physics and lapse safety standards of Research & Design back to Paranoia! Instead of simply sending Troubleshooters to their much-deserved deaths, you can also send experimental devices with them that help their much-deserved deaths happen more often! Inside, you will find: The Happy Testing Catalogue: New Paranoia GMs will see 40 new experimental devices such as Fluffy Safety Armour and the Jaws of Death. Experienced Paranoia GMs will see many splendid ways to make players weep. With joy? Sure, why not. The GM R&D Service Book: Several fine articles explaining how to use R&D in your missions that definitely are not filler so we could charge more for this sourcebox. Need an NPC? Here they are! Need a Research & Design room? We got those! Need a way to help Troubleshooters survive? Sorry, fresh out. The R&D Mission Book: But what about those lazy GMs who want the work done for them? If they can put the imitation cheese-powdered snacks down long enough, they will find two full missions that start the Project Infinite Hole campaign! Oh, and there's a black hole destroying all you know and love (In the missions, not this sourcebox. Apparently, governments frown on selling singularities in cardboard boxes.) The R&D Deck: You want cards? Tough, here are 120 of 'em, ready to be handed out to players who think they're all clever. Watch their faces go from devilish glee to abject fright as they realise how the device can backfire. Literally. R&D stands for many things: Rebar & Dust, Radiation & Debacles or even Rannygazoo & Deprehend. (What? Famous Game Designers have good vocabularies.) But mostly, it stands for one of the most infamous Alpha Complex service groups: Research & Design. With this sourcebox, GMs have everything needed to bring R&D back into the Troubleshooters' lives. Yes, they will be grateful - or they get to test the Angry Beebots again.

    Paranoia RPG: Security Clearance Computer Dice Pack

    Paranoia RPG: Security Clearance Computer Dice Pack

    Contains 9 Security-Coded 20mm Computer Dice. Some people think the eternal question has to do with love, happiness or wisdom. They are wrong. The eternal question is 'Do I need more dice?'. And the eternal answer is, 'Yes. Yes, I do.'

    Paranoia RPG: The R And D Experimental Equipment Release Form' Pad

    Paranoia RPG: The R And D Experimental Equipment Release Form' Pad

    This is a handy pad of tearaway forms specially designed to get your Troubleshooters into the maximum amount of trouble whenever they 'accept' items to test from R&D. Double their problems immediately by holding them to account with their own words! Contains 50 forms, ready for play.

    Paranoia RPG: The RAM Deck

    Paranoia RPG: The RAM Deck

    TROUBLESHOOTERS! The Computer recently made two discoveries: Troubleshooter missions have been unusually calm and sedate. Citizens have not been receiving enough wisdom from the Computer. That?s why the Computer has decided to broadcast its wisdom to Troubleshooters while they are on a mission. These Random Access Memes will pop up at random but invariably helpful times to assist Troubleshooters just like you! When the Computer?s insights appear during a mission, you can exercise your Computer-given free will and do what you are told or get punished.

    Paranoia RPG: Thriftylist Card Deck

    Paranoia RPG: Thriftylist Card Deck

    TROUBLESHOOTERS! Wait, you want a warranty for these refurbished devices? That's cute. Thriftylist brings back some of the weirdest, deadliest and most off-putting devices from the old STUFF and STUFF 2 books as 'refurbished' items. And now you have the Equipment cards to go along with classic STUFF like the Scrubot Costume, Chainsaw Gun and Eyeshutters. Well, you have them if you go buy this. Hint.

    Paranoia RPG: Thriftylist: Refurbished Stuff

    Paranoia RPG: Thriftylist: Refurbished Stuff

    Paranoia players keep saying the same thing. 'Experimental R&D devices are great, but I wish I could get less reliable ones.' Thanks to Friend Computer's innocuous but omnipresent surveillance, R&D heard you. Finally, you can purchase or be volunteered to test used experimental devices with Thriftylist! This marketplace has everything Troubleshooters both want and fear: armour, Coretech apps, surveillance devices, weapons and miscellaneous stuff. Yes, stuff. All these items were handpicked from the previous Paranoia edition's great equipment books, STUFF and STUFF 2! And they have all been updated to this edition.

    Use your Melee skill to fire a ranged weapon with the Chainsaw Gun! Roll Mechanics to see if you notice how your Invis-Suit has not made you invisible! Quickly heal teammates (and remove those NODE penalties) with the NuFlesh First Aid Pistol! Argue with Violence to get your Smart Laser Pistol to actually fire! As with all experimental devices in this edition, you get effects for when players roll well or purposefully sabotage the mission because they are really terrorists who hate R&D, Alpha Complex and The Computer. You also get new rules for refurbished equipment that is either Like New, Very Good, Still Pretty Good or What a Deal! The best of STUFF and STUFF 2 is here at your fingertips. Now, how many Scrubot Costumes can we put you down for?

    Paranoia RPG: Truth or Dare

    Paranoia RPG: Truth or Dare

    There are times when terminating traitors needs to be obvious and recorded for entertainment. Then there are rare cases where terminations need to be subtle and understated. Are these cases rare because the Computer wants citizens to witness the price of treason or because Troubleshooters are about as subtle as a docbot with a bloody chainsaw?

    Truth or Dare is a mission for the the Paranoia RPG. Here, Troubleshooters will be taught how to infiltrate a secret society without letting on that they are Troubleshooters. When that fails, they will enjoy painful Coretech upgrades, an underground punk concert, candy-coated death traps, an extremely annoying NPC that just will not go way and so many mission updates that even us Famous Game Designers got lost while writing this. Question: Is treason committed while undercover still treason? Answer: We will see.

