Documente Academic
Documente Profesional
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GAME DESIGN:
JAY LITTLE
PUBLISHER: INTRODUCTION & ADVENTURE:
CHRIS BIRCH GUNNAR ROXEN
ADDITIONAL DESIGN AND DEVELOPMENT BY:
JOHN DUNN, JASON MARKER, CHRIS BIRCH, MICHAL CROSS AND BENN BEATON
Adventure rules editing by BENN BEATON Mutant Chronicles 3rd Edition & Updated Factions Logos by:
Edited by: LAURA HUTCHINSON ALEX BUND
Layout and graphic design by: MATTHEW COMBEN Interior Artwork by:
Cover Artwork by: PAUL BONNER PAUL BONNER, CHRISTIAN RODRIGO QUINOT
Map by: MATTHEW COMBEN & GUNNAR ROXEN AND JEFF PORTER
Published by: Modiphius Entertainment Ltd Thanks to: Joakim Zetterberg & Fredrik Malmberg at Paradox
www.modiphius.com Entertainment, Leslie Buhler, Michal Cross, Alex Bund,
35 Turneville Road, London. W14 9PS Rita Kokhna and the backers of the Mutant Chronicles
info@modiphius.com 3rd Edition Kickstarter!
MUTANT CHRONICLES and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of
Mutant Chronicles International Inc. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is
© Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except
for those people and events described in an historical context.
Find out more about Mutant Chronicles at www.mutantchroniclesrpg.com, www.facebook.com/mutantchroniclesrpg and www.modiphius.com
INTRODUCTION
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Previous editions of the roleplaying game they swallowed up the roles of nation state and
were focused on heroic battles by freelancers, international conglomerates to form something
Doomtroopers and corporate military against the new: six corporate nation states, each with their
overwhelming hordes of the nightmarish Dark own distinctive tone and character: HUMAN
Legion on the battlefields of Mars, Venus, and
beyond. All of that is still in Mutant Chronicles, CAPITOL
FACTIONS
but we have also expanded the background to Big, brash and confident. Capitol is the epitome
include areas that new and existing fans wanted of the American dream, bringing together the
to see, such as the occult investigations carried culture of North, Central and Latin America.
out by freelancers, Luna PD, and corporate Viewing itself as the natural leader of humanity
agents as they try to stop the spreading infection (not a view shared by the other Corporations), CAPITOL
of the Dark Symmetry; a noir-shrouded battle that Capitol aims to bring peace, prosperity, and a bold
is never reported on the evening news. new future to the solar system. Unfortunately, not
everyone wants a Capitolian vision of the future.
Humanity in the Mutant Chronicles universe is
divided into a number of factions, and is opposed BAUHAUS
by the malevolent legions of the Dark Apostles. Traditional, ordered, and cultured. Bauhaus is
BAUHAUS
strongly influenced by Germanic, Scandinavian,
TIMELINE and European source cultures. Bauhaus has a
strong belief in the inherent correctness of its
Mutant Chronicles 3rd Edition expands upon system. Everything should have a place, and there
the previous versions of the roleplaying game should be a place for everything. This design
by setting the game across three distinct aesthetic applies to everything they make from
time periods. the smallest pistol to the greatest skyscraper. MISHIMA
Citizens of Bauhaus pride themselves on their
The first is the new Dark Symmetry period. In efficiency, a trait outsiders consider arrogance.
this exciting time you get to play through the
very first appearance of the Dark Apostles, as MISHIMA
the Dark Symmetry quickly takes hold. This Honour, duty, and sacrifice. Mishima embodies
is the apex of technology. The adventure the conflicting cultures of Shogunate Japan and IMPERIAL
included in these Beta rules is set in the very the might of the 20th Century Japanese keiretsu
first days of the Dark Symmetry period. corporate giants. Mishima favours the good of all
above that of the individual, and is the undisputed
The second period in the timeline is that of industrial leader. It is considered polluting and
the Dark Legion. Fans will recognise this as myopic by outsiders.
the setting of the original roleplaying game
CYBERTRONIC
and the Warzone miniatures game. IMPERIAL
Aggressive, proud and expansionist. A coalition
The final time period Dark Eden will offer a of bickering Clans with a strong British and
fascinating look at the height of the conflict. The Commonwealth accent, Imperial views itself as
previous version of the roleplaying game began the underdog corporation, and will grab any
to explore this period, but we will finally answer chance to grow. It was Imperial’s Conquistadors WHITESTAR
some of the questions the setting raised! that unwittingly freed the Dark Legion from
its ancient prison in an attempt to explore the
MUTANT outer reaches of the solar system. Quixotic and
CHRONICLES PRIMER heedless, is what outsiders think.
Huge, greedy, and duplicitous, the Corporations Legion time period). Cybertronic was primarily
dominate society and the universe of Mutant born out of elements of Bauhaus but with smaller
Chronicles. In the rush to escape the dead Earth, “contributions” from other corporations. It embraces
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technology in a universe where technology cannot be trusted. THE CARTEL
Viewed with suspicion by many outsiders, Cybertronic offers a Conceived as a neutral meeting and mediation space for
striking – and enigmatic – vision of the future. the corporations, the Cartel is frozen in virtual deadlock,
and has instead become a hotbed of espionage and
WHITESTAR intrigue. One of the few true successes that the Cartel
Not technically a corporation. The soldiers of Whitestar, led has achieved was the creation of the Doomtroopers in
by the Tsarina, provide a blunt, no-nonsense counterbalance the Dark Legion time period. Chosen from the best of the
to the conspiracy and backstabbing of the corporates. best, the Doomtroopers take the fight to the homelands
From their bunkers in Siberia, its warriors range out from of the Dark Apostles, knowing that they are unlikely
the icy wastes to the depths of space to bring the Tsarina’s to return.
punishment to those who abandoned the homeworld.
LUNA PD
THE BROTHERHOOD (THE BROTHERS) Originally founded by Capitol in an act of civic patronage,
One of the few sources of social aid, the charitable works of Luna PD is one of the only true inter-corporate organisations.
the philanthropic Nathaniel Durand and his brothers in the It brings together seconded investigators from each of the
Dark Symmetry time period challenge the pure capitalism of great corporations and cops recruited from the population
the corporations. By the time of the Dark Legion period they of Luna. Under-funded and subject to conflicting corporate
have become the religious order known as The Brotherhood, masters, Luna PD often hires freelancers for their unique
self-appointed protectors of humanity from the Dark Legion. skills and experience.
Able to tap into supernatural abilities that become known
as the Arts, they are one of the few organisations capable of FREELANCERS
uniting humanity. However, their Freelancers are those who, for one reason or another, have
war on Dark Symmetry can often left the service of the corporations and struck out on their
ensnare the innocent. own. Some do it because they became frustrated
by corporate obstinacy and blindness when it
comes to the threat posed by the Dark Legion;
some because they were on the wrong
side of political games above their pay
grade; and others because they were
motivated by an entrepreneurial
spirit, or simply a desire for more
adventure. Whatever the reason, the
life of a freelancer is hard. Stripped
of the safety net the corporations
provide, they are dependent on
‘off-the-books’ work from shady
corporate executives, contracts with
Luna PD or the Cartel, or “charity” work
with The Brotherhood. What
they lose in terms of
safety is made up
for in freedom.
Imperial Trencher.
INTRODUCTION
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THE SETTING
EARTH
The universe of Mutant Chronicles spans our entire solar system with one
notable exception: Earth. Rendered largely lifeless, what remains is corrupted,
dangerous, and unpredictable. Only the iron will of the Tsarina to hold the
motherland allows the forces of Whitestar to survive here. All others have
died or fled. Earth does not welcome visitors.
So enough talk, time to get out there and take the battle to the Dark Legion,
whether it is on the blood-stained fields of Mars or in the shadows of a
corporate tower in Luna!
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CHAPTER 01
HOW TO PLAY
This Public Beta document includes a very stripped down, bare bones version
of the Mutant Chronicles 3rd Edition RPG system. If you would like to take
part in the main Beta test and see the full rules please go to:
www.modiphius.com/playtest-team.html We would love your feedback in our forum:
www.modiphius.com/forum.html#/mutant-chronicles-playtest-discu/
DICE ROLLS
When making a skill test using a skill with
A number of actions performed by the which a player has ranks of expertise
WHAT YOU NEED player characters or NPCs require dice training, expertise ranks are added to
rolls. When rolling dice, lower results are the related attribute to indicate the
To get the most out of better than higher results. This is true with target number at which a player will
the MC3 rules and begin both d20s and d6s, but there are slight achieve a success.
your adventures, access differences with how the two dice types
to the following items is are evaluated. Adam’s character is specifically asked to
strongly recommended: make a Science skill test. Adam’s character
THE SKILL TEST has two ranks of Expertise in the Science
LAYERS:
P skill. Adam adds the ranks of Science
One Game Master Expertise to his Intelligence rating of 9.
and one to four player ATTRIBUTES Adam will generate a success on a result
characters. of 11 or less (9 + 2) on one or more d20s.
