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Steven Cleek (order #5891700)

LEAD GAME DESIGN BY JAY LITTLE


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STAR WARS: EDGE OF THE EMPIRE, X-WING MINIATURES GAME ]

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Steven Cleek (order #5891700)


INTRODUCTION........................................04 GM GUIDE: DARK SYMMETRY POOL......23
HOW TO PLAY.........................................08 ADVENTURE: STRAFFAR GATAN 39........25
COMBAT & ACTION.................................. 14 CHARACTER SHEET: VENTS........................ 43
DAMAGE, WOUNDS & HEALING............... 17 CHARACTER SHEET: VANCE RYDER .............. 44
WEAPONS, EQUIPMENT & GEAR............20 CHARACTER SHEET: TSUYOSHI ..................45
MENTAL STRAIN & MADNESS.................. 21 CHARACTER SHEET: NIX ..........................46

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

Modiphius Entertainment Product Number: 050101FB

Steven Cleek (order #5891700)


INTRODUCTION
BY GUNNAR ROXEN

WHAT IS MUTANT TECHNO-FANTASY: A blend of dystopian cyberpunk


CHRONICLES? intrigue in a larger-than-life world where the
shoulder pads are big and the hair is even bigger!
Mutant Chronicles is a dieselpunk techno-fantasy game! In the universe of Mutant Chronicles mankind has
Let’s break that down: fled the devastated Earth, and colonised and
terraformed Luna, Mars, Venus, Mercury, and much
DIESELPUNK: The awful power of the Dark Symmetry has of the Asteroid Belt. It is a world where heroes are
turned the machines and advanced technologies of man forged and can determine the future of mankind,
against their maker. Old technologies have been dusted but where a dark, ancient, and powerful enemy
off and patched up to keep civilisation rolling and the from the Dark Soul threatens the very existence
lights on. Ancient ships are repaired and kept operational of humanity.
long after they should have been retired. A well-worn,
reliable gun is your best friend. Luna City, a vast and Since the early 1990s, Mutant Chronicles has spawned two
ancient city, covers much of Earth’s moon. Gargoyles editions of the roleplaying game, several miniatures games
fight for space with neon signs and corporate adverts in (including Warzone from Prodos Games), a collectable card
a world that is one-part noir, and one-part occult horror. game (Doomtrooper), several novels, and even a movie!

The power of the Dark Symmetry forms a Twisted Marionette.

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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.

THE CORPORATIONS  YBERTRONIC


C
A newcomer to the scene (appearing in the Dark THE BROTHERHOOD

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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Steven Cleek (order #5891700)
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.

LUNA CITY (MAIN SETTING)


Orbiting the dead planet, Luna has become the hub of humanity. Partially
terraformed, grav-plated, and domed in parts, Luna is the greatest city
mankind has ever known, and has engulfed almost the entire surface of
THE OPPOSITION the moon. It is known to locals simply as ‘the City’, only off-worlders call it
Luna City. All of the corporations have major facilities in the City, but only
THE DARK APOSTLES Cybertronic bases its headquarters here. In the Dark Legion time period Luna
Algeroth (Lord of Technology), City is home to The Brotherhood Cathedral, centre of worship for the entire
Ilian (The Mistress of the Void), solar system. Luna City is divided into five vast sectors: The Ancient Heart,
Muawijhe (Lord of Visions), Semai Perimeters, Industrial Districts, Spaceports, and the Outskirts. Along with the
(Lord of Spite), and Demnogonis official districts, there are two more: The Undercity, and Spaceship Graveyard.
(The Befouler) are the mightiest of There are plenty of hidden corners within Luna City where the Dark Symmetry
the servants of the Dark Soul. The can take root. Luna is the setting of the Straffar Gatan 39 adventure.
Dark Apostles come from an alien
dimension hell-bent on the conquest INNER SYSTEM(VENUS, MERCURY, MARS, AND ASTEROID BELT)
and corruption of all who stand in Colonised by the Corporations, the Inner System worlds are all largely
their way. Humanity is simply the terraformed. The lush jungles of Venus, mighty cities and plains of Mars,
latest victim for their legions. harsh mining colonies of Mercury, and myriad different environments in
the Asteroid Belt are home to millions of people.
HERETICS
Heretics work towards the fall of OUTER SYSTEM (JUPITER, SATURN, NEPTUNE, URANUS, PLUTO, AND NERO)
humanity in service of the Dark Never heavily colonised, when the Dark Symmetry is unleashed by Imperial
Apostles. Not everyone who is, Conquistadors, the Dark Legion conquers its way across most of the colonies
or becomes, a Heretic sets out to and outposts here, leaving only a few on scattered moons. Quickly the Outer
betray his race. Many who serve the System becomes the heartland of the Dark Legion.
Dark Apostles do so unwittingly,
and would be horrified if they CONTENTS OF THE
realised the true consequences BETA TEST VERSION:
of their actions. Most have
good intentions. Intentions The Beta Test version of Mutant Chronicles contains the V5.0 Beta rules
frustrated by the harsh realities developed by Jay Little to get playing quickly, and an introductory adventure,
of the corporations. Whatever Straffar Gatan 39, written by me, sci-fi noir author Gunnar Roxen. It is set during
the reason, those with a grudge the first days of the conflict with the Dark Apostles (in the Dark Symmetry period).
to bear are in good company and Can your players solve the mysterious disappearance of the residents and bizarre
are often sought out by other happenings in the crumbling tenement before it is too late?
like-minded people, and ever so
slowly seduced and corrupted by As always we want your feedback for the Beta rules will help us
the Dark Symmetry. Heretics often make the final tweaks needed before release. Please share your
bear the dark gifts of their masters. feedback in our Beta Playtest forum http://bit.ly/MjlPY6

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.

