You wanna play Paranoia? Congratulations! You are superior to other gamers and have great taste. You even look sharp. Yet to play Paranoia, you need missions that torture present vibrant challenges so players can kill cooperate with each other's Troubleshooters... Oh, and maybe succeed at the mission. Where can you find several missions gathered together so you can run Paranoia until people are laughing too hard to breathe? Yep, that is this book. See? You are superior simply by reading this. In this hot little book, Paranoia GMs can find five missions, ready to go!
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.
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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!
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.
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.
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?
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!
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.
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.'
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.
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 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?
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.
Being a pirate in the Sea of Thieves takes bravery, skill and a casual approach to death. But old pirates can get bored with the same routine: Find the ?X', kill the skellies, take the treasure and sell at the outpost. The last thing anyone wants is bored pirates, because that soon leads to fires, looting and cannonballs hitting below the waterline.
How do you avoid bored pirates? Give them new ways to be brave, skilful and dead. What pirate wouldn't like that change?
A Tale of Two Captains is a 176-page hardback supplement for the Sea of Thieves Roleplaying Game with a fleet's worth of new rules, enemies, locations, NPCs and more. Now, a tabletop crew can sell Dark Relics, throw firebombs, explore the Molten Sands Fortress, ?sink' ghost ships and have even more proper piratin' fun.
Are you seeking grand adventure, mighty sea battles and the glory of the pirate life? Do you have the strength to battle hordes of skeletons, treacherous rogues, and ancient curses? Then get ready to set sail, roll dice, and make your mark upon the Sea of Thieves!
Find your inner pirate in the Sea of Thieves Roleplaying Game. Using the new Avast system for quick and easy play, you will race other pirates to buried treasure, fight Skeleton Captains on tropical islands, tackle Voyages for the Gold Hoarders, Order of Souls and Merchant Alliance, and brave Megalodons and Krakens as they rise up from the depths to thwart your enterprises.
Based on the popular video game available for Xbox One and Windows 10 PC, the Sea of Thieves Roleplaying Game has everything you need to create exciting pirate tales on the tabletop. The rules are designed for quick, immersive roleplaying that favours action, problem-solving and above all, fun!
Delve into the histories of realms of gods and mortals, using the knowledge to right the wrongs of the universe, topple empires and slay manipulative gods. Learn the true capabilities of the Guardian Shield.
Be aware, sisters, that the creatures of Yggdrasil are watching, and they have no love for humanity. Detailed within the Gamemaster's Guide, the Norns pluck the strings of fate, dragons roost amongst broken stars and the J”tunn yearn for battle. Only those willing to stand against tyranny will live on in the sagas?
This book includes:
A game of cosmic action in a high-tech Viking age!
Shield Maidens is a game of women standing shoulder to shoulder with their sisters against the forces allied against all humanity. Create a diverse, inclusive cast of characters and dive into an action-packed roleplaying game with quick, easy-to-learn rules that emphasise collaboration and teamwork. Be wary, the enemies of Midgard are many, and the gods will not help you. Only the mightiest women will be able to live on forever in the tales and songs of the Shield Maidens!
High Guard Update 2022 is a major expansion to the Traveller roleplaying game with rules for designing, building and operating spacecraft found throughout the galaxy. From small and nimble fighter craft to the adventure-class ships that Travellers fly, from gargantuan megafreighters to military capital ships, this book provides everything the aspiring naval architect needs to populate their universe with ships that ply the spacelanes.
With a stunning science fiction vista facing the players, and every vital table for the Referee, the Traveller Referee's Screen Update 2024 is the perfect complement to a well-run Traveller campaign.
Fully updated to the latest rules and with all the important tables and charts needed to run a game, the new Traveller Referee's Screen Update 2024 is constructed from quality heavy-weight cardstock that will stand the ravages of many years' gaming.
Behind the Claw presents two complete sectors of Imperial space; Deneb and the Spinward Marches. Deneb is bordered by the Vargr Extents and the Great Rift, and has traditionally seen fierce rivalry between its powerful dukes. A long history of compromises and temporary deals has created a fragmented political situation ripe for exploitation by those with the wit and the will? and there is always the threat of corsairs from over the border.
The Spinward Marches is a border region, caught between the Aslan Hierate and Zhodani Consulate, with the tumultuous politics of Deneb at its back. It is the gateway to the Imperial frontiers and the crossroads of internal and external politics. Adventure opportunities abound between the frontier worlds of the Marches and the trade hubs of Deneb. Far from the Imperial Core, fortune awaits the bold and disaster lurks for the unwary Traveller.
Includes a huge double-sided poster map of both the Spinward Marches and Deneb sectors.
Welcome to the Central Supply Catalogue! This book contains a variety of equipment Travellers might want, need, or wish they had as they cross the galaxy.
From diversions during jump travel to orbital defence lasers, from survival habitats to the latest in personal protection, the Central Supply Catalogue has combed the galaxy for items suited to the most discerning Traveller. With the contents of this book, you will have everything needed to entertain the local ambassador, survive a month in the wilderness, or wage a sector-wide war.
