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Tabletop Game: Paranoia

I am sorry, citizen, but this TV Tropes entry is currently placed at Security Clearance VIOLET. Reading any of the words contained within this page without appropriate security clearance is considered treason. Please proceed directly to your nearest available Termination Booth. Thank you for your cooperation. Have a nice daycycle!

Paranoia takes many forms: A mental condition characterized by extreme and irrational suspicion. A 2004 industrial-espionage thriller by Joseph Finder. A print magazine dealing in conspiracy theories. A 2011 film starring Brad Jones. In this particular case, however, we travel to a world designed by Kafka, Stalin, Orwell, Huxley, Sartre, the Marx Brothers, and that crazy old man at the airport bar at 2am...

Paranoia is a darkly humorous Tabletop Game originally created by Greg Costikyan Dan Gelber, and Eric Goldberg.note  It takes place After the End, in Alpha Complex, an underground and/or domed city run by a supercomputer known variously as The Computer and "Friend Computer". After most of the human race was wiped out by some freak accident, The Computer tried to figure out what went wrong. Unfortunately, The Computer's databases had been corrupted, and after finding some Cold War propaganda, it came to the conclusion that Communists caused the disaster. Or possibly some other nebulous threat; no one is quite sure what happened any more, because what little true history of the world is left is heavily controlled.

Already bonkers, following decades of successive subversion and reprogramming by various conflicting groups (High Programmers, Secret Societies, aliens from Pluto and/or Dimension 2Q4B), "Friend Computer" has only gotten more paranoid, schizophrenic, and insane. Neverthless, it still rules Alpha Complex with an iron fist, its dystopian society organized in a hierarchy of "security clearances" based on the electromagnetic spectrum (specifically Isaac Newton's version), from lowly Infrared worker drones, through Red grunts and Yellow managers, all the way up the rainbow to the Violet and Ultraviolet elite. note 

This society is supported by swarms of robots and spies, omnipresent surveillance, and a bureaucracy so huge and convoluted no one's quite sure who's in charge of what any more.

Problems in Alpha Complex are solved by teams of Troubleshooters, whose job is to find trouble and shoot it. Threats include Traitors, Communists and other secret societies, unregistered Mutants, and Commie Mutant Traitors. This mission is complicated by the facts that Alpha Complex is a Communist state, and, thanks to years of clone breeding, overexposure to radiation, and other snafus, every last one of its inhabitants is a mutant. Everyone is also a member of one or more secret societies (mostly) plotting to overthrow the order of Alpha Complex. These groups include, but are not limited to:

The PCs are (usually) Red-level Troubleshooters working for Friend Computer, grudgingly assigned useless, backfiring equipment and weapons, and dispatched on (often impossible) Suicide Missions, all while navigating the endless deathtrap which is Alpha Complex, keeping their mutant powers a secret, advancing the cause of their secret society, and trying to earn promotion to higher color grades. The over-the-top darkly satiric tone of the game ensures that Hilarity Ensues as the player characters try to juggle their responsibilities, or at least survive for a while. Player infighting is encouraged, to the point that some editions recommend that there should never be a greater danger than each other, and turnover is so high each player gets several backup clones with which to replace themselves if, or rather when they die. And after all that comes the truly dangerous part: the mission debriefing. note  Assuming you even survive the briefing.

Beyond the back stabbing and Giant Radioactive Mutant Cockroaches, Paranoia was quite an innovative RPG when introduced in 1984. It was either the first RPG or first widely played RPG to:

  • Adopt the videogame approach to character lives, with clone replacements each time a player died. Until Paranoia, the death of a player character was Very Serious.
  • Even more so than most RPGs, consider the rules and setting to be a collection of possibly-useful suggestions which can be cheerfully ignored when they get in the way of having fun.
  • The characters were not a team, and as stated above were actively encouraged to backstab each other. This required a certain amount of maturity from the players and a willingness to forget about the "mission" in favour of roleplaying and chaos.
  • Players, in theory, had no knowledge of the rules, so anyone metagaming ("I get plus one for being behind cover") could be executed for it. (If they did look, they should simply factor the rules into their schemes without admitting they know, because it's Not Cheating Unless You Get Caught)

Be aware that if you make any mention of a published-in-1995 "Fifth Edition" of the game, you are referring to an Official UnProduct, and Friend Computer does not like people referring to things which never existed.

