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Paranoia: Powers That Be - Trust No One

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Powers That Be: Trust No One is a big supplement going into details on all eight service groups and all 13 secret societies, including the return of the Illuminati. While we included some lore details such as possible origins and different departments/cells, most of this book is dedicated to making Troubleshooters’ lives more... interesting. 

Troubleshooters are more than just dangerous twits who tend to accidentally destroy more than they intended to destroy. They are also unwitting (and often witless) pawns in the power struggles of anyone who has authority, wealth, or very lax morals. Are rivals getting too full of themselves? Make up a reason to send over a Troubleshooter team and enough things tend to die or explode that those rivals are back to square one—and finding their own Troubleshooting teams to send over for payback. Is this abusing the purpose of Troubleshooting? Yes, but no one cares.

Except for the GM, because in this game, abusing power is their bread and butter.

Powers That Be: Trust No One is a big supplement going into details on all eight service groups and all 13 secret societies, including the return of the Illuminati. While we included some lore details such as possible origins and different departments/cells, most of this book is dedicated to making Troubleshooters’ lives more... interesting.

  • A specific section in each writeup, ‘How They Mess With Troubleshooters’, with scenes to drop into any mission so players stay on their toes, including flimsy excuses for what triggered those scene drops so GMs can claim to be nice.
  • Weird mini-games for more scenes, such as a B3 taste test or sticking forks into outlets to see if they have power.
  • Different service group departments and secret society cells that can pull Troubleshooters in different directions.
  • Leaders and those who want to usurp those leaders so the Troubleshooters can get caught in a power struggle.
  • More Favours that players can buy with Moxie so they have more ways to get each other in trouble, including printable but small handouts to remind players of what kind of Favours are available.
  • Multiple mission prompts so GMs can quickly and more maliciously create their own missions for Troubleshooters to screw up.

Everyone knows someone behind the curtain is always pulling the Troubleshooters’ strings. Buy this book to have more string-pullers than the players know what to deal with.

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Powers That Be: Trust No One is a big supplement going into details on all eight service groups and all 13 secret societies, including the return of the Illuminati. While we included some lore details such as possible origins and different departments/cells, most of this book is dedicated to making Troubleshooters’ lives more... interesting. 

Troubleshooters are more than just dangerous twits who tend to accidentally destroy more than they intended to destroy. They are also unwitting (and often witless) pawns in the power struggles of anyone who has authority, wealth, or very lax morals. Are rivals getting too full of themselves? Make up a reason to send over a Troubleshooter team and enough things tend to die or explode that those rivals are back to square one—and finding their own Troubleshooting teams to send over for payback. Is this abusing the purpose of Troubleshooting? Yes, but no one cares.

Except for the GM, because in this game, abusing power is their bread and butter.

Powers That Be: Trust No One is a big supplement going into details on all eight service groups and all 13 secret societies, including the return of the Illuminati. While we included some lore details such as possible origins and different departments/cells, most of this book is dedicated to making Troubleshooters’ lives more... interesting.

  • A specific section in each writeup, ‘How They Mess With Troubleshooters’, with scenes to drop into any mission so players stay on their toes, including flimsy excuses for what triggered those scene drops so GMs can claim to be nice.
  • Weird mini-games for more scenes, such as a B3 taste test or sticking forks into outlets to see if they have power.
  • Different service group departments and secret society cells that can pull Troubleshooters in different directions.
  • Leaders and those who want to usurp those leaders so the Troubleshooters can get caught in a power struggle.
  • More Favours that players can buy with Moxie so they have more ways to get each other in trouble, including printable but small handouts to remind players of what kind of Favours are available.
  • Multiple mission prompts so GMs can quickly and more maliciously create their own missions for Troubleshooters to screw up.

Everyone knows someone behind the curtain is always pulling the Troubleshooters’ strings. Buy this book to have more string-pullers than the players know what to deal with.

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Shipping This item ships to
Delivery Estimated between and . Will usually ship within 1 business day.

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Paranoia: Powers That Be - Trust No One

Paranoia: Powers That Be - Trust No One

$49.99
Paranoia: Powers That Be - Trust No One

Paranoia: Powers That Be - Trust No One

$49.99
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