The Central Supply Catalogue also contains rules to bring Robots into your campaigns, an availability system to ensure Travellers have to work to find the more exotic items, and new weapon traits that bring truly lethal firepower to adventures.
The Central Supply Catalogue. Don't leave the starport without it.
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.
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.
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?
The Spinward Marches, out on the Imperial frontier, is a borderland sector where even the humble can find great fortune and exciting voyages. Marches Adventures 1-5 provides a set of adventures that can be inserted into any ongoing campaign set in this region of the Charted Space universe, while showcasing the Spinward Marches and some of the worlds within.
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!
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.
A complete campaign of truly epic proportions, Secrets of the Ancients delves into the dark past of the Charted Space universe, and the legacy of a race of incredibly advanced and powerful aliens. Over the course of this campaign, the Travellers will see sights no human has ever dreamed of, meddle with powers beyond understanding, clash with secret factions within the Imperium, and ultimately help shape the destiny of all Charted Space.
Secrets of the Ancients will start your Travellers off within the familiar Spinward Marches, but quickly escalates to take them into times, places and dimensions they barely dreamed of.
Steeped in history, riven by conflict, and filled with contradiction, The Deep and the Dark covers two sectors at the interface of human and Aslan space, where rival species and civilisations have long contended for influence and power.
Without its senior service, the Third Imperium would not exist. The navy is entwined in the politics and economics of the Imperium, a training ground for the great nobility, and a route to social advancement for the general populace. The Imperial Navy details this massive force, from the great fleets down to a band of new recruits.
How are the sector and subsector fleets organised, commanded, and provided with warships? How would the Imperium fight ? and win ? an interstellar war? How is a starship crew organised? What is the underlying design philosophy of Imperial warships? How do major ships and their escorts interact? How would the Old Expanses fleet respond to renewed conflict with the Solomani Confederation?
The Imperial Navy has the answers.
In the Pirates of Drinax, the Travellers play a band of adventurers entrusted by the King of Drinax with a letter of marque, permitting them to prey on ?illegal' trade within the borders of the vanished kingdom. The King hopes this piracy will give him the leverage he needs to restore Drinax to its former glory, and intends for the Travellers to win back all the planets lost over the last two centuries ? but the King's plans are just the starting point for this campaign.
Once the Travellers have their letter of marque and ship, it's up to them what to do next. Will they stay loyal to their patron and help restore Drinax? Will they turn rogue and create their own kingdom? Will they be heroes or monsters, pirates or privateers? Will they make their fortune amid the pitiless stars, or will the cold depths of the Trojan Reach be their grave?
The Pirates if Drinax comes in an attractive slipcase, with three hardbacks and a poster: Book 1: The Pirates of Drinax Campaign, Book 2: The Trojan Reach, Book 3: Ships of the Reach, and a giant 28? x 40? double-sided poster map. The three hardback books that form The Pirates of Drinax contain a full campaign, the Trojan Reach sector, rules and source material introducing the ferocious but noble Aslan, and many new ships unique to the Reach, along with a giant poster map featuring the Trojan Reach sector, the Floating Palace of Drinax, and the Harrier-class commerce raider. The Pirates of Drinax truly has everything you need to run an action-packed Traveller campaign.
The Third Imperium is the greatest interstellar empire in the history of Charted Space. Its Emperors have reigned for a thousand years, building a utopian society based upon the pillars of duty, honour, free trade and a powerful navy that protects its worlds and enforces its laws.
Despite all of its grand achievements, the Imperium has a dark side. It has committed genocide on its own worlds. Its leaders have assassinated and murdered each other in battle to obtain the throne. A civil war nearly tore it apart, ending the dream of its visionary first Emperor. Yet with all the Imperium has been through, it has somehow endured. The Third Imperium is at a crossroads, and choices made now will determine whether it survives or crumbles.
Into this realm enters a bold group of Travellers, seeking fame, fortune and adventure in hallowed the Core sector, the ancient centre of human civilisation, where dreams are made and broken. This book contains everything Travellers and Referees need to travel and adventure in the heart of the Third Imperium.
Keep your game looking crisp with two 50-sheet pads of full colour character sheets and subsector maps. Each character sheet can be folded into 4-page booklet that keeps your most pertinent details front and centre while also forming a handy pocket for adventure handouts. The blank subsector maps allow you to explore the unfathomable depths of uncharted space, creating your own unique universe as you go.
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.
The World Builder's Handbook provides a complete toolset for expanding a world or star system into a fully realised place to know and explore. It includes procedures for determining the type and location of a system's significant stars and worlds, an expansion of mainworld generation, and rules for determining the physical and social characteristics of the star system's other worlds.
This handbook is both comprehensive and modular, with procedures designed to allow the Referee to focus on the important aspects of a world or system's characteristics. The World Builder's Handbook includes knowledge gained from the thousands of exoplanetary systems discovered, and covers habitable and hostile worlds, moons, gas giants, twilight worlds and guidelines for the Referee to describe what Travellers can see in the skies above these worlds. It allows a Referee to create star systems from scratch or expand existing profiles to refine a world's character.