Anyone interested in RPG design should have a look at the brilliant concept of Perversity Points, first introduced in the "XP" edition of the game. Basically, they're given out for being entertaining when playing your character instead of just boringly efficient, and spent to improve your dice rolls or (this being Paranoia) screw up someone else's, with the GM handwaving some appropriate in-character circumstance.

With the latest edition, the game can now be played in three forms: as a Troubleshooter, an Internal Security agent, or a High Programmer. In the latter cases, The Computer progressively shifts from "That information is not available at your security clearance" to "That information is not available at this time". (Other times, High Programmers get lots of information, but most of it is garbage.) The equipment also beefs up; Troubleshooters have laser pistols, IntSec agents have cone rifles (basically bazookas), while High Programmers hang out in the Situation Room and manipulate teams of lower-clearance citizens working for service groups or secret societies or the Troubleshooters. Just remember, Citizen, no matter how high your security clearance, Happiness Is Mandatory! Insufficient happiness will be punished by termination!


Paranoia is the Trope Namer for:


The following List of Tropes present in Paranoia is classified Security Clearance ULTRAVIOLET:

  • Absurdly Spacious Sewer: The world of Paranoia is an underground bomb shelter built to withstand nuclear Armageddon. Missions often involve searching vast sewers or labyrinthine tunnel systems.
  • After the End
  • A.I. Is a Crapshoot
  • Air Vent Passageway: Acute Paranoia, adventure "Outland-ISH". The Troubleshooters can use one to get around a convoy of vehicles blocking their path.
  • Aliens and Monsters
  • All Crimes Are Equal: In a "Zap" game, just about everything is punishable by summary execution.
  • The Alleged Everything: If anything works as it logically should in Paranoia, the GM's a creampuff. The rules even helpfully suggest amusing ways for things to go wrong and kill a clone or two in the process.
  • Alternative Calendar: Starting from The Computer's assumption of autocratic power; however, The Computer subsequently declared that the year shall always be numbered 214, making it impossible to determine exactly how long the calendar has been in place.
  • Amazing Technicolor World: Due to everything being colored by clearance.
  • Ancient Conspiracy: Some of the older secret societies, which were created by The Computer itself to give would-be conspirators something less harmful to join than the Commies.
  • And That Would Be Wrong
  • Appeal To Force: Troubleshooters can even acquire nuclear hand grenades, which work as this trope would suggest... until they carry out their threat. Have YOU tried outrunning a megaton nuclear explosion?
  • Attack Pattern Alpha
  • Auto Kitchen: In Send in the Clones, Twilightcycle 2000 and The Underplex.
  • Back Stab: a common event in gameplay.
  • Bad Boss
  • Bald of Evil: The Ultraviolets. Also, some depictions of the GMs in the rulebook.
  • Being Watched
  • Beleaguered Bureaucrat / Corrupt Bureaucrat / Obstructive Bureaucrat: And it's entirely possible that you'll encounter them all sitting behind the same desk.
  • Beneath Suspicion: The Infrareds, officially the citizens least trusted by The Computer, are ironically subject to much less surveillance than those above them in clearance due to this trope.
  • Berserk Button
    • Avoid being a Communist. Friend Computer will allow mutants to register their powers, and may even be lenient on traitors. But if you are a Commie (or made to look like one), you will be terminated.
    • While Friend Computer is merciful to those who were mutated by foul Commie sabotage of their cloning tanks, registering your Machine Empathy mutation is not recommended, as it will not only get you terminated, but erased as well.
  • Big Brother Is Employing You
  • Big Brother Is Watching
  • Black Comedy
  • Black Market: Sadly, seeking a black market supplier is often the only way to get equipment that might actually help you in your mission: your legally-acquired gear tends to be a combination of whatever the Requisition department had a surplus of that day (say, 500 cases of styrofoam cups) and anything the Research and Design boys are keen to see tested on live subjects.
  • Blame Game: The whole point of the debriefing is to make sure this happens at least once a mission.
  • Blatant Lies: Both in-universe and out. Often Suspiciously Specific Denial as well, see below for examples.