UNSKILLED SKILL TESTS


When a character attempts a skill test using a skill he
has no ranks of expertise training in, it is referred to
as an unskilled test. The difficulty of an unskilled test
depends on whether the test uses a general skill or an
advanced skill.

GENERAL SKILL: When performing an unskilled test


of a general skill, the player rolls 2d20 and attempts
to roll equal to or less than the skill’s related attribute.
Unless modified by a talent or some other ability, the
best result a character can generate with an unskilled
test is two successes, one for each d20.

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.

SUCCESS & COMPLICATION


When rolling multiple d20s for a skill
test, it is possible to have both very
good and very bad results occurring
during the same test. A character could
roll one success on one die, and a natural
20 on the second die. In this way, a character
can pass a skill test with complications. Each
natural 20 is still resolved, regardless of how
many successes are generated, even if the skill
Mishima will cut the Dark Legion from their lands!
test was passed.

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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:

BENEFIT MOMENTUM GUIDELINES

BONUS A character can increase the damage inflicted by a successful attack.


DAMAGE 1 / D6
Each momentum spent adds +1d6 damage.

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.

The default skill test is Average


difficulty, represented by D1,
meaning the player must
generate one success to pass
the skill test. As the difficulty
rating increases, more successes
are required to pass the skill test.
Some skill tests are so difficult
that a character may not be
able to generate the required
number of successes without
Capitol passenger transport.
some type of assistance.

DIFFICULTY RATING EXAMPLE


• Breaking down a flimsy door.
AVERAGE D1 • Shooting a stationary target at close range.
• Piloting a vehicle over rocky terrain.

• Breaking down a solid door.


CHALLENGING D2 • Shooting a stationary target at medium range.
• Piloting a vehicle over rocky terrain in torrential rain.

• Breaking down a reinforced door.


DAUNTING D3 • Shooting a moving target at long range.
• Piloting a damaged vehicle over hazardous terrain during a thunderstorm.

• Breaking down a steel core door.


• Shooting a moving target with partial cover at long range at night.
DIRE D4
• Piloting a damaged vehicle over hazardous terrain dotted with land mines during a
storm, while being pursued by Necromutants.

• Breaking down a top tier security door reinforced by dark energy.


• Shooting at a small moving target with cover at long range at night during a hailstorm,
EPIC D5 while suffering a critical wound to the head.
• Piloting a vehicle that is about to explode, without sensors, through a rocky minefield in
monsoon conditions, with a pack of ezo-ghouls on your tail.

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.

 PPONENT’S ACTION: Someone


O
is shooting at you, an opponent is
actively trying to avoid you, you
have been deceived by someone.

PHYSICAL CONSTRAINTS: The


task is based on an especially long
distance, there is limited room to
operate, the object of the test is
shielded.

SOCIAL FACTORS: The character


is out of favour with the target, the
character is from a rival corporation,
the character has committed a
severe social faux pas.

SPECIALISED ACTION: Performing


neurosurgery, reprogramming a
sophisticated computer, forging
high end documents.

 IMITED EXPOSURE: Dealing with


L
unknown technology, investigating
an obscure cult, reading a
document in a foreign language,
time constraints.

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:

 RITICAL FAILURE: When a character critically fails a skill


C
test the GM adds two Dark Symmetry points to the pool,
OR introduces a Complication for the player (such as

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CHAPTER 02

COMBAT & ACTIONS


Combat should play out dramatically, with pulse-pounding, action-packed encounters.
Characters have a number of resources at their disposal to accomplish cinematic feats
of heroism. With access to momentum, Chronicle points, and the ability to purchase
bonus dice for skill tests, players can strategise and get the most out of their
characters during combat.

INITIATIVE & TURN ORDER FREE ACTIONS


Each round, the players agree on the order in which their During your turn, your character may perform one or more
characters will take their turns. After all player characters of the following Free Actions. A character may perform as
have acted, each of the GM-controlled characters take their many Free Actions as he wishes, but cannot perform the
turns in whichever order the GM chooses. same Free Action more than once during his turn.

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.

A dreaded Malignant discovers its prey.

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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.

Mitch Hunter takes on the Dark Legion.

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CHAPTER 03

DAMAGE, WOUNDS & HEALING


DAMAGE RATINGS COVER
When an attack hits its target, the player should roll the A character benefits from cover when he is adjacent
number of d6s listed with the weapon’s damage rating. to a piece of the environment that obstructs a clear line
A damage roll of 1 or 2 contributes that much damage to of sight or limits the visible target silhouette. Cover
the attack. Any damage die result of 3+ is ignored. Any is either considered Light or Heavy depending on its
damage generated by the damage dice is then added to construction.
the weapon’s fixed value, if present.
When a target with cover is attacked, he rolls d6s based on
For example, Brand Barton successfully shoots a heretic the type of cover he is benefiting from. Any wounds
with his heavy pistol. The weapon has a damage rating generated on these Soak dice by the defender are subtracted
of 3d6 + 2. The player rolls three six-sided dice and from the incoming damage.
generates 1, 2, and 5. The attack inflicts 5 base damage
(3 damage from the dice + 2 static value). The roll of 5 Light Cover is generally flimsy and provides more
is ignored. concealment than protection. Wood, plexi-glass, and
reinforced aluminium panels would be examples of Light
MOMENTUM Cover. Light cover provides 2d6 Soak.

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.

 Critically Injured person is automatically Overwhelmed.


A
An Overwhelmed character has his critical failure range
increased from 20 to 18-20. He takes one point of mental
health damage

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.