Each character is defined by eight
PREGENS: attributes. To perform a basic skill test, a SUCCESS & FOCUS
One pre-generated player rolls 2d20 and tries to roll equal to
character sheet for each or lower than the tested skill’s attribute on To pass a skill test, the player needs
player character. one or both dice. to generate a success on one or both
of the d20s rolled. If the player rolls
DICE: For example, Adam is asked to make a equal to or less than the attribute plus
Two d20s per player, a skill test for his character’s Intelligence. ranks of skill expertise, he generates
dozen or more d6s for Adam’s investigator has Intelligence 9 one success.
the group. and no related training in the skill. When
making a skill test based on Intelligence, Skill training can also improve one’s
PAPER & PENCIL: Adam wants to roll 9 or less on at least one Focus with a particular skill. Focus
To draw maps, keep of the two d20s he will roll. indicates a range within which a player
notes, and track generates additional successes when
conditions. SKILLS & EXPERTISE using the related skill. If a player rolls
equal to or less than the skill’s Focus
TOKENS OR BEADS: Skill tests call on a particular skill, which is rating on a d20, the skill test generates
Five per player character a focused application within an attribute. an additional success. Since basic skill
to track Chronicle points, For example, Knowledge and Science are tests have the player rolling 2d20, it is
a dozen or more for the skills based on the Intelligence attribute. possible for multiple dice to roll equal
Game Master’s Dark A player may have one or more ranks of to or less than a skill’s Focus rating,
Symmetry pool. expertise training with a particular skill, or which would then trigger one additional
may be asked to attempt a skill test using a success for each die that falls within the
skill in which he has no expertise training. skill’s Focus rating.
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Adam makes a Science skill test against his charactor’s
Intelligence 9 and Science Expertise 2. Adam also has
Science Focus 2, meaning any die result of 1 or 2 on
a d20 will generate an additional success. Adam rolls
2 and 8 on his 2d20. Both numbers are equal to or
less than the character’s Intelligence +
Science Expertise, which generates two
successes (one for each die). The 2 is
also equal to or less than the character’s
ranks of Science Focus, which generates one
additional success. For this skill test, Adam has
generated a total of three successes.
ADVANCED SKILL:
Attempting an advanced
skill without expertise
training is significantly more
challenging. First, the lack of
training with an advanced skill
increases the difficulty by one step. Second,
a character is considered Impaired while
attempting an advanced skill with no training,
which means the critical failure range on
each die is increased from 20 to 19-20.
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CRITICAL FAILURE success (Coordination 11 + Expertise 2), and any d20s rolling
1-3 (Focus 3) will generate one additional success.
Critical failure occurs when a character does not generate
enough successes to pass the test, and also rolls one or OPPOSED SKILL TESTS
more natural 20s. When critical failure occurs, the GM
has the opportunity to either impose a consequence or When two or more characters are competing for success,
complication to the task resolution for each natural 20 each character involved in the task performs a skill test.
rolled, or add two Dark Symmetry points to his pool. The character who achieves the most successes wins the
opposed test. In the case of a tie, the character with the
OVERCOMING THE ODDS higher expertise training in the tested skill wins.
The players may often be faced with skill tests that require MOMENTUM
a lucky roll in order to pass the test. It can seem like the
universe is stacked against them. Here is one way for the When the number of successes generated in a skill test
players to mitigate the difficulty of skill tests. is greater than the difficulty rating, the skill test not only
passes, but results in a higher quality or magnitude of effect.
SEIZING OPPORTUNITY
The difference between the number of successes generated
Players have the ability to improve their chances for success and the difficulty rating becomes Momentum – a resource
– or generate multiple successes – by adding more d20s to a the player can use to fuel a variety of different effects. For
roll during a skill test. The players purchase these additional example, in combat, this Momentum may allow a character
d20s by paying the GM one Dark Symmetry point (DSP) per to inflict additional damage, target a specific location, or
die purchased. disarm an opponent.
For example, Adam Archer is attempting to shoot a Adam’s character generates three successes after passing
Necromutant behind cover from long range. The GM an Average (Difficulty 1) Science test. Not only does the
determines it will be a Daunting D3 Ranged (Co) skill test. Adam character pass the test, he has two Momentum (three
Archer has Coordination 11, Ranged Expertise 2, and Focus 3. successes minus D1 rating) that he can spend to improve
Adam has a chance to succeed without additional dice, but the magnitude or quality of the Science test, such as
wants to make sure he not only hits, but also generates some completing the task in less time, or learning an additional
bonus successes to inflict some extra damage. piece of information.
Adam Archer chooses to add 2d20 to his roll. He pays the Some special talents or affiliation abilities may increase
GM two Dark Symmetry points (one for each d20) and rolls the amount of Momentum a character generates while
a total of 4d20 for the skill test, dramatically improving his performing specific types of skill tests. Here are some
chances to hit. Each d20 rolling 13 or less will generate one sample Momentum spends characters can use:
CALLED SHOT 1 The character chooses the hit location for the current attack.
DEVASTATING Roll a second hit location for the target. That hit location suffers half the current
BLOW 2
attack’s damage, rounded down.
RE-ROLL 1 The player may re-roll any number of damage dice from the current attack.
DAMAGE
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SKILL TEST
DIFFICULTY
Skill tests have a difficulty rating
that indicates the minimum
number of successes the
character needs to generate to
pass the test.
For example Mitch Hunter, with Agility 12 , and Expertise 3 and Focus 1 in Acrobatics, is jumping across a chasm, while
being shot at. The GM rules this as a Challenging (D2) skill test. The D2 difficulty rating means Mitch Hunter must
generate two successes to pass the test. Mitch rolls 2d20 for the skill test. Without any other modifiers impacting the skill
test, Mitch Hunter would need to roll 15 or less on both dice (Agility 12 + 3 Expertise), or roll a natural 1 on either die
(Focus 1) to generate the two successes required to pass the test.
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As a general guideline, for every two
common factors affecting a skill test,
the GM increases the difficulty by one.
Here are some other common factors
that may affect difficulty.
ENVIRONMENTAL CONDITIONS:
Low or flickering lights, a slippery
floor, violent winds.
CHRONICLE
POINTS
Player characters have access to
a special type of resource called
Chronicle points, or CPs, that players
are encouraged to spend to influence
the story, and perform heroic actions.
Chronicle points may also be awarded
by the GM during a session to reward
players for good roleplaying, clever
plans, successfully overcoming difficult
challenges, or using teamwork. Players
Sean Gallagher of the Imperial Wolfbanes.
may have other opportunities to
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gain Chronicle points by achieving certain goals within an slipping over, edging too far out of cover, or accidentally
encounter, reaching a milestone in the story, or choosing to insulting who they are talking to).
be the one to suffer the consequences of some dire event.
IMPROVE THE ODDS: A skill test may be too difficult
Here are just a few of the ways Chronicle points can be spent for a player character to comfortably generate enough
during play: successes. The player can purchase additional d20s to
roll during a skill test at the cost of one Dark Symmetry
DD AN AUTO-SUCCESS D20 TO A SKILL CHECK:
A point for each d20 the player would like to add. These
A player can add an extra d20 to any skill test for one must be purchased before the skill test.
Chronicle point. The extra die is placed on the “1” face,
and automatically generates successes as if it were rolled VOLUNTARY FAILURE: Sometimes, the odds are
as part of the skill test. This can also be done after a stacked against the player so heavily that rather than
failed skill test, but costs two Chronicle points instead risk a roll and having something catastrophic happen, a
of one. player may add one token to the Dark Symmetry pool
and choose to voluntarily fail at the task at hand.
ERFORM AN ADDITIONAL ACTION: During combat,
P
a player character can usually only perform one combat The GM has the opportunity to spend the points in the Dark
action on his turn. By spending a Chronicle point, he can Symmetry pool for a variety of effects (see the Adventure in
perform a second combat action. this booklet). The GM’s use of the Dark Symmetry pool is
similar to how the players use Chronicle points to achieve
ECOVER LIGHT WOUNDS: A player character can
R spectacular results with their characters. There are detailed
catch his breath and recover all light wounds in one hit guidelines in the Dark Symmetry section of this document,
location by spending a Chronicle point. but here are just a few examples of what the GM may spend
Dark Symmetry points on:
For example, Brand Barton is attempting to shoot a
Necromutant behind cover from long range during heavy ACTIVATING NPCS: One of the key functions of the
rains. The GM determines it will be a Daunting D3 Ranged Dark Symmetry pool is to manage the various NPCs the
(Co) skill test. Brand Barton has Coordination 12, Ranged players may encounter. NPCs automatically act after the
Expertise 1, and Focus 2. Before rolling, Brand Barton decides characters, but a GM can pay Dark Symmetry points
to spend one Chronicle point to add a natural 1 to his results, to activate them and interrupt the character’s actions.
which generates two successes since it falls within that skill’s Particularly powerful NPCs may require Dark Symmetry
Focus rating. Brand Barton now only needs to generate one points to trigger some of their most potent abilities.
more success on the 2d20 in order to pass the D3 skill test.