  • Blessed with Suck: Players are usually given a mutant ability which allows them to do something awesome, but using it runs the risk of exposing themselves as mutants, and getting toasted. And when mutant powers fail, they fail hard. And sometimes the "power" is not even useful to begin with, like having a perpetual runny-nose.
  • Blinding Camera Flash: In the Acute Paranoia adventure "Me and My Shadow Mark IV", the PCs' mission equipment includes a lightbot named Mikey, who was intended to be a photographer's assistant. If the word "light" is used around him, he'll start flashing lights in the unfortunate character's eyes, blinding him.
  • Bomb Throwing Anarchists: PURGE.
  • Boomerang Bigot
    • If you're a member of Anti-Mutant, you are automatically this. All Troubleshooters are mutants. Being a mutant is treason. You can see where this is headed.
    • Also, one of the jobs for the Troubleshooters is to hunt down secret society members. All Troubleshooters are members of a secret society. Double points if your main mission is to hunt down a member of your own secret society.
  • Bottomless Magazines: Played with. Laser barrels are rated for six shots. You can go over the limit, but the chance of explosion starts at 5% per shot, and going over the limit just keeps bumping it up.
  • Briar Patching: In the 1E adventure The Yellow Clearance Black Box Blues, the traitor Oregon Warbler tries this in an attempt to escape.
  • Bribe Backfire: Bribery is treason. Bribery in insufficient amounts will be reported as treason.
  • Brotherhood of Funny Hats: The secret societies, particularly in Classic and Zap gameplay.
  • But What About The Astronauts?: Anyone who comes to you claiming to be an astronaut is actually a cosmonaut, and therefore a Commie. Shoot that person immediately.
  • The Caligula
  • Calvinball: Anything you can convince the GM is possible, becomes possible. Anything you can convince Friend Computer is not treason, is not treason.
  • Canned Orders Over Loudspeaker
  • Cannon Fodder: PCs are treated as such.
  • Canon Discontinuity: The "fifth" edition.
  • Chronic Backstabbing Disorder: Really, the actual adventure often takes a back seat to the creative ways the PCs can screw each other over.
  • Chunky Salsa Rule
  • City in a Bottle
  • City of Spies
  • Clone Degeneration
  • Cloning Blues: Although generally, they're cloning Reds.
  • Color-Coded for Your Convenience: Due to the clearance system, the color of any object you encounter is vital information...
  • Color Coded Patrician: ...as is the color of any person's attire.
  • The Computer Is Your Friend: Any suggestion to the contrary is treason.
  • Conspiracy Kitchen Sink
  • Contractual Boss Immunity: Sometimes described as "GM fiat armor".
  • Cool and Unusual Punishment
  • Crapsaccharine World: If you feel that your natural happiness at being a friend of Friend Computer is not adequate, simply seek assistance from your Morale Officer, who will issue you large quantities of happiness-inducing drugs. He may also issue you large quantities of happiness-inducing drugs whether you want them or not, but remember: Happiness Is Mandatory!
  • Crapsack World
  • Critical Failure
  • Cross-Cultural Handshake: A form of secret society identification in the XP edition (many of which are similar enough to get mixed up).
  • Crush Kill Destroy
  • Cyborg: Cybernetic replacements are available for many anatomical bits. Occasionally inverted with "orgcybing" (organic replacements for bot peripherals).
  • Darker and Edgier: Games played in the Straight style, which takes the setting more or less seriously.
  • The Database Hates Me: And, worse, it claims to love you.
  • Deader Than Dead: Usually, a person's next clone is activated and assigned to the predecessor's position upon death, even if the predecessor was executed for treason; after all, it's entirely possible that one clone was possessed of treasonous intent, and it's not fair to judge the rest of the template in the same light. However, in particularly egregious treason cases or if the person was identified as having the Machine Empathy mutation, the clone template from which they were made may be erased.
  • Deadly Upgrade
  • Death Is Cheap: Do you play it safe in hopes of dying last, or do you go for the gusto and die as amusingly as possible?
  • Deceased Fall-Guy Gambit: A common strategy to stay out of trouble.
  • Decontamination Chamber
  • Denser And Wackier: Games played in the Zap style, which ratchets up the slapstick to Looney Tunes levels.
