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Page 1: loic masson (order #5640305)loicmasson.free.fr/RPG/Mutant Chronicles/STRAFFAR GATAN...Humanity in the Mutant Chronicles universe is divided into a number of factions, and is opposed

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Lead Game desiGn by Jay LittLe[star Wars: edGe of the empire, X-WinG miniatures Game]

WWW.kickstarter.com/proJects/modiphius/mutant-chronicLes-3rd-ed-rpG

Join the KicKstarter campaign now!

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Adventure rules editing by Benn BeatonEdited by: Laura HutcHinson

Layout and graphic design by: MattHew coMBen Cover Artwork by: PauL Bonner

Map by: MattHew coMBen & Gunnar roxen

Mutant Chronicles 3rd Edition & Updated Factions Logos by:aLex Bund

Interior Artwork by: PauL Bonner, cHristian rodriGo Quinot

and Jeff Porter

Game desiGn:

Jay LittLe

Published by: Modiphius Entertainment Ltdwww.modiphius.com

35 Turneville Road, London. W14 [email protected]

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

Thanks to: Joakim Zetterberg & Fredrik Malmberg at Paradox Entertainment, Leslie Buhler, Michal Cross, Alex Bund, Rita Kokhna and the backers of the Mutant Chronicles

3rd Edition Kickstarter!

INTRODUCTION........................................04HOW.TO.PLAY.........................................08COmbAT.&.ACTION.................................. 14DAmAGE,.WOUNDS.&.HEALING............... 17WEAPONS,.EQUIPmENT.&.GEAR............20mENTAL.STRAIN.&.mADNESS.................. 21

Gm.GUIDE:.DARk.SYmmETRY.POOL...... 23ADVENTURE:.STRAffAR.GATAN.39........25CHARACTER.SHEET:.VENTS........................ 43CHARACTER.SHEET:.VANCE.RYDER................ 44CHARACTER.SHEET:.TSUYOSHI.................... 45CHARACTER.SHEET:.NIx........................... 46

additionaL desiGn and deVeLopment by:

John Dunn, Jason marKer, chris Birch, michaL cross anD Benn Beaton

pubLisher:

chris Birchintroduction & adVenture:

gunnar roxen

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What is mutant chronicLes?

Mutant Chronicles is a dieselpunk techno-fantasy game! Let’s break that down:

dieseLPunk: The awful power of the Dark Symmetry has turned the machines and advanced technologies of man against their maker. Old technologies have been dusted off and patched up to keep civilisation rolling and the lights on. Ancient ships are repaired and kept operational long after they should have been retired. A well-worn, reliable gun is your best friend. Luna City, a vast and ancient city, covers much of Earth’s moon. Gargoyles fight for space with neon signs and corporate adverts in a world that is one-part noir, and one-part occult horror.

tecHno-fantasy: A blend of dystopian cyberpunk intrigue in a larger-than-life world where the shoulder pads are big and the hair is even bigger! In the universe of Mutant Chronicles mankind has fled the devastated Earth, and colonised and terraformed Luna, Mars, Venus, Mercury, and much of the Asteroid Belt. It is a world where heroes are forged and can determine the future of mankind, but where a dark, ancient, and powerful enemy from the Dark Soul threatens the very existence of humanity.

Since the early 1990s, Mutant Chronicles has spawned two editions of the roleplaying game, several miniatures games (including Warzone from Prodos Games), a collectable card game (Doomtrooper), several novels, and even a movie!

IntroductIonBy Gunnar roxen

The power of the Dark Symmetry forms a Twisted Marionette.

INTRODUCTION

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Previous editions of the roleplaying game were focused on heroic battles by freelancers, Doomtroopers and corporate military against the overwhelming hordes of the nightmarish Dark Legion on the battlefields of Mars, Venus, and beyond. All of that is still in Mutant Chronicles, but we have also expanded the background to include areas that new and existing fans wanted to see, such as the occult investigations carried out by freelancers, Luna PD, and corporate agents as they try to stop the spreading infection of the Dark Symmetry; a noir-shrouded battle that is never reported on the evening news.

Humanity in the Mutant Chronicles universe is divided into a number of factions, and is opposed by the malevolent legions of the Dark Apostles.

timeLine

Mutant Chronicles 3rd Edition expands upon the previous versions of the roleplaying game by setting the game across three distinct time periods.

The first is the new Dark Symmetry period. In this exciting time you get to play through the very first appearance of the Dark Apostles, as the Dark Symmetry quickly takes hold. This is the apex of technology. The adventure included in these Beta rules is set in the very first days of the Dark Symmetry period.

The second period in the timeline is that of the Dark Legion. Fans will recognise this as the setting of the original roleplaying game and the Warzone miniatures game.

The final time period Dark Eden will offer a fascinating look at the height of the conflict. The previous version of the roleplaying game began to explore this period, but we will finally answer some of the questions the setting raised!

mutant chronicLes primer

the corporations

Huge, greedy, and duplicitous, the Corporations dominate society and the universe of Mutant Chronicles. In the rush to escape the dead Earth,

they swallowed up the roles of nation state and international conglomerates to form something new: six corporate nation states, each with their own distinctive tone and character:

caPitoLBig, brash and confident. Capitol is the epitome of the American dream, bringing together the culture of North, Central and Latin America. Viewing itself as the natural leader of humanity (not a view shared by the other Corporations), Capitol aims to bring peace, prosperity, and a bold new future to the solar system. Unfortunately, not everyone wants a Capitolian vision of the future.

BauHausTraditional, ordered, and cultured. Bauhaus is strongly influenced by Germanic, Scandinavian, and European source cultures. Bauhaus has a strong belief in the inherent correctness of its system. Everything should have a place, and there should be a place for everything. This design aesthetic applies to everything they make from the smallest pistol to the greatest skyscraper. Citizens of Bauhaus pride themselves on their efficiency, a trait outsiders consider arrogance.

MisHiMaHonour, duty, and sacrifice. Mishima embodies the conflicting cultures of Shogunate Japan and the might of the 20th Century Japanese keiretsu corporate giants. Mishima favours the good of all above that of the individual, and is the undisputed industrial leader. It is considered polluting and myopic by outsiders.

iMPeriaLAggressive, proud and expansionist. A coalition of bickering Clans with a strong British and Commonwealth accent, Imperial views itself as the underdog corporation, and will grab any chance to grow. It was Imperial’s Conquistadors that unwittingly freed the Dark Legion from its ancient prison in an attempt to explore the outer reaches of the solar system. Quixotic and heedless, is what outsiders think.

cyBertronicA newcomer to the scene (appearing in the Dark Legion time period). Cybertronic was primarily born out of elements of Bauhaus but with smaller “contributions” from other corporations. It embraces

HUmAN.fACTIONS

bauhaus

mishima

imperiaL

cybertronic

Whitestar

capitoL

the brotherhood

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technology in a universe where technology cannot be trusted. Viewed with suspicion by many outsiders, Cybertronic offers a striking – and enigmatic – vision of the future.

wHitestarNot technically a corporation. The soldiers of Whitestar, led by the Tsarina, provide a blunt, no-nonsense counterbalance to the conspiracy and backstabbing of the corporates. From their bunkers in Siberia, its warriors range out from the icy wastes to the depths of space to bring the Tsarina’s punishment to those who abandoned the homeworld.

tHe BrotHerHood (tHe BrotHers)One of the few sources of social aid, the charitable works of the philanthropic Nathaniel Durand and his brothers in the Dark Symmetry time period challenge the pure capitalism of the corporations. By the time of the Dark Legion period they have become the religious order known as The Brotherhood, self-appointed protectors of humanity from the Dark Legion. Able to tap into supernatural abilities that become known as the Arts, they are one of the few organisations capable of uniting humanity. However, their war on Dark Symmetry can often ensnare the innocent.

tHe carteLConceived as a neutral meeting and mediation space for the corporations, the Cartel is frozen in virtual deadlock, and has instead become a hotbed of espionage and intrigue. One of the few true successes that the Cartel has achieved was the creation of the Doomtroopers in the Dark Legion time period. Chosen from the best of the best, the Doomtroopers take the fight to the homelands of the Dark Apostles, knowing that they are unlikely to return.

Luna PdOriginally founded by Capitol in an act of civic patronage, Luna PD is one of the only true inter-corporate organisations. It brings together seconded investigators from each of the great corporations and cops recruited from the population of Luna. Under-funded and subject to conflicting corporate masters, Luna PD often hires freelancers for their unique skills and experience.

freeLancersFreelancers are those who, for one reason or another, have left the service of the corporations and struck out on their

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

eartHThe 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 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 Cybertronic bases its headquarters here. In the Dark Legion time period Luna City is home to The Brotherhood Cathedral, centre of worship for the entire solar system. Luna City is divided into five vast sectors: The Ancient Heart, Perimeters, Industrial Districts, Spaceports, and the Outskirts. Along with the official districts, there are two more: The Undercity, and Spaceship Graveyard. There are plenty of hidden corners within Luna City where the Dark Symmetry can take root. Luna is the setting of the Straffar Gatan 39 adventure.

inner systeM(Venus, Mercury, Mars, and asteroid BeLt)Colonised by the Corporations, the Inner System worlds are all largely terraformed. The lush jungles of Venus, mighty cities and plains of Mars, harsh mining colonies of Mercury, and myriad different environments in the Asteroid Belt are home to millions of people.

outer systeM (JuPiter, saturn, nePtune, uranus, PLuto, and nero)Never heavily colonised, when the Dark Symmetry is unleashed by Imperial Conquistadors, the Dark Legion conquers its way across most of the colonies and outposts here, leaving only a few on scattered moons. Quickly the Outer System becomes the heartland of the Dark Legion.

contents of the beta test Version:

The Beta Test version of Mutant Chronicles contains the V5.0 Beta rules developed by Jay Little to get playing quickly, and an introductory adventure, Straffar Gatan 39, written by me, sci-fi noir author Gunnar Roxen. It is set during the first days of the conflict with the Dark Apostles (in the Dark Symmetry period). Can your players solve the mysterious disappearance of the residents and bizarre happenings in the crumbling tenement before it is too late?

As always we want your feedback for the Beta rules will help us make the final tweaks needed before release. Please share your 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!

the opposition

tHe dark aPostLesAlgeroth (Lord of Technology), Ilian (The Mistress of the Void), Muawijhe (Lord of Visions), Semai (Lord of Spite), and Demnogonis (The Befouler) are the mightiest of the servants of the Dark Soul. The Dark Apostles come from an alien dimension hell-bent on the conquest and corruption of all who stand in their way. Humanity is simply the latest victim for their legions.

HereticsHeretics work towards the fall of humanity in service of the Dark Apostles. Not everyone who is, or becomes, a Heretic sets out to betray his race. Many who serve the Dark Apostles do so unwittingly, and would be horrified if they realised the true consequences of their actions. Most have good intentions. Intentions frustrated by the harsh realities of the corporations. Whatever the reason, those with a grudge to bear are in good company and are often sought out by other like-minded people, and ever so slowly seduced and corrupted by the Dark Symmetry. Heretics often bear the dark gifts of their masters.

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dice roLLs

A number of actions performed by the player characters or NPCs require dice rolls. When rolling dice, lower results are better than higher results. This is true with both d20s and d6s, but there are slight differences with how the two dice types are evaluated.

the skiLL test

attriButes

Each character is defined by eight attributes. To perform a basic skill test, a player rolls 2d20 and tries to roll equal to or lower than the tested skill’s attribute on one or both dice.

