Friday, February 17, 2017

Mutant Year Zero - Actual Play 02

Session 06

I was so frustrated with my work day, when I arrived at the game table I was simply unable to roleplay. I tried to play but I was starting to troll the NPCs. So when the group left for the zone I said: look when I am in this mood I fear to sabotage things, so I will just sit this one out. My character will remain at the Ark and I will just listen to the game instead of messing up my character or the session.

So what happened in the fiction? We worked on the Ark's projects. Clarissa and Allia tried to build some barricades, but there was a work a accident and the slaves were angry and they made no progress. Brando worked on the temple and I made some deals to finish the fighting arena. We named the arena after Otiak (our first but memorable character casualty).

After that I started to spread lies to make some NPCs hate each others but I stopped myself before going too far and getting out of character. I guess it was a bad day of Fillix.

The rest of the group decided to follow a rumor about a stalker who became mad in the zone. They filled up the car we had found with booze and ventured into the zone. The group fought a giant worm that nearly destroyed the car. But after studying it, Brando spotted it weak spot and nearly killed the worm in one mighty blow.

The group arrived at a old factory contaminated with giant fibrous mushrooms. They were brave or foolish enough to venture inside to find what happened to the mad stalker and to look for artifacts.

They were lucky and they found two "metaplot" artifacts: a key card and a video camera. But Brando and Allia got infected by the spores. They felt weird on the way home but nothing happened.

Just before reaching the Ark they encountered a group of women mutants slavers armed with good quality riffles. They asked about the male mutants that we rescued in the zone. The group sent them toward a other direction. Both side were pretty suspicious of each other. Interesting.

So in the end it was a interesting session. I am glad that my bad day mood did not ruin it.

I have spend 5 xp on Juna and the trait admirer to develop what have happened between her and Fillix. I was not in the mood to explore this during this session, but still, things are building up.

Session 07

We moved our gaming night and I was in a far better mood this time.

Brando the Bear Warrior spent some of his XP to become a Boss. So now he have a new role and gang of animals. He only have 2 points of wits to roll his command skill, but I really like this character development. I am looking forward to see if Allia will also change role to eventually become free.

During the hall meeting, Zidane, the animal seer, proclaimed that the temple should be dedicated to the Elder Humans. Clarissa and Brando were not happy about this because seeing the weak humans that we have rescued from the zone cannibals made them realize that we can only count on ourselves to find our place in this rotting world. On my side Fillix tried to publicly undermine Boss Astrina and her politic of self isolation from the zone.  I also managed to get involve in the temple doctrine by showing a elder chronicle I had found in the zone: The Chronicle of Narnia. Astrina and Zidane were quite upset about this. :)

But them the earth shook and a portion of the Ark crumbled down in the earth. The group went down to see what happened. Astrina sent my chronicler lover Juna to report on the events. I tried to move Astrina away from the elder room persuading her that as the boss of the Chronicler she had to see this event with her own eyes. But she was too chicken shit to venture away from her precious elder. So I decided to remain on the upper deck of the Ark to spy on her. Since I could not sneak into the room of the elder I sneaked into Astrina's room and I stole a old photography of the elder wearing a strange yellow suit. It felt weird to imagine him young like us.

Down in the ground, the rest of the group found a old tunnel that lead to a secure high tech door. Clarissa opened the door with the key card they had found in the zone. Inside everything was old and rotten. By the time they reached the inner room, I managed to get back to them with the help of a NPCs mutant.


The central room was protected by two half disabled robots! The robots shooted at us with laser beams! Allia and Clarissa (with a amazing bow shot!) destroyed one of them but Allia went down, then Brando and Clarissa! I used my mutant power to transfer my life force to Allia. Doing this taxed me too much and I also went down but Allia was back in action! She damaged the remaining robot and Spoutnic, one of Brando's gang member finished him off. This was a close one. :)

I really like how the stats degradation really balance well itself. The robots had super dangerous weapons and armor, but they pushed it too much and it quickly degraded, giving us a chance to take them down. Clarissa also went down by pushing herself too much. We thought that Allia was invulnerable with her "shake it off" trait, but one bad roll and she also went down. Having to roll 6s for success make even the big pool of dice unpredictable. You can't really trust your abilities all the time, they will eventually fail you. It could be annoying, but this work very well with this setting.

We explored the rest of the bunker but we found nothing of interest except some old batteries. It seemed like the bunker was never inhabited. This fueled Fillix's curiosity about the elders.

The gearheads salvaged the place and the next day we worked on the Ark's projects. We made some progress on the fortifications. Brando started to train a milice. Allia helped to build a tavern but the place is a crappy hole and our culture only raised by 1 point (on a d6 roll)



I made a 6 xp points of of 7 possible XP rewards! So Fillix learned a lot of thing. I want to tone down a little bit my selfishness and I am thinking of spending some XP on Read Emotions. I want to get closer to Juna, Astrina and the Elder. The fight also made me realize that I need a long range weapon, so I am going to spend some bullet on a scrap rifle.

Monday, February 13, 2017

Side project: drawing a whole tribe of goblins!

