"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Saturday, February 18, 2012
Alice Through the Mirrorshades, Chaotic Arcana
Paranoia is one of the games I have always liked from the moment I played it. I have said before it takes a special group of players to have any sort of fun with it. Given the very idea that all of the players have their own agenda in addition to the overall agenda of the adventure can make for a stressful situation if there are any underlying animosities in the group.
Alice Through the Mirrorshades is the first in a trilogy of modules that take place after the Iceman Returneth. The module plays off the results of that module and tries to remedy the situation. The premise is that a group of troubleshooters will be sent back in time to makes changes in history to prevent the crash.
This module has often been spoken ill of for some reason in may reviews I have seen in the past. I myself don't find it to be a bad idea and if you are playing Paranoia you should have come to expect silly by now. We have a module that mashes up Alice in Wonderland with 12 Monkeys though it was published long before 12 Monkeys. I have to wonder if the author of the module had seen Le Jetee?
The module is also one that allows for crossover with Cyberpunk characters since there is an element of time travel involved. There are NPCs for that system included if the GM does not have the game and the module includes advice on how to translate the systems for characters.
I would say that if you can handle your adventures light of heart and a little silly then this would work for you. If you are not a fan of silly then why are you playing Paranoia anyway? This is for the second edition of Paranoia but I think players of any edition would appreciate it. Why is there no Paranoia love in the OSR?
Published: 1989
Pages: 40
From the back cover:
Help us, Troubleshooters... You're our only hope!
The Computer has crashed ... and that puts a lot of High Programmers out of work. Rather than stand for the ignominy of the welfare lines (not to mention to avoid a chainsaw haircut at the hands of disgruntled Infrareds), the High Programmers conceive a desperate plan: retroactively prevent the crash by traveling back in time to execute the man responsible. The success of the plan hinges on a squad of six crack Troubleshooters - the Vulture Warriors of Dimension X.
Which only goes to show how desperate the High Programmers really are.
Spell:
Chaotic Arcana
Level: Fifth
Range: None
Duration: Instantaneous
Area of Effect: Caster
Components: V
Casting Time: One Segment
Saving Throw: None
When this spell is cast the magic user is able to reset the number of spells that they can cast for the day. The spell is random in nature and the power does come with a cost in the way of spells.
When this spell is cast the magic user loses all of the remaining spells that they have memorized and will have them replaced with all new ones. The spell replaces can replenish all off available spell slots though more often than not this will not be the case.
The spells that replace the forgotten ones will be chosen totally at random from the spells that the caster knows for each of the levels that have spells replenished. The caster will in no way be able to determine what spells are used. There can be no duplication of spells though so they won't get five Find Familiars but they won't get five Magic Missiles either.
The spell has a 25% percent chance to restore all of the spells just as if the caster had just fully memorized their allotment for the day. There are other possible outcomes as well though. The chart for this is as follows based on the roll of a d4:
1 - Cater gains their full compliment of spells for each level
2 - Caster gains no first level spells
3 - Caster gains no spells of the highest level they know
4 - Caster Gains one less spell than normal for each level
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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