For example, Adam is asked to make a skill test for his character’s Intelligence. Adam’s investigator has Intelligence 9 and no related training in the skill. When making a skill test based on Intelligence, Adam wants to roll 9 or less on at least one of the two d20s he will roll.

sKiLLs & expertise

Skill tests call on a particular skill, which is a focused application within an attribute. For example, Knowledge and Science are skills based on the Intelligence attribute. A player may have one or more ranks of expertise training with a particular skill, or may be asked to attempt a skill test using a skill in which he has no expertise training.

When making a skill test using a skill with which a player has ranks of expertise training, expertise ranks are added to the related attribute to indicate the target number at which a player will achieve a success.

Adam’s character is specifically asked to make a Science skill test. Adam’s character has two ranks of Expertise in the Science skill. Adam adds the ranks of Science Expertise to his Intelligence rating of 9. Adam will generate a success on a result of 11 or less (9 + 2) on one or more d20s.

success & Focus

To pass a skill test, the player needs to generate a success on one or both of the d20s rolled. If the player rolls equal to or less than the attribute plus ranks of skill expertise, he generates one success.

Skill training can also improve one’s Focus with a particular skill. Focus indicates a range within which a player generates additional successes when using the related skill. If a player rolls equal to or less than the skill’s Focus rating on a d20, the skill test generates an additional success. Since basic skill tests have the player rolling 2d20, it is possible for multiple dice to roll equal to or less than a skill’s Focus rating, which would then trigger one additional success for each die that falls within the skill’s Focus rating.

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/

what you neeD To get the most out of the MC3 rules and begin your adventures, access to the following items is strongly recommended:

PLayers:

One Game Master and one to four player characters.

PreGens:

One pre-generated character sheet for each player character.

dice:

Two d20s per player, a dozen or more d6s for the group.

PaPer & PenciL:

To draw maps, keep notes, and track conditions.

tokens or Beads:

Five per player character to track Chronicle points, a dozen or more for the Game Master’s Dark Symmetry pool.

How To Play

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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 morechallenging. 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 test was passed. Mishima will cut the Dark Legion from their lands!

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criticaL FaiLure

Critical failure occurs when a character does not generate enough successes to pass the test, and also rolls one or more natural 20s. When critical failure occurs, the GM has the opportunity to either impose a consequence or complication to the task resolution for each natural 20 rolled, or add two Dark Symmetry points to his pool.

oVercominG the odds

The players may often be faced with skill tests that require 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 players to mitigate the difficulty of skill tests.

seizing opportunity

Players have the ability to improve their chances for success – or generate multiple successes – by adding more d20s to a roll during a skill test. The players purchase these additional d20s by paying the GM one Dark Symmetry point (DSP) per die purchased.

For example, Adam Archer is attempting to shoot a Necromutant behind cover from long range. The GM determines it will be a Daunting D3 Ranged (Co) skill test. Adam Archer has Coordination 11, Ranged Expertise 2, and Focus 3. Adam has a chance to succeed without additional dice, but wants to make sure he not only hits, but also generates some bonus successes to inflict some extra damage.

Adam Archer chooses to add 2d20 to his roll. He pays the GM two Dark Symmetry points (one for each d20) and rolls a total of 4d20 for the skill test, dramatically improving his chances to hit. Each d20 rolling 13 or less will generate one

success (Coordination 11 + Expertise 2), and any d20s rolling 1-3 (Focus 3) will generate one additional success.

opposed skiLL tests

When two or more characters are competing for success, each character involved in the task performs a skill test. The character who achieves the most successes wins the opposed test. In the case of a tie, the character with the higher expertise training in the tested skill wins.

momentum

When the number of successes generated in a skill test is greater than the difficulty rating, the skill test not only passes, but results in a higher quality or magnitude of effect.

The difference between the number of successes generated and the difficulty rating becomes Momentum – a resource the player can use to fuel a variety of different effects. For example, in combat, this Momentum may allow a character to inflict additional damage, target a specific location, or disarm an opponent.

Adam’s character generates three successes after passing an Average (Difficulty 1) Science test. Not only does the character pass the test, he has two Momentum (three successes minus D1 rating) that he can spend to improve the magnitude or quality of the Science test, such as completing the task in less time, or learning an additional piece of information.

Some special talents or affiliation abilities may increase the amount of Momentum a character generates while performing specific types of skill tests. Here are some sample Momentum spends characters can use:

BeneFit momentum guiDeLines

bonus damaGe 1 / d6

A character can increase the damage inflicted by a successful attack. Each momentum spent adds +1d6 damage.

caLLed shot 1 The character chooses the hit location for the current attack.

deVastatinG bLoW 2

Roll a second hit location for the target. That hit location suffers half the current attack’s damage, rounded down.

re-roLL damaGe 1 The player may re-roll any number of damage dice from the current attack.

How To Play

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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 some type of assistance.

DiFFicuLty rating exampLe

aVeraGe d1 • Breaking down a flimsy door.• Shooting a stationary target at close range.• Piloting a vehicle over rocky terrain.

chaLLenGinG d2• Breaking down a solid door.• Shooting a stationary target at medium range.• Piloting a vehicle over rocky terrain in torrential rain.

dauntinG d3• Breaking down a reinforced door.• Shooting a moving target at long range.• Piloting a damaged vehicle over hazardous terrain during a thunderstorm.

dire d4

• Breaking down a steel core door.• Shooting a moving target with partial cover at long range at night.• Piloting a damaged vehicle over hazardous terrain dotted with land mines during a

storm, while being pursued by Necromutants.

epic d5

• 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,

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.

Capitol passenger transport.

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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.

oPPonEnt’S Action: Someone 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.

LiMitED ExPoSurE: Dealing with 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 may have other opportunities to Sean Gallagher of the Imperial Wolfbanes.

How To Play

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gain Chronicle points by achieving certain goals within an encounter, reaching a milestone in the story, or choosing to be the one to suffer the consequences of some dire event.

Here are just a few of the ways Chronicle points can be spent during play:

ADD An Auto-SuccESS D20 to A SkiLL chEck: A player can add an extra d20 to any skill test for one Chronicle point. The extra die is placed on the “1” face, and automatically generates successes as if it were rolled as part of the skill test. This can also be done after a failed skill test, but costs two Chronicle points instead of one.

PErForM An ADDitionAL Action: During combat, a player character can usually only perform one combat action on his turn. By spending a Chronicle point, he can perform a second combat action.

rEcovEr LiGht WounDS: A player character can catch his breath and recover all light wounds in one hit location by spending a Chronicle point.

For example, Brand Barton is attempting to shoot a Necromutant behind cover from long range during heavy rains. The GM determines it will be a Daunting D3 Ranged (Co) skill test. Brand Barton has Coordination 12, Ranged Expertise 1, and Focus 2. Before rolling, Brand Barton decides to spend one Chronicle point to add a natural 1 to his results, which generates two successes since it falls within that skill’s Focus rating. Brand Barton now only needs to generate one more success on the 2d20 in order to pass the D3 skill test.

dark symmetry points

The GM begins play with a number of tokens in his Dark Symmetry pool. The Dark Symmetry pool reflects the 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:

criticAL FAiLurE: When a character critically fails a skill test the GM adds two Dark Symmetry points to the pool, OR introduces a Complication for the player (such as

slipping over, edging too far out of cover, or accidentally insulting who they are talking to).

iMProvE thE oDDS: A skill test may be too difficult for a player character to comfortably generate enough successes. The player can purchase additional d20s to roll during a skill test at the cost of one Dark Symmetry point for each d20 the player would like to add. These must be purchased before the skill test.

voLuntArY FAiLurE: Sometimes, the odds are stacked against the player so heavily that rather than risk a roll and having something catastrophic happen, a player may add one token to the Dark Symmetry pool and choose to voluntarily fail at the task at hand.

The GM has the opportunity to spend the points in the Dark Symmetry pool for a variety of effects (see the Adventure in this booklet). The GM’s use of the Dark Symmetry pool is similar to how the players use Chronicle points to achieve spectacular results with their characters. There are detailed guidelines in the Dark Symmetry section of this document, but here are just a few examples of what the GM may spend Dark Symmetry points on:

ActivAtinG nPcS: One of the key functions of the Dark Symmetry pool is to manage the various NPCs the players may encounter. NPCs automatically act after the characters, but a GM can pay Dark Symmetry points to activate them and interrupt the character’s actions. Particularly powerful NPCs may require Dark Symmetry points to trigger some of their most potent abilities.

intErruPtinG PLAYEr chArActErS: As long as a player has not already rolled the dice for a skill test, the GM may spend Dark Symmetry points to introduce a wrinkle or complication the characters may have to contend with before advancing the story.

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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

Each round, the players agree on the order in which their characters will take their turns. After all player characters have acted, each of the GM-controlled characters take their turns in whichever order the GM chooses.

The GM has the opportunity to interrupt the player characters’ turns in order to allow a GM controlled character to take its turn earlier. The GM spends Dark Symmetry points from his pool to trigger the NPCs.

If players spend too much time discussing action rather than acting, the GM may wish to warn the players that their inaction may lead to empowering the Dark Symmetry. If players continue to take too long, or argue among themselves about turn order, the GM adds one Dark Symmetry point to his pool. The sight of a growing Dark Symmetry pool should spur them into action!

surprise

A character or group attempting to set an ambush designates a leader, who makes a Stealth skill test. The group reacting to the surprise designates a leader, who makes an Observation skill test.

If the ambushing group generates more successes than their intended targets, the ambush is a success. Each character in the ambushing group gains a bonus d20 on their action for the turn. If the ambush failed, the members of the group who noticed the ambush may perform their actions for the turn before the failed ambushers.

combat actions

The three main types of actions are Free Actions, Chained Actions, and Standard Actions. There is also a special fourth type of action, the Response Action.

Free actions

During your turn, your character may perform one or more of the following Free Actions. A character may perform as many Free Actions as he wishes, but cannot perform the same Free Action more than once during his turn.

ADjuSt StAncE: A character can adjust his stance, change his body position, or move up to a meter away.

FALL PronE / StAnD: A character can drop to the ground or stand up if already prone. Whilst prone he may only move by crawling.

SPEAk: A character may talk to nearby allies, scream a war cry, threaten a political opponent, or otherwise converse with a few sentences or phrases.

chaineD actions

A character may perform a Chained Action by itself as his Standard Action for the turn, but a Chained Action’s strength lies in its ability to be used as part of sequence or combination, where it is followed by a Standard Action. On his turn, a character may perform one Chained Action followed by a Standard Action, or two Chained Actions back-to-back.

When a character performs a Chained Action, any skill test performed during the Standard Action that follows has its difficulty rating increased by one rank, so an Average D1 test would become a Challenging D2 test.

AiM: A character takes extra time readying his next close combat or ranged attack. When a character takes this action, he must have a weapon ready, and declare a target for the attack. The attack skill test gains +1 Expertise, +1 Focus, and +1d6 damage if the attack succeeds. If the target is no longer within range when the attack occurs, the benefits of the Aim action are lost.

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chAnGE LoAD/rELoAD: A character can change the Ammo Load for a carried weapon with any other type of compatible 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.