INTERRUPTING PLAYER CHARACTERS: As long as
DARK SYMMETRY POINTS a player has not already rolled the dice for a skill test,
the GM may spend Dark Symmetry points to introduce
The GM begins play with a number of tokens in his Dark a wrinkle or complication the characters may have to
Symmetry pool. The Dark Symmetry pool reflects the contend with before advancing the story.
growing threat of the dark forces at work in the setting,
adding a sense of foreboding and unease. A variety of
different game events allow the GM to add more tokens to
the Dark Symmetry pool. For example, a powerful artefact,
a cursed location, or a terrifying enemy may generate Dark
Symmetry points. But the players themselves are the main
source of Dark Symmetry points. Players may inadvertently,
or consciously, increase the Dark Symmetry pool. Here
are just a few examples of how the players may add Dark
Symmetry points:
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CHAPTER 02
The GM has the opportunity to interrupt the player characters’ ADJUST STANCE: A character can adjust his stance, change
turns in order to allow a GM controlled character to take its turn his body position, or move up to a meter away.
earlier. The GM spends Dark Symmetry points from his pool to
trigger the NPCs. FALL PRONE / STAND: A character can drop to the ground
or stand up if already prone. Whilst prone he may only move
If players spend too much time discussing action rather than by crawling.
acting, the GM may wish to warn the players that their inaction
may lead to empowering the Dark Symmetry. If players SPEAK: A character may talk to nearby allies, scream a war
continue to take too long, or argue among themselves about cry, threaten a political opponent, or otherwise converse with
turn order, the GM adds one Dark Symmetry point to his pool. a few sentences or phrases.
The sight of a growing Dark Symmetry pool should spur them
into action! CHAINED ACTIONS
SURPRISE A character may perform a Chained Action by itself as his
Standard Action for the turn, but a Chained Action’s strength
A character or group attempting to set an ambush designates lies in its ability to be used as part of sequence or combination,
a leader, who makes a Stealth skill test. The group reacting to where it is followed by a Standard Action. On his turn, a
the surprise designates a leader, who makes an Observation character may perform one Chained Action followed by a
skill test. Standard Action, or two Chained Actions back-to-back.
If the ambushing group generates more successes than their When a character performs a Chained Action, any skill test
intended targets, the ambush is a success. Each character performed during the Standard Action that follows has its
in the ambushing group gains a bonus d20 on their action difficulty rating increased by one rank, so an Average D1 test
for the turn. If the ambush failed, the members of the group would become a Challenging D2 test.
who noticed the ambush may perform their actions for the
turn before the failed ambushers. AIM: A character takes extra time readying his next close
combat or ranged attack. When a character takes this action,
COMBAT ACTIONS he must have a weapon ready, and declare a target for the
attack. The attack skill test gains +1 Expertise, +1 Focus,
The three main types of actions are Free Actions, Chained and +1d6 damage if the attack succeeds. If the target is no
Actions, and Standard Actions. There is also a special fourth longer within range when the attack occurs, the benefits of
type of action, the Response Action. the Aim action are lost.
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CHANGE LOAD/RELOAD: A character can change the Ammo a Chained Action, any skill test attempted with the Standard
Load for a carried weapon with any other type of compatible Action has its difficulty rating increased by one rank.
Ammo Load he is carrying. If a weapon is jammed or out of
ammo, the character can use this action to clear the jam or reload. ATTACK, CLOSE COMBAT: The character attacks an
adjacent target (NPC, Character, or Object) either with their
MANIPULATE ENVIRONMENT: The character can bare hands or an equipped melee weapon.
interact with, or manipulate, the surrounding environment.
Depending on the scene, this could mean activating levers, ATTACK, RANGED: The character attacks a target with
opening a door, knocking over a table, or swiping an identity whom he is not currently engaged in melee. Ranged attacks
card. This action also allows a character to declare he is use ranged weapons such as a bow, automatic weapon, or
taking advantage of available cover. heavy support weapon. If the target of a ranged attack has
not already performed a Response Action, he may attempt
MOVEMENT: A character may move up to his Agility rating a Dodge Response Action as long as he is aware of the
in meters, in any direction he chooses. A character can use attacker and has the necessary room to avoid the attack.
movement to advance into a close combat engagement, but
safely moving out of a close combat engagement requires READY ACTION: The character may declare he is waiting
the Withdraw action. for a certain condition to occur before performing an action
such as firing at a necromutant when he stands up from
STANDARD ACTIONS behind cover, or closing a security gate immediately after
the last party member passes by.
A character can perform only one Standard Action on his turn,
unless a special ability (such as spending a Chronicle point) RECOVER: When a character is suffering from a temporary
allows otherwise. A character can perform a Standard Action status effect such as Impaired, he may be able to attempt a
immediately after a Chained Action. When performed after Resistance test to prematurely end the condition.
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SHAKE IT OFF: The character may attempt a Willpower occur that could potentially trigger a response, a character
test to recover one light wound box from the hit location can only perform one Response Action per round. Here are
of his choice or one mental wound box. The character some example Response Actions:
can recover one additional light or mental wound box for
each Momentum spent from the test. The difficulty of the COVERING FIRE: A character can declare he is supporting
Willpower test is based on the severity of the character’s another character with covering fire using an equipped
wounds. If a character is only suffering from light wounds, it ranged weapon. The character providing covering fire
is an Average D1 Willpower test. If the character is suffering must have line of sight to either the character he is
from serious wounds, it is a Challenging D2 Willpower test. supporting or the enemy combatants being suppressed
If the character is critically wounded, it is a Daunting D3 by covering fire.
Willpower test
The character providing covering fire expends one Ammo
SPRINT: The character may sprint twice his Agility rating in Load for the equipped weapon. Until the supporting
meters. Sprinting over difficult terrain requires a Challenging character’s next turn, any ranged or close combat attacks
D2 Athletics test to maintain footing. If the test fails, the made against the assisted character have their difficulty
character only covers half the distance. Ranged attacks made rating increased by one rank. Multiple characters can provide
against a character who is sprinting (by using a readied action, covering fire to support one character.
for example) have their difficulty rating increased by one step.
DODGE: After being declared the target of a ranged attack,
RESPONSE ACTIONS a character can perform a Dodge Response Action as
long as he is aware of the attacker, and has the necessary
Response Actions do not occur during a character’s turn, room to avoid the attack. The ranged attack now becomes
but are special actions triggered by some event, such as an opposed test, opposed by the defending character’s
an enemy attacking. No matter how many different events Acrobatics skill.
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CHAPTER 03
If a character passes his combat attack test and generates Heavy Cover is generally more sturdy, and provides both
Momentum, there are a number of options for spending concealment and protection. Cover may be designated as
that Momentum. One of the most common options is to Heavy because it conceals a significant amount of the target
spend the Momentum for extra damage dice. Each point silhouette or is made of sturdy materials. Heavy crates,
of momentum spent allows a character to add 1d6 to the concrete pilings, or a car would be examples of Heavy
attack’s damage. Cover. Heavy Cover provides 4d6 Soak.
For example, Brand Barton rolled well enough with his initial DAMAGE & WOUNDS
Ranged Combat skill test to generate three Momentum.
He decides to spend one Momentum to clear a weapon After an attack’s damage has been calculated – based
jam, and spends the remaining two Momentum for two on a weapon’s damage rating, any bonus damage, and
extra damage dice. On these two dice he rolls 2 and 3. The Momentum – the amount of damage is compared to the
momentum dice add two more damage to the attack for a target’s Soak value for the hit location affected.
total of 8 damage (5 base + 1 bonus + 2 Momentum).
If the Soak value is equal to or greater than the
HIT LOCATIONS damage total, the target is protected and suffers no
wounds. If the Soak value is less than the damage
Each attack will strike an opponent in one or more hit total, the target suffers wounds to the affected hit
locations. In most situations, only one hit location is location equal to the difference.
determined per attack. To determine hit location, the player
rolls 1d20 and looks up the result on the hit location chart Brand Barton hits a heretic with his Ruger heavy
on their character sheet. Some special talents or Momentum pistol for 8 damage to the left leg. The heretic is
can modify the roll or allow the player to choose the attack’s wearing heavy robes, which provide Soak 1, and is
hit location. behind Light Cover, which also provides 2d6 Soak.
The total Soak value is subtracted from the attack’s
To speed things up during combat, a player should roll the damage. The remainder are wounds – Brand Barton’s
d20 for hit location along with any damage dice being rolled attack inflicts 6 wounds (8 damage - 2 Soak) to the
for the attack. heretic’s left leg.