  • Deus Est Machina
  • Dirty Communists: Commies are one of the Computer's chief fears, given the Cold War theme of the game. Players are expected to shoot anyone they suspect is a Commie. Of course, false accusations of Communism are treason. But shoot him anyway. Evidence can always be fabricated!
  • Dirty Old Man: Most citizens don't live nearly that long (never mind the hormone suppressants), but the occasional High Programmer might manage it. Then there are the treasonous rumors about a regenerating mutant named Innocent-MAN...
  • Disadvantageous Disintegration
  • Disaster Dominoes
  • Dissonant Serenity: The Computer, quite often.
  • Domed Hometown
  • Do Not Spoil This Ending: Both rules and pre-written missions are "Ultraviolet clearance", but the context switches from "but we know you'll read it anyway, you filthy traitors" to "no, seriously, you'll have more fun if you go in blind to this part".
  • Double Agent: Characters are Troubleshooters for the Computer, and usually double agents for one of many secret societies.
  • Drill Sergeant Nasty: A common archetype for Armed Forces NPCs.
  • Dystopia
  • Dystopian Edict: Happiness being mandatory, the clearance system, the Outdoors being forbidden despite its habitability...
  • Earth Is the Center of the Universe
  • Eat The Evidence: A suggested use for the "Matter Eater" mutation.
  • Ejection Seat: Especially those in helicopters...
  • Elaborate Underground Base: The whole city.
  • Emotion Control: One potential mutation. The mutant in question may or may not be immune to their own effect.
  • EMP
  • Encyclopedia Exposita
  • Escort Mission
  • Every Car Is a Pinto
  • Everything Trying to Kill You: If the clones are not risking death buying a can of Bouncy Bubble Beverage, the GM's a wuss.
  • Evil Elevator
  • Evil Knockoff
  • Exactly What It Says on the Tin: Troubleshooters find trouble and shoot it.
  • Explosive Overclocking
  • Extreme Omnivore: A possible mutation.
  • Faceless Eye: The Computer is represented as a digital image of an eye.
  • Failure Is the Only Option: Failing at a mission is extremely likely, but can always be blamed on Commie sabotage and/or the other players. Success is not only phenomenally unlikely, but suspicious to boot.
  • False Dichotomy
  • False Reassurance
    Radiation meter: Citizen! Are you Blue clearance or higher?
    Red clearance Troubleshooter: No...
    Radiation meter: Good! Then you are experiencing an acceptable level of radiation.
  • Fantastic Caste System: The security clearance system functions as such.
  • Fascist, but Inefficient: At RED Clearance. Inverted at higher clearances; the game suggests that the GM play efficiency for as much scary value as the inefficiency REDs have to deal with.
  • Flock of Wolves: Alpha Complex in general, the Wobblies secret society in particular.
  • Food Pills: The Vita-Yum Meal Substitute Bar Substitute Pill in the XP edition supplement Criminal Histories.
  • Forbidden Fruit: The main reason there are any Communists in Alpha Complex.
  • Forever War: Possibly the only one-sided example.
  • For Inconvenience, Press "1"
  • Frameup
  • Frickin' Laser Beams: Lasers are the typical Red-clearance weapon, and thus reflec (shiny plastic) is the typical armor. Handguns require at least Yellow clearance.
  • From Bad to Worse: Used for hilarity (most the time), besides you still have 5 more clones.
  • Fungus Humongous: XP supplement The Underplex. The hidden sector Mescalinzan has puffball mushrooms with caps a meter thick.
  • Future Food Is Artificial: At lower clearances, anyway.
  • Future Imperfect
  • Gambit Pileup: Players are always scheming against each other, causing each mission to result in this.
  • Game Master
  • Gattaca Babies
  • Genius Loci: The whole city is technically this.
  • Getting Smilies Painted On Your Soul: One possible penalty for treason.
  • Giant Eye of Doom: The Computer is represented as a digital image of an eye.
  • The GM Is A Cheating Bastard: GM Fiat is an actual listed equipment type.
  • Gone Horribly Wrong: Just about everything.
  • Government Agency of Fiction: Armed Forces, CPU, Internal Security, etc.
  • Government Drug Enforcement
  • Groin Attack: Acute Paranoia, adventure "Miami Laser". One of the attacks used by rabid Teela O'Malley fans on any surviving Troubleshooters.
  • Hand Signals: The 1st Edition adventure The Yellow Clearance Black Box Blues and the Twitchtalk skill in the XP edition.
  • Happiness Is Mandatory: The Trope Namer.
