The Accomplice Book, hardback supplement for Paranoia Perfect Edition, by WJ MacGuffin, Keith Garrett & Greg Ingbar
“You know how RPGs create a companion book full of extra rules, ideas and things that couldn’t fit inside the core rulebook? The same happened here, but Paranoia does not work well with ‘companions’. Introducing the Accomplice Book, GMs can find rules, secret societies and more from older editions (hello commendation points); alternate rules for those who want crunchier combat or stat-based initiative (hello hit points); new ideas such as Treason Circles and more gear (hello Troubleshooter slang); several tables for GMs to randomly pick locations important to Troubleshooting (hello plug-n-plays); and the old Mission Blender to randomly create entire missions! It even comes with an updated equipment list combining the new stuff with gear from the corebook. Plus there’s the quality, uplifting text written by Famous Game Designers with more words than common sense.
Of course, the Paranoia Core Book is perfect. Maybe even the perfectest. But you know what would make that even more perfecter? A companion book! But since this is Paranoia, it is called the Accomplice Book.
Inside, you will find a bunch of rules and content for your next Paranoia mission so your players are confused, a bit worried, and having a blast.
Have you got older editions of Paranoia?
You will find instructions for using old rules with the new edition. If you like commendation points, registered mutants, and older secret societies, they are back! That old mission you kept all these years can still be run!
Want to create your own missions but are unsure what to do exactly?
Welcome the return of the Mission Blender: a system that picks out villains, allies, and situations typical of Paranoia.
Want to drop Alpha Complex celebrities into your missions?
Now you have stats for Teela-O-MLY, Captain Alpha, Funbot, and an entire cast more of characters.
Want a more custom experience?
You get a number of optional rules to customise the game: non-competitive character creation (ha!), spending Moxie anonymously, and for those who love their combat a bit crunchy, hit points and stat-based initiative.
How about some brand-new stuff?
More Alpha Complex celebrities, Top 5 lists, gear, prescription meds, advancing in your secret society, linking promotions to XP Points, and slang Troubleshooters use to communicate without getting arrested by IntSec. There is even a Paranoia glossary defining terms like Code 7, Funball, public hating squares, and why we call ourselves Famous Game Designers. (Protip: We are sarcastic.)”