MAniPuLAtE EnvironMEnt: The character can interact with, or manipulate, the surrounding environment. Depending on the scene, this could mean activating levers, opening a door, knocking over a table, or swiping an identity card. This action also allows a character to declare he is taking advantage of available cover.

MovEMEnt: A character may move up to his Agility rating in meters, in any direction he chooses. A character can use movement to advance into a close combat engagement, but safely moving out of a close combat engagement requires the Withdraw action.

stanDarD actions

A character can perform only one Standard Action on his turn, unless a special ability (such as spending a Chronicle point) allows otherwise. A character can perform a Standard Action immediately after a Chained Action. When performed after

a Chained Action, any skill test attempted with the Standard Action has its difficulty rating increased by one rank.

AttAck, cLoSE coMBAt: The character attacks an adjacent target (NPC, Character, or Object) either with their bare hands or an equipped melee weapon.

AttAck, rAnGED: The character attacks a target with whom he is not currently engaged in melee. Ranged attacks use ranged weapons such as a bow, automatic weapon, or heavy support weapon. If the target of a ranged attack has not already performed a Response Action, he may attempt a Dodge Response Action as long as he is aware of the attacker and has the necessary room to avoid the attack.

rEADY Action: The character may declare he is waiting for a certain condition to occur before performing an action such as firing at a necromutant when he stands up from behind cover, or closing a security gate immediately after the last party member passes by.

rEcovEr: When a character is suffering from a temporary status effect such as Impaired, he may be able to attempt a 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 test to recover one light wound box from the hit location of his choice or one mental wound box. The character can recover one additional light or mental wound box for each Momentum spent from the test. The difficulty of the Willpower test is based on the severity of the character’s wounds. If a character is only suffering from light wounds, it is an Average D1 Willpower test. If the character is suffering from serious wounds, it is a Challenging D2 Willpower test. If the character is critically wounded, it is a Daunting D3 Willpower test

SPrint: The character may sprint twice his Agility rating in meters. Sprinting over difficult terrain requires a Challenging D2 Athletics test to maintain footing. If the test fails, the character only covers half the distance. Ranged attacks made against a character who is sprinting (by using a readied action, for example) have their difficulty rating increased by one step.

response actions

Response Actions do not occur during a character’s turn, but are special actions triggered by some event, such as an enemy attacking. No matter how many different events

occur that could potentially trigger a response, a character can only perform one Response Action per round. Here are some example Response Actions:

covErinG FirE: A character can declare he is supporting another character with covering fire using an equipped ranged weapon. The character providing covering fire must have line of sight to either the character he is supporting or the enemy combatants being suppressed by covering fire.

The character providing covering fire expends one Ammo Load for the equipped weapon. Until the supporting character’s next turn, any ranged or close combat attacks made against the assisted character have their difficulty rating increased by one rank. Multiple characters can provide covering fire to support one character.

DoDGE: After being declared the target of a ranged attack, a character can perform a Dodge Response Action as long as he is aware of the attacker, and has the necessary room to avoid the attack. The ranged attack now becomes an opposed test, opposed by the defending character’s Acrobatics skill.

Mitch Hunter takes on the Dark Legion.

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CHAPTER 03

Damage, WounDs & Healing

damaGe ratinGs

When an attack hits its target, the player should roll the number of d6s listed with the weapon’s damage rating. A damage roll of 1 or 2 contributes that much damage to the attack. Any damage die result of 3+ is ignored. Any damage generated by the damage dice is then added to the weapon’s fixed value, if present.

For example, Brand Barton successfully shoots a heretic with his heavy pistol. The weapon has a damage rating of 3d6 + 2. The player rolls three six-sided dice and generates 1, 2, and 5. The attack inflicts 5 base damage (3 damage from the dice + 2 static value). The roll of 5 is ignored.

momentum

If a character passes his combat attack test and generates Momentum, there are a number of options for spending that Momentum. One of the most common options is to spend the Momentum for extra damage dice. Each point of momentum spent allows a character to add 1d6 to the attack’s damage.

For example, Brand Barton rolled well enough with his initial Ranged Combat skill test to generate three Momentum. He decides to spend one Momentum to clear a weapon jam, and spends the remaining two Momentum for two extra damage dice. On these two dice he rolls 2 and 3. The momentum dice add two more damage to the attack for a total of 8 damage (5 base + 1 bonus + 2 Momentum).

hit Locations

Each attack will strike an opponent in one or more hit locations. In most situations, only one hit location is determined per attack. To determine hit location, the player rolls 1d20 and looks up the result on the hit location chart on their character sheet. Some special talents or Momentum can modify the roll or allow the player to choose the attack’s hit location.

To speed things up during combat, a player should roll the d20 for hit location along with any damage dice being rolled for the attack.

coVer

A character benefits from cover when he is adjacent to a piece of the environment that obstructs a clear line of sight or limits the visible target silhouette. Cover is either considered Light or Heavy depending on its construction.

When a target with cover is attacked, he rolls d6s based on the type of cover he is benefiting from. Any wounds generated on these Soak dice by the defender are subtracted from the incoming damage.

Light Cover is generally flimsy and provides more concealment than protection. Wood, plexi-glass, and reinforced aluminium panels would be examples of Light Cover. Light cover provides 2d6 Soak.

Heavy Cover is generally more sturdy, and provides both concealment and protection. Cover may be designated as Heavy because it conceals a significant amount of the target silhouette or is made of sturdy materials. Heavy crates, concrete pilings, or a car would be examples of Heavy Cover. Heavy Cover provides 4d6 Soak.

damaGe & Wounds

After an attack’s damage has been calculated – based on a weapon’s damage rating, any bonus damage, and Momentum – the amount of damage is compared to the target’s Soak value for the hit location affected.

If the Soak value is equal to or greater than the damage total, the target is protected and suffers no wounds. If the Soak value is less than the damage total, the target suffers wounds to the affected hit location equal to the difference.

Brand Barton hits a heretic with his Ruger heavy pistol for 8 damage to the left leg. The heretic is wearing heavy robes, which provide Soak 1, and is behind Light Cover, which also provides 2d6 Soak. The total Soak value is subtracted from the attack’s damage. The remainder are wounds – Brand Barton’s attack inflicts 6 wounds (8 damage - 2 Soak) to the heretic’s left leg.

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wounD LeveLs

A character can withstand only so many wounds before being incapacitated, or worse. Each character has three different types of wounds, reflecting increasingly dangerous levels of injury. The three wound types are light wounds, serious wounds, and critical wounds.

LiGHt woundsA character’s light wounds represent sprains, scratches, bruises, and other minor injuries that are an annoyance but not a significant hindrance. Each hit location can suffer a different amount of light wounds before the injuries become more serious.

When an attack inflicts wounds, they are subtracted from a hit location’s light wounds first. For each wound, cross off one empty light wound box for that hit location. If all light wound boxes for that hit location have been crossed off, the remaining wounds are crossed off the character’s serious wound limit.

serious woundsAs their name implies, serious wounds are significantly worse than light wounds. Serious wounds reflect tears, cuts, contusions, and similar injuries. Once a hit location is out of light wound boxes, any remaining damage is suffered as serious wounds.

criticaL woundsCritical wounds reflect the most debilitating, potentially life-threatening injuries a character can suffer. Critical wounds can be broken bones, mangled limbs, severe tissue damage, or other traumatic injuries. Once a character has crossed off all serious wounds, any additional wounds are suffered as critical wounds.

When a character has one or more critical wound boxes crossed off, he is considered Critically Injured. Critically Injured is a status effect, which will afflict the character until he has recovered from all critical wounds.

deadLy status effects & conditions

A number of horrific, debilitating effects are associated with critical injuries and severe wounds.

The following conditions may be the effects of a weapon or a critical injury. These status effects can also be generated by weapons, talents, the Arts, Dark Symmetry, or the environment.

criticaLLy inJureD

While a character has one or more critical wound boxes crossed off, he is considered Critically Injured. This condition carries with it several severe penalties:

A Critically Injured character acts last during a combat round, after all player characters and GM controlled characters have acted.

A Critically Injured person is automatically Staggered. 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.

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

impaireD

Impaired is a condition that can be afflicted in a number of ways, from excessive mental damage to critical injury, fear, or the presence of a powerful entity of the Dark Symmetry.

When a character is Impaired, his critical failure range increases by one, from 20 to 19-20.

overwheLmeD

Overwhelmed is a more severe condition than Impaired. An Impaired character who suffers another effect that would inflict Impaired becomes Overwhelmed instead. If a character is already Impaired and an effect would cause him to become Overwhelmed, his condition worsens to Overwhelmed.

When a character is Overwhelmed, his critical failure range is 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 Momentum spent. ?????????Mishima Demon Hunter prepares for battle.

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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

These weapons require one or both hands to wield and strike opponents in the same melee engagement as the attacker. They use the Close Combat skill. A character may attempt to use a two-handed weapon in one hand, but must increase the difficulty of any Close Combat or Parry tests by two steps.

ranGed Weapons

These weapons require one or both hands to wield and fire at opponents at range, and use the Ranged skill. A character with a one-handed weapon can attempt to fire at a target in the same melee engagement, but must increase the difficulty of any Ranged tests by two steps. A character may attempt to use a two-handed weapon in one hand, but must increase the difficulty of any Ranged tests by two steps.

Ranged weapons have an effective range. A target within its range rating can be attacked without a range penalty. A target up to twice the effective range can be attacked, but the attack difficulty is increased by one step. Targets beyond twice the effective range cannot be attacked.

speciaL traits

arMour PiercinG roundsA ranged weapon loaded with armour piercing rounds halves the protection of armour Soak (rounded down) and reduces the benefit of cover Soak by 2d6.

BurstfireA weapon with burstfire can shoot several bullets in a short, controlled burst with each pull of the trigger. A character must declare Burstfire before rolling, and indicate how many 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.

cLose QuartersA ranged weapon with close quarters can be used against targets in the same melee engagement without penalty.

knockdownA weapon with knockdown can knock down a humanoid sized target up to 200 kg by spending Momentum equal to its knockdown rating. It can affect a target 100 kg larger for each additional Momentum spent.

PierceA weapon with Pierce reduces armour Soak values by an amount equal to its Pierce rating.

sPreadA weapon with Spread affects a larger area, making it more difficult to dodge. Dodge attempts made against a weapon with Spread are more difficult by one step.

stunWhen a weapon with the Stun trait hits a target in the head, the target also suffers mental damage equal to half the attack’s total damage, rounded down.

ammo Loads

Ranged weapons without the Burstfire trait lose an Ammo Load when a critical failure is rolled. The character must spend an action reloading before they can use the weapon again.

If a character rolls a critical failure whilst using a ranged weapon without the Burstfire trait the GM may cause the character to use up one Ammo Load as a complication, instead of drawing 2 Dark Symmetry points. The character must spend an action reloading before they can use the weapon again.

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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

For each point of mental damage the character suffers, one mental health box is crossed off. Mental health measures how much emotional and mental strain a character can withstand before suffering ill effects. Effects that wear away at a character’s mental health include fear, insanity, the corruption of possessions, and the horrific experience of severe bodily harm.

severity oF mentaLLy traumatic events

Effects that have the potential to wear away at a character’s mental health require the character to attempt a Willpower skill test. Some triggering effects have a specific difficulty rating associated with them, such as a creature’s Fear rating, while others are determined by the GM based on the situation.

difficuLty ratinG triGGerinG eVent

AvErAGE D1: Surprised by a dead body. The first time suffering a serious wound in an encounter. Being significantly outnumbered by enemy combatants. A stressful negotiation with temperamental people.

chALLEnGinG D2: Surprised by a grisly scene. The first time suffering a critical wound in an encounter. Being significantly outclassed by powerful enemy combatants. Encountering a powerful, intimidating opponent like a Nepharite.