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WOUND LEVELS DEADLY STATUS
EFFECTS & CONDITIONS
A character can withstand only so many wounds before
being incapacitated, or worse. Each character has three A number of horrific, debilitating effects are associated with
different types of wounds, reflecting increasingly dangerous critical injuries and severe wounds.
levels of injury. The three wound types are light wounds,
serious wounds, and critical wounds. The following conditions may be the effects of a weapon or
a critical injury. These status effects can also be generated
LIGHT WOUNDS by weapons, talents, the Arts, Dark Symmetry, or the
A character’s light wounds represent sprains, scratches, environment.
bruises, and other minor injuries that are an annoyance but
not a significant hindrance. Each hit location can suffer a CRITICALLY INJURED
different amount of light wounds before the injuries become
more serious. While a character has one or more critical wound boxes
crossed off, he is considered Critically Injured. This condition
When an attack inflicts wounds, they are subtracted from a carries with it several severe penalties:
hit location’s light wounds first. For each wound, cross off
one empty light wound box for that hit location. If all light Critically Injured character acts last during a combat
A
wound boxes for that hit location have been crossed off, the round, after all player characters and GM controlled
remaining wounds are crossed off the character’s serious characters have acted.
wound limit.
Critically Injured person is automatically Staggered.
A
A Staggered character can perform either one Chained
or one Standard Action on his turn, but not both. A
Staggered character cannot perform a Response Action
unless he spends one Chronicle point.
IMPAIRED
SERIOUS WOUNDS
As their name implies, serious wounds are significantly Impaired is a condition that can be afflicted in a number of
worse than light wounds. Serious wounds reflect tears, cuts, ways, from excessive mental damage to critical injury, fear,
contusions, and similar injuries. Once a hit location is out or the presence of a powerful entity of the Dark Symmetry.
of light wound boxes, any remaining damage is suffered as
serious wounds. When a character is Impaired, his critical failure range
increases by one, from 20 to 19-20.
CRITICAL WOUNDS
Critical wounds reflect the most debilitating, potentially life- OVERWHELMED
threatening injuries a character can suffer. Critical wounds
can be broken bones, mangled limbs, severe tissue damage, Overwhelmed is a more severe condition than Impaired.
or other traumatic injuries. Once a character has crossed off An Impaired character who suffers another effect that
all serious wounds, any additional wounds are suffered as would inflict Impaired becomes Overwhelmed instead. If
critical wounds. a character is already Impaired and an effect would cause
him to become Overwhelmed, his condition worsens to
When a character has one or more critical wound boxes Overwhelmed.
crossed off, he is considered Critically Injured. Critically
Injured is a status effect, which will afflict the character until When a character is Overwhelmed, his critical failure range is
he has recovered from all critical wounds. increased by two, from 20 to 18-20.
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SERIOUSLY INJURED
While a character has one or more
serious wound boxes crossed off but
has not crossed off any critical wound
boxes, he is considered Seriously
Injured. Seriously Injured characters
are automatically Impaired.
HEALING
OPTIONS
There are a number of ways a
character can be injured. This Open
Beta just covers First Aid. One of
the characters has a Medkit, which
is described on the character sheet.
FIRST AID
First Aid uses the Treatment skill
to help a character recover light
wounds. First Aid can also be used
to wake someone who has been
knocked unconscious. First Aid
cannot be used to recover serious
wounds or critical wounds, but can
be used to recover light wounds to
a character suffering from serious or
critical wounds.
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CHAPTER 04
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CHAPTER 05
For each point of mental damage the character suffers, one AVERAGE D1: Surprised by a dead body. The first
mental health box is crossed off. Mental health measures time suffering a serious wound in an encounter. Being
how much emotional and mental strain a character can significantly outnumbered by enemy combatants. A
withstand before suffering ill effects. Effects that wear away stressful negotiation with temperamental people.
at a character’s mental health include fear, insanity, the
corruption of possessions, and the horrific experience of CHALLENGING D2: Surprised by a grisly scene. The first
severe bodily harm. time suffering a critical wound in an encounter. Being
significantly outclassed by powerful enemy combatants.
SEVERITY OF MENTALLY TRAUMATIC EVENTS Encountering a powerful, intimidating opponent like a
Nepharite.
Effects that have the potential to wear away at a character’s
mental health require the character to attempt a Willpower DAUNTING D3: Witnessing or encountering an atrocity.
skill test. Some triggering effects have a specific difficulty Suffering a life threatening injury or loss of a limb. A severe
rating associated with them, such as a creature’s Fear rating, psionic assault. Encountering a terrifying opponent like
while others are determined by the GM based on the situation. an Ezo-Ghoul.
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San Dorado, Mars.
DIRE D4: Witnessing the annihilation of a planet. Being simplified system. The first time this happens the character
involved in an atrocity. Facing avatars of the Dark Apostles. gains the state Impaired. If the character takes an additional
five or more mental health damage they then gain the state
EPIC D5: Something truly diabolic and mind-shattering – Overwhelmed.
witnessing such a thing could lead to a complete mental
breakdown. The character suffers from the state listed until the end of
the current day, at which point he can attempt to recover
RESOLVING A TRAUMATIC EVENT through natural rest.
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CHAPTER 06
The GM begins each session with a certain number of Dark Player voluntarily fails a skill test = 1
Symmetry points already in his pool. As the pool grows and
shrinks it can build tension and suspense for the characters. Players purchase an additional d20 for a skill test = 1
A large pool tells the players things may be looking grim,
as the GM has ways to start making their lives complicated USING THE DARK
very quickly. Conversely, players may grow in confidence SYMMETRY POOL
as the pool dwindles, seeing that their actions have been
suppressing the influence of the Dark Symmetry. The Dark Symmetry pool provides a fun way for the GM
to embrace his role, and to spark his creativity with a host
WHAT IT REPRESENTS of options to use the points available to him. This section
introduces some of the most common uses for Dark
The Dark Symmetry pool is a game mechanic that reflects Symmetry points. The GM is encouraged to make up new
a key element of the Mutant Chronicles setting. The and interesting uses that suit the group’s play style, or adds
Dark Symmetry is an insidious, corrupting influence, which tension and excitement to the game.
pervades the culture, resources, and technology of societies.
It warps the minds and bodies of heretics, and empowers CORRUPTING EQUIPMENT
ghastly creatures from a darker, more sinister reality.
The GM can attempt to corrupt equipment used by the
The GM spends points from the pool to fuel certain special characters, reflecting the insidious nature of the Dark
effects, trigger events, or introduce complications that the Symmetry to wreak havoc on technology. For each point of
player characters must contend with. These complications Dark Symmetry spent, the GM rolls one d6. These dice are
represent the subtle but ubiquitous presence of the Dark used to make a Corruption check, and the dice results are
Symmetry’s foul influence. counted the same way as damage dice.
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SEIZING INITIATIVE TRIGGERING AN
ENVIRONMENTAL EFFECT
During combat and structured encounters, all player characters act first during a
round, followed by all of the NPCs. Before a player character acts, the GM may Dramatic scenes often play out in
spend Dark Symmetry points to interrupt the initiative order, and allow one of the exciting environments. A firefight in
NPCs to act. a crumbling tenement building. A
chase scene through an underground
Interrupting initiative costs two Dark Symmetry points for each NPC the GM wishes crypt. A chasm over a lava flow that
to have act at the beginning of the round, before any player characters. After at must be crossed. When describing
least one of the player characters has acted, the GM may interrupt initiative for encounters, the GM is encouraged to
only one Dark Symmetry point for each NPC. provide details to the players to help
them visualise the scene. Sometimes
TRIGGERING A COMPLICATION it can be interesting, or add to the
immersion, to bring the environment
Complications can be rather minor, linked to personal weakness, or undo a benefit alive through the use of a Dark
the characters had been relying on. These minor complications cost one Dark Symmetry point.
Symmetry point.
Triggering an environmental effect
For example, a character may temporarily lose the use of cover during a firefight, generally has two levels of magnitude.
or that last burst of gunfire used up an Ammo Load, resulting in the player having Magnitude one environmental effects
to tick one off on their character sheet, and spend a Standard Action to re-load. are generally minor nuisances more
than severe hazards. Examples include
flickering lights, crumbling walls, or
machinery belching thick smoke.
These types of effects generally make
skill tests more difficult by one step, or
potentially Impair a character.
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ADVENTURE
BY GUNNAR ROXEN
BACKGROUND
STRAFFAR GATAN 39 This mission is ideal for the pre-generated Luna PD
characters in the Mutant Chronicles Beta rules: Detective
The players are detectives from Luna PD 32nd Precinct Vance Ryder, Patrolman Vents, Freelancers Nix and Tsuyoshi.
