Paranoia: WMD (Softcover)


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What do you mean, you can't find them? How could you lose track of Weapons of Mass Destruction strong enough to blow apart The Computer and Alpha Complex, not to mention Earth's outer crust?

Well, did you check the closets?

Huh? That little paperweight? Ridiculous. Here, watch me. [Thwack! Thwack!] See? Trust me, Troubleshooter, when you've been a team leader as long as I have, you can spot threats, and a beeping ball labeled “ANTIMATTER' can't possibly be a-

Four fear-inducing Straight missions by the TRAITOR RECYCLING STUDIO

Illustrated by JIM HOLLOWAY

PARANOIA Gamemaster, now you can put your players through entirely new wringers. Evoke amazing, unprecedented kinds of Fear and Ignorance. The four all-new missions in WMD use the Straight play style introduced in the PARANOIA rulebook. That means dark satire, paranoid anxiety and even a halfway decent chance to (gasp!) survive the mission! Assuming, of course, your Troubleshooters can overcome threats like these:

  • A Wireless Memory Downgrade that devastated an entire sector (“Infohazard' by Bill O'Dea) 
  • A Wholesome Meal Distributor with a dangerous new food preparation scheme (“Hunger' by Dan Curtis Johnson) 
  • A Lobot WMD-1 (“WMD' by Beth Fischi and Allen Varney) 
  • ...and an actual, no-kidding, egregiously powerful Weapon of Mass Destruction “Hot Potato' by Jeff Groves) 

For Troubleshooters expecting the charming and high-spirited fiascos that made PARANOIA famous, the tense, suspicion-fraught, nerve-wracking missions in WMD offer a bracing brainscrub. You need the PARANOIA roleplaying game to use this book.

  • Four complete missions! 80 pages! 
  • New, original varieties of paranoid suspense! You've never seen these before in PARANOIA, let alone in other (non-fun) roleplaying games!
  • Total absence of appalling amateur-hour game fiction. 
  • Sufficient antimatter to remove one twenty-seventh of Earth's crust. 

A world fit for Kafka, Orwell and the Marx Brothers! PARANOIA is a satirical roleplaying game set in a darkly humorous future. A well-meaning but deranged Computer desperately protects the citizens of an underground city from secret societies, mutants and all sorts of real and imagined enemies. You play a Troubleshooter, one of The Computer's elite agents. You track and destroy the enemies of The Computer. You hope The Computer and your fellow Troubleshooters won't find out you are one of these enemies. PARANOIA: a blackly fun game of terror, death, -bureaucracies, mad scientists, mutants, dangerous weapons and insane robots, which encourages players to lie, to cheat and to backstab each other at every turn.

Originally published in 1984, PARANOIA sold over 150,000 copies. The 2004 PARANOIA edition updates Alpha Complex for this new and more paranoid time.

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