DAuntinG D3: Witnessing or encountering an atrocity. Suffering a life threatening injury or loss of a limb. A severe psionic assault. Encountering a terrifying opponent like an Ezo-Ghoul.

Captain Mitch Hunter leads a Cartel assault on Mars.

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DirE D4: Witnessing the annihilation of a planet. Being involved in an atrocity. Facing avatars of the Dark Apostles.

EPic D5: Something truly diabolic and mind-shattering – witnessing such a thing could lead to a complete mental breakdown.

resoLving a traumatic event

If a character fails the Willpower test, he is traumatised by the event. The character becomes the victim of a mental assault.

MentaL assauLt

To resolve a mental assault, the GM rolls d6s equal to the difficulty rating of the failed test, plus one additional d6 for each Dark Symmetry point he is willing to spend from his pool. The character suffers mental damage equal to the damage results on the dice with a minimum of one.

criticaL faiLure on wiLLPower tests Each natural 20 or critical failure generated on the Willpower skill test automatically inflicts one point of mental health damage each, regardless of whether or not the character passed the skill test.

that Way Lies madness

When a character suffers five or more mental health damage from one triggering event, or if a character has no more mental health boxes remaining, the character’s psyche starts to crack. Rules for madness are detailed in full in the core rules, but for the purposes of this Beta we are using a

simplified system. The first time this happens the character gains the state Impaired. If the character takes an additional five or more mental health damage they then gain the state Overwhelmed.

The character suffers from the state listed until the end of the current day, at which point he can attempt to recover through natural rest.

recoVerinG from mentaL damaGe and trauma

Characters can recover mental health in a variety of ways, and also have options to treat mental trauma, which are detailed in the full rules.

treatment

The treating character attempts a Challenging D2 skill test. If the test passes, the patient recovers one mental health, plus one additional mental health per momentum spent, and reduces their mental state by one level. If they are Overwhelmed they become Impaired. If they were Impaired they are no longer suffering from a mental state.

naturaL rest

After a full night of restful sleep, a character can attempt an Average D1 Willpower test. If the test succeeds, the character recovers one mental health plus one additional health for each momentum spent. If the character is currently Impaired or Overwhelmed, the difficulty of the Willpower test is increased by one step.

San Dorado, Mars.

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The GM begins each session with a certain number of Dark Symmetry points already in his pool. As the pool grows and shrinks it can build tension and suspense for the characters. A large pool tells the players things may be looking grim, as the GM has ways to start making their lives complicated very quickly. Conversely, players may grow in confidence as the pool dwindles, seeing that their actions have been suppressing the influence of the Dark Symmetry.

What it represents

The Dark Symmetry pool is a game mechanic that reflects a key element of the Mutant Chronicles setting. The Dark Symmetry is an insidious, corrupting influence, which pervades the culture, resources, and technology of societies. It warps the minds and bodies of heretics, and empowers ghastly creatures from a darker, more sinister reality.

The GM spends points from the pool to fuel certain special effects, trigger events, or introduce complications that the player characters must contend with. These complications represent the subtle but ubiquitous presence of the Dark Symmetry’s foul influence.

startinG dark symmetry points

At the beginning of each session, the GM begins with a certain number of Dark Symmetry points already in his pool. The pool begins with one Dark Symmetry point for the total number of Chronicle points the player characters have. There are a number of different people, places, or items that can potentially generate Dark Symmetry for the GM. These will be described fully in the core rules.

DarK symmetry gains

Here is a brief summary of the various ways a GM can gain Dark Symmetry points:

Each 20 or critical failure generated by players = 2 (or a complication)

Player voluntarily fails a skill test = 1

Players purchase an additional d20 for a skill test = 1

usinG the dark symmetry pooL

The Dark Symmetry pool provides a fun way for the GM to embrace his role, and to spark his creativity with a host of options to use the points available to him. This section introduces some of the most common uses for Dark Symmetry points. The GM is encouraged to make up new and interesting uses that suit the group’s play style, or adds tension and excitement to the game.

corrupting equipment

The GM can attempt to corrupt equipment used by the characters, reflecting the insidious nature of the Dark Symmetry to wreak havoc on technology. For each point of Dark Symmetry spent, the GM rolls one d6. These dice are used to make a Corruption check, and the dice results are counted the same way as damage dice.

If the Corruption damage is greater than or equal to the item’s Reliability Rating, the item suffers one stage of Corruption. For the purposes of the Beta, assume guns and technology have a Reliability Rating of 2. For each stage of Corruption, all skill tests with that item have their critical failure range increased (i.e., from 20 to 19-20). A single item can only withstand so much Corruption. If an item’s Reliability Rating is exceeded three times, the item is so greatly corrupted it is rendered useless.

perForming response actions

NPCs generally only act during their turn in a combat round, and are thus usually limited to Free, Chained, and Standard Actions. By spending one Dark Symmetry point, a GM can allow an NPC to perform a Response Action, such as attempting to parry a close combat attack, or laying down covering fire for another NPC.

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.

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seizing initiative

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 spend Dark Symmetry points to interrupt the initiative order, and allow one of the NPCs to act.

Interrupting initiative costs two Dark Symmetry points for each NPC the GM wishes to have act at the beginning of the round, before any player characters. After at least one of the player characters has acted, the GM may interrupt initiative for only one Dark Symmetry point for each NPC.

triggering a compLication

Complications can be rather minor, linked to personal weakness, or undo a benefit the characters had been relying on. These minor complications cost one Dark Symmetry point.

For example, a character may temporarily lose the use of cover during a firefight, or that last burst of gunfire used up an Ammo Load, resulting in the player having to tick one off on their character sheet, and spend a Standard Action to re-load.

triggering an environmentaL eFFect

Dramatic scenes often play out in exciting environments. A firefight in a crumbling tenement building. A chase scene through an underground crypt. A chasm over a lava flow that must be crossed. When describing encounters, the GM is encouraged to provide details to the players to help them visualise the scene. Sometimes it can be interesting, or add to the immersion, to bring the environment alive through the use of a Dark Symmetry point.

Triggering an environmental effect generally has two levels of magnitude. Magnitude one environmental effects 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 their lives. A cargo ship navigates the lower levels of Luna.

Dark Symmetry Pool

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backGround

The players are detectives from Luna PD 32nd Precinct Homicide Division sent to investigate a callout to Straffar Gatan 39.

The dark events that take place in Straffar Gatan 39 form part of the ‘Fall of von Hölle’ story arc (a forthcoming adventure), and occur one day after explorers on Pluto discovered a strange tablet in ancient ruins that unleashed the force of the Dark Symmetry. Many of the story threads link up to the larger story, but we have seeded the plot with many threads that you can weave into your own Mutant Chronicles adventures.

This mission is ideal for the pre-generated Luna PD characters in the Mutant Chronicles Beta rules: Detective Vance Ryder, Patrolman Vents, Freelancers Nix and Tsuyoshi. Should your players want to generate characters, they need to either be in Luna PD, or have some strong attachment that would enable them to be called in to investigate a case for Luna PD.

The adventure is written with a fairly open structure to give you, the GM, control over pacing, as the mission needs to start with a sense of foreboding and build the levels of tension and paranoia, before finally resolving in a deadly confrontation that saves the day… or does it?

ADVENTUREby Gunnar roxen

Straffar Gatan 39

A Twisted Marionette attacks.

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For the Players

What you knoW:

You have been sent to investigate an incident at Straffar Gatan 39, a rundown tenement in the Nines – a particularly nasty part of the Perimeters.

Dispatch has received multiple calls from residents reporting screaming on the third floor. Dispatch receives calls like this all the time and they mostly go unanswered, but after the sixth call a Patrol unit was dispatched.

The Patrol unit visited the tenement. Three adjacent apartments had their doors wide open. inside they found

no signs of struggle or theft, but they did find blood stains in various rooms. They knocked on the doors of other residents but no one claims to have seen anything, though they did hear screaming. Before they could investigate, they had to leave to answer a high priority call in a nearby neighbourhood.

Shit flows downhill – straight to you. Your squad is already in Lieutenant vordach’s bad books following a recent Officer Involved Shooting.

Luna PD Criminal Intelligence suspects that Sandrine Peterson, missing daughter

of the senior Imperial executive François Peterson, may be hiding out in the building. The Lieutenant makes it very clear that it is in the best interests of your careers that she is found alive and well.

Your assignment is simple: investigate what happened in the tenement.

the neighbourhood around the tenement is controlled by the croaks, a nasty street gang with a reputation for violence and having no fear of cops. They control the drug trade in the Nines.

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

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For the Players

the nines

the Perimeters fringe the core of Luna City, deep in the shadows of the mighty corporate towers and downwind of the forges, furnaces and factories in the Industrial Districts. The Perimeters house the unfortunate masses who toil away in factories or eke out an existence on the miserable dole provided by the corporations, hunched up in front of second-rate TV screens that spoon-feed them corporate soaps offering the false dream of a better future. Many never leave their apartments, relying on fast food deliveries, food parcels from one of the charities fostered by The Brothers, and cheap booze to survive. Those lucky enough to have jobs must run the gauntlet of dangerous traffic and local gangs to get to the local Underground stations.

The shouts and noises of neighbours are just one more thing to drown out. When cops turn up it is usually en-masse in a raid on a gang drug den. The first thing you learn in the Nines is to keep your head down and look out for yourself, because if things go wrong, no one will help you.

the nines is a typical district of the Perimeters. Jammed in with little thought, cheap and nasty, most of the buildings in the Nines were never designed to last this long and, over time, the once straight and clean concrete walls have been patched and filled, adapted and mangled as people do their best to turn them into homes.

One of Bauhaus’ innumerable, faceless, subsidiaries is building a new freight train line straight through

the Nines to the ports. Somewhere within the Byzantine bureaucracy a finance executive vetoed the plan to tunnel as too expensive and insisted on the far cheaper, subsurface trench-and-cover construction. Compulsory purchase orders were issued, and the residents in the buildings scheduled for demolition got insultingly-small pay-offs to move. But in many ways, they were the lucky ones. With no care for the lives of the remaining locals, Bauhaus bulldozers brutally hacked the proposed route through the tenements and streets to begin excavations. The neighbouring tenement to the scene of these events was one of those torn down.

straffar Gatan 39

Straffar Gatan 39, a ten-story tenement and location of the callout, is perched precariously at the edge of a deep excavation. Formerly a typical Nines tenement, a slice has been crudely hacked off – two apartments on each floor are now gone. It is braced with minimal rusting steelwork to protect the construction workers beneath, but this has not prevented subsidence from setting in, leaving it listing at a slight angle. The tenement is under tremendous stress, and entering requires nerves of steel.

Floorboards creak, new cracks appear, and plaster falls off the walls as each bulldozer passes beneath. It is only a matter of time before the whole building is torn down or collapses.Yet, despite this, Straffar Gatan 39 is still partially inhabited. The tenement is dying, dragging everything and everyone inside with it.

You are a detective in the Luna PD 32nd Precinct Investigations Division. It is your job to pick up the pieces and try to figure out what happened after the patrol cops have responded to an immediate crime.