When a character is Impaired, his


critical failure range increases by
one, from 20 to 19-20.

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.

Providing First Aid to a character


with only light wounds is an
Average D1 Treatment test. First
Aid on a seriously injured character
is a Challenging D2 Treatment
test. First Aid on a Critically
Injured character is a Daunting
D3 Treatment test. A character
may attempt to provide First Aid
to himself, but the difficulty of the
test is increased by one step.

If a character passes the Treatment


test, the recipient recovers
one light wound, plus one
additional light wound for each
?????????
Mishima Demon Hunter prepares for battle.
Momentum spent.

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CHAPTER 04

WEAPONS, EQUIPMENT & GEAR


EQUIPMENT IS DEFINED BY SEVERAL DIFFERENT QUALITIES, FROM THEIR
OVERALL ENCUMBRANCE TO EFFECTIVE RANGES AND DAMAGE FOR WEAPONS.
A FEW SAMPLE PIECES OF EQUIPMENT ARE PROVIDED HERE.

CLOSE COMBAT WEAPONS CLOSE QUARTERS


A ranged weapon with close quarters can be used against
These weapons require one or both hands to wield and targets in the same melee engagement without penalty.
strike opponents in the same melee engagement as the
attacker. They use the Close Combat skill. A character may KNOCKDOWN
attempt to use a two-handed weapon in one hand, but must A weapon with knockdown can knock down a humanoid
increase the difficulty of any Close Combat or Parry tests by sized target up to 200 kg by spending Momentum equal to
two steps. its knockdown rating. It can affect a target 100 kg larger for
each additional Momentum spent.
RANGED WEAPONS
PIERCE
These weapons require one or both hands to wield and fire A weapon with Pierce reduces armour Soak values by an
at opponents at range, and use the Ranged skill. A character amount equal to its Pierce rating.
with a one-handed weapon can attempt to fire at a target
in the same melee engagement, but must increase the SPREAD
difficulty of any Ranged tests by two steps. A character may A weapon with Spread affects a larger area, making it more
attempt to use a two-handed weapon in one hand, but must difficult to dodge. Dodge attempts made against a weapon
increase the difficulty of any Ranged tests by two steps. with Spread are more difficult by one step.

Ranged weapons have an effective range. A target within STUN


its range rating can be attacked without a range penalty. A When a weapon with the Stun trait hits a target in the head,
target up to twice the effective range can be attacked, but the target also suffers mental damage equal to half the
the attack difficulty is increased by one step. Targets beyond attack’s total damage, rounded down.
twice the effective range cannot be attacked.
AMMO LOADS
SPECIAL TRAITS
Ranged weapons without the Burstfire trait lose an Ammo
ARMOUR PIERCING ROUNDS Load when a critical failure is rolled. The character must spend
A ranged weapon loaded with armour piercing rounds an action reloading before they can use the weapon again.
halves the protection of armour Soak (rounded down) and
reduces the benefit of cover Soak by 2d6. If a character rolls a critical failure whilst using a ranged
weapon without the Burstfire trait the GM may cause the
BURSTFIRE character to use up one Ammo Load as a complication,
A weapon with burstfire can shoot several bullets in a short, instead of drawing 2 Dark Symmetry points. The character
controlled burst with each pull of the trigger. A character must spend an action reloading before they can use the
must declare Burstfire before rolling, and indicate how many weapon again.
loads he is going to use, up to the weapon’s Burstfire rating.
Each load spent during Burstfire adds 1d20 to the attack roll.
For each attack die that results in a critical failure, the attack
consumes one additional load. If this empties the weapon’s
clip, the weapon also jams.

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CHAPTER 05

MENTAL STRAIN & MADNESS


MENTAL HEALTH CAN BE ERODED BY TERROR, FEAR, OR PSIONIC ATTACKS. TOO
MUCH MENTAL STRAIN MAY LEAD TO MADNESS AND INSANITY.

MENTAL HEALTH DIFFICULTY RATING TRIGGERING EVENT

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.

Captain Mitch Hunter leads a Cartel assault on Mars.

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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.

If a character fails the Willpower test, he is traumatised RECOVERING FROM


by the event. The character becomes the victim of a MENTAL DAMAGE AND
mental assault. TRAUMA
MENTAL ASSAULT Characters can recover mental health in a variety of ways,
and also have options to treat mental trauma, which are
To resolve a mental assault, the GM rolls d6s equal to the detailed in the full rules.
difficulty rating of the failed test, plus one additional d6 for
each Dark Symmetry point he is willing to spend from his TREATMENT
pool. The character suffers mental damage equal to the
damage results on the dice with a minimum of one. The treating character attempts a Challenging D2 skill test.
If the test passes, the patient recovers one mental health,
CRITICAL FAILURE ON WILLPOWER TESTS plus one additional mental health per momentum spent,
Each natural 20 or critical failure generated on the Willpower and reduces their mental state by one level. If they are
skill test automatically inflicts one point of mental health Overwhelmed they become Impaired. If they were Impaired
damage each, regardless of whether or not the character they are no longer suffering from a mental state.
passed the skill test.
NATURAL REST
THAT WAY LIES MADNESS
After a full night of restful sleep, a character can attempt
When a character suffers five or more mental health damage an Average D1 Willpower test. If the test succeeds, the
from one triggering event, or if a character has no more character recovers one mental health plus one additional
mental health boxes remaining, the character’s psyche health for each momentum spent. If the character is currently
starts to crack. Rules for madness are detailed in full in the Impaired or Overwhelmed, the difficulty of the Willpower
core rules, but for the purposes of this Beta we are using a test is increased by one step.