Homicide Division sent to investigate a callout to Straffar Should your players want to generate characters, they need
Gatan 39. to either be in Luna PD, or have some strong attachment
that would enable them to be called in to investigate a case
The dark events that take place in Straffar Gatan 39 form part for Luna PD.
of the ‘Fall of von Hölle’ story arc (a forthcoming adventure),
and occur one day after explorers on Pluto discovered a The adventure is written with a fairly open structure to give
strange tablet in ancient ruins that unleashed the force of the you, the GM, control over pacing, as the mission needs
Dark Symmetry. Many of the story threads link up to the larger to start with a sense of foreboding and build the levels of
story, but we have seeded the plot with many threads that tension and paranoia, before finally resolving in a deadly
you can weave into your own Mutant Chronicles adventures. confrontation that saves the day… or does it?
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FOR THE PLAYERS
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FOR THE PLAYERS
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ADVENTURE STRUCTURE the doors of the apartments they pass suddenly darken as if
a face were pressed against them... even for apartments they
The events of this adventure take place in Straffar Gatan know to be empty! Dark Symmetry spends should be used to
39 (the delightfully named “Punishment Street”) the day distract players and delay them. Examples include:
after the explorers broke the seals on Pluto, and released
the Dark Legion. The players must battle a rising evil 1 DSP: A deafening scream over the top of them while
known as a Castigator before it can infect the entire city! trying to question a subject. This increases the Difficulty
of questioning someone by 1 level.
This adventure is built around the growing menace of an
evil necrobionic ‘Twisted Marionette’, a servant of the Dark 2 DSP: Making the wind outside set the building swaying.
Apostle Ilian. The creature is gathering power in the heart of Normal movement is now an Average D1 Athletics or
the tenement, and building a powerful necrobionic antenna Acrobatics test to maintain footing and balance for the
to cause fractures in our reality. This will allow necrobionic duration of the scene.
spores to slip through the fractures and, via the psychokinetic
images on the screens throughout the tenement, corrupt 1 DSP: A deranged ganger starts accusing the players of
the remaining humans, creating additional Maligants and spying on him. This should be used as a distraction at a
infecting Luna City. What caused the creation of the Twisted dramatic moment.
Marionette will remain a mystery for this adventure....
PHASE TWO:
The plot of the adventure is loosely broken up into three THE CREATURE BUILDS POWER!
phases, which represent the various levels of response from
the Twisted Marionette. There are four apartments on each This phase should begin when the players have visited one or
floor. Until the Twisted Marionette is disturbed, the order two apartments, but before they have had a chance to make a
that the characters visit the apartments is up to them. clear assessment of their situation. Once they have visited either
the crime scene or Abigail Baxter’s apartment would be ideal.
The adventure should take one or two sessions at most.
Now the Twisted Marionette perceives the players as a
As this is a starting game the GM should start with only potential threat, and makes the programmes on the TVs start
three Dark Symmetry points (DSPs. It is advisable for the to suffer from bursts of static and broadcast complex binaural
GM to save about half of the DSP gained for Phase Three. tones on sub-audible frequencies. The corridors begin to fill
You will want five to ten symmetry if possible. with a mist that smells of burning plastic. The player characters
need to pass an Average D1 Resistance test to stomach the
stench. Player characters failing the test become Impaired
until they leave that floor. This combination of the binaural
tones and mists quickly starts to have an effect on the players.
They begin to detect movement in their peripheral vision.
The important aspect to play up here is: Can the players trust
their own senses? Dark Symmetry spends should emphasise
distractions and a feeling of paranoia.
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2 DSP: The weakened floor
collapses under the character.
Make a Challenging D2 Athletics
(catch something) or Acrobatics
(avoid falling) test to avoid falling
to a lower level and taking 2d6
damage to one location.
PHASE THREE: This final phase is the climax of the mission, when the Castigator makes its move
THE CASTIGATOR STRIKES! and strikes. The Castigator plans to infect the players and use them to infect
others while it begins the final power-up of the antenna. When fully charged,
This phase should begin once you feel the Castigator causes fractures in space via the TVs, radios, and other electrical
the players have had their paranoia devices in the surrounding blocks, allowing Malignants to pour through. To
and fear ramped up, or as soon as complete its plan the creature needs to feed on the fear, paranoia and emotions
the pace begins to slow. The Twisted of the players.
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DETECTIVE VANCE RYDER
The TV‘s on the blink this morning – again! Crappy Capitol cursing at one bit of circuitry. I put my dodgy coffee down.
gear. I missed the late broadcast about a new exploration “Something’s wrong in the Perimeter, and I don’t mean the
mission: “One small step for Imperial…”. Ha! Jokers. I had usual crap. We’ve been getting all kinds of weird reports through
more important things to do last night, like getting drunk with the night, and I’ve got everyone on the streets. Downtown say
Dwight before he goes freelance. He says the money’s good, they’re having problems too. So, I’m giving you something
but that’s not difficult. The money’s better anywhere than before I leave.”
this junkyard, but I know none of the others would last a
minute without me, so I stick it out. ‘Just one more year at the He hands over a dirty, coffee-stained file.
Precinct’, I tell myself every Christmas, when the bonus gets
less. I get out of the apartment complex, and haul my ass in “Züchtigenstrasse 39?” I laugh. “Doesn’t that mean
through the miserable heavy rain, which now decides to turn into “castigate” in old German?”
hail. Typical. It’s the bloody 25th Century and they still can’t
control the weather. “Hell knows,” Dwight says with seriousness in his voice.
‘Dispatch received six calls last night reporting screaming on the
The precinct usually stinks, but today’s not so bad. Some third floor, three missing residents, and no sign of them when
ganger puked on the coffee machine, as he watched his buddy our patrol got there.”
get splattered down the corridor by the security guns half an hour
earlier. Apparently, the splat’s own cyber-arm was trying to kill I flick through the patrol’s report. “Have you spoken to
him and he went ape. Yeah right. The cops on duty must have Bauhaus about this?” I asked. “It’s one of theirs after all.”
been doing too much donuts and coffee through the night. There was something scratching my brain, trying to tell me
to stay the hell away from this one. I was never good at
“Detective!,” Dwight calls me in to the office. listening though.
Yeah, he might be my drinking buddy but he’s still the chief “They don’t want to know,” Dwight was rubbing his eyes.
here. I walk past Arseni, our tech contractor, working on the ‘They say the place is in our turf, and it sounds like they’ve
inside of the security guns. He’s here so often these days I know got their own problems. It took me half a dozen calls to finally
him by name. Dwight’s sitting back in that beat up old fake get through, the telephone system is messed up. Arseni’s on
leather chair they got him twenty years back. that next.”
“You look like crap. Don’t tell me you went to see Harri on “What’s backup like? Is everyone out?”
the way home.” Harri. The only woman who ever beat me in a
square fight, and she fights dirty. “Almost,” says Dwight. “The fire teams are on street duty.
Patrols are out but they’ll be busy. You’ve got Nix, Tsuyoshi-
“Nah.” I cracked my shoulder joints. I could do with a good San, and the rookie Vents.” Great. A freelance nerd who’s
fight right now. “She was out, so I stayed another round in good with a sniper rifle, a Yakuza tough who should be behind
Lecto’s. Just one more for the road you know?” bars, and a rookie whose arse needs babysitting. This is going to
be a very bad Friday.
“Well here have some coffee-‘n’-puke.” He thrust a plastic cup
of coffee in my hand. There were chunks in it. “Gee thanks boss, I feel like my back’s covered,” I say dryly.
“What’s up with the guns?” I say, staring at a slowly “Oh, and one more thing.” Dwight always had a way of
drowning chunk. leaving the bad news till the end, even though I thought my
assigned team was the bad news. “Francois Peterson’s daughter
“Hell if I know,” he says. “They shot up a crazed ganger, but is missing, the big shot corporate at Imperial. Ran away from
they wouldn’t stop, turned his body into kibble.” home and was reportedly seen in the building . It was her family
who “politely” requested Nix and Tsuyoshi as their security
With my favourite chunk gone, I look up through one of the assist, so don’t mess this one up.” He gives me that look that
internal windows at Arseni. He’s now head deep in wiring, and means “or else”.
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“Just great…” I sigh. “You really know how to bow
out Dwight!” I stand up and grab my coffee. Better
start in the Nines. I walk past Arseni, now cursing
at his equipment, to the precincts open office. Nix and
Tsuyoshi were there. You can spots freelancer a mile
away. Way too cool for school, all geared up, armed to
the teeth and ready to cause us simple cops a weekend of
paperwork. Nix was in my chair with his wet boots on
my desk, cleaning his rifle with an obsession. They say
he sleeps with it. Well, at least he isn’t some loon
shooting stuff up for no reason. It’s almost a case
of pointing him at the bad guys and saying, ‘Get
‘em, boy’. I just hope his pay is good this time so he
doesn’t miss on purpose. Tsuyoshi stood next to him,
staring at me with his thick arms folded. I still don’t
know what to make of him. He’s never caused any
trouble, but he’s Yakuza, for crying out loud!
I ignore him. “…Two: if I say “stay”, you stay.” I wait for a cocky
remark. I get nothing. “And three,” I look squarely at Tsuyoshi.