The only law enforcement organisation with jurisdiction over the whole of Luna, Luna PD was founded by Capitol in an act of civic patronage, and brings together seconded investigators from each of the corporations with cops recruited directly from the population.

However, Luna PD is under-funded and subject to the conflicting will of the corporations, so your superiors are often forced to hire Freelancers to work with you. These Freelancers bring a willingness to take on dirty tasks and are preferable to the donated “corporate liaisons” you are regularly forced to work with, who are more meddlesome than helpful.

A sense of doing something that matters without tying yourself to any one corporation is what brought you to Luna PD. Even with all the bureaucracy, collapsed investigations, and corporate interference, most days you do feel like you make a difference. Unfortunately, you have a feeling this is not going to be one of the good days.

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adVenture structure

the events of this adventure take place in Straffar Gatan 39 (the delightfully named “Punishment Street”) the day after the explorers broke the seals on Pluto, and released the Dark Legion. the players must battle a rising evil known as a castigator before it can infect the entire city!

This adventure is built around the growing menace of an evil necrobionic ‘Twisted Marionette’, a servant of the Dark Apostle Ilian. The creature is gathering power in the heart of the tenement, and building a powerful necrobionic antenna to cause fractures in our reality. This will allow necrobionic spores to slip through the fractures and, via the psychokinetic images on the screens throughout the tenement, corrupt the remaining humans, creating additional Maligants and infecting Luna City. What caused the creation of the Twisted Marionette will remain a mystery for this adventure....

the plot of the adventure is loosely broken up into three phases, which represent the various levels of response from the Twisted Marionette. There are four apartments on each floor. Until the Twisted Marionette is disturbed, the order that the characters visit the apartments is up to them.

The adventure should take one or two sessions at most.

As this is a starting game the GM should start with only three Dark Symmetry points (DSPs. it is advisable for the GM to save about half of the DSP gained for Phase three. You will want five to ten symmetry if possible.

phase one: the creature oBserves!

Initially, the Twisted Marionette observes the players. They should feel as if they are constantly being watched. This phase is all about building the tension – the players know something is going to happen, even if their characters do not yet. If the players succeed with a Notice test they become aware that the eyes of the presenters on the TV programmes are following them across the room. They should notice the peep holes in

the doors of the apartments they pass suddenly darken as if a face were pressed against them... even for apartments they know to be empty! Dark Symmetry spends should be used to distract players and delay them. Examples include:

1 DSP: A deafening scream over the top of them while trying to question a subject. This increases the Difficulty of questioning someone by 1 level.

2 DSP: Making the wind outside set the building swaying. Normal movement is now an Average D1 Athletics or Acrobatics test to maintain footing and balance for the duration of the scene.

1 DSP: A deranged ganger starts accusing the players of spying on him. This should be used as a distraction at a dramatic moment.

phase two: the creature BuiLDs power!

This phase should begin when the players have visited one or two apartments, but before they have had a chance to make a clear assessment of their situation. Once they have visited either the crime scene or Abigail Baxter’s apartment would be ideal.

Now the Twisted Marionette perceives the players as a potential threat, and makes the programmes on the TVs start to suffer from bursts of static and broadcast complex binaural tones on sub-audible frequencies. The corridors begin to fill 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 fellow investigator.

1 DSP: A player catches a sudden movement behind him. Make an Average D1 Willpower test. If the test fails, roll 1d6 Mental Health damage.

2 DSP: A player sees a frightening face right behind him in a reflection. Make a Challenging D2 Willpower test. If the test fails, the character takes 2d6 Mental Health damage.

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2 DSP: The weakened floor collapses under the character. Make a Challenging D2 Athletics (catch something) or Acrobatics (avoid falling) test to avoid falling to a lower level and taking 2d6 damage to one location.

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 only way out is from one of the higher levels (fourth floor or higher) where they could jump to a neighbouring tenement.

phase three: the castigator striKes!

This phase should begin once you feel the players have had their paranoia and fear ramped up, or as soon as the pace begins to slow. The Twisted

Straffar Gatan 39 is perched precariously at the edge of a deep excavation.

Marionette merges with its host body and the Malignant to create something new: a Castigator.

This final phase is the climax of the mission, when the Castigator makes its move 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, the Castigator causes fractures in space via the TVs, radios, and other electrical devices in the surrounding blocks, allowing Malignants to pour through. To complete its plan the creature needs to feed on the fear, paranoia and emotions of the players.

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Detective vance RyDeR

The TV‘s on the blink this morning – again! Crappy Capitol gear. I missed the late broadcast about a new exploration mission: “One small step for Imperial…”. Ha! Jokers. I had more important things to do last night, like getting drunk with Dwight before he goes freelance. He says the money’s good, but that’s not difficult. The money’s better anywhere than 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 Precinct’, I tell myself every Christmas, when the bonus gets less. I get out of the apartment complex, and haul my ass in through the miserable heavy rain, which now decides to turn into hail. Typical. It’s the bloody 25th Century and they still can’t control the weather.

The precinct usually stinks, but today’s not so bad. Some ganger puked on the coffee machine, as he watched his buddy get splattered down the corridor by the security guns half an hour earlier. Apparently, the splat’s own cyber-arm was trying to kill him and he went ape. Yeah right. The cops on duty must have been doing too much donuts and coffee through the night.

“Detective!,” Dwight calls me in to the office.

Yeah, he might be my drinking buddy but he’s still the chief here. I walk past Arseni, our tech contractor, working on the inside of the security guns. He’s here so often these days I know him by name. Dwight’s sitting back in that beat up old fake leather chair they got him twenty years back.

“You look like crap. Don’t tell me you went to see Harri on the way home.” Harri. The only woman who ever beat me in a square fight, and she fights dirty.

“Nah.” I cracked my shoulder joints. I could do with a good fight right now. “She was out, so I stayed another round in Lecto’s. Just one more for the road you know?”

“Well here have some coffee-‘n’-puke.” He thrust a plastic cup of coffee in my hand. There were chunks in it.

“What’s up with the guns?” I say, staring at a slowly drowning chunk.

“Hell if I know,” he says. “They shot up a crazed ganger, but they wouldn’t stop, turned his body into kibble.”

With my favourite chunk gone, I look up through one of the internal windows at Arseni. He’s now head deep in wiring, and

cursing at one bit of circuitry. I put my dodgy coffee down.“Something’s wrong in the Perimeter, and I don’t mean the usual crap. We’ve been getting all kinds of weird reports through the night, and I’ve got everyone on the streets. Downtown say they’re having problems too. So, I’m giving you something before I leave.”

He hands over a dirty, coffee-stained file.

“Züchtigenstrasse 39?” I laugh. “Doesn’t that mean “castigate” in old German?”

“Hell knows,” Dwight says with seriousness in his voice. ‘Dispatch received six calls last night reporting screaming on the third floor, three missing residents, and no sign of them when our patrol got there.”

I flick through the patrol’s report. “Have you spoken to Bauhaus about this?” I asked. “It’s one of theirs after all.” There was something scratching my brain, trying to tell me to stay the hell away from this one. I was never good at listening though.

“They don’t want to know,” Dwight was rubbing his eyes. ‘They say the place is in our turf, and it sounds like they’ve got their own problems. It took me half a dozen calls to finally get through, the telephone system is messed up. Arseni’s on that next.”

“What’s backup like? Is everyone out?”

“Almost,” says Dwight. “The fire teams are on street duty. Patrols are out but they’ll be busy. You’ve got Nix, Tsuyoshi-San, and the rookie Vents.” Great. A freelance nerd who’s good with a sniper rifle, a Yakuza tough who should be behind bars, and a rookie whose arse needs babysitting. This is going to be a very bad Friday.

“Gee thanks boss, I feel like my back’s covered,” I say dryly.

“Oh, and one more thing.” Dwight always had a way of leaving the bad news till the end, even though I thought my assigned team was the bad news. “Francois Peterson’s daughter is missing, the big shot corporate at Imperial. Ran away from home and was reportedly seen in the building . It was her family who “politely” requested Nix and Tsuyoshi as their security assist, so don’t mess this one up.” He gives me that look that 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: straffar Gatan 39

Straffar Gatan 39 is more than just a location in the adventure. It is a character at the heart of the adventure and its death sets the tone for the events that unfold. This precarious existence provides a number of interesting environmental elements and challenges for the GM to play with during the mission:

a skeLetaL View: formerly the tenement had six apartments on each floor, but the construction work has cut away a third of the building. From outside, the players get an entire cutaway view of the tenement, including basement, foundations, and sewers. Thick, black, rubber electrical cables are strung dangerously down the side of the building, passing in through windows and across corridors, and providing an erratic source of additional power whilst creating a dangerous fire hazard. The skeleton of the building is bared to the whole world.

aLL aLone: any fire brigade support the players call for will gather outside and refuse to enter, or even worse get stuck on the other side of the man-made chasm as no one bothered to update the street maps. If the building is on fire they might blast at the walls with high pressure hoses, adding yet another environmental issue to the

• Baxter, abigail Religious old lady, Apartment 202

• Beeks, clarence Factory worker, Apartment 301

• Beeks, Mary Factory worker, Apartment 301

• Diatorro, Lucius Tenement Manager, Apartment 101

• Petersen, françois Imperial executive, Father of Sandrine Peterson

• Peterson, sandrine Daughter of Imperial executive François Peterson, Apartment 302

• von saar, konrad Freelancer (Castigator host)Apartment 303

• vorDach, Lt. Pierre Investigators superior in Luna PD

mix. This will cause the building to sway under pressure. Moving more than half Agility in meters during a player character’s turn requires an Average D1 Acrobatics test to maintain balance.

tHe Groans of iMPendinG deatH: the rumbles and creaking of the building ratchet up the air of menace and provide a veil of concealment for the dark activity within.

a ‘Pea-souPer’: the pollution from the nearby industrial zone, and the rain and humidity have created a thick, choking fog that hugs the streets to waist level, and makes footing treacherous.

MoVeMent in your PeriPHeraL Vision: because of the infrastructural damage, power brownouts and blackouts are frequent and all of the remaining lights in the tenement flicker, causing writhing shadows that are easily mistaken for someone or something.

unstaBLe structure: any serious firefights or explosions will cause whole sections of the building to tear away and fall into the canyon below, dramatically taking some of the combatants with them.

BrinGinG tHe House down: at the climax of the mission the entire structure begins to come apart, making it a race for survival. Any thoughts about evidence collection will have to be abandoned.

BLarinG tVs: every apartment has the TV on with the sound turned up. The TVs have no off-button.

the inVestiGation beGins…

Read aloud or paraphrase the paragraph below to set the tone and orient the players:

“You were not sure this was possible but the inside of the tenement is even more grim than the outside. The worn carpet on the floor makes a wet sucking noise with each step, and you can smell the mould, thick in the air. Cracks run up the walls and, in many places, chunks of plaster have fallen away revealing the cheap concrete behind, stained with rust lines from the rebar. Thick, rubber cables are strung across the halls and lie in thick bundles on the floor. The lighting is patchy at best, and even those few bulbs that do work fizzle 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

Dramatis personae

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apartment – makes the whole building shudder.Straffar Gatan 39 is a ten-story tenement with four apartments remaining on each floor. There was once a lift, but hazard tape is strung across the entrance. A single staircase corkscrews around the lift shaft. Worryingly everything is tilted at a very slight angle. Apartment 101, the apartment nearest the entrance, has a rusted sign with ‘Manager’ barely legible on it.”