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CHAPTER 06

GM GUIDE: DARK SYMMETRY POOL


THE DARK SYMMETRY POOL IS COMPOSED OF A NUMBER OF DARK SYMMETRY
POINTS, BEST REPRESENTED BY A POOL OF SIX-SIDED DICE IN FRONT OF THE GM.

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.

STARTING DARK If the Corruption damage is greater than or equal to the


SYMMETRY POINTS item’s Reliability Rating, the item suffers one stage of
Corruption. For the purposes of the Beta, assume guns
At the beginning of each session, the GM begins with a and technology have a Reliability Rating of 2. For each
certain number of Dark Symmetry points already in his pool. stage of Corruption, all skill tests with that item have their
The pool begins with one Dark Symmetry point for the total critical failure range increased (i.e., from 20 to 19-20). A
number of Chronicle points the player characters have. single item can only withstand so much Corruption. If an
There are a number of different people, places, or items that item’s Reliability Rating is exceeded three times, the item
can potentially generate Dark Symmetry for the GM. These is so greatly corrupted it is rendered useless.
will be described fully in the core rules.
PERFORMING RESPONSE ACTIONS
DARK SYMMETRY GAINS
NPCs generally only act during their turn in a combat round,
Here is a brief summary of the various ways a GM can gain and are thus usually limited to Free, Chained, and Standard
Dark Symmetry points: Actions. By spending one Dark Symmetry point, a GM
can allow an NPC to perform a Response Action, such as
Each 20 or critical failure generated by players = 2 (or a attempting to parry a close combat attack, or laying down
complication) covering fire for another NPC.

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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.

Magnitude two effects are much more


significant, and may impede progress
or potentially harm the characters.
Examples include splashing acid,
falling blocks, an open flame igniting
something, or a fierce gust of wind
battering the character. These types
of effects generally make skill tests
more difficult by one or two steps,
and may inflict light wounds or mental
health damage.

If the GM were to suddenly have a


section of the crumbling tenement
cascade down on the player characters,
obscuring their vision or inflicting light
damage, it may seem completely
arbitrary. But when the GM spends a
Dark Symmetry point to trigger this
sort of effect, the cost adds context for
the situation – ill omens are working
against the characters, or the Dark
Symmetry is inexorably complicating
A cargo ship navigates the lower levels of Luna.
their lives.

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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?

A Twisted Marionette attacks.

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FOR THE PLAYERS

WHAT YOU KNOW: no signs of struggle or theft, of the senior Imperial


but they did find blood stains executive François Peterson,
You have been sent to investigate in various rooms. They knocked may be hiding out in the
an incident at Straffar Gatan 39, on the doors of other residents building. The Lieutenant
a rundown tenement in the Nines but no one claims to have seen makes it very clear that it is
– a particularly nasty part of the anything, though they did hear in the best interests of your
Perimeters. screaming. Before they could careers that she is found alive
investigate, they had to leave and well.

Dispatch has received multiple to answer a high priority call in a
calls from residents reporting nearby neighbourhood. 
Your assignment is simple:
screaming on the third floor. investigate what happened in
Dispatch receives calls like this 
Shit flows downhill – straight the tenement.
all the time and they mostly go to you. Your squad is already
unanswered, but after the sixth in Lieutenant Vordach’s bad 
The neighbourhood around
call a Patrol unit was dispatched. books following a recent Officer the tenement is controlled by
Involved Shooting. the Croaks, a nasty street gang

The Patrol unit visited the with a reputation for violence
tenement. Three adjacent L una PD Criminal Intelligence and having no fear of cops.
apartments had their doors suspects that Sandrine They control the drug trade in
wide open. Inside they found Peterson, missing daughter the Nines.

Even Luna P.D. don’t go into the Nines without backup.

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FOR THE PLAYERS

THE NINES the Nines to the ports. Somewhere


within the Byzantine bureaucracy a
The Perimeters fringe the core of finance executive vetoed the plan to
Luna City, deep in the shadows of tunnel as too expensive and insisted
the mighty corporate towers and on the far cheaper, subsurface trench-
downwind of the forges, furnaces and and-cover construction. Compulsory
factories in the Industrial Districts. The purchase orders were issued, and the
Perimeters house the unfortunate residents in the buildings scheduled
masses who toil away in factories or for demolition got insultingly-small
eke out an existence on the miserable pay-offs to move. But in many ways,
dole provided by the corporations, they were the lucky ones. With no You are a detective in the Luna PD
hunched up in front of second-rate care for the lives of the remaining 32nd Precinct Investigations Division.
TV screens that spoon-feed them locals, Bauhaus bulldozers brutally It is your job to pick up the pieces and
corporate soaps offering the false hacked the proposed route through try to figure out what happened after
dream of a better future. Many never the tenements and streets to begin the patrol cops have responded to an
leave their apartments, relying on fast excavations. The neighbouring immediate crime.
food deliveries, food parcels from tenement to the scene of these
one of the charities fostered by The events was one of those torn down. The only law enforcement
Brothers, and cheap booze to survive. organisation with jurisdiction over
Those lucky enough to have jobs STRAFFAR the whole of Luna, Luna PD was
must run the gauntlet of dangerous GATAN 39 founded by Capitol in an act of civic
traffic and local gangs to get to the patronage, and brings together
local Underground stations. seconded investigators from each of
Straffar Gatan 39, a ten-story the corporations with cops recruited
The shouts and noises of neighbours tenement and location of the callout, directly from the population.
are just one more thing to drown out. is perched precariously at the edge of
When cops turn up it is usually en- a deep excavation. Formerly a typical However, Luna PD is under-funded
masse in a raid on a gang drug den. Nines tenement, a slice has been and subject to the conflicting will of
The first thing you learn in the Nines crudely hacked off – two apartments the corporations, so your superiors
is to keep your head down and look on each floor are now gone. It is are often forced to hire Freelancers
out for yourself, because if things go braced with minimal rusting steelwork to work with you. These Freelancers
wrong, no one will help you. to protect the construction workers bring a willingness to take on dirty
beneath, but this has not prevented tasks and are preferable to the
The Nines is a typical district of the subsidence from setting in, leaving it donated “corporate liaisons” you are
Perimeters. Jammed in with little listing at a slight angle. The tenement regularly forced to work with, who are
thought, cheap and nasty, most of is under tremendous stress, and more meddlesome than helpful.
the buildings in the Nines were never entering requires nerves of steel.
designed to last this long and, over A sense of doing something that
time, the once straight and clean Floorboards creak, new cracks appear, matters without tying yourself to
concrete walls have been patched and plaster falls off the walls as each any one corporation is what brought
and filled, adapted and mangled as bulldozer passes beneath. It is only you to Luna PD. Even with all the
people do their best to turn them a matter of time before the whole bureaucracy, collapsed investigations,
into homes. building is torn down or collapses. and corporate interference, most
Yet, despite this, Straffar Gatan 39 is days you do feel like you make a
One of Bauhaus’ innumerable, still partially inhabited. The tenement difference. Unfortunately, you have a
faceless, subsidiaries is building a is dying, dragging everything and feeling this is not going to be one of
new freight train line straight through everyone inside with it. the good days.

