Year 214 Extinction-Class Incident Responses. softback supplement for Paranoia

£17.99

Year 214 Extinction-Class Incident Responses, softback supplement for Paranoia, by W.J. MacGuffin, Jamie Brewer, Jason Brick & Stephen Whitehead

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Year 214 Extinction-Class Incident Responses, softback supplement for Paranoia, by W.J. MacGuffin, Jamie Brewer, Jason Brick & Stephen Whitehead

“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.”

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