Each apartment description is broken up into phase versions depending on when the players visit them. There are four remaining apartments on each floor. Only those directly relevant to the plot are fleshed out, leaving the others for the GM to use or ignore as you wish.

apartment 101: Lucius diatorro, tenement manaGer

Working as building manager and superintendent in return for free rent, Lucius Diatorro is far from anyone’s concept of a diligent manager. Though his official employer is a Bauhaus housing corporation, his real employers are the Croaks.

Hooked on cheap painkillers supplied to him by the Croaks, in return he keeps an eye out for their interests and lets them know if anything happens in or around the building that should concern them. A group of snooping players definitely fits the bill. He feigns disinterest and lethargy, but as soon as he is given a chance he phones the Croaks.

phase one:

The players have to bang loudly for some time, or kick down the door for Diatorro to bother responding.

Clad only in a stained t-shirt and boxer shorts, Diatorro slumps in a filthy lounge chair watching a reality TV show on the Capitol Entertainment Network called ‘The Giant Eye’. If the players watch the show they quickly realise that it is a comedy show where a mysterious prankster called The Giant Eye misleads, befuddles, and confuses ordinary members of the public. At least that is what it appears to be on first glance. Emotionally sensitive or perceptive characters making an Average D1 Observation test will notice that the ‘pranks’ are mean and petty. In between sketches the TV switches to an image of a giant unblinking eye while the prankster addresses his audience. Surrounding the large central TV screen are smaller screens, but when the players enter they are all switched off.

A discarded pile of fast food wrappers and empty, crushed beer cans surrounds the chair. Diatorro stinks of stale sweat and cheap booze.

Diatorro hands over the set of master keys to all the apartments if the players show their badges, or if they bribe him enough.

What Diatorro knows:

if asked aBout tHe sMaLLer screens: Diatorro says that they are for the CCTV cameras but are all out of order and have been broken since before he was building manager. This is a lie. Diatorro actually uses the cameras to spy on the private activities of the tenants.

if asked aBout tHe rePorted incidents: Diatorro will look stressed and swallow some pain pills with a gulp of stale beer. He says he cannot remember what happened, the incidents must have happened while he was watching his favourite TV show. As a backhanded comment he says that he respects the privacy of his tenants too much to ask questions.

if asked wHo entered tHe BuiLdinG durinG

tHe PreVious niGHt: Diatorro says that as far as he remembers no one entered the building. If pressed, he admits he is not 100% sure and also that the residents sometimes enter through the broken windows in apartment 103, which has been empty since Mr MacAskill died.

if asked aBout tHe Beeks: Diatorro breaks wind loudly and simply says,

“Stuck up couple. Thinks they are better than me, but at least they pay the rent on time. Got some relative in the pig- I mean Luna PD.”

It is obvious that he does not like them.

if asked aBout sandrine Peterson: Diatorro denies all knowledge – after all he does not know her name. If described, his face takes on a lascivious quality and his eyes become bright. He unconsciously licks his lips and says that she is a cute girl with a boyfriend that is no good for her. She lives in 302.

if asked aBout tHe croaks: Diatorro says they are a local gang, just a bunch of misguided kids. He quickly, and obviously, tries to change the subject and asks why the players are here. After they leave, Diatorro calls the Croaks and, once the corridor is clear, he runs down to Apartment 104 and warns the gang members there.

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if asked to List aLL tHe residents: Diatorro says, “Since they tore away a chunk of the building, most people moved out. Only I live on this floor. That crazy old cat lady lives in 202. Apartment 204 is rented by that creep, Von Hölle. He is a scary man. Something just is not right with him. 301 is the Beeks. Couple of factory shmoes. 302 is that cute, blonde girl and her no good boyfriend. 303 is some beefcake, guy called Konrad who keeps to himself. Fourth floor is basically empty – oh there’s some squatters up there. Ain’t no one living above fourth – the rumbles scared ‘em off, especially when more of fifth collapsed. You don’t want to go up there. No one goes up there.”

phase two:

As before, but this time however the CCTV screens are all on and show looping footage of the players’ activities so far. However, the images presented show dark figures

stalking the group, characters making subtle insults behind each other’s backs, and other actions to stoke the paranoia. Every time they directly look at the screens they go blank. Ifthey question Diatorro about the images he looks at themstrangely, as if they are going mad.

phase three:

All semblance of reality has broken apart now.

The Twisted Marionette has used necrobionics to convert Diatorro into a psychic capacitor to amplify the signal from the antenna.

Diatorro appears to have been consumed by the creature. Thick cables run into his eye sockets, mouth, nostrils, and ears. Thick black congealed blood leaks out around the edges of the cables. The cables join him physically to the TV. The players can see the cables pulsing inside his muscles as they reconfigure Diatorro. His body has bloated

With a disturbing crackling, the bones of a Malignant twist to let it scuttle across the ceiling.

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significantly; the skin is all stretched tight and has taken on a dark hue as if he were filled to bursting.

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.

If the players try to pull out the cables or attack Diatorro, he bursts like a ripe balloon spraying everything and everyone in thick, black gore that is disturbingly sweet to the taste. Characters should make a Challenging D2 Willpower test or take 2d6 Mental Health damage. The cables thrash about and then become still, however the actions of the players have enraged the Twisted Marionette and the final confrontation becomes imminent.

apartment 103: the secret entrance

phases one & two:

The apartment has remained unoccupied since Mr MacAskill, a factory supervisor for Imperial, died a year or so back. The door to the apartment has no lock and swings loosely in the breeze. There are very few cables in the apartment. Close examination shows that the apartment gets a lot of foot traffic, entering through a smashed window where the bars have been crudely cut away. Given that the apartment is next door to the Tenement Manager’s it would be impossible for him not to notice the comings and goings. Everything of value has been stripped from the apartment, leaving only a few mouldy old sofas and chairs. There are remnants of drug paraphernalia in amongst the pigeon droppings.

phase three:

The Twisted Marionette closes off the ad-hoc window entrance to this apartment. The windows all become sealed in thick, pulsing cables. The choking mist is particularly thick here, reducing visibility to almost nothing, and disorientating anyone who tries to cross the room. Anyone crossing the room should make a Challenging D2 Resistance test to avoid becoming Impaired and taking 2d6 Torso wounds to simulate choking.

apartment 104: the croaks druG den [combat encounter]

phase one:

A local gang called ‘The Croaks’ uses this apartment to deal drugs in the local neighbourhood, and has co-opted Diatorro to warn them of any incoming police raids. This scene plays out almost identically whether Diatorro has warned them or not, the only difference is that they are ready to ambush the players if they have been warned, and conversely are caught flatfooted if the players get to them first.

If the Croaks attempt an ambush, use the ambush rules provided on page 14 to resolve this attempt. Players 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 investigators treat entry as a raid they should be rewarded with a chaotic scene that, while potentially quick, is high on drama. Players who try to burst through the wall should make an Average D1 Athletics test to come crashing through, and one Momentum can be spent to distract the Croaks and shoot first.

Fun things to do with Symmetry.

2 dsP: The Croaks have set a fire to fill the room with smoke and are wearing masks. The smoke causes 1d6 Torso wounds each round to anyone in the room without a mask, and the room could be gutted unless action is taken. Players who neglect to put out the fire may discover that the sprinkler system has become connected to the black water system.

2 dsP: If an investigator likes their Burstfire, open the room to the elements as the wall crumbles and the wind tears in to the room. Have the building shudder and call for Average D1 Acrobatics tests for everyone.

Either way, this is primarily a combat scene. The Croaks in the apartment fight until at least half are taken out, then the 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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an even split between leaving and staying. While the Croaks will not help the players, additional Persuade Momentum will have the Croaks talking about their neighbours. Their opinions are similar to Diatorro’s although less biased against Abagail Baxter, who they say is harmless if preachy.

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 Diatorro’s apartment.

phase two anD three:

The Croaks have been transformed by the Twisted Marionette into hideous puppets, controlled from above by cables hanging from the ceiling. Their skin hangs loosely from their bony frames as if their innards are slowly being sucked out. The puppet Croaks’ movements are jerky and awkward, but their eyes burn with static and their 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 attack the players on sight with Melee weapons only and fight on even with terrible wounds. The only way to stop them is to sever the cable connections, which causes them to collapse lifelessly to the ground. These Croaks have 6 Wounds. A character can make a called shot to a cable. On a successful hit, the attack deals an additional +2d6 damage to the connected ganger.

The TV screens show looping images of violence, and emit a piercing scream that makes it hard to concentrate or talk (anyone looking too closely should make an Average D1 Willpower test or take 1d6 Mental Health damage).

apartment 202: the reLiGious oLd Lady

phase one:

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 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 Capitol Public Academy.

Pink flower designs cover the flock wallpaper. Like the other apartments, her TV is on, though hers is switched to a channel displaying documentaries and interviews 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 police, and will immediately mention it when the players come in.

Weirdly, despite what Diatorro thinks, Abigail does not own a cat, but talks to and pets her imaginary cat while conversing with the characters.

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.

The Croaks

Number of gaNgersEqual to number of players x 2. If more than four, split in to two ‘Hordes’.

WouNDs: 3 Each ganger has 3 Wounds. Wounds caused to the Horde can affect more than one target. For example 4 Wounds will kill one Croak and injure a second.

CritiCal fail 19-20 Gangers critically fail on 19-20 due to poor training and lack of leadership.

attaCks 1A horde makes a single attack together, with each ganger contributing 1d20 to the combat test.

high/scareD street toughs

Ranged Combat: 7

Close Combat: 8

All other skills: 6

WEAPONS

1+3d6 Dam. Stun.ImprovIsed metal shIvs and bars

2+3d6 Dam. No spare ammo loads. Light PistoL

Escalation:If you think this is too weak an encounter, the GM may spend 2 DSPs to have another horde of Croaks enter the conflict from an unexpected direction.

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What Abigail knows:

if asked aBout wHat sHe Heard or wHy sHe

caLLed tHe PoLice:

“The noise was terrible. There was awful, awful screaming and banging. In all my years I have never heard such a sound. All the lights flickered, and the whole building shook. I called the police several times, but no one seemed interested. Then suddenly, everything went quiet. I am not afraid to admit that I was scared. Whatever happened up there was awful. Truly awful. More tea?”

if asked aBout diatorro:

“I was always raised to believe that if you don’t have something good to say about someone then you shouldn’t say anything at all. I have nothing to say about Diatorro.”

if asked aBout sandrine:

“Young love is so precious, don’t you think?” She gives one of the players a shy smile.

if asked aBout tHe Beeks:

“I don’t know Mary, but Clarence is lovely. He always brings my post and deliveries up. Uncle in the police I think. Do you know him?”

if asked aBout Von HöLLe or aPartMent 204:

“There is something very wrong with that man. Why is a someone with wealth like him hanging around here? I don’t like the way he looks at us. I’m glad he isn’t around much.”

phase two:

At first glance the scene is identical, but it quickly becomes apparent that something is utterly wrong. From the front Abigail appears normal, but as soon as she turns away the players can see that the back half of her body is burned and blackened, all the way down to the bone. Wherever she steps she leaves blackened, burning footprints. The burn marks slowly spread, blending into one another. Abigail seems completely unaware 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 flock pattern wallpaper are dying before their eyes. If spoken to, she answers the questions as above, though the subtle flirtation takes on a menacing quality.