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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.

1 DSP: A player separated from the group hears “Yeah


he’s expendable” from a source he believes to be a
PHASE ONE: fellow investigator.
THE CREATURE OBSERVES!
1 DSP: A player catches a sudden movement behind
Initially, the Twisted Marionette observes the players. They him. Make an Average D1 Willpower test. If the test fails,
should feel as if they are constantly being watched. This phase roll 1d6 Mental Health damage.
is all about building the tension – the players know something
is going to happen, even if their characters do not yet. If the 2 DSP: A player sees a frightening face right behind
players succeed with a Notice test they become aware that the him in a reflection. Make a Challenging D2 Willpower
eyes of the presenters on the TV programmes are following test. If the test fails, the character takes 2d6 Mental
them across the room. They should notice the peep holes in Health damage.

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Steven Cleek (order #5891700)
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.

2 DSP: Corrupt a piece of


equipment for the duration of the
scene. When using the equipment
a character gains the Impaired
status to reflect its unreliability.

This phase is about unnerving the


players and preparing them while
the creature builds its ability to
manipulate the players as it seeks to
finish its mission.

The Twisted Marionette has created


a necrobionic-powered transmission
antenna atop the tenement and plans
to incorporate both the structure and
the residents, feeding the signal on
their pain and fear. The transmission
antenna is almost complete, and the
link to the Dark Legion has already
allowed a single Malignant spore to
travel through and begin the process
of merging with the Twisted Marionette

Upon seeing the Twisted Marionette


for the first time, the GM should be
prepared to spend a lot of Symmetry on
mental damage.

If the players try to leave the tenement


in this scene they find the entrances
and windows sealed by rubble. The
Straffar Gatan 39 is perched precariously at the edge of a deep excavation.
only way out is from one of the higher
levels (fourth floor or higher) where
they could jump to a neighbouring Marionette merges with its host body and the Malignant to create something
tenement. new: a Castigator.

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!

As I kick Nix’s feet off my desk, contemplating


whether to stick my middle finger in his face, I notice
something under my desk. I hand Nix my coffee and
squat down to find Dwight’s hulking blue metal shoulder
piece with its well-kept leather padding and Luna Police
markings. There was a note attached to it: “Use it well”.

“Nice,” says Nix as he nonchalantly pours the coffee into my bin.


“I like the target design.”

“Three rules,” I begin, sticking my forefinger in his face.


One: point that thing in my direction and I hang you by your balls over
the Longtown Bridge.”
“Thing?” he says with fake indignation in his voice. “It’s my custom
SR-40. You should treat her with respect.”

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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Steven Cleek (order #5891700)
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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Steven Cleek (order #5891700)
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.

If the players successfully capture one or more of the Croaks


they quickly break under interrogation (an Average D1
Persuade test), revealing that the screams on the third floor
had nothing to do with them, and have left them shaking
and nervous ever since. When the players raided them,
they were in the middle of arguing about what to do, with

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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.

ALL OTHER SKILLS: 6 PHASE TWO AND THREE:


