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Paranoia XP: The Traitor's Manual

Paranoia XP: The Traitor's Manual

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The PARANOIA roleplaying game's many secret societies are illegal. Dissemination of their doctrines in Alpha Complex is forbidden. Therefore, your friend The Computer politely orders you to beware of this book:

This unforgivably comprehensive guide, for players and Gamemasters alike, details all 16 secret societies in the PARANOIA rulebook, from Anti-Mutant and the Communists to Psion, PURGE and the Sierra Club.

Lengthy individual writeups describe, in appalling depth, each society's feuding factions, devious recruiting methods, code names, loyalty tests, means of advancement and current activities.

Oh yes, a crafty PARANOIA player might think it helpful, even fun, to learn specific message-drop points and black market sites, ways to avoid surveillance or sabotage Troubleshooters in rival societies, and even the means to obtain Emergency Bathroom Break Tickets. Citizens of untested loyalty might be tempted to read secrets and scandalous gossip:

 

  • The Death Leopard Cool Scale (treason scored by Style, Scale, Witnesses, Annoyance and Clearance of Citizen Injured)
  • The apocalyptic First Church of Christ Computer-Programmer sect, Church of the Impending Reboot
  • What a Computer Phreak can do with PDC.remcall(ME.fin).ac(04).set=univ.fin(gsbch).acloan(4,notrace,10000,0)
  • The Romantics' fragmentary timeline of history ("Very Old Times: Jesus builds Stonehenge. Frodo defeats Voldemort and saves Christmas for Whoville. The Great Age: A mighty President arises and conquers the world to protect it from terrorists.")
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