The overall effect of the encounter is to further unnerve the players. Should they seek to attack Abigail she goes down without a fight and makes no effort to resist.

When the investigator’s see Abigail turn around for the first time each should make a Challenging D2 Willpower test, taking 2d6 Mental Health damage if they fail.

phase three:

Unable to convert Abigail because her will was just too strong, the Twisted Marionette tears Abigail apart and uses her as raw materials for its machinery! The entire apartment appears to be an abattoir, and only small fragmentary pieces of Abigail remain. Almost as disturbing: nothing else in the apartment appears damaged. It is as if Abigail silently exploded.

Spend one DSP for a player to see the plants in her flock pattern wallpaper dying and then reforming as his own face. They take 1d6 Mental Health damage. No one else will see anything.

apartments 204: Von hÖLLe’s apartment.

A single chair faces the TV and, disturbingly, all the windows have been sealed up and painted white. A single bare bulb hangs from the ceiling above the chair. There is a sense of static electricity here that causes the hair on the back on the players’ neck to rise, and a slight acrid scent of ozone. It is hard to escape the feeling that there is something dreadfully wrong with whoever this von Hölle man is.

apartments 301, 302 and 303: scene of the crime.

Because all three apartments are the scene of the Twisted Marionette’s first attack, they all offer largely the same information. The residents were Mary and clarence Beeks, married factory workers in 301; Sandrine Peterson, missing daughter of François Peterson in 302; and konrad von Saar, a Freelancer, in 303.

phase one:

The apartments are identical to the others in the building, though the doors hang open, swinging slowly in the breeze. Police warning tape forms an ‘X’ over the doorways. The ever-present cables run into these apartments just like all the others. The TVs are still on and blaring. Players will notice that the TVs in each apartment are all tuned to the same channel – Capitol Entertainment Network and reruns of The Giant Eye.

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A Malignant is created when a human is exposed to the raw fury of the Dark Symmetry, and his mind and body is infused and infected with the terrible menace of necrobionics. Every fracture needs a point of focus and here it is the TVs, so ‘kindly’ provided by the corporations, that never switch off. Habitually watched by the residents, the TVs are startlingly vulnerable to corruption by the Dark Symmetry and are the perfect infection vector.

Though sentient in a completely alien way, one part of the Twisted Marionette’s plan is understandable: It plans to expand and infect all of the TVs in the Nines and the surrounding districts of the Perimeters until all of Luna is infected and the marionette is once again united with the Dark Soul.

Straffar Gatan 39 is the Dark Legion’s patient zero….

Birth of a Malignant

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 enough to mean the residents were killed.

In the Beeks’ apartment (301), half-emptied shopping bags lie on the floor, their contents only partially put away.

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 clothes, and scruffy street wear. There is a note on the table saying, ‘”I very much enjoyed our tea and chat. Do come and visit me again soon.” signed, Abigail.’

In Konrad von Saar’s apartment (303) a Sherman .74 Model 10 large calibre Heavy Pistol (4+3d6) lies in pieces, apparently part way through being cleaned and reassembled. It is clear searching through his stuff that he is an experienced Freelancer. His refurbished light shoulder pads (left and right arms) hang in the wardrobe. A hidden gun stash (an Average D1 Observation test) contains two knives (2+3d6, Pierce 1), and two reloads for the .74. It will take an average D1 Ranged Weapons test to reassemble the Sherman Heavy Pistol.

It is clear to any player who succeeds at a preliminary assessment of the crime scene (an average D1 Observation test) that the residents are likely alive. Close examination of the carpets indicates that the residents walked out of the apartments of their own free will. The blood stains appear to be of the level of a bad nosebleed.

phase two & three:

While largely identical to Phase One, above, the TV screens now show flashing images and snippets of videos of the residents going about their daily business. Pay two DSPs to intersperse between these snapshots images of the players screaming and running through the corridors of the tenement. The scenes are unnerving to say the least.

Anyone looking at the screens and seeing themselves running and screaming should make an average D1 Willpower test or take 1d6 Mental Health wounds.

fourth fLoor and aboVe: the castiGator

phase one & two:

The Twisted Marionette seals off this floor with thick bundles of cables that arc worryingly large sparks between them to prevent anyone invading its inner sanctum until it is ready. The players are required to make a challenging D2 Athletics or Acrobatics skill test for any movement. Failure results in becoming entangled or receiving a nasty electrical shock and taking 3d6 wounds.

phase three: the showDown with the castigator!

The Twisted Marionette has marshalled its powers and is ready for the final stage of its plans. It opens up a fracture to Pluto, where the Dark Symmetry is building its power. This allows a Necrobionic spore to tear through, and possess the host body the Twisted Marionette has provided for it. The Twisted Marionette then merges with the Malignant to form something new: a Castigator.

the castiGator

When the players finally venture up to the abandoned levels of the tenement they enter the heart of the lair, where the Twisted Marionette has dragged Konrad von Saar. It has merged with him to create an ideal vessel for Illian’s Malignants and become the Castigator.

The internal walls of the floor have been torn down and big, 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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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 attacks with its long, whip-like cable appendages. But the real danger from the Castigator is that of infection. Wounds caused by the Castigator infect its victims with necrobionic spores that will slowly consume the host, creating further Malignants.

If a player suffers 3 or more wounds from a single attack, ask them to make a Challenging D2 Resistance test. If they fail just smile; it is up to the players to discover what has happened or deduce the effects. The only way to destroy the spores is with fire. They can lay dormant indefinitely. If the players are infected they will be lucky to survive if the spores take root (something for the next adventure). If the wound is in a limb, their best bet is to immediately amputate, or they face the same agonising death as Konrad von Saar.

The Castigator is a horrific, hybrid of man, cables and necrobionics.

emits a terrifying wail of misery. The Castigator is a horrific, hybrid of man, cables, and necrobionics, all powered by the corruption of the Dark Symmetry. Standing taller than a man, the Dark Symmetry has stretched and warped the body of the original host. Its grey-green skin is pierced in multiple places by rubbery cables that spark, and drip black mucus. The face of the Castigator is that of von Saar, but 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 distended and unnaturally large.

Upon seeing the Castigator for the first time the each player should make a Challenging D2 Willpower test

If they fail inflict 2d6 Mental Health damage and if the player now has five or more Mental Health damage mark the Impaired status on their character sheet due to the shock.

When the Castigator attacks it screams aloud Konrad’s last thoughts, now forever trapped in the moment of his death:

“Help me!”, “The pain!”, “Where am I?”, “Why can’t I see?”, “Please, I don’t want to die!”

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endinG the adVenture

If the players destroy the Castigator the overload initiated in the antenna by its death causes a wildfire to sweep through the tenement. The only way out is to leap across a vertiginous gap (a Challenging D2 Athletics test) to a neighbouring tenement while the building collapses in fire, dust... and the screams of the residents.

Once clear of the building, all the events inside Straffar Gatan 39 take on a nightmarish and unreal quality. Fire crews searching through the rubble find no evidence of the Castigator, only the crushed remains of the residents, and

toxic gases that would cause terrifying hallucinations. The remains of Sandrine Peterson and Clarence and Mary Beeks are not recovered.

What really happened in Straffar Gatan 39 will be almost impossible to prove either way, and unless they work out a good cover story, the deaths of all the residents will be the last nail in the coffin of the players’ careers in Luna PD.

Of course, if one or more of the players was infected by the Castigator, things will go from bad to worse.

to Be continued in… “the Fall of von hölle”!

The CasTigaTor

Close Combat: FoCus 1-2 12

ALL other Attributes 8

Dark symmetry spenDs:

Personality 6

Physique 14

Strength 12

• 1 DSP – Constrictor : Roll an extra d20 in a Melee attack.

• 1 DSP – Contortionist: Roll an extra d20 in an Acrobatics test.

• 1 DSP – Tripwire: Make an player’s Acrobatics test 1 step more difficult.

• 1 DSP – Whiplash: Cables whip at the player causing another 1d6 damage to the attack.

• 2 DSP – Puncture: A sharp cable thrusts out during a successful attack. The investigator is impaled and takes 1 additional wound to the same location each round until the cable is severed or removed. To sever the cable takes a Challenging D2 Close Combat or Ranged Weapon test.

• 2 DSP – Cables wrap themselves around players’ limbs making any skill tests

more difficult by two steps, and any otherwise simple physical actions require a Challenging D2 Athletics test to perform. Attacking the cable is an Average D1 test and 2 points of damage must be inflicted to free the player.

• 2 DSP – Cables flail around, exploding walls or windows, and causing a hail of glass fragments and the wind outside to come howling in. Each player in the room should make an Average D1 Acrobatics test to avoid taking 1d6 damage.

• 3 DSP – Death’Throws’: As the creature dies it grabs the player that did the last damage to it, and throws them out of a window. The investigator must make a Dire D4 Acrobatics or Athletics test to grab something on the way down, or take 6d6 damage upon impact.

Close Combat damage4d6 +4 Pierce: 1 / Knockdown: 2

WOUNDS

Head:

Torso:

Left Arm:

Right Arm:

Left Leg:

Right Arm:

Serious:

Critical:

SOAK 2 to Torso and 1 to all other locations.

the first close combat attack against the castigator by each character has its difficulty increased by one step due to flailing cables.

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VentsLuna PD Rookie

MENTAL WOUNDS

TALENTS:• GREASE MONKEY

One Momentum reduces repair time by half.

• NAtuRAllY chARMiNG Successful Persuade test get one free Momentum.

GEAR:• liGht

piStOl

• hEAvY lEAthER luNA pD JAcKEt 1 Soak – Arms & Torso.

• MEDKit As a standard action use one load to heal all light wounds in one location, or one light wound from all locations on yourself or an adjacent character.

AGILITY: 9 SKILL ExpErtISE / FocuS

• AcrobATIcs +1 1• cLose combAT – UnArmed combAT • sTeALTh

AWAreness: 7 SKILL ExpErtISE / FocuS

• observATIon +1 1 – InsIGhT • ThIeverY +2 1

co-ordInATIon: 8 SKILL ExpErtISE / FocuS

• rAnGed WeApons +1 1 – heAvY WeApons – GUnnerY • pILoT +1 1 – spAce

InTeLLIGence: 10 SKILL ExpErtISE / FocuS

• edUcATIon +1 1 – LInGUIsTIcs – scIence • mechAnIcs +1 1• sUrvIvAL – vAcUUm • TreATmenT +1 1 – medIcIne – psYchoTherApY

menTAL sTrenGTh: 6 SKILL ExpErtISE / FocuS

• WILLpoWer +1 1

personALITY: 8 SKILL ExpErtISE / FocuS

• AnImAL hAndLInG• LIfesTYLe• persUAde – commAnd

phYsIQUe: 5 SKILL ExpErtISE / FocuS

• resIsTAnce

sTrenGTh: 7 SKILL ExpErtISE / FocuS

• AThLeTIcs

1-2

HEADSOAK

0

3-5

RIGHT ARMSOAK

1

6-8

LEFT ARMSOAK

19-14

TORSOSOAK

1

15-17

RIGHT LEGSOAK

0

18-20

LEFT LEGSOAK

0

serious WouNDs

critical WOUNDS

Overwhelmed 18-20

ImPAIred 19-20

SKILL TEST1. Skill TeST: Roll 2d20 Target Number = Attribute + Skill Expertise.2. Buy addiTional d20 1d20 = 1 Dark Symmetry point (max. 3)3. each d20 Roll = oR < numBeR = 1 SucceSS4. if Roll 1 SucceSS A 20 causes Complication or 2 Dark Symmetry points.