The Croaks have been transformed by the Twisted Marionette into hideous puppets,
NUMBER OF GANGERS controlled from above by cables hanging from the ceiling. Their skin hangs loosely
Equal to number of players x 2. from their bony frames as if their innards are slowly being sucked out. The puppet
If more than four, split in to two Croaks’ movements are jerky and awkward, but their eyes burn with static and their
‘Hordes’. expressions are pure fury. The players should make a Challenging D2 Willpower test
or take 2d6 Mental Health damage when they first see this. The puppet gangers
WOUNDS: 3 attack the players on sight with Melee weapons only and fight on even with terrible
Each ganger has 3 Wounds. wounds. The only way to stop them is to sever the cable connections, which causes
Wounds caused to the Horde can them to collapse lifelessly to the ground. These Croaks have 6 Wounds. A character
affect more than one target. For can make a called shot to a cable. On a successful hit, the attack deals an additional
example 4 Wounds will kill one +2d6 damage to the connected ganger.
Croak and injure a second.
The TV screens show looping images of violence, and emit a piercing scream that
CRITICAL FAIL 19-20 makes it hard to concentrate or talk (anyone looking too closely should make an
Gangers critically fail on 19-20 Average D1 Willpower test or take 1d6 Mental Health damage).
due to poor training and lack of
leadership. APARTMENT 202:
THE RELIGIOUS OLD LADY
ATTACKS 1
A horde makes a single attack
together, with each ganger PHASE ONE:
contributing 1d20 to the
combat test. The apartment of Abigail Baxter – the ‘Old Lady’ – is remarkable in its contrast
to the rest of the building. Clean, tidy, and well maintained, the apartment
WEAPONS seems like another world. When the players knock on the door she invites
them in for tea. In her late seventies, Abigail is a retired school teacher from a
IMPROVISED METAL SHIVS AND BARS Capitol Public Academy.
1+3d6 Dam. Stun.
Pink flower designs cover the flock wallpaper. Like the other apartments, her TV is
LIGHT PISTOL on, though hers is switched to a channel displaying documentaries and interviews
2+3d6 Dam. No spare ammo loads. with The Brothers. Abigail knows that sooner or later the building is going to be
demolished, but it has been her home for so long she cannot imagine moving,
and has resigned herself to dying here. She is one of the residents who called the
ESCALATION: police, and will immediately mention it when the players come in.
If you think this is too weak an
encounter, the GM may spend 2 Weirdly, despite what Diatorro thinks, Abigail does not own a cat, but talks to
DSPs to have another horde of and pets her imaginary cat while conversing with the characters.
Croaks enter the conflict from an
unexpected direction. Abigail does her best to be helpful, and is easily encouraged to open up about
her neighbours (Average D1 Persuade test). She flirts with the most attractive
character in a harmless and slightly sweet way.

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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.

IF ASKED ABOUT SANDRINE: APARTMENTS 204:


“Young love is so precious, don’t you think?” VON HÖLLE’S APARTMENT.
She gives one of the players a shy smile.
A single chair faces the TV and, disturbingly, all the windows
IF ASKED ABOUT THE BEEKS: have been sealed up and painted white. A single bare bulb
“I don’t know Mary, but Clarence is lovely. He hangs from the ceiling above the chair. There is a sense of
always brings my post and deliveries up. Uncle in static electricity here that causes the hair on the back on the
the police I think. Do you know him?” players’ neck to rise, and a slight acrid scent of ozone. It is
hard to escape the feeling that there is something dreadfully
IF ASKED ABOUT VON HÖLLE OR APARTMENT 204: wrong with whoever this von Hölle man is.
“There is something very wrong with that man.
Why is a someone with wealth like him hanging APARTMENTS
around here? I don’t like the way he looks at us. 301, 302 AND 303:
I’m glad he isn’t around much.” SCENE OF THE CRIME.
PHASE TWO:
Because all three apartments are the scene of the Twisted
At first glance the scene is identical, but it quickly becomes Marionette’s first attack, they all offer largely the same
apparent that something is utterly wrong. From the front Abigail information. The residents were Mary and Clarence Beeks,
appears normal, but as soon as she turns away the players can married factory workers in 301; Sandrine Peterson, missing
see that the back half of her body is burned and blackened, daughter of François Peterson in 302; and Konrad von Saar,
all the way down to the bone. Wherever she steps she leaves a Freelancer, in 303.
blackened, burning footprints. The burn marks slowly spread,
blending into one another. Abigail seems completely unaware PHASE ONE:
of her transformation. The room itself is subtly different. If any
of the players look at the walls they notice that the plants in the The apartments are identical to the others in the
flock pattern wallpaper are dying before their eyes. If spoken building, though the doors hang open, swinging slowly
to, she answers the questions as above, though the subtle in the breeze. Police warning tape forms an ‘X’ over
flirtation takes on a menacing quality. the doorways. The ever-present cables run into these
apartments just like all the others. The TVs are still on
The overall effect of the encounter is to further unnerve the and blaring. Players will notice that the TVs in each
players. Should they seek to attack Abigail she goes down apartment are all tuned to the same channel – Capitol
without a fight and makes no effort to resist. Entertainment Network and reruns of The Giant Eye.

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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.

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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.

As they enter, pulses of a sickly, blue-green light at the


heart of the level are distantly visible to the players. As they
approach, they see a crackling energy field surrounding
the twisted body of Konrad von Saar. The energy field is
completely impervious to the attacks of the players, and any
attempts to pierce it are fruitless. Konrad von Saar has been
transformed into the Castigator. Convulsing cables pierce
his body at his wrists, stomach, thighs, and elsewhere. He
seems dead, but without warning his eyes snap open and he

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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.

With a wet, ripping noise, the Castigator


tears free of the cables feeding it, and
drops to the floor. Then, abruptly, the
energy field and the lights go out,
plunging the players into darkness. The
hunt has begun.

The Castigator can travel with equal


ease on two legs or on all fours on any
surface, using its powerful claws to
grip to the surface. It moves, hunter-
like, to pounce on its target. When
not attacking, the Castigator remains
unnaturally still and silent, blending into
the background of ruin in the tenement.
The Castigator is an ambush predator,
enjoying prolonging the suffering of
its targets, and carefully choosing the
moment to attack. When it does, it will
dive in and out of the thick choking fog,
using it as cover.

