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Paranoia XP: The Mutant Experience

Paranoia XP

Paranoia XP: The Mutant Experience

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?

 

Relief is at hand, citizen! Acquire, by any legal means, the fine new 64-page PARANOIA supplement by R. Eric Reuss, The Mutant Experience! Due in January 2005, The Mutant Experience describes all these powers in loving detail for all players of RED Clearance or above.

 

What's that, PARANOIA Gamemaster? You want new ways to mess over your player characters with new mutation mishaps that will make them regret the day they were decanted? You want new mutagens, mutation-enhancing drugs, mission ideas and (yum!) edible Perversity points? You want to make your players regret ever asking for their new mutant powers? If your security clearance is ULTRAVIOLET, consult previous description re: The Mutant Experience, due in January 2005.

 

Format: 64 strony


Sprawdź cenę Paranoia XP: The Mutant Experience !

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