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Paranoia XP

Games |  RPG |  D20 System |  Paranoia XP

Paranoia XP RPG: Alpha Complex Nights

Alpha Complex Nights are three adventures set in the world of Paranoia.

The first, Spin Control, features the deadly world of sporks, public relations management and the plots of deranged and evil secret societies. The really dangerous part of all this is the public relations part, of course. The brain eating zombies are nothing to worry about at all.

In My First Treason five pregenerated young citizens get to experience their immensely fun childhood in a crèche that specialises in young citizens that have had…problems. As junior citizens they are expected to learn and grow into their future roles as proud foot vat technicians or bot repairmen. However this group of five famously resourceful junior citizens (and their petbot Timmy) are drawn into a series of increasingly jolly adventures.

The final adventure is the Sweep of Unhistory. Due to a series of improbable coincidences the troubleshooters find themselves as the last, final, terminal line of defence for Alpha Complex. Fate has caused them to be the saviours of the computer not once or twice but on many separate occasions. Is not Friend Computer lucky to have such diligent and heroic citizens protecting Alpha Complex.

So grab your laser barrel, citizen, and go forth and gladly serve Friend Computer by defeating the enemies of Alpha Complex!



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Paranoia XP RPG: Alpha Complex Nights
Paranoia XP RPG: Crash Priority

Ever since you started Gamemastering the PARANOIA XP roleplaying game, you’ve struggled to keep up with your players. Right?

They always want new Troubleshooter missions in Alpha Complex — new ways to compel fear and ignorance — new reasons to loathe and suspect their fellow Troubleshooters—new methods of dying repeatedly in the most absurdly arbitrary ways. Right?

Oh, wait — sorry — you want all that stuff, not the players. You enjoy having The Computer throw its Troubleshooters into new hose-job no-win deathtrap fiascos, so you work hard to invent the best fiascos you can, work your brains out, all under a crash-priority deadline so you wonder why, why you ever became a Famous Game Designer....

Oh, wait — sorry again — look, let’s start over. You, the Gamemaster, want new PARANOIA missions. This supplement, Crash Priority, gives you a bunch of missions. They’re creative and funny. Buy them.



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Paranoia XP RPG: Crash Priority
Paranoia XP RPG: Criminal Histories

Troubleshooter, what dirty secrets lurk in your teammates' backgrounds? Who are their old bunkmates or co-workers, and how much do these past associates currently want revenge? What past felonies and misdemeanors did your fellow Troubleshooters commit to get where they are now/ More to the point, can you dig up these secrets and report them to The Computer?

Criminal Histories is a 64-page PARANOIA supplement for players and Gamemasters alike, specially designed to improve games for smaller groups of players. Using scads of 'Prehistory Pachinko' tables, Criminal Histories lets you create a detailed background for your Troubleshooter. Learn bonus specialties! Earn perks and equipment! Die multiple times! Your character will emerge tricked out with formidable advantages over your teammates. True, you had to commit all kinds of crimes and misdeeds to earn this cool stuff -- but if you play it smart, your fellow players will never find out. You hope.



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Paranoia XP RPG: Criminal Histories
Paranoia XP RPG: Extreme Paranoia

PARANOIA Gamemaster! Your friend The Computer requires you procure the major new rules supplement Extreme PARANOIA, appearing in August 2005. No longer must your players toil as Troubleshooters of lowly RED Security Clearance. Extreme PARANOIA offers new rules for creating player characters of any clearance from ORANGE all the way up to the illustrious VIOLET! Players can now become Alpha Complex TV stars, secret agents, service firm executives and the high-power, heavily armed celebrities of The Computer's Emergency Disaster Response Teams! You can even make your players Internal Security troopers, using newly updated rules from the classic 1987 PARANOIA supplement 'HIL Sector Blues'. With new Mandatory Bonus Duties to round out its 128 pages, Extreme PARANOIA is a mandatory purchase for all right-thinking PARANOIA Gamemasters.



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Paranoia XP RPG: Extreme Paranoia
Paranoia XP RPG: Flashbacks II

Wizards? Lizardmen? A dungeon? In PARANOIA? Sure. Not only can your players get blown up, back-stabbed, betrayed, hosed, incinerated, crushed and repeatedly executed, but in this mission they can also get turned into a collie, devoured by a dragon, munched by a tiger, chopped in half by a gargoyle, soul-sucked by a spectre, drowned, then ripped apart by killer penguins.