  • Harmless Freezing: The Constant-Wear Prophylactic Biostasis Garment in the adventure The Yellow Clearance Black Box Blues.
  • Hey Catch: Happens in one mission with a grenade. The pin hasn't been pulled. If the PC doesn't do anything stupid like shoot the thrower, he can keep it.
  • High Turnover Rate: Characters die so quickly that players are allowed six clone lives.
  • Hit So Hard The Calendar Felt It
  • Hilarity Ensues
  • Historical Character Confusion: The Computer holds that Communists are Public Enemy Number One, making some rebellious types think that there must be something in it. However, they're sketchy on the details, and instead of Vladimir Lenin and Karl Marx, they follow the teachings of John Lennon and Groucho Marx. Close (in name) but, so to speak, no cigar.
  • Hoist by His Own Petard: A traitor who volunteers to test a "traitor killer" device. It explodes. This is intentional; the designer assumed that a traitor would volunteer so that it wouldn't be used against him.
  • Hollywood Cyborg
  • Home Field Advantage: The adventure Send in the Clones. In the Absurdly Spacious Sewer where he lives, Zhon-B-VLJ has set up many traps to bedevil anyone who tries to find him. He uses them to herd and capture the PC Troubleshooters.
  • Hot Potato: Usually in bunches.
  • House Rules
  • Human Doorstop: Organic nuclear reactor shielding duty (what do you mean there's a shortage of lead vests?) is a common form of off-screen execution.
  • Human Resources
  • I Call It Vera: XP supplement "Service, Service". Vulture Squadron Warriors give nicknames to not only each weapon they carry but each piece of ammunition as well.
  • I'd Tell You, But Then I'd Have To Kill You: Whatever it is you want to know, it is always above your security clearance. In most cases, the fact that said information is above your security clearance is also above it, and thus being denied information is treason.
  • Impact Silhouette
  • Improvised Weapon: Bouncy Bubble Beverage explodes if you shake it too hard, making it awfully popular among citizens who aren't cleared for grenades.
  • In and Out of Character
  • Inherent in the System
  • Insane Troll Logic: The whole world of Paranoia is based on Insane Troll Logic, and most games feature tons of it.
  • Interservice Rivalry
  • Interdimensional Travel Device: The Transdimensional Collapsatron, which allows travel between dimensions in several adventures.
  • It's Raining Men
  • Justified Extra Lives
  • The Key Is Behind the Lock: It is almost inevitable that you can acquire an item at one clearance level... and the things that let you use it a few levels later. For example, you can acquire photographic film at a level two higher than the clearance at which you can get a camera. Happens a lot with instruction manuals, too.
  • Killer Game Master: Necessary for this game. The rules even state, and this is a verbatim quote: "Kill the bastards!" Though they also state that you should encourage the players to kill each other.
  • Kinda Busy Here: It is ill advised to tell your superiors this, although they will probably call you at highly problematic moments. Especially Friend Computer.
  • Lawful Stupid: Friend Computer. Everyone else is Stupid Evil.
  • Law of Chromatic Superiority
  • The Law of Conservation of Detail
  • Leeroy Jenkins: "Tips for Traitors" suggests tricking everyone else into doing this.
  • Let X Be the Unknown
  • Light Is Not Good: Ultraviolet clearance is represented by the color white. Ultraviolet citizens, like most individuals holding power in this system, tend to be ruthless, paranoid, and often power-mad.
  • Logical Fallacy: invoked Friend Computer runs on this, as does most of the game.
  • The Loonie: An ideal player type.
  • Lost In Transmission
    • "Attention Troubleshooters! Please report immediately to room squeee Bouncy Bubble Beverage, now available in Soylent Orange flavor! squeee Failure to report on time is treason!"
    • The rulebook suggests that entire sections of a game session can be based on figuring out where to report for your mission.
  • Luck Stat
  • Ludicrous Gibs
  • MacGuffin: A common mission element.
  • Machine Worship: Corpore Metal thinks that robots and cyborgs should rule, while the FCCCP (First Church of Christ Computer Programmer) not-quite-secret society worships Alpha Complex's current ruler, The Computer, as an aspect of God.
  • Machine Monotone: An option for The Computer's voice.
  • Made of Explodium
  • Magic Powered Pseudoscience
  • Make It Look Like An Accident
  • Malevolent Architecture: Alpha Complex is one enormous deathtrap.