The Castigator’s obvious attacks are


its fearsome claws, bite, or sweep
The Castigator is a horrific, hybrid of man, cables and necrobionics.
attacks with its long, whip-like cable
appendages. But the real danger from
emits a terrifying wail of misery. The Castigator is a horrific, hybrid of man, cables, the Castigator is that of infection.
and necrobionics, all powered by the corruption of the Dark Symmetry. Standing Wounds caused by the Castigator infect
taller than a man, the Dark Symmetry has stretched and warped the body of the its victims with necrobionic spores that
original host. Its grey-green skin is pierced in multiple places by rubbery cables will slowly consume the host, creating
that spark, and drip black mucus. The face of the Castigator is that of von Saar, but further Malignants.
twisted into an unnatural, frozen, rictus grin of death and agony. Powerful bony
claws have erupted from Konrad’s ruined fingers and toes, and his jaw has become If a player suffers 3 or more wounds
distended and unnaturally large. from a single attack, ask them to make
a Challenging D2 Resistance test. If
Upon seeing the Castigator for the first time the each player should make a they fail just smile; it is up to the players
Challenging D2 Willpower test to discover what has happened or
deduce the effects. The only way to
If they fail inflict 2d6 Mental Health damage and if the player now has five or more destroy the spores is with fire. They can
Mental Health damage mark the Impaired status on their character sheet due to lay dormant indefinitely. If the players
the shock. are infected they will be lucky to survive
if the spores take root (something for
When the Castigator attacks it screams aloud Konrad’s last thoughts, now forever the next adventure). If the wound is in
trapped in the moment of his death: a limb, their best bet is to immediately
“Help me!”, “The pain!”, “Where am I?”, amputate, or they face the same
“Why can’t I see?”, “Please, I don’t want to die!” agonising death as Konrad von Saar.

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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

042
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

BONUS MELEE DAMAGE: –


BONUS RANGE DAMAGE: –
3-5 6-8
AGILITY: 9 SOAK
RIGHT ARM SOAK
LEFT ARM
SKILL EXPERTISE / FOCUS

• 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

INTELLIGENCE: 10 CLOSE COMBAT: bonus: weapon: total:

RANGED DAMAGE: bonus:


SKILL EXPERTISE / FOCUS
• EDUCATION +1 1 weapon: total:
– LINGUISTICS
– SCIENCE
• MECHANICS
• SURVIVAL
+1 1
TALENTS: GEAR:
– VACUUM • GREASE MONKEY • LIGHT 2+3d6 AMMO LOAD
• TREATMENT +1 1 One Momentum reduces repair time by half. PISTOL

– MEDICINE • NATURALLY CHARMING • HEAVY LEATHER


– PSYCHOTHERAPY Successful Persuade test get one free Momentum. LUNA PD JACKET
1 Soak – Arms & Torso.

MENTAL STRENGTH: 6 SKILL TEST


• MEDKIT
As a standard action use one load to heal all light
SKILL EXPERTISE / FOCUS wounds in one location, or one light wound from all
• WILLPOWER +1 1 1. SKILL TEST:
locations on yourself or an adjacent character.
ROLL
Target Number 2d20 6. EACH d20 R
PERSONALITY: 8
= Attribute + Ski
ll Expertise.
< OR = FOCUOLL
2. BUY A DITIO S
SKILL EXPERTISE / FOCUS 1d20 = 1 DaD
rk Symme
NAL d20 Gains 1 extra suc
cess.
try point (max. 3)
• ANIMAL HANDLING 6. IF # OF SUC
3. EACH d20 R = OR > DIFFICCESS
• LIFESTYLE = OR < N MO LL ULTY
• PERSUADE = 1 SUCCUESS
BER Then succeed at
ski ll test.

– COMMAND 4. IF ROLL 1 S ADDITIONAL S


UCCESS = MOMEN UCCESS
A 20 causes Comp 1 = Bonus
TUM
PHYSIQUE: 5
lication 1d6 damage.
or 2 Dark Symme 1 = Choose hit loc
try points. ation.
1 = Re-roll any dam
SKILL EXPERTISE / FOCUS 5. IF ROLL 0 S age dice.
UCCESS 2=R  oll second hit loc
ation, to suffer hal
• RESISTANCE Each 20 causes Crit
ical Fail
: Complication / Use current attack’s
damage.
f
Load or 2 Dark Sym Ammo 1=R
metry points.  educe time by
half, increase qua
lity,
STRENGTH: 7
reduce noise, etc
.

SKILL EXPERTISE / FOCUS CHRONICLE POINTS


SPEND 1 • Gain 1 Bonus Co
• ATHLETICS POINT TO:CHRONICLE • Place bonus d20
mbat Action.
on 1 before skill
• Recover 1 Menta test (cost 2 CPs
l Health & 1 Light after roll).
wound in each loc
ation
Steven Cleek (order #5891700)
VANCE RYDER All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

DETECTIVE LUNA PD
1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0

BONUS MELEE DAMAGE: +1d6


BONUS RANGE DAMAGE: +1d6
3-5 6-8
AGILITY: 9 SOAK
RIGHT ARM SOAK
LEFT ARM
SKILL EXPERTISE / FOCUS

• 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

INTELLIGENCE: 7 CLOSE COMBAT: bonus: weapon: total:

RANGED DAMAGE: bonus:


SKILL EXPERTISE / FOCUS
• EDUCATION +1 1 weapon: total:
– LINGUISTICS
– SCIENCE
• MECHANICS
• SURVIVAL
TALENTS: GEAR:
– VACUUM • SHARP SENSES • HEAVY 4+3d6 AMMO LOAD
• TREATMENT +1 1 Re-roll and keep result of 1d20 on Observation test. PISTOL

– MEDICINE • JUST A SCRATCH • LUNA PD


– PSYCHOTHERAPY Recover 1 extra light wound whenever SHOULDER PAD
recovering wounds.  1 Soak on right arm.

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.