“No taking out civilians because they ”look dangerous” this time.
Okay?” Nix nods, slowly moving his head up and down with a
bit of left and right thrown in to piss me off. What the hell?! I sigh.
Enough of this crap, time to get on with it. I walk away from my
desk, and call the rookie, Nix and the Yakuza thug to follow me.
We head past the puke and kibble, and out into the hail. I
crack my shoulder joints again. Perhaps I’ll get that fight
today after all.
Detective Ryder,
32nd Precinct, Luna Perimeters
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SETTING: mix. This will cause the building to sway under pressure.
STRAFFAR GATAN 39 Moving more than half Agility in meters during a player
character’s turn requires an Average D1 Acrobatics test to
Straffar Gatan 39 is more than just a location in the maintain balance.
adventure. It is a character at the heart of the adventure
and its death sets the tone for the events that unfold. This THE GROANS OF IMPENDING DEATH: the rumbles and
precarious existence provides a number of interesting creaking of the building ratchet up the air of menace and
environmental elements and challenges for the GM to play provide a veil of concealment for the dark activity within.
with during the mission:
A ‘PEA-SOUPER’: the pollution from the nearby industrial
A SKELETAL VIEW: formerly the tenement had six zone, and the rain and humidity have created a thick,
apartments on each floor, but the construction work has choking fog that hugs the streets to waist level, and
cut away a third of the building. From outside, the players makes footing treacherous.
get an entire cutaway view of the tenement, including
basement, foundations, and sewers. Thick, black, rubber MOVEMENT IN YOUR PERIPHERAL VISION: because
electrical cables are strung dangerously down the side of the infrastructural damage, power brownouts and
of the building, passing in through windows and across blackouts are frequent and all of the remaining lights in
corridors, and providing an erratic source of additional the tenement flicker, causing writhing shadows that are
power whilst creating a dangerous fire hazard. The skeleton easily mistaken for someone or something.
of the building is bared to the whole world.
UNSTABLE STRUCTURE: any serious firefights or
ALL ALONE: any fire brigade support the players call for explosions will cause whole sections of the building to
will gather outside and refuse to enter, or even worse get tear away and fall into the canyon below, dramatically
stuck on the other side of the man-made chasm as no taking some of the combatants with them.
one bothered to update the street maps. If the building
is on fire they might blast at the walls with high pressure BRINGING THE HOUSE DOWN: at the climax of the mission
hoses, adding yet another environmental issue to the the entire structure begins to come apart, making it a
race for survival. Any thoughts about evidence collection
will have to be abandoned.
DRAMATIS PERSONAE BLARING TVS: every apartment has the TV on with the
sound turned up. The TVs have no off-button.
• BAXTER, Abigail Religious old lady,
Apartment 202
THE INVESTIGATION
• BEEKS, Clarence Factory worker, BEGINS…
Apartment 301
• BEEKS, Mary Factory worker, Read aloud or paraphrase the paragraph below to set the
Apartment 301 tone and orient the players:
• DIATORRO, Lucius Tenement Manager,
Apartment 101 “You were not sure this was possible but the inside of
the tenement is even more grim than the outside. The
• PETERSEN, François Imperial executive,
worn carpet on the floor makes a wet sucking noise
Father of Sandrine Peterson
with each step, and you can smell the mould, thick in
• PETERSON, Sandrine Daughter of Imperial the air. Cracks run up the walls and, in many places,
executive François Peterson, chunks of plaster have fallen away revealing the cheap
Apartment 302 concrete behind, stained with rust lines from the rebar.
• VON SAAR, Konrad Freelancer (Castigator host) Thick, rubber cables are strung across the halls and
Apartment 303 lie in thick bundles on the floor. The lighting is patchy
at best, and even those few bulbs that do work fizzle
• VORDACH, LT. Pierre Investigators superior
in Luna PD and pop. Water drips from everywhere. Every so
often the distant sound of heavy construction – barely
audible over the muffled sounds of the TVs from every
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apartment – makes the whole building shudder. A discarded pile of fast food wrappers and empty, crushed
Straffar Gatan 39 is a ten-story tenement with four beer cans surrounds the chair. Diatorro stinks of stale sweat
apartments remaining on each floor. There was once and cheap booze.
a lift, but hazard tape is strung across the entrance.
A single staircase corkscrews around the lift shaft. Diatorro hands over the set of master keys to all the
Worryingly everything is tilted at a very slight angle. apartments if the players show their badges, or if they bribe
Apartment 101, the apartment nearest the entrance, him enough.
has a rusted sign with ‘Manager’ barely legible on it.”
What Diatorro knows:
Each apartment description is broken up into phase versions
depending on when the players visit them. There are four IF ASKED ABOUT THE SMALLER SCREENS: Diatorro says
remaining apartments on each floor. Only those directly that they are for the CCTV cameras but are all out of
relevant to the plot are fleshed out, leaving the others for order and have been broken since before he was building
the GM to use or ignore as you wish. manager. This is a lie. Diatorro actually uses the cameras
to spy on the private activities of the tenants.
APARTMENT 101:
LUCIUS DIATORRO, I F ASKED ABOUT THE REPORTED INCIDENTS: Diatorro
TENEMENT MANAGER will look stressed and swallow some pain pills with
a gulp of stale beer. He says he cannot remember
Working as building manager and superintendent in what happened, the incidents must have happened
return for free rent, Lucius Diatorro is far from anyone’s while he was watching his favourite TV show. As a
concept of a diligent manager. Though his official backhanded comment he says that he respects the
employer is a Bauhaus housing corporation, his real privacy of his tenants too much to ask questions.
employers are the Croaks.
IF ASKED WHO ENTERED THE BUILDING DURING
Hooked on cheap painkillers supplied to him by the Croaks, THE PREVIOUS NIGHT: Diatorro says that as far as he
in return he keeps an eye out for their interests and lets remembers no one entered the building. If pressed, he
them know if anything happens in or around the building admits he is not 100% sure and also that the residents
that should concern them. A group of snooping players sometimes enter through the broken windows in
definitely fits the bill. He feigns disinterest and lethargy, apartment 103, which has been empty since Mr
but as soon as he is given a chance he phones the Croaks. MacAskill died.
PHASE ONE: IF ASKED ABOUT THE BEEKS: Diatorro breaks wind loudly
and simply says,
The players have to bang loudly for some time, or kick down “Stuck up couple. Thinks they are better than
the door for Diatorro to bother responding. me, but at least they pay the rent on time. Got
some relative in the pig- I mean Luna PD.”
Clad only in a stained t-shirt and boxer shorts, Diatorro It is obvious that he does not like them.
slumps in a filthy lounge chair watching a reality TV show
on the Capitol Entertainment Network called ‘The Giant IF ASKED ABOUT SANDRINE PETERSON: Diatorro denies
Eye’. If the players watch the show they quickly realise all knowledge – after all he does not know her name. If
that it is a comedy show where a mysterious prankster described, his face takes on a lascivious quality and his
called The Giant Eye misleads, befuddles, and confuses eyes become bright. He unconsciously licks his lips and
ordinary members of the public. At least that is what it says that she is a cute girl with a boyfriend that is no
appears to be on first glance. Emotionally sensitive or good for her. She lives in 302.
perceptive characters making an Average D1 Observation
test will notice that the ‘pranks’ are mean and petty. IF ASKED ABOUT THE CROAKS: Diatorro says they are a
In between sketches the TV switches to an image of a local gang, just a bunch of misguided kids. He quickly,
giant unblinking eye while the prankster addresses his and obviously, tries to change the subject and asks why
audience. Surrounding the large central TV screen are the players are here. After they leave, Diatorro calls
smaller screens, but when the players enter they are all the Croaks and, once the corridor is clear, he runs down
switched off. to Apartment 104 and warns the gang members there.
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With a disturbing crackling, the bones of a Malignant twist to let it scuttle across the ceiling.
IF ASKED TO LIST ALL THE RESIDENTS: Diatorro says, stalking the group, characters making subtle insults behind
Since they tore away a chunk of the building,
“ each other’s backs, and other actions to stoke the paranoia.
most people moved out. Only I live on this floor. Every time they directly look at the screens they go blank. If
That crazy old cat lady lives in 202. Apartment 204 they question Diatorro about the images he looks at them
is rented by that creep, Von Hölle. He is a scary strangely, as if they are going mad.
man. Something just is not right with him. 301 is
the Beeks. Couple of factory shmoes. 302 is that PHASE THREE:
cute, blonde girl and her no good boyfriend. 303
is some beefcake, guy called Konrad who keeps All semblance of reality has broken apart now.
to himself. Fourth floor is basically empty – oh
there’s some squatters up there. Ain’t no one The Twisted Marionette has used necrobionics to convert
living above fourth – the rumbles scared ‘em off, Diatorro into a psychic capacitor to amplify the signal from
especially when more of fifth collapsed. You don’t the antenna.
want to go up there. No one goes up there.”