PARANOIA is a reincarnation of the Good Old Days. PARANOIA has lots of action and mayhem, lots of bizarre and implausible oddities, lots of unconventional problems requiring unconventional solutions, ample opportunities for improvisation and humor, and a freewheeling and irresponsible attitude toward rules. We Famous Game Designers trace the game’s humble beginnings back to stupid, cheerful dungeon crawls where we gathered loot and vorpal swords as we tumbled into pit traps, swapped riddles with sphinxes and hewed the heads from many an orc. It is with a deep nostalgia and heart-felt pride that we return to plunder the rich resources of our primitive origins and transform them into a dream PARANOIA mission.

Evil wizards. Loathsome servitors. Torchlit subterranean corridors. Fireballs. Wandering Monster Tables. And Our Heroes, caught between The Computer and the Forces of the Unknown.



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Paranoia XP RPG: Flashbacks II
Paranoia XP RPG: Little Red Book

Congratulations Citizen! You have been promoted to join the ranks of the Troubleshooters. You can now aid The Computer in its fight against the evil forces of Commies, Mutants and Traitors. You will work with other Troubleshooters who are also dedicated to this great and noble cause. You are also a mutant and a member of a secret society, if your fellow Troubleshooters find this out you will be executed for this treasonous activity. If you can prove that they are traitors first then they will not get the opportunity to do this. This will be fun! The Computer says so.

The Little RED Book contains the rules and background for creating and running a character in the PARANOIA game, where you will explore Alpha Complex, run by the utterly deranged logic of The Computer, being sent on missions to further the cause against the commie mutant peril by the Game Master.



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Paranoia XP RPG: Little Red Book
Paranoia XP RPG: My First Treason and Sweep of Unhistory

Double the adventure, double the fun, double the treason!

Sweep of Unhistory

When the horn howls, it will be Sunburning on the Day of the Gray Worm, Yearcycle 214. Your impressment begins now. Good morning freeclone.

My First Treason

A mini-campaign for Paranoia, complete with six pregenerated player characters. Not ‘pregenerated Troubleshooters’, you’ll note, because My First Treason’s characters are brave young junior citizens: Alpha Complex kids in an Alpha Complex crèche. The four chapters of the mini-campaign each cover one year of their education, from age 10 to age 14 (when they go off to join the loyal workforce). Along the way, they’ll run into secretive conspiracies, nefarious traitors, weird mutants and gratuitous terminations – all in their very own crèche! Can the characters solve their problems and the secrets of their past while still studying for the Approved Revised History of Alpha Complex (fifth edition) exam?



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Paranoia XP RPG: My First Treason and Sweep of Unhistory
Paranoia XP RPG: Sector Zero

Just as ‘Code 7’ is Troubleshooter dispatchers’ jargon for a mission that promises certain death, so ‘Sector Zero’ is Alpha Complex slang for punishment duty. Troubleshooters ‘sent to Sector Zero’ face a dispiriting assignment nobody else wanted. Maybe they must supervise Armed Forces latrine scrubots, or administer experimental R&D medications to insane super-powered mutants. Or maybe those benighted Troubleshooters get in so much trouble they’re assigned the missions in this PARANOIA collection, Sector Zero.

The three missions in this collection will entertain your players while making their Troubleshooters wish they’d called in sick.

‘Bubblegum Run’ sends the PCs on a couple of annoying errands into Junior Creches corrupted by Communist propaganda slipped into chewing-gum wrappers.

In ‘The Dinner Party’, a BLUE citizen recruits the Troubleshooters for a dire emergency, on which the fate of Alpha Complex itself – uh, doesn’t depend at all. In fact, he wants the PCs to prepare an evening party for several high-clearance citizens. Well, what a relief! What could possibly go wrong?

‘Lightning Rod’ sends the Troubleshooters out onto the immense dome over Alpha Complex to set up an R&D experiment. And then another experiment. And another. Hey, what’s all that ominous-looking grey stuff gathering overhead?



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Paranoia XP RPG: Sector Zero
Paranoia XP RPG: Service Service

Are you being served? The 128-page PARANOIA supplement 'Service, Service!' enlivens your game with detailed depictions of the eight sprawling service groups in Alpha Complex. Actually, 'enlivens' is the wrong word for these stultifying bureaucracies -- how about 'complicates' or even 'utterly disarranges'?



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Paranoia XP RPG: Service Service
Paranoia XP RPG: Stuff 2: The Gray Subnets

Bring on more STUFF!

