Difference between revisions of "Troubleshooter Creation"
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=Creating a Troubleshooter= | =Creating a Troubleshooter= | ||
+ | Players will have varying control over the creation of their characters, depending on the style of game and the GM. An Excel version of the Paranoia character sheet can be found [http://www.5punk.co.uk/b3ta/Pants/Paranoia_Player_V1_2.xls here] | ||
==Method 1: Pregenerated== | ==Method 1: Pregenerated== | ||
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* Step 3: | * Step 3: | ||
Choose your common specialities. These are the skills listed under the categories, and are specialisations. You can have up to six of these, in addition to the common speciality ''Energy Weapons''. A common speciality adds 4 to the base skill (listed at the top of the category), but must be balanced out by a common weakness skill in the same category, which will have a rating of 1. Furthermore, a character may have up to six narrow specialities. These add 6 to the particular skill, but only in a very specific situation, and do not have a corresponding weakness. These do not have to be taken right away; they can be saved and used when a situation presents itself (at the discretion of the GM). Examples include Punching windowcleaning Scrubots, bootlicking Desmond-B-GOP, or habitat engineering - fixing the leaky toilet in my old INFRARED dorm. | Choose your common specialities. These are the skills listed under the categories, and are specialisations. You can have up to six of these, in addition to the common speciality ''Energy Weapons''. A common speciality adds 4 to the base skill (listed at the top of the category), but must be balanced out by a common weakness skill in the same category, which will have a rating of 1. Furthermore, a character may have up to six narrow specialities. These add 6 to the particular skill, but only in a very specific situation, and do not have a corresponding weakness. These do not have to be taken right away; they can be saved and used when a situation presents itself (at the discretion of the GM). Examples include Punching windowcleaning Scrubots, bootlicking Desmond-B-GOP, or habitat engineering - fixing the leaky toilet in my old INFRARED dorm. | ||
+ | During this step also be sure to choose your Service speciality (a free common specialisation, taken from the list for your Service Firm), and any secret skills (see the chart for examples, but feel free to make them up). | ||
* Step 4: | * Step 4: | ||
Choose a tic or two. A tic is an affliction that affects your character's behaviour and makes them distinctly and unmistakably them. Something like ridiculous overconfidence, saying 'like' at the end of every sentence, or constantly mistaking bots for team members. Each tic awards an extra 10 starting Perversion points. | Choose a tic or two. A tic is an affliction that affects your character's behaviour and makes them distinctly and unmistakably them. Something like ridiculous overconfidence, saying 'like' at the end of every sentence, or constantly mistaking bots for team members. Each tic awards an extra 10 starting Perversion points. | ||
+ | |||
+ | * Step 5: | ||
+ | Do you want to register your mutation? Registering allows you to use your mutant power without fear of being accused of treason. However, the yellow stripe on your uniform will show everyone that you're a dirty mutie. Surely nobody would be predjudice against you for that though, would they? | ||
+ | |||
+ | * Step 6: | ||
+ | Spend some money. You start with 1000c, a month's wage, as a bonus from The Computer on your promotion to RED. Buy stuff, the more mundane the better. A dozen laser barrels might seem great, until you find some krill cracker stuck in your teeth, then you'd have wished you bought some dental floss. The Little Red Book seems to be missing the equipment list, so poke me for a list or look [http://www.geocities.com/Hollywood/Cinema/5008/equip.htm#Red%20Equipment%20Li here]. Don't forget your laser barrels. | ||
==Method 3: Player created== | ==Method 3: Player created== | ||
+ | In this method the player has almost full control over the creation of their character. Making their own rolls and choices and presenting them to the GM. Who will probably change it. |
Latest revision as of 12:50, 3 May 2009
Contents
Creating a Troubleshooter
Players will have varying control over the creation of their characters, depending on the style of game and the GM. An Excel version of the Paranoia character sheet can be found here
Method 1: Pregenerated
Pregenerated characters wil be completely created by the GM or the writer of the mission. This is usually done to write character specific events into the missions, which creates a more involved game. However, it can alienate players from their characters.
Method 2: Semi-pregenerated
Semi pregenerated characters are partially created by the GM; random rolls are rolled randomly, or not so randomly, but players are given control over certain aspects of their character. This allows the GM to write the characters into a mission while retaining a connection with the player.
- Step 1:
Choose a character. The GM wil issue a set of anonymous characters to be chosen at random. It doesn't matter which one you select.
- Step 2:
Have a look at the character. Some parts will be filled in; name, Service Firm, Secret Society (SecSoc), Mutation, and a few others. Look at the skill scores, the SecSoc, and anything else that might influence your character's personality. Use these to develop a rough character, which you will use to decide what to do in the later steps.
- Step 3:
Choose your common specialities. These are the skills listed under the categories, and are specialisations. You can have up to six of these, in addition to the common speciality Energy Weapons. A common speciality adds 4 to the base skill (listed at the top of the category), but must be balanced out by a common weakness skill in the same category, which will have a rating of 1. Furthermore, a character may have up to six narrow specialities. These add 6 to the particular skill, but only in a very specific situation, and do not have a corresponding weakness. These do not have to be taken right away; they can be saved and used when a situation presents itself (at the discretion of the GM). Examples include Punching windowcleaning Scrubots, bootlicking Desmond-B-GOP, or habitat engineering - fixing the leaky toilet in my old INFRARED dorm. During this step also be sure to choose your Service speciality (a free common specialisation, taken from the list for your Service Firm), and any secret skills (see the chart for examples, but feel free to make them up).
- Step 4:
Choose a tic or two. A tic is an affliction that affects your character's behaviour and makes them distinctly and unmistakably them. Something like ridiculous overconfidence, saying 'like' at the end of every sentence, or constantly mistaking bots for team members. Each tic awards an extra 10 starting Perversion points.
- Step 5:
Do you want to register your mutation? Registering allows you to use your mutant power without fear of being accused of treason. However, the yellow stripe on your uniform will show everyone that you're a dirty mutie. Surely nobody would be predjudice against you for that though, would they?
- Step 6:
Spend some money. You start with 1000c, a month's wage, as a bonus from The Computer on your promotion to RED. Buy stuff, the more mundane the better. A dozen laser barrels might seem great, until you find some krill cracker stuck in your teeth, then you'd have wished you bought some dental floss. The Little Red Book seems to be missing the equipment list, so poke me for a list or look here. Don't forget your laser barrels.
Method 3: Player created
In this method the player has almost full control over the creation of their character. Making their own rolls and choices and presenting them to the GM. Who will probably change it.