Diatorro appears to have been consumed by the creature.
PHASE TWO: Thick cables run into his eye sockets, mouth, nostrils, and
ears. Thick black congealed blood leaks out around the
As before, but this time however the CCTV screens are edges of the cables. The cables join him physically to
all on and show looping footage of the players’ activities the TV. The players can see the cables pulsing inside his
so far. However, the images presented show dark figures muscles as they reconfigure Diatorro. His body has bloated
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significantly; the skin is all stretched tight and has taken on APARTMENT 104:
a dark hue as if he were filled to bursting. THE CROAKS DRUG DEN
[COMBAT ENCOUNTER]
The TV screens show fragmentary images of violence,
and the sub-audible binaural tones have become piercing
screams that make it hard to concentrate or talk. PHASE ONE:
If the players try to pull out the cables or attack Diatorro, he A local gang called ‘The Croaks’ uses this apartment to deal
bursts like a ripe balloon spraying everything and everyone drugs in the local neighbourhood, and has co-opted Diatorro
in thick, black gore that is disturbingly sweet to the taste. to warn them of any incoming police raids. This scene plays
Characters should make a Challenging D2 Willpower test out almost identically whether Diatorro has warned them or
or take 2d6 Mental Health damage. The cables thrash not, the only difference is that they are ready to ambush the
about and then become still, however the actions of the players if they have been warned, and conversely are caught
players have enraged the Twisted Marionette and the final flatfooted if the players get to them first.
confrontation becomes imminent.
If the Croaks attempt an ambush, use the ambush rules
APARTMENT 103: provided on page 14 to resolve this attempt. Players
THE SECRET ENTRANCE who use Acrobatics to enter via the window should be
rewarded by holding off spending DSPs to activate the
Croaks first as they try to work out what is going on. If the
PHASES ONE & TWO: investigators treat entry as a raid they should be rewarded
with a chaotic scene that, while potentially quick, is high
The apartment has remained unoccupied since Mr MacAskill, on drama. Players who try to burst through the wall should
a factory supervisor for Imperial, died a year or so back. The make an Average D1 Athletics test to come crashing
door to the apartment has no lock and swings loosely in the through, and one Momentum can be spent to distract the
breeze. There are very few cables in the apartment. Close Croaks and shoot first.
examination shows that the apartment gets a lot of foot
traffic, entering through a smashed window where the bars Fun things to do with Symmetry.
have been crudely cut away. Given that the apartment is next
door to the Tenement Manager’s it would be impossible for 2 DSP: The Croaks have set a fire to fill the room with
him not to notice the comings and goings. Everything of smoke and are wearing masks. The smoke causes 1d6
value has been stripped from the apartment, leaving only a Torso wounds each round to anyone in the room without
few mouldy old sofas and chairs. There are remnants of drug a mask, and the room could be gutted unless action
paraphernalia in amongst the pigeon droppings. is taken. Players who neglect to put out the fire may
discover that the sprinkler system has become connected
PHASE THREE: to the black water system.
The Twisted Marionette closes off the ad-hoc window 2 DSP: If an investigator likes their Burstfire, open the
entrance to this apartment. The windows all become sealed room to the elements as the wall crumbles and the wind
in thick, pulsing cables. The choking mist is particularly thick tears in to the room. Have the building shudder and call
here, reducing visibility to almost nothing, and disorientating for Average D1 Acrobatics tests for everyone.
anyone who tries to cross the room. Anyone crossing the
room should make a Challenging D2 Resistance test to Either way, this is primarily a combat scene. The Croaks in
avoid becoming Impaired and taking 2d6 Torso wounds to the apartment fight until at least half are taken out, then the
simulate choking. remaining Croaks attempt to flee.
035
Steven Cleek (order #5891700)
an even split between leaving and staying. While the Croaks will not help the
THE CROAKS players, additional Persuade Momentum will have the Croaks talking about their
neighbours. Their opinions are similar to Diatorro’s although less biased against
HIGH/SCARED STREET TOUGHS Abagail Baxter, who they say is harmless if preachy.
RANGED COMBAT: 7 Searching the apartment reveals several bundles of cash in small bills and a
bag of blue pills. The TV displays The Giant Eye programme, just like in
CLOSE COMBAT: 8 Diatorro’s apartment.
ADVENTURE
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V3.0 BETA TEST
037
Steven Cleek (order #5891700)
What Abigail knows: When the investigator’s see Abigail turn around for the first
time each should make a Challenging D2 Willpower test,
IF ASKED ABOUT WHAT SHE HEARD OR WHY SHE taking 2d6 Mental Health damage if they fail.
CALLED THE POLICE:
“The noise was terrible. There was awful, awful PHASE THREE:
screaming and banging. In all my years I have
never heard such a sound. All the lights flickered, Unable to convert Abigail because her will was just too
and the whole building shook. I called the police strong, the Twisted Marionette tears Abigail apart and uses
several times, but no one seemed interested. Then her as raw materials for its machinery! The entire apartment
suddenly, everything went quiet. I am not afraid to appears to be an abattoir, and only small fragmentary
admit that I was scared. Whatever happened up pieces of Abigail remain. Almost as disturbing: nothing
there was awful. Truly awful. More tea?” else in the apartment appears damaged. It is as if Abigail
silently exploded.
IF ASKED ABOUT DIATORRO:
“I was always raised to believe that if you don’t Spend one DSP for a player to see the plants in her flock
have something good to say about someone pattern wallpaper dying and then reforming as his own
then you shouldn’t say anything at all. I have face. They take 1d6 Mental Health damage. No one else
nothing to say about Diatorro.” will see anything.
ADVENTURE
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Steven Cleek (order #5891700)
BIRTH OF A MALIGNANT
A Malignant is created when a human is exposed to Though sentient in a completely alien way, one part of
the raw fury of the Dark Symmetry, and his mind and the Twisted Marionette’s plan is understandable: It plans
body is infused and infected with the terrible menace of to expand and infect all of the TVs in the Nines and the
necrobionics. Every fracture needs a point of focus and surrounding districts of the Perimeters until all of Luna is
here it is the TVs, so ‘kindly’ provided by the corporations, infected and the marionette is once again united with the
that never switch off. Habitually watched by the residents, Dark Soul.
the TVs are startlingly vulnerable to corruption by the
Dark Symmetry and are the perfect infection vector. Straffar Gatan 39 is the Dark Legion’s patient zero….
A Malignant is created when a human is exposed to the raw fury of the Dark Symmetry.
039
Steven Cleek (order #5891700)
The apartments are marked with blood stains, but not Anyone looking at the screens and seeing themselves running
enough to mean the residents were killed. and screaming should make an average D1 Willpower test
or take 1d6 Mental Health wounds.
In the Beeks’ apartment (301), half-emptied shopping
bags lie on the floor, their contents only partially put away. FOURTH FLOOR AND
ABOVE: THE CASTIGATOR
In Peterson’s apartment (302) the bath has overflowed and
flooded the apartments, though the Patrol officers turned
it off. Her wardrobe contains a mix of ultra-fashionable PHASE ONE & TWO:
clothes, and scruffy street wear. There is a note on the
table saying, ‘”I very much enjoyed our tea and chat. Do The Twisted Marionette seals off this floor with thick bundles
come and visit me again soon.” signed, Abigail.’ of cables that arc worryingly large sparks between them to
prevent anyone invading its inner sanctum until it is ready.
In Konrad von Saar’s apartment (303) a Sherman .74 The players are required to make a challenging D2 Athletics
Model 10 large calibre Heavy Pistol (4+3d6) lies in or Acrobatics skill test for any movement. Failure results in
pieces, apparently part way through being cleaned and becoming entangled or receiving a nasty electrical shock
reassembled. It is clear searching through his stuff that and taking 3d6 wounds.
he is an experienced Freelancer. His refurbished light
shoulder pads (left and right arms) hang in the wardrobe. PHASE THREE:
A hidden gun stash (an Average D1 Observation test) THE SHOWDOWN WITH THE CASTIGATOR!
contains two knives (2+3d6, Pierce 1), and two reloads
for the .74. It will take an average D1 Ranged Weapons The Twisted Marionette has marshalled its powers and is
test to reassemble the Sherman Heavy Pistol. ready for the final stage of its plans. It opens up a fracture
to Pluto, where the Dark Symmetry is building its power. This
It is clear to any player who succeeds at a preliminary allows a Necrobionic spore to tear through, and possess the
assessment of the crime scene (an average D1 Observation host body the Twisted Marionette has provided for it. The
test) that the residents are likely alive. Close examination of Twisted Marionette then merges with the Malignant to form
the carpets indicates that the residents walked out of the something new: a Castigator.
apartments of their own free will. The blood stains appear to
be of the level of a bad nosebleed. THE CASTIGATOR
PHASE TWO & THREE: When the players finally venture up to the abandoned
levels of the tenement they enter the heart of the lair, where
While largely identical to Phase One, above, the TV screens the Twisted Marionette has dragged Konrad von Saar. It
now show flashing images and snippets of videos of the has merged with him to create an ideal vessel for Illian’s
residents going about their daily business. Pay two DSPs Malignants and become the Castigator.
to intersperse between these snapshots images of the
players screaming and running through the corridors of the The internal walls of the floor have been torn down and big,
tenement. The scenes are unnerving to say the least. thick, pulsing bundles of cables writhe in crude mockery of
veins. The choking smog is thickest here, and everything
drips with oily moisture. The stench of burning plastic and
flesh fills the players’ nostrils.