5. if Roll 0 SucceSS Each 20 causes Critical Fail: Complication / Use Ammo Load or 2 Dark Symmetry points.

6. each d20 Roll < oR = focuS Gains 1 extra success.

6. if # of SucceSS = oR > difficulTy Then succeed at skill test.

addiTional SucceSS = momenTum1 = Bonus 1d6 damage.1 = Choose hit location.1 = Re-roll any damage dice.2 = Roll second hit location, to suffer half current attack’s damage.1 = Reduce time by half, increase quality, reduce noise, etc.

CHRONICLE POINTSSpend 1 ChroniCle point to:

• Gain 1 Bonus Combat Action.• Place bonus d20 on 1 before skill test (cost 2 CPs after roll).• Recover 1 Mental Health & 1 Light wound in each location

CRIT/FAIL

2+3d6 AMMO LOAD

CHRONICLE POINTS:BONUS MELEE DAMAGE: –BONUS RANGE DAMAGE: –

Close Combat: bonus: weapon: total:

RANGED DAMAGE: bonus: weapon: total:

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Vance RydeR Detective Luna PD

MENTAL WOUNDS

TALENTS:• Sharp SenSeS

Re-roll and keep result of 1d20 on Observation test.

• JuSt a Scratch Recover 1 extra light wound whenever recovering wounds.

GEAR:• heaVY

piStol

• luna pD ShoulDer paD 1 Soak on right arm.

AGILITY: 9 SKILL ExpErtISE / FocuS

• AcrobATIcs +1 1• cLose combAT +1 1 – UnArmed combAT • sTeALTh

AWAreness: 8 SKILL ExpErtISE / FocuS

• observATIon +1 1 – InsIGhT • ThIeverY +1 1

co-ordInATIon: 10 SKILL ExpErtISE / FocuS

• rAnGed WeApons +1 1-2 – heAvY WeApons – GUnnerY • pILoT +1 1 – spAce

InTeLLIGence: 7 SKILL ExpErtISE / FocuS

• edUcATIon +1 1 – LInGUIsTIcs – scIence • mechAnIcs• sUrvIvAL – vAcUUm • TreATmenT +1 1 – medIcIne – psYchoTherApY

menTAL sTrenGTh: 5 SKILL ExpErtISE / FocuS

• WILLpoWer +1 1

personALITY: 7 SKILL ExpErtISE / FocuS

• AnImAL hAndLInG• LIfesTYLe• persUAde +1 1 – commAnd

phYsIQUe: 6 SKILL ExpErtISE / FocuS

• resIsTAnce +1 1

sTrenGTh: 8 SKILL ExpErtISE / FocuS

• AThLeTIcs

1-2

HEADSOAK

0

3-5

RIGHT ARMSOAK

1

6-8

LEFT ARMSOAK

09-14

TORSOSOAK

0

15-17

RIGHT LEGSOAK

0

18-20

LEFT LEGSOAK

0

serious WouNDs

critical WOUNDS

Overwhelmed 18-20

ImPAIred 19-20

SKILL TEST1. Skill TeST: Roll 2d20

Target Number = Attribute + Skill Expertise.

2. Buy addiTional d20

1d20 = 1 Dark Symmetry point (max. 3)

3. each d20 Roll = oR < numBeR = 1 SucceSS

4. if Roll 1 SucceSS

A 20 causes Complication

or 2 Dark Symmetry points.

5. if Roll 0 SucceSS

Each 20 causes Critical Fail: Complication / Use Ammo

Load or 2 Dark Symmetry points.

6. each d20 Roll < oR = focuS Gains 1 extra success.

6. if # of SucceSS = oR > difficulTy Then succeed at skill test.

addiTional SucceSS

= momenTum1 = Bonus 1d6 damage.

1 = Choose hit location.

1 = Re-roll any damage dice.

2 = Roll second hit location, to suffer half

current attack’s damage.

1 = Reduce time by half, increase quality,

reduce noise, etc.

CHRONICLE POINTSSpend 1 ChroniCle

point to:

• Gain 1 Bonus Combat Action.

• Place bonus d20 on 1 before skill test (cost 2 CPs after roll).

• Recover 1 Mental Health & 1 Light wound in each location

CRIT/FAIL

4+3d6 AMMO LOAD

CHRONICLE POINTS:BONUS MELEE DAMAGE: +1d6BONUS RANGE DAMAGE: +1d6

Close Combat: bonus: weapon: total:

RANGED DAMAGE: bonus: weapon: total:

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Tsuyoshi Freelancer [Bodyguard]

MENTAL WOUNDS

TALENTS:• No Mercy

Re-roll and keep result of 1 damage die in close combat

• Just A scrAtch Recover 1 extra light wound whenever recovering wounds.

GEAR:• shotguN

Close Quarter, Knockdown 3, Spread.

• KNife 2+3d6 – Pierce 1.

• KevlAr vest Soak 3 – Torso.

AGILITY: 9 SKILL ExpErtISE / FocuS

• AcrobATIcs• cLose combAT +2 1-2 – UnArmed combAT • sTeALTh

AWAreness: 7 SKILL ExpErtISE / FocuS

• observATIon – InsIGhT • ThIeverY

co-ordInATIon: 8 SKILL ExpErtISE / FocuS

• rAnGed WeApons +2 1 – heAvY WeApons – GUnnerY • pILoT – spAce

InTeLLIGence: 7 SKILL ExpErtISE / FocuS

• edUcATIon – LInGUIsTIcs – scIence • mechAnIcs• sUrvIvAL – vAcUUm • TreATmenT – medIcIne – psYchoTherApY

menTAL sTrenGTh: 6 SKILL ExpErtISE / FocuS

• WILLpoWer

personALITY: 5 SKILL ExpErtISE / FocuS

• AnImAL hAndLInG• LIfesTYLe• persUAde – commAnd

phYsIQUe: 8 SKILL ExpErtISE / FocuS

• resIsTAnce +1 1

sTrenGTh: 10 SKILL ExpErtISE / FocuS

• AThLeTIcs

1-2

HEADSOAK

0

3-5

RIGHT ARMSOAK

0

6-8

LEFT ARMSOAK

09-14

TORSOSOAK

3

15-17

RIGHT LEGSOAK

0

18-20

LEFT LEGSOAK

0

serious WouNDs

critical WOUNDS

Overwhelmed 18-20

ImPAIred 19-20

SKILL TEST1. Skill TeST: Roll 2d20 Target Number = Attribute + Skill Expertise.2. Buy addiTional d20 1d20 = 1 Dark Symmetry point (max. 3)

3. each d20 Roll = oR < numBeR = 1 SucceSS4. if Roll 1 SucceSS A 20 causes Complication

or 2 Dark Symmetry points.

5. if Roll 0 SucceSS Each 20 causes Critical Fail: Complication / Use Ammo Load or 2 Dark Symmetry points.

6. each d20 Roll < oR = focuS Gains 1 extra success.

6. if # of SucceSS = oR > difficulTy Then succeed at skill test.

addiTional SucceSS = momenTum1 = Bonus 1d6 damage.1 = Choose hit location.1 = Re-roll any damage dice.2 = Roll second hit location, to suffer half current attack’s damage.1 = Reduce time by half, increase quality, reduce noise, etc.

CHRONICLE POINTSSpend 1 ChroniCle point to:

• Gain 1 Bonus Combat Action.• Place bonus d20 on 1 before skill test (cost 2 CPs after roll).• Recover 1 Mental Health & 1 Light wound in each location

CRIT/FAIL

8d6 AMMO LOAD

CHRONICLE POINTS:BONUS MELEE DAMAGE: 2d6BONUS RANGE DAMAGE: –

Close Combat: bonus: weapon: total:

RANGED DAMAGE: bonus: weapon: total:

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loic masson (order #5640305)

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Nix Freelancer [sniper]

MENTAL WOUNDS

TALENTS:• Clear Shot

+10 metres range for Ranged Weapons.

• Sharp SenSeS R-reroll and keep result of 1d20 on Observation test.

GEAR:• aSSault

rifle Burstfire.

• heavy leather JaCKet 1 Soak – Arms & Torso

AGILITY: 8 SKILL ExpErtISE / FocuS

• AcrobATIcs• cLose combAT – UnArmed combAT • sTeALTh +1 1

AWAreness: 9 SKILL ExpErtISE / FocuS

• observATIon +1 1 – InsIGhT • ThIeverY

coordInATIon: 10 SKILL ExpErtISE / FocuS

• rAnGed WeApons +3 1-3 – heAvY WeApons – GUnnerY • pILoT – spAce

InTeLLIGence: 7 SKILL ExpErtISE / FocuS

• edUcATIon – LInGUIsTIcs – scIence • mechAnIcs• sUrvIvAL – vAcUUm • TreATmenT – medIcIne – psYchoTherApY

menTAL sTrenGTh: 8 SKILL ExpErtISE / FocuS

• WILLpoWer

personALITY: 7 SKILL ExpErtISE / FocuS

• AnImAL hAndLInG• LIfesTYLe• persUAde – commAnd

phYsIQUe: 6 SKILL ExpErtISE / FocuS

• resIsTAnce

sTrenGTh: 5 SKILL ExpErtISE / FocuS

• AThLeTIcs

1-2

HEADSOAK

0

3-5

RIGHT ARMSOAK

1

6-8

LEFT ARMSOAK

19-14

TORSOSOAK

1

15-17

RIGHT LEGSOAK

0

18-20

LEFT LEGSOAK

0

serious WouNDs

critical WOUNDS

Overwhelmed 18-20

ImPAIred 19-20

SKILL TEST1. Skill TeST: Roll 2d20

Target Number = Attribute + Skill Expertise.

2. Buy addiTional d20 1d20 = 1 Dark Symmetry point (max. 3)

3. each d20 Roll = oR < numBeR = 1 SucceSS

4. if Roll 1 SucceSS A 20 causes Complication

or 2 Dark Symmetry points.

5. if Roll 0 SucceSS Each 20 causes Critical Fail: Complication / Use Ammo

Load or 2 Dark Symmetry points.

6. each d20 Roll < oR = focuS Gains 1 extra success.

6. if # of SucceSS = oR > difficulTy Then succeed at skill test.

addiTional SucceSS = momenTum1 = Bonus 1d6 damage.

1 = Choose hit location.

1 = Re-roll any damage dice.

2 = Roll second hit location, to suffer half

current attack’s damage.

1 = Reduce time by half, increase quality,

reduce noise, etc.

CHRONICLE POINTSSpend 1 ChroniCle point to:

• Gain 1 Bonus Combat Action.

• Place bonus d20 on 1 before skill test (cost 2 CPs after roll).

• Recover 1 Mental Health & 1 Light wound in each location

CRIT/FAIL

4+4d6 AMMO LOAD

CHRONICLE POINTS:BONUS MELEE DAMAGE: –BONUS RANGE DAMAGE: +2d6

Close Combat: bonus: weapon: total:

RANGED DAMAGE: bonus: weapon: total:

All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

loic masson (order #5640305)