Paranoia ME
Doing Things Page

Doing things are relatively simple.  Figure out the appropriate skill (or attribute if Friend Computer decides to have you roll that). Add any appropriate modifiers.   Roll a d20.  Try to roll equal to your skill or less.  If you manage that, you succeed.  Otherwise, you fail.

For example, Bob-Y-BOY-4 (Cooking 11) is trying to cook a rat he caught.  He has a cookstove, so FC decides he has an unmodified roll; if he rolls an 11 or less he will succeed.

Now, let's imagine Bob-Y-BOY-4 is locked in a freezer with the rat and is trying to cook it by burning Rand-Y-GUY-4's jumpsuit and roasting the rat over it.  FC decides that is a -5 penalty, dropping him to Cooking 6, so he must roll a 6 or less.

Sometimes degree of success is important.  Basically, if you succeed at your skill check, check what you rolled on the table below:

One can note that one's degree of skill and the difficulty modifiers to a task may limit one's ability to do a really good job. 

In our example above, Boy-Y-BOY is capable of cooking a rat with Good success, but will usually only get Minimal or Average.  If he's in the freezer, average success is the best he can hope for.


There are few small failures in Bubblegum Complex.  The more you fail by, the worse it gets. 

Skills Above 20

Situational modifiers or the use of Scene Points can modify one's skill to above 20.  In such a case, you add anything above 20 to your roll. 

For example, if Red-Y-GUY-2 has Jackobot Repair 18, and gains a +5 bonus because he is in a fully equipped lab, his skill rises to 23, and so he rolls 1d20 and adds 3.

Multiple Actions

During Combat Time, you can try to do many things at once.  This isn't necessarily easy.  In a given round, you can either:
If you try to do more actions than you can take without penalty, then you take a -5 penalty to all your actions for each action above your limit.


Joe-Y-DOL-3 (Laser 17, Climbing 12, Bootlicking 6) is trying to climb a ladder while apologizing to Phil-B-DUD-8 for being late with his food delivery.  He is also having a fire fight with Commies, and wants to shoot one of them.  He is moving (climbing), and trying to do two things at once while climbing (shooting, bootlicking).  So he has a -5 penalty to all his actions, due to doing two things while moving.  This means he shoots with skill 12, climbs with skill 7, and bootlicks with skill 1. 

Scene Points

Paranoia encourages over-the-top behavior and cool ideas.  If you describe your plans in such a way as to make Friend Computer go 'OH YEAH!', you will be awarded Scene Points.  You can use them immediately or hoard them.  They can be spent any time you are acting to raise whatever skill you are using by the amount of points that you have just spent. 

In general, you can get one to five scene points, depending on how cool your idea is.  You also generally will get a situational modifier added to that specific roll as well, depending on how much advantage your plan would give you.


In the simplest case, combat is the fine art of using your combat skill against someone else.  You simply try to roll your combat skill or less in order to hit your target. 

If he hasn't acted yet or has reserved actions, then he can try to dodge.  His dodge must be declared before he knows if you hit.  It's too late to dodge after you've already been shot.  He checks his Dodge skill.  If he succeeds, he subtracts his roll from yours.  If yours drops to 0 or lower, you miss him. 


Joe-Y-DOL-3 (Laser 17, Climbing 12, Bootlicking 6)  is firing his laser at a Commie (Dodge 10).  

Every weapon has a damage code.  Armor has an armor code.  You subtract the armor code from the damage code if you hit, resulting in a final damage code.  Then, your degree of success on your hit determines your damage.

For example: 
If Jeff-R-EEE-1 (Laser 13) shoots Go-R-EEE-1 with a Red Laser (Damage L8), he will do more damage if he hits with an 8 for Average Success, than he would if he hit with a 3 for Minimal success, and a 13 for Good Success would be even better.  Go-R-EEE-1 is wearing L4 Red Reflec, so he only takes Damage Code 4.

High Endurance reduces the amount of damage you take from weapons a little.  Endurance 11-15 you have All1 Armor.  Endurance 16-20 gives you All2 armor.  Each 5 points over that give you another point of armor.

High Strength raises your damage inflicted with hand weapons.  Add your Strength Skill Base to the damage of any Impact or Force Weapon.  (Bare Fists do Impact Damage equal to your Strength Skill Base.)

Armor and Weapon Types:

Armor is rated against specific damage types and only stops those.  Some kinds of armor provide All resistance, which protects against all kinds of damage.

Lasers are special; Lasers have a clearance level; so does Reflec.  Reflec protects against Lasers of the same Clearance or below.  For example, Yellow Reflec gives L4 protection against Red, Orange, and Yellow lasers.  It does nothing against Green or higher lasers.

Damage Types:

There are two kinds of Damage--Stun Damage and Killing Damage.  Stun Damage will only knock people out; Killing Damage eventually kills you.  When you damage someone or get damaged, you don't know exactly how much damage you did or how much you have suffered; Friend Computer will describe it in descriptive terms.  Most weapons do Stun Damage at low Damage Codes and do Killing at High; some weapons only do Stun Damage. 

In general, the more Endurance you have, the more beating you can take. 

Mutant Powers and Connections

Mutant Powers and Connections, unlike your other attributes, deplete when used.  Depending on how big the effect you are trying for, you will lose 1 to 5 points of it on a successful use.  (You succeed by rolling equal to your current Power or Connections).  You will not know exactly how much you have lost; powers and connections are not the most reliable of things.

Your Power Attribute refreshes every time you sleep.

Connections refresh at a rate chosen by Friend Computer, but typically fully regenerate each time you complete a mission, and also regenerate if you do favors for your connections network when they ask you for it. 

If you attempt to use your Power when the rating has sunk to negative, something disastrous happens.  If you attempt to use your Connections when they have sunk to negative, you may find someone suddenly calling on you for a big favor you can't afford to refuse.

Extremely trivial uses of your powers and connections may not deplete them at all.  Using your pyrokinesis to light a cigarette will probably not deplete you; hitting up a secretary you know for a match probably won't either.