Talk:Paranoia 10pak

From RPGnet
Revision as of 09:11, 17 May 2005 by Elliot (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

10 Paranoia Modulets

The following are 10 short missions for the classic game of Paranoia. They are very short, most only a page or two long. This shortness is intentional as these missions are only the bones of a good paranoia adventure. I wrote them to give GMs something to latch onto and expand on, or at least an excuse to get their hapless players killed by robots, genetic experiements, intsec or eachother.

Each modulet contains 4 parts. Fans of the Paranoia game will reconize this 4 part format from the second edition of the game.

Mission: This is a quick capsule of the mission. It usually outlines the problem and what the troubleshooters must do to solve it. It may or may not be accurate. Note that this little capsule may not be the infomation the troubleshooters recieve from the computer.

Complications: This is what is really going on and outlines the actual plot of the adventure. It is usually accurate and sometimes explains what is really going on.

Resolutions: This section gives several possible resolutions to the adventure, usually a sentence each.

Staging notes: This section gives advice on staging the mission and playing the NPCs. It may contain good battle locations, hints on how to screw with players or any number of things. In many missions, additional material will appear after the staging notes, usually diagrams and names.

With Leash and Laser

By Elliot

Complications: The bioweapon is called the KC-6 or Kill Claw 6. Created by top R&D scientists by combining the genes of several outdoors animals together and adding their own fiendish additions, the Kill Claw is the perfect killing machine. It resembles a creature from a nightmare, many hideous eyes, a sleek black carapace, a terrifying fang filled mouth and 6 long appendages, each topped with fearsome claws. The monster can run fairly fast and even on the ceiling. Directing all this awesome killing power is a devious intelligence that can rival that of even a red clearance clone.

The troubleshooters and most of alpha complex have never even seen a creature such as this. From a distance, most clones will assume it’s a bot, albeit a strange looking one.

The Kill Claw won’t kill troubleshooters in the open, but it will try to break its leash and escape into air ducts. Its objective is to lure troubleshooters in and kill them.

The troubleshooters are partly responsible for everything the Kill Claw does. The creature is assumed to be loyal, if a bit zealous and the troubleshooters must rein it in.

Anti-mutant is getting ready to smash this new mutant and the mutie lovers that are escorting it. Of course, they need to watch out for Psion, which is planning on killing the troubleshooters and stealing the Kill Claw 6.

The KC-6 must not be terminated. The troubleshooters must protect it by any means possible.

Resolution: The troubleshooters successfully drag the monster through CPC sector and to the testing warrens with little loss of life. R&D announces that the KC-6 is a failure and orders its termination. The Kill Claw responds by breaking loose and killing the scientists (and probably the troubleshooters).

Or the troubleshooters and the Kill Claw manage to kill legions of Anti-mutant and Psion secret society members. An elite vulture warriors squad shows up and adopts the Kill Claw while giving the troubleshooters medals, who then fail the mission.

Or the Kill Claw manages to create enormous amounts of chaos and carnage in CPC sector. The troubleshooters are branded as traitors and hunted down by tons of Intsec goons.

Or the troubleshooters are ripped to shreds one by one by the beast. Posthumous investigations reveal that the troubleshooters were traitors and the beast it promoted to yellow clearance. The Kill Claw is the troubleshooter’s next briefing officer.

Staging: Play the Kill Claw 6 like a combination of the aliens from the movie Predator and Alien. It’s a smart calculating monster with a lust for destruction. Don’t have it speak though.

Have the troubleshooters get hassled a lot by internal security, then they have to try and stop the KC-6 from “overeacting” to this hassling.

If your really feeling mean, why not keep the troubleshooters in the dark about where they must take this thing.

Have the R&D personnel order the troubleshooters to feed the creature about halfway through the mission. Like everyone else, it will have to go to the cafeteria. This is a perfect place for the secret societies to attack. Anti-mutant will have more people on its side but Psion will have a smarter attack plan.