Rules

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The Rules

What to know

The main rule in Paranoia is that players aren't allowed to know the rules. That said, there are occasions when players need to have at least a knowledge of what they can do. Then again, the GM can make stuff up for the sake of entertainment value. Here are some things you can know:

  • What your skills do
  • What your mutations do
  • Information about your Secret Society
  • Information about other Secret Societies, to be played down in character
  • How perversion points work
  • Punishable offences and their penalties
  • Details of their own character

Perversion Points

Perversion points are the equivalent to experience in other games. They can be spent on increasing skills (even during a mission if the GM allows it), or on making skill rolls easier. Bear in mind, using perversion points to make a skill roll easier may well be wasted if the GM has already decided it will fail.

What not to know

Everything else. Paranoia isn't like other games. The GM can (and will) punish your character for the transgressions of the player. Argue about a rule? You might find your character suddenly the attention of an IntSec investigation. After all, you shouldn't have known the rule in the first place. More specific things are considered particularly bad form, although they should be fairly difficult to come by;

  • Details of other peoples' character sheets
  • Your own Access and Power ratings
  • Details of the mission, if from a published scenario