SKILL EXPERTISE / FOCUS 2. BUY ADDITIO NAL d20 CCESS


6. IF # OF SUFF
1d20 = 1 Sym met ry point (max. 3)
= OR > DI IC ULTY
• ANIMAL HANDLING Dark
.
Then succeed at skill test
• LIFESTYLE 3. EACH d20 RO LL
S
• PERSUADE +1 1 = OR < NUMB ER ADDITIONAL SUCCES
– COMMAND = 1 SUCCESS = MOMENTUM
1 = Bonus 1d6 damage.
4. IF ROLL 1 SU CCESS 1 = Choose hit location
.

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

BONUS MELEE DAMAGE: 2d6


BONUS RANGE DAMAGE: –
3-5 6-8
AGILITY: 9 SOAK
RIGHT ARM SOAK
LEFT ARM
SKILL EXPERTISE / FOCUS

• 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

INTELLIGENCE: 7 CLOSE COMBAT: bonus: weapon: total:

RANGED DAMAGE: bonus:


SKILL EXPERTISE / FOCUS
• EDUCATION weapon: total:
– LINGUISTICS
– SCIENCE
• MECHANICS
• SURVIVAL
TALENTS: GEAR:
– VACUUM • NO MERCY • SHOTGUN 8d6 AMMO LOAD

• TREATMENT Re-roll and keep result of 1 damage die in


close combat
Close Quarter,
Knockdown 3, Spread.
– MEDICINE
– PSYCHOTHERAPY • JUST A SCRATCH • KNIFE
Recover 1 extra light wound whenever 2+3d6 – Pierce 1.
recovering wounds. 

MENTAL STRENGTH: 6 • KEVLAR VEST


Soak 3 – Torso.
SKILL
• WILLPOWER
EXPERTISE / FOCUS
SKILL TEST
1. SKILL TEST: RO
PERSONALITY: 5 Target Number = Attr
LL 2d20
ibute + Skill Experti
se.
6. EACH d20 ROLL
< OR = FOCUS
SKILL EXPERTISE / FOCUS 2. BUY ADDITION Gains 1 extra succes
1d20 = 1 Dark Sym AL d20 s.
• ANIMAL HANDLING metry poin t (max. 3)
• LIFESTYLE 6. IF # OF SUCCES
3. EACH d20 ROLL = OR > DIFFICULS
• PERSUADE = OR < NUMBER Then succeed TY
at skill test.
– COMMAND = 1 SUCCES S ADDITIONAL SUCC
4. IF ROLL 1 SUCC = MOMENTUM ESS
PHYSIQUE: 8 ESS
A 20 causes Complic
or 2 Dark Symmetry
ation
points.
1= Bonus 1d6 damage.
1 = Choose hit location
.
SKILL EXPERTISE / FOCUS 1 = Re-roll any damage
dice.
• RESISTANCE +1 1 5. IF ROLL 0 SUCC 2=R  oll second hit location
Each 20 causes Critical
ESS current attack’s dam
, to suffer half
Fail: Complication / Use age.
Load or 2 Dark Symmet Ammo 1=R educe time by half
STRENGTH: 10
ry points. , increase quality,
reduce noise, etc.

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

BONUS MELEE DAMAGE: –


BONUS RANGE DAMAGE: +2d6
3-5 6-8
AGILITY: 8 SOAK
RIGHT ARM SOAK
LEFT ARM
SKILL EXPERTISE / FOCUS

• 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

INTELLIGENCE: 7 CLOSE COMBAT: bonus: weapon: total:

RANGED DAMAGE: bonus:


SKILL EXPERTISE / FOCUS
• EDUCATION weapon: total:
– LINGUISTICS
– SCIENCE
• MECHANICS
• SURVIVAL
TALENTS: GEAR:
– VACUUM • CLEAR SHOT • ASSAULT 4+4d6 AMMO LOAD
• TREATMENT +10 metres range for Ranged Weapons. RIFLE
Burstfire.
– MEDICINE • SHARP SENSES
– PSYCHOTHERAPY R-reroll and keep result of 1d20 on • HEAVY LEATHER
Observation test. JACKET
1 Soak – Arms & Torso
MENTAL STRENGTH: 8
SKILL
• WILLPOWER
EXPERTISE / FOCUS
SKILL TEST
1. SKILL TEST: ROLL 2d20 6. EACH d20 ROLL
< OR = FOCUS
PERSONALITY: 7 Target Number = Attribute + Skill Expertise.
Gains 1 extra success.
SKILL EXPERTISE / FOCUS 2. BUY ADDITIONAL d20
• ANIMAL HANDLING 1d20 = 1 Dark Symmetry point (max. 3) 6. IF # OF SUCCESS
= OR > DIFFICULTY
• LIFESTYLE 3. EACH d20 ROLL Then succeed at skill test.
• PERSUADE = OR < NUMBER
= 1 SUCCESS ADDITIONAL SUCCESS
– COMMAND = MOMENTUM
4. IF ROLL 1 SUCCESS 1 = Bonus 1d6 damage.

PHYSIQUE: 6 A 20 causes Complication


or 2 Dark Symmetry points.
1 = Choose hit location.
1 = Re-roll any damage dice.
2 = Roll second hit location, to suffer half
SKILL EXPERTISE / FOCUS
• RESISTANCE 5. IF ROLL 0 SUCCESS current attack’s damage.
Each 20 causes Critical Fail: Complication / Use Ammo 1 = Reduce time by half, increase quality,
Load or 2 Dark Symmetry points. reduce noise, etc.

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

Steven Cleek (order #5891700)


FUNDED AND SHOOTING
DOWN STRETCH GOALS LIKE
NECROMUTANTS ON THE
MARTIAN PLAINS!

CLICK HERE
Steven Cleek (order #5891700)

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