    Paranoia RPG: Yellow Clearance Black Box Blues (Remastered)

    Paranoia RPG: Yellow Clearance Black Box Blues (Remastered)

    The original Yellow Clearance Black Box Blues ? revised, updated? Remastered! One of the most famous missions in Troubleshooter history has returned to enhance the lives of a new generation of clones. Once more Troubleshooters can pursue the elusive Black Box, explore Outdoors, and bring peace and security to Alpha Complex.

    We can?t tell you what this adventure is about (except that lots of confused and desperate people are killing each other over a mysterious Black Box), but we can tell you what it (the mission, we mean, not the box). This set contains: Track 1: Bop ?til You Drop. Track 2: I Was a Mutant for the FBI. Track 3: No-One Gets Out of Here Alive. Track 4: Why Don?t We Do It In The Road. 8 Unique Equipment Cards. 8 New Action Cards. 3 Two-Sided Map Cards. Why worry when we can Rock?

    Traveller RPG: Companion (On Order)

    Traveller RPG: Companion (On Order)

    The Traveller Comnpanion is here... This book is a toolkit for Traveller campaigns, allowing referees and Travellers to pick and choose the best additions for their adventures and explore the galaxy in greater detail than before. From alternate Traveller creation systems and training to gas giant operations and starports, from the effects of gravity and diseases to animal encounters on alien worlds and the use of transponders, there is a wealth of new rules-based material for all Traveller campaigns, ready to be unleashed on every new world, every starship, and every group of Travellers.

    Traveller RPG: Core Rulebook 2022 Revision (On Order)

    Traveller RPG: Core Rulebook 2022 Revision (On Order)

    This is Free Trader Beowulf, calling anyone... Mayday, Mayday... We are under attack... Main drive is gone... Turret number one not responding... Mayday... Losing cabin pressure fast, calling anyone... Please help... This is Free Trader Beowulf... Mayday! Traveller is a science fiction roleplaying game of bold explorers and brave adventurers. The Traveller Core Rulebook Update 2022 contains everything you need to create one of these adventures and begin exploring the galaxy.

    Spaceports, ancient civilisations, air/rafts, cold steel blades, laser carbines, far distant worlds, and exotic alien beasts - this is the futuristic universe of Traveller, the original and classic science fiction roleplaying game. Come visit the far future. The Traveller Core Rulebook Update 2022 has been fully revised for this edition and contains many tweaks and rules updates, as well as a brand new, highest quality interior format with lashings of top tier art to immerse you in the far future.

    Traveller RPG: Explorers Edition (On Order)

    Traveller RPG: Explorers Edition (On Order)

    The Explorer?s Edition provides all core game rules for Traveller, plus a universe creation system that allows referees to create new star systems on the fly for their players to visit and explore?

    Traveller RPG: Field Catalogue

    Traveller RPG: Field Catalogue

    The Field Catalogue presents a selection of weaponry and equipment to suit all budgets and requirements, from handguns to grav tanks, from boots to starships. Also included is a weapon design system that puts custom firepower in the hands of your mercenaries.

    Traveller RPG: Mercenary Box Set (On Order)

    Traveller RPG: Mercenary Box Set (On Order)

    Mercenary presents everything you need for raising and equipping a mercenary force, training your troops and finding the best ? or maybe just the cheapest ? hardware on the market.

    Lead your forces into battle in a brand new style of campaign for Traveller!

    Traveller RPG: Robot Handbook

    Traveller RPG: Robot Handbook

    The Robot Handbook is designed to be both quick and easy to use, and configurable to customise all aspects of a robot?s functions, capabilities and skills; a standard robot can be built in just a few minutes. The Robot Handbook also includes rules for making nanorobots and microrobots, androids, clones, biological robots and brains for both vehicles and spacecraft. And what is a cybernetic limb but a robot part? The Robot Handbook covers everything from a cybernetic arm to a whole mechanical body with a live brain inside.

    Traveller RPG: Specialist Forces

    Traveller RPG: Specialist Forces

    Specialist Forces presents information on military experts, along with rules governing their functions and equipment for their use. It also covers the operations of specialist formations ranging from armoured infantry to security formations and intelligence commandos.

    Traveller RPG: Vehicle Handbook (On Order)

    Traveller RPG: Vehicle Handbook (On Order)

    Universes of science fiction are filled with vehicles ranging from the mundane to the exotic. A starport on a world far beyond the frontier may see a mix of pedal-powered rickshaws, horse-drawn wagons and anti-grav skimmers. A high-tech centralised and industrial world will have skies filled with the anti-grav equivalent of cars, trucks and buses, while its military will be able to deploy armoured tanks who can withstand bombardment from spacecraft in orbit above them. All of these, and many more, can be created with the Vehicle Handbook.

    The Vehicle Handbook has been designed to be quick and easy to use, whether your Travellers are looking to quickly upgrade or modify their humble air/raft, or construct a massive battle-ready walker armed with city-crushing weaponry from scratch. Even a large, multi-turreted super-heavy battle tank will not take much longer than five minutes? work.

    The Vehicle Handbook comes complete with an immense catalogue filled with vehicles built using this system, allowing you to dive straight in and begin populating your worlds with vehicles the Travellers can ride, purchase and fight against.