ADVENTURE
040
Steven Cleek (order #5891700)
Attempting to reply or talk to Konrad
is fruitless. The barks are merely the
repeated echoes of the dead. He is
beyond saving, and the Castigator is
simply revelling in his final torment.
041
Steven Cleek (order #5891700)
THE CASTIGATOR
DARK SYMMETRY SPENDS:
CLOSE COMBAT: FOCUS 1-2 12
• 1 DSP – Constrictor : Roll an more difficult by two steps, and
PERSONALITY 6 extra d20 in a Melee attack. any otherwise simple physical
actions require a Challenging
PHYSIQUE 14 • 1 DSP – Contortionist: Roll an D2 Athletics test to perform.
extra d20 in an Acrobatics test. Attacking the cable is an
STRENGTH 12 Average D1 test and 2 points
• 1 DSP – Tripwire: Make an of damage must be inflicted to
player’s Acrobatics test 1 step free the player.
ALL OTHER ATTRIBUTES 8 more difficult.
• 2 DSP – Cables flail around,
CLOSE COMBAT DAMAGE • 1 DSP – Whiplash: Cables exploding walls or windows,
4d6 +4 Pierce: 1 / Knockdown: 2 whip at the player causing and causing a hail of glass
another 1d6 damage to the fragments and the wind
WOUNDS attack. outside to come howling
Head: in. Each player in the room
• 2 DSP – Puncture: A sharp should make an Average D1
Torso: cable thrusts out during Acrobatics test to avoid taking
Left Arm: a successful attack. The 1d6 damage.
Right Arm: investigator is impaled and
takes 1 additional wound to • 3 DSP – Death’Throws’: As
Left Leg: the same location each round the creature dies it grabs
Right Arm: until the cable is severed or the player that did the last
Serious: removed. To sever the cable damage to it, and throws
takes a Challenging D2 Close them out of a window. The
Critical: Combat or Ranged Weapon investigator must make a Dire
SOAK test. D4 Acrobatics or Athletics test
2 to Torso and 1 to all other locations. to grab something on the way
• 2 DSP – Cables wrap down, or take 6d6 damage
The first close combat attack against themselves around players’ upon impact.
the Castigator by each character has limbs making any skill tests
its difficulty increased by one step
due to flailing cables.
ENDING THE ADVENTURE toxic gases that would cause terrifying hallucinations. The
remains of Sandrine Peterson and Clarence and Mary Beeks
If the players destroy the Castigator the overload initiated are not recovered.
in the antenna by its death causes a wildfire to sweep
through the tenement. The only way out is to leap across What really happened in Straffar Gatan 39 will be almost
a vertiginous gap (a Challenging D2 Athletics test) to a impossible to prove either way, and unless they work out a
neighbouring tenement while the building collapses in fire, good cover story, the deaths of all the residents will be the
dust... and the screams of the residents. last nail in the coffin of the players’ careers in Luna PD.
Once clear of the building, all the events inside Straffar Of course, if one or more of the players was infected by the
Gatan 39 take on a nightmarish and unreal quality. Fire Castigator, things will go from bad to worse.
crews searching through the rubble find no evidence of the
Castigator, only the crushed remains of the residents, and To Be Continued In… “The Fall of von Hölle”!
ADVENTURE
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Steven Cleek (order #5891700)
VENTS All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
LUNA PD ROOKIE
1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
• ACROBATICS +1 1
1 1
9-14
• CLOSE COMBAT
– UNARMED COMBAT SOAK
TORSO
• STEALTH 1
AWARENESS: 7 15-17 18-20
SKILL EXPERTISE / FOCUS
• OBSERVATION +1 1
– INSIGHT
SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY +2 1 0 0
CO-ORDINATION: 8
SKILL EXPERTISE / FOCUS CRIT/FAIL
• RANGED WEAPONS +1 1 SERIOUS WOUNDS CRITICAL WOUNDS OVERWHELMED 18-20
– HEAVY WEAPONS IMPAIRED 19-20
– GUNNERY
• PILOT +1 1
– SPACE
DETECTIVE LUNA PD
1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
• ACROBATICS +1 1
1 0
9-14
• CLOSE COMBAT +1 1
– UNARMED COMBAT SOAK
TORSO
• STEALTH 0
AWARENESS: 8 15-17 18-20
SKILL EXPERTISE / FOCUS
• OBSERVATION +1 1
– INSIGHT
SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY +1 1 0 0
CO-ORDINATION: 10
SKILL EXPERTISE / FOCUS CRIT/FAIL
• RANGED WEAPONS +1 1-2 SERIOUS WOUNDS CRITICAL WOUNDS OVERWHELMED 18-20
– HEAVY WEAPONS IMPAIRED 19-20
– GUNNERY
• PILOT +1 1
– SPACE
MENTAL STRENGTH: 5
SKILL TEST
SKILL EXPERTISE / FOCUS
• WILLPOWER +1 1 ROLL
: ROLL 2d20 6. EACH d20 CU
1. SKILL TEST < OR = FO S
PERSONALITY: 7
e.
Attribute + Skill Expertis
Target Number = Gains 1 extra success.
PHYSIQUE: 6 tion
A 20 causes Complica
or 2 Dark Symmetry poin
ts.
1 = Re-roll any damage
2 = Roll second hit loca
dice.
tion, to suffer half
SKILL EXPERTISE / FOCUS current attack’s damage.
5. IF ROLL 0alSU CCESS 1 = Reduce time by half,
increase quality,
• RESISTANCE +1 1 Fail: Complication / Use Amm
o
Each 20 causes Critic reduce noise, etc.
points.
Load or 2 Dark Symmetry
STRENGTH: 8
SKILL
• ATHLETICS
EXPERTISE / FOCUS
CH RONICLE POINTS E
SPEND 1 CHRONICL
• Gain 1 Bonus Combat
• Place bonus d20 on 1
1 Men tal Hea
Action.
before skill test (cost 2
lth
CPs after roll).
& 1 Light wound in each
location
• Recov er
POINT TO:
Steven Cleek (order #5891700)
TSUYOSHI All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
FREELANCER
[BODYGUARD] 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
• ACROBATICS
0 0
9-14
• CLOSE COMBAT +2 1-2
– UNARMED COMBAT SOAK
TORSO
• STEALTH 3
AWARENESS: 7 15-17 18-20
SKILL EXPERTISE / FOCUS
• OBSERVATION
– INSIGHT
SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 0 0
CO-ORDINATION: 8
SKILL EXPERTISE / FOCUS CRIT/FAIL
• RANGED WEAPONS +2 1 SERIOUS WOUNDS CRITICAL WOUNDS OVERWHELMED 18-20
– HEAVY WEAPONS IMPAIRED 19-20
– GUNNERY
• PILOT
– SPACE
SKILL
• ATHLETICS
EXPERTISE / FOCUS
CHRONICLE POINTS
SPEND 1 CH • Gain 1 Bonus Com
POINT TO: RONICLE
bat Action.
•P lace bonus d20 on
1 before skill test (cos
•R
ecover 1 Mental Hea t 2 CPs after roll).
lth & 1 Light wound
Steven Cleek (order #5891700) in each location
NIX All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
FREELANCER
[SNIPER] 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
• ACROBATICS
1 1
9-14
• CLOSE COMBAT
– UNARMED COMBAT SOAK
TORSO
• STEALTH +1 1 1
AWARENESS: 9 15-17 18-20
SKILL EXPERTISE / FOCUS
• OBSERVATION +1 1
– INSIGHT
SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 0 0
COORDINATION: 10
SKILL EXPERTISE / FOCUS CRIT/FAIL
• RANGED WEAPONS +3 1-3 SERIOUS WOUNDS CRITICAL WOUNDS OVERWHELMED 18-20
– HEAVY WEAPONS IMPAIRED 19-20
– GUNNERY
• PILOT
– SPACE
STRENGTH: 5
SKILL
• ATHLETICS
EXPERTISE / FOCUS
CHRO NICLE POINTS
SPEND 1 CHRONICLE
• Gain 1 Bonus Combat Action.
• Place bonus d20 on 1 before skill test (cost 2 CPs after roll).
POINT TO: • Recover 1 Mental Health & 1 Light wound in each location
CLICK HERE
Steven Cleek (order #5891700)