Friend Computer

Friend Computer is a complex Button Man created around 2000 by ESG Labs and Michael Miller. It is based on the Paranoia RPG by West End Games. The primary mechanic of Friend Computer is five Option dice, but one of the two options have a Skill associated with the dice sizes.

Friend Computer

[ ([n4]/20) ([c8]/20) ([t10]/20) ([s12]/20) ([z12]/20) ]

"Friend Computer runs Alpha Complex, a paranoid utopian society in an alternate future. When danger threatens it sends out loyal Troubleshooters to beat people up."

Friend Computer has additional rules associated with it that can optionally be used when playing the button that shapes its recipe. Once the recipe for Friend Computer is determined, it stays as that recipe for the entire match.

After your opponent has selected a button, but before they select any options for that button (Swing Dice, Option Dice, etc), you must set and show your opponent what version of Friend Computer you are going to use.

Friend Computer's team of Troubleshooters start out with dice numbering 4, 8, 10, 12, 12, and have no skills.

For each Swing, Option, or Twin die your opponent has, you may change one die into an \_/20 option die (where \_ is the Troubleshooter's original number). You may only change up to two dice this way.

For each other Skill Die, you may change one die so it has its printed Skill (Null, Chance, Trip, Shadow, or Speed). You may only change up to two dice this way.

If a die is both a Skill Die and a Swing, Option, or Twin die, it may only be used for either converting the base Troubleshooter's die into an option die, or granting the Troubleshooter the associated skill. It cannot do both.

Choices cannot be changed for the duration of the match.

If two Friend Computers go up against each other, either both play at starting levels or both may use the button as it's printed. If there is a disagreement, play the low power level. (Weenies.)

"More Fun" rules

After your opponent has selected a button, but before they select any options for that button (Swing Dice, Option Dice, etc), roll a d20 and follow the instructions below.

1: R&D Accident! You lose! Opponent scores as if their dicehad not been captured and yours were Nullified. If your opponent wishes to play the game out, treat this as a roll of 2-4.

2-4: Troubleshooter is a traitor! Play with base scores [ (4) (8) (10) (12) (12) ]. Your initial high roll is automatically captured by your opponent. (Opponent chooses which die to capture if multiple dice are tied for highest)

5-6: Commie sabotages mission materials. Play with base scores [ (4) (8) (10) (12) (12) ] and your opponent automatically goes first reguardless of the initial dice rolls.

7-8: SNAFU. Play with base scores [ (4) (8) (10) (12) (12) ].

9-10: Mutant Power misfires without much damage. One of your dice becomes an (\_/20), where \_ is the Troubleshooter's original number.

11-12: Mission proceeds normally. One of your Troubleshooters of your opponent's choice gains its Skill, and one of your dice becomes an (\_/20) Option Die. No die may be both a Skill and Option Die.

13-14: Mission briefing actually helpful. One of your dice of an opponent's choice gains its special ability. Two of your other dice of your choice become (\_/20) Option Dice. No die may be both a Skill and Option Die.

15-16: Society goals coincide with mission. One of your dice of your opponent's choice becomes an (\_/20) Option Die. Two of your dice of your choice gain their Skills. No die may be both a Skill and Option Die.

17-19: High Programmer helps you from behind the scenes. Three of your dice of your choice become either (\_/20) Option Dice or gain their Skills. You may mix and match Option and Skills, but no die may be both a Skill and Option Die. (An example: (4/20) (8) t(10) (12) z(20) ).

20: The Perfect Team! You opponent may conceed. If your opponent does, score as if you had kept five d20 and your opponent's dice were Nullified. If the do not, play the button as it is written [ n(4/20) c(8/20) t(10/20) s(12/20) z(12/20) ]. If you wish to play the game out, you may treat this as a result of 17-19 before asking your opponent to concede.