I have updated and reactivated my Patreon. To keep things alive there, I am going to draw goblins with quirks until I have a entire tribe of goblins (maybe around 100+ goblins). I will compile them into a zine that will include the Goblin Enchantress class. This way you can use the goblins as monsters, pre-gen funnel characters or as minions for your Goblin Enchantress!

https://www.patreon.com/posts/goblins-8073769


Soul Nest


Friday, February 10, 2017

Custom character sheets for Macchiato Monsters

I played in Richie's Cryo Arabica - Macchiato Monsters Sword & Planet game with Tore. Character creation was super fun and I ended up rolling a cellular creature-character with 20 eyes!

The game session was nice, mostly exploration and interacting with NPCs. The setting being inspired by the new Prophet comics, it was super fun to imagine this alien world.

Our character sheets:



Friday, February 3, 2017

Mutant Year Zero - Actual Play

Where I go from totally not engaged to super on board with the game.




Session 01

I just wanted to roll a character to explore the wasteland. During character creation I did not want to care about who in the Ark hate or like my character or about his relationships with the other characters. I don't really know what I want to do with this character, I just want him to exist and survive for a while but the structure of the game ask us to do a lot of stuff I don't really care about right now.

Anyway I created a Fixer named Fillix of ambiguous gender (I did not know what I wanted to play). I choose all of his relationship options from the suggestions in the Fixer role. I opted for a social focused character since I always have fun while making and gaming relationships during the game. But when I created my character I was not in the mindset to come up with all kind of stuff (who I hate, who I like, what is my big dream, etc). So I just choose a bunch of stuff and I felt lost.

During the session we decided to form a hunting party to start getting more food for the Ark. There was some roleplaying with some of the NPC but I did not really care about them. Exploring the zone was interesting. I did not do much with my character except securing a lot of grub with my Wheeler-Dealer trait.

But to be fair I was not in a super positive mood when I arrived at the game table. But still a lot of stuff in the game seem neat and promising enough to keep me interested. Maybe I just need to get into a better mood.

The player characters:

  • Fillix the mutant Fixer with the parasitic power. 
  • Otiak the mutant Enforcer with the rot eating power. 
  • Clarissa the Gene Lab Alpha Cat Stalker.
  • Brando the Gene Lab Alpha Bear Warrior. 


Session 02

The game is good and well designed, but I think I am getting tired of procedural games.

I don't think that procedural games are bad its just that everyone have to be in the right mindset to care about the procedures and the set-up stuff. I prefer to encounters things first, then to see how things are going and then to decide what relationships or goals I want to build or to explore.

We voted for 3 new projects for the ark: some defenses, a fighting arena and a temple. We talked to some NPCs and we explored the zone, had a big fight and we had to deal with some more NPCs on our return.

The game asked the GM to cram so much stuff during the session, we barely had the time to play half of it. (Threat, projects, zone exploration, messing up with multiple relationships, working for your big dream, etc...)


We fought some cannibal mutants in the zone to save a group of elder-humans. During the fight Otiak mutated two time, growing up two extra arms and a crest just before dying with a spear stab through is heart. My character did not participate in the fight, but I have to admit that this was epic.

We saved the humans and this was a big thing for the Ark to see new elder-human, especially since they had a children with them (mutant can't have children). My fixer made some deals to get the human into the Ark and to keep them safe. Astrinaa, the boss of the chronicler was against their presence because she fear that the human would undermine the chroniclers authority.

The other players had a lot of fun. Personally I felt off, but I think I can adjust myself eventually. 


  • Allia the mutant slave with insect wings is replacing Otiak.


Session 03

This time I had much more fun!

Once you choose goals about stuff that actually happened to your PC, things feel more real and engaging. My character is now dealing with the human refugee and the chroniclers lies and I am making moves against Astrinaa.

The session was also more focused. We played some intrigue in the ark, then we moved on to explore the zone. We made a lot of encounters. We avoided fights but we still had a lot fun. At the end of the session we arrived at the temple of the Laws of Lob, we need food, a big fight is coming...


I made a drawing of my character Fillix:

He/she is angry against the Elder and the chroniclers. His goal is to expose their filthy lies and to discover the truth about the mutants origins and the Eden. (Finding that elder-humans had to runaway from their home and that they are just miserable as the mutants rocked his world)




Session 04
The session started with a big fight in the food temple of Lob.
4 PC + 3 Healthy NPC + 8 starving NPC VS 9 ghouls.


We clearly outnumbered the ghouls so the fight was a formality and it was not super exciting. This is my third combat that I sit through because my fixer have no fighting skills. I have to find a way to enjoy this type of conflicts. I know that I can inflict doubt to NPCs but the ghouls leader rushed into melee and was quickly dispatched by our fighters.


For this session everybody took me as their buddy and I could have triggered some XP rewards by putting myself in danger but the occasion did not present itself.

After the fight we looted the food cache of the ghouls. During the night the starving mutants tried to run away with our grub but I managed to convince them that they will die alone in the zone if they dont follow us to the Ark. (They were runaways from a other ark)

We quickly back tracked through the explored tiles to regroup with the NPC gearhead that we had left behind to repair a mechanical chariot. We returned to the ark riding on the mechanical chariot fully loaded with food.


We were expecting a glorious return but instead we discovered that Johamed, one of the anti-mutant-animals bosses had taken over the Ark by sex-slaving the humans we had