So you will see that each of your characters have 5 clones ready to take their place. This is a good backup. The reason for this is that Paranoia is a game in which a lot of backstabbing happens. You can turn in persons to the computer for treason, but you could try to take out them by yourself, hoping you will get some recommandation points from the computer for showing initiative and taking out a traitor. With the recommandation points you can advance your rank.
Some stuff is missing on the character sheets that I have posted. That is:
a. Your Mutant Power(s)
b. The secret society your character belongs to
I thought it would be more fun to keep this hidden. I will send you all a geekmail with this information.
So far as your mutant power. You have two choices:
a. You keep it a secret
b. You report your mutant power to the computer. This is perfectly okay and you will not get excecuted on the spot. However you now will get a new jump suit, still red (as your clearance) but with a yellow line running over it. This shows to everyone you are a registered mutant. This makes you a second class citizen. You can compare it a bit to the David star that Jews had to wear during WWII. If you want to report it to the computer, just geekmail me back.
Character Sheet information
- Strenght (psyhical strenght)
- Endurance (stamina & ability to withstand pain)
- Agility (balance, dodge, hitting someone, ...)
- Manual dexterity (hand - eye coördination)
- Moxie (comprehend new and unusual phenomena)
- Chutzpah (the quality of a man who kills both his parents and then pleads for mercy because he is an orphan, conning)
- Mechanical aptitude (operate and repair machinery and equipement)
- Power index (strenght of your mutant power)
- Carrying capacity (cary heavy burdens)
- Damage bonus (extra damage done with melee)
- Macho bonus (withstand pain & survive serious injuries)
- Melee bonus (ability to hit someone with melee)
- Aimed weapon bonus (ability to hit someone with weapon)
- Comprehension bonus (use of hostile environment skills)
- Believabilty bonus (how to lie succesfully)
- Repair bonus (repair skills)
Paranoia uses a skill tree on top are the main skills:
- Personal Development
- Hostile Environments
- Vehicle Services
- Technical Services
Each of these have number off subskills and these have specialisations themselves. The number next to you skill tells the level, all off these already mentioned skills have level 1, subskills become 2, and so on until maximum number 4. The more specific the skill the better you are with it and the higher chance you will have to succeed.
Each character starts with 6 points on this skill three and has 3 basic skills that everyone has:
Aimed Weapon Combat (2)
Personal Development (1)
The rest are assigned as you like but mainly come from which Service Group you come from.