When you're a Troubleshooter on a mission in Alpha Complex, your friend The Computer provides all the equipment it decides you need. Great, yeah, thanks. But to get stuff you actually WANT -- ILLEGAL stuff -- you'd better find the black market. You're already a traitor anyway, so why not live a little? Better yet, order your illegal equipment online, through the exciting and incredibly treasonous private data networks called the GRAY SUBNETS.

STUFF 2: The Gray Subnets is a breathtakingly treasonous PARANOIA equipment book by ERIC MINTON and the TRAITOR RECYCLING STUDIO. This 96-page hardcover equipment book for PARANOIA players, the long-awaited follow-up to the first STUFF, contains over 100 all-new items and services. Many are illegal for Alpha Complex citizens to buy, own or even know about. So STUFF 2: The Gray Subnets gives you a strong edge against your enemies and other players. Wait, that's redundant....



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Paranoia XP RPG: Stuff 2: The Gray Subnets
Paranoia XP RPG: The Mutant EXP RPGerience

What's that you say, citizen? The roster of mutations in the PARANOIA XP rulebook lacks the exact power you want for your Troubleshooter? You're looking without success for the mutations Acidic Spit, Adaptive Metabolism, Bouncy, Call Bots, Chromativariation, Clean Slate, Creeping Madness, Cryokinesis, Enervating Darkness, Environmental Control, Find Location, Forgettable, Gravity Manipulation, Haze, Hyperreflexes, Hypersenses, Jump!, Light Control, Magnetize, Mind Sense, Pouches, Psychometry, Push Mutant Powers, Radioactivity, Sculpt, Second Skin, Sonic Scream, Speed, Spikes, Stasis, Stench, and Stretchy?



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Paranoia XP RPG: The Mutant EXP RPGerience
Paranoia XP RPG: The Traitor's Manual

There are five barriers to committing treason in Alpha Complex.

  • You
  • The Computer
  • IntSec
  • Your Secret Society
  • Everyone Else

    Trip over any of these barriers, and you go flying headfirst into a Termination Booth. For the secret societies, Infrared Market, unregistered mutants, runaway bots, credit scams, petty bureaucratic empires, Byzantine intrigues and conspiracies to function and for, well, for life to be worth even slightly living in Alpha Complex, millions of acts of treason have to be committed daily. Treachery comes as naturally as breathing to every citizen; evading surveillance is as vital a skill as watching the color codes on the walls or digesting Fun without losing an intestine.



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  • Paranoia XP RPG: The Traitor's Manual
    Paranoia XP RPG: The Underplex

    Attention, Troubleshooter! Your friend The Computer has just discovered a previously unsuspected network of hidden rooms, tunnels and access vents that interpenetrates all inhabited sectors of our beloved Alpha Complex. This is perfectly normal and nothing to worry about. Do notbe alarmed by those sirens.

    The Computer politely requests you to explore these dark, treacherous tunnels immediately, and to shoot all mutants and traitors you might bump into. Rejoice, for The Computer hasalso sent Internal Security and Armed Forces squads into these same tunnels, with clear instructions to shoot everything that moves! Don’t you feel safer now?

    When you file your accident reports, please refer to this hidden tunnel complex as... THE UNDERPLEX...

    In these dark, sprawling tunnel networks, traitorous secret societies hide their most dangerous evidence.

    Intrepid ‘urban infiltrators’ defend it to the death. Good thing the Troubleshooters have the new equipment, specialties and contacts introduced in this 48-page sourcebook. . .



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    Paranoia XP RPG: The Underplex
    Paranoia XP RPG: WMD

    PARANOIA Gamemaster, do you want to put your players through entirely new wringers? This June look for the mission collection WMD, written by the band of happy mutants at the Traitor Recycling Studio (designers of Crash Priority). These four missions -- by Dan Curtis Johnson, Jeff Groves, Bill O'Dea, and Beth Fischi and Allen Varney -- use the Straight play style introduced in the rulebook. That means dark satire, paranoid fear and even a halfway decent chance to (gasp!) survive the mission! --Assuming, of course, your players can defeat a Wireless Memory Downgrade, a Wholesome Meal Distributor, a Lobot WMD-1 and a real, actual, no-kidding Weapon of Mass Destruction. For Troubleshooters expecting typical backstabbing frivolity, the tense, suspenseful missions in WMD offer a tumultuous brainscrub.



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    Paranoia XP RPG: WMD

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