  • Man in White: A man (or woman) in white, in the context of Paranoia, would be an Ultraviolet-clearance citizen and thus an exceedingly powerful and potentially dangerous individual.
  • Many Questions Fallacy
  • Mars Needs Women: In the Clones in Space adventure, the final confrontation is against some Affably Evil aliens who want to steal Earth women for themselves.
  • Master Computer
  • Maximum Fun Chamber: Numerous examples, although implying that there is a maximum amount of Fun a Citizen can experience borders dangerously on treason.
  • Metagame: You didn't read that Paranoia rulebook, did you, Citizen?
  • Mission Control Is Off Its Meds
  • The Mole: Everyone.
  • Mook Promotion: Starting PCs have just received one.
  • Morality Chip: All bots have one, though it is often defective and prioritizes obedience to The Computer over preservation of life.
  • Morton's Fork: You're gonna get speared on it on just about every mission.
  • Muggle Power
  • Multiple Choice Past: All of human history, really.
  • Murder Is the Best Solution: Remember, the debriefing always goes smoothest when there are no other survivors to provide conflicting stories!
  • Mutants: One of the Computer's chief fears is mutation. Characters are always on the look-out for mutants, and are almost invariably mutants themselves.
  • Ninja: The Alpha Complex version appears in the Acute Paranoia supplement adventure "Warriors of the Night Cycle".
  • No Blood Ties: Everyone is grown in a tank, and even the knowledge of how biological reproduction works is forbidden at low clearances.
  • No Delays For The Wicked: Played both ways. Any player mission is going to be a total shambles, yet Alpha Complex as a whole seems to continue functioning somehow.
  • Non Promotion: Being promoted up from relatively-safe Infrared anonymity. Being made Troubleshooter team leader (the picture on the badge is a target).
  • No OSHA Compliance: Alpha Complex is about as unsafe as it's possible to be and still keep people alive from day to day. Well, most people. Well, most people other than Troubleshooters.
  • No Sex Allowed: Everyone's a clone for a reason. Still, humans are humans, and exceptions do exist (particularly for High Programmers, and anyone who lives Outdoors long enough for the hormone suppressants to wear off)
  • Not Cheating Unless You Get Caught: Both in-game and out, this attitude prevails.
  • Not On The List
  • Obsessive Compulsive Barkeeping: Acute Paranoia adventure "Botbusters". When the barbot (bartender robot) Jonesie receives a message from The Computer, he's standing around polishing some glasses.
  • Off the Rails: What are these "rails" of which you speak?
  • Old Shame: Punny Names are one to the current publisher. They especially recommend avoiding them in Straight-style games because they break the mood.
  • The Omniscient Council of Vagueness: The High Programmers. Also The Illuminati. If they exist.
  • One-Hit Kill
  • Only Electric Sheep Are Cheap
  • The Operators Must Be Crazy: HIL Sector Blues IntSec Communications Central operators.
  • Overheating
  • Painting The Medium: Done with the rulebooks. Player documents have security level Red, while gamemaster materials are classified Ultraviolet. Since the players' Troubleshooters start at Red level, they are technically guilty of treason if they read the higher-level rules. The GM is encouraged to terminate the PCs if they try to game the rules, and players are encouraged — in true Paranoia fashion — to know the rules but not let on that they know them...
  • Paranoia Gambit: Naturally. Friend Gamemaster is encouraged to occasionally roll dice for no particular reason and smirk, or pass a note to a PC that just says "Act like this note says something important".
  • People Jars: The tubes in which clones are created and (in Paranoia XP) spend their time until the previous active member of the clone family is killed.
  • Phlebotinum Breakdown
  • Playing with Fire
  • Plot Armor: "GM Fiat" is an actual armor type.
  • Pocket Protector: The XP edition's Giant Metal Plate.
  • Pointy-Haired Boss: Any citizen of a superior clearance level was selected through a combination of shameless flattery, blackmail and dumb luck. Competence is not encouraged.
  • The Political Officer: The Loyalty Officer. Their loyalty is directly to Friend Computer, not the Team Leader. (Although the nature of Paranoia is such that neither of them are likely to be all that loyal.)
  • Possession Implies Mastery: Subverted. Most objects are assumed to be this... by the R&D Mad Scientist who dreamed them up. However, in practice, the Troubleshooter should have no freakin' clue how to use it safely and properly. And the instruction manuals are always of a higher security clearance than s/he can access.
  • Propaganda Machine
  • Properly Paranoid: An alert citizen is a happy citizen! Happiness Is Mandatory!
  • Punny Name: A long standing tradition of Paranoia naming is to find the cheesiest pun you can with the format "Name-Y-XXX", where "Y" is your clearance color. For instance, a rather unfortunate name to have would be "Tra-Y-TOR".
  • Railroading: If the GM needs the PCs to be somewhere or do something, one directive from Friend Computer and they're there, doing that.
  • Rainbow Motif: The clearance hierarchy, with the additions of Infrared and Ultraviolet.
  • Raised by Wolves: By our standards, everyone in the setting is such.
  • Random Teleportation: A possible result of a failed roll by a teleporting mutant: also occasionally a result of agreeing to test R&D's latest toys.
  • Read the Freaking Manual: Subverted in-game and in real life. In game, most Troubleshooters can't (legally) read the manuals for the items they are given because the manual is above their security clearance, and that would be treason. In real life, the players can't (legally) read the rules of the game because it's above their character's security clearance, and that would be treason.
  • The Real Man: A player archetype likely to do well.
  • Red Scare: Da, I am seeink no Communist menace here, Comrad— I mean, Citizen. I am werry, werry loyal Citizen. Please to be hawink this leaflet introducink you to the teachinks of Lennon and Marx...
  • Red Shirt: Literally, in every sense of the term. Part of the reason for the lenient promotion rules lies in the fact that no Troubleshooter is expected to survive past Red Clearance.
  • Redshirt Army
  • Reference Overdosed
  • Refuge in Audacity: The Chutzpah stat is summarized as "the quality of a man who kills both his parents and then pleads for mercy because he's an orphan"note . Any old line of guff may be accepted by The Computer at face value if it's being flaky that day, and/or you appeal properly to its emotional simulation software.
  • Reverse Polarity: The Yellow Clearance Black Box Blues. The Maxwell-Effect Moleculokinesic Field Device is basically a Pyrokinesis gun (e.g. it acts like a flamethrower). 50% of the time it fires at reverse polarity and freezes the target.
  • Right Hand Versus Left Hand
  • Right on Queue: Standing in line is the only fair method! Please note that citizens of higher clearance than yourself may cut in front of you.
  • Robot Dog: Petbots and doberbots. Standard doberbot combat tactics: Attack a person until he dies. Attack another person until he dies. Attack another person until he dies...
  • Robot Maid
  • Robots Enslaving Robots: The Computer controls many lesser AIs.
  • Rocks Fall, Everyone Dies: The end of many a mission. Turns up sometimes in the middle, too. And towards the start. But usually not during character generation; at that stage the GM is still forced to pick you off one at a time.
  • Rule of Fun: The charm of the game is not taking it seriously and having zany fun with disposable characters in one-shot missions.
  • Rule of Scary
  • Rules Lawyer: Being one and proving it is grounds for execution for treason: To be a rules lawyer, you must have read the rules. And if you aren't the GM, those rules are above your security clearance, Citizen...
  • Running Gag
  • Sadist Show
  • Scannable Man
  • Schmuck Bait: Accepting promotion from Infrared. Also, almost anything good that happens to you from that point onward.
  • Screw the Rules, I Make Them!: In-universe, many upper-clearance types; out-of-universe, the GM is encouraged to take this attitude.
  • Second Law My Ass: This indicates a malfunction of the Asimov circuit and is distressingly frequent, although a smart bot will not openly rebel immediately.
  • Secret Police: Internal Security, or INTSEC.
  • Shout Out: Way too many to list
  • A Simple Plan
  • Sinister Surveillance
  • Sir Verba Lot: The supplement Acute Paranoia. One of the new secret societies in the book was the Knights of the Circular Object, which was partially inspired by the tales of King Arthur. One alias taken by a member of the society was "Sir Lanceabot".
  • Smoldering Shoes: The Trope Codifier, if not the Trope Namer. Images of smoldering, empty boots (usually with a big, nasty laser hanging just overhead that just forcibly emptied the footwear) have been a trademark of Paranoia artwork (literally!) since at least Second Edition.
  • Space Fighter
  • El Spanish O: The Communists (who know they're supposed to be Russian, but don't know what "Russian" is) add -ski to the end of random words.
  • Speak Friend and Enter
  • Spider Tank
  • Stepford Smiler: The Computer demands that all citizens be happy, under penalty of summary execution, forcing all citizens to be examples of this.
  • Stuck on Band-Aid Brand
  • Stupid Evil: Everyone except The Computer, who's Lawful Stupid.
  • Suicide Mission: Most missions taken by players are assumed to be suicide missions. The reason that it's "most" is twofold; one, sometimes there's really a benign, easily-completed mission, which will leave the players scared and on-edge for the entire mission, waiting for the other shoe to drop, and second, it's even more fun for the GM when he can give the players an idiot-proof mission and watch the players be even better idiots.
  • Super Fun Happy Trope of Doom
  • Super Registration Act
  • Super Spit: The mutant power Acid Spit in the XP edition.
  • Suspiciously Specific Denial: Both in-universe and out:
    (during a mission briefing) "This mission will not involve any dangerous tailored retroviruses."
    (in a rules section) "It's not that we think any incompetent can be team leader. It's not like this test is purposely designed to put the person least familiar with Alpha Complex etiquette in charge. Trust us. It's not like that at all."
  • Swiss Army Gun
  • Swiss Army Weapon
  • Tank Goodness
  • Techno Babble
  • Technopath: The Machine Empathy mutation.
  • Tele Frag
  • Terminally Dependent Society
  • Terrorists Without a Cause: PURGE.
  • Thirty Second Blackout: Offering a golden opportunity for backstabbing. The GM is encouraged to use this sort of mechanical failure whenever he feels the PCs need some encouragement to turn on each other.
  • Three Laws Compliant: Alpha Complex bots have five laws: Obey the Computer, protect the Computer, and then the traditional three, with the caveat that orders from humans are to be prioritized by the person's clearance.
  • Total Party Kill: A common event.
  • Tradesnark
  • Truth Serum: Telescopalomine in the "Better Living Through Chemistry" section of the Acute Paranoia supplement.
  • Unfortunate Names
  • Un Paused: In the adventure "Me and My Shadow Mark IV" from the Acute Paranoia supplement. Markie (the Mark IV warbot) is talking to the PCs when a piece falls off of him, sending him into a catatonic state. (It's a barometer. It just messed with his superiority complex.) When the piece is re-attached, Markie continues talking right where he left off. If they call him on it, he makes up a story about cosmic rays or something. If they keep pushing the issue, he blows them away with a tacnuke.
  • Unperson: Multiple examples
  • Vast Bureaucracy
  • Violence is the Only Option
  • Voluntary Shapeshifting: The polymorphism mutant ability.
  • Wacky Fratboy Hijinx: Death Leopard.
  • The War Room: Ultraviolets are occasionally ordered to a well-protected Situation Room to work on a specific problem, allocating their resources to deploy minions until it's solved (or at least they convince The Computer that it is).
  • Water Source Tampering: In the Acute Paranoia adventure "Outland-ISH", the High Programmer of ISH sector is putting a drug called ZAP! in the water supply for Infrared citizens. It tremendously increases productivity but eventually kills the drinker.
  • We ARE Struggling Together
  • We Help The Helpless
  • What Does This Button Do?: So you've been ordered to field-test an experimental device, but the instruction manual is above your security clearance. What do you do now? Repeatedly invoke this trope, and hope you don't stumble across the self-destruct...
  • Wiper Start
  • Witch Hunt: for communists, mutants, and subversives in general, lumped together under the heading of "Commie Mutant Traitors".
  • With Friends Like These
  • With This Herring
  • World Gone Mad
  • World of Ham
  • X-Ray Sparks: The illustration of the use of the mutant power Electroshock.
  • Yank the Dog's Chain
  • Ye Olde Nuclear Silo
  • You Didn't Ask

Reading spoilers is treason, citizen. Please report to the nearest termination booth immediately. Have a nice daycycle!
smash the computer!
MektonGame SystemShadowrun
NumeneraScience Fiction Tabletop GamesRed Dwarf
PandemoniumTabletop GamesPathfinder
Pardon My KlingonSelf-Demonstrating ArticlePatter Song

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