Paranoia Core Rules (1e)
With the coming of 1987 comes the first rewrite of the Paranoia game mechanics. This is the version I happen to like the best. It's also very uncomplicated: D20s for everything. Pretty much. Get a copy if you can! The box set includes a D20 and 'The Compleat Troubleshooter'¸ a guide to the Mandatory Bonus Duties. Includes EZ-to-copy badges for your vict...err...players to wear!
The game that started it all! From the minds of Dan Gelber¸ Greg Costikyan¸ and Eric Goldberg¸ the original Paranoia edition. Complete with skill trees¸ percentile rolls¸ and all the Paranoia fun you've enjoyed for years. With a copy of this¸ you can follow the in jokes through every other Paranoia module. It also won the H.G. Wells Award for Best Roleplaying Game!
Now that The Computer is gone¸ more Secret Societies than we want to think about are fighting over the pieces of Alpha Complex. All that keeps them from winning is their mutual loathing and suspicion. Now comes a leader who could unite all the Societies and lead Alpha Complex to a grand new future. But if that happened¸ we wouldn t be able to do any more Paranoia adventures¸ would we? So the leader is quickly vaporized and - that s right - the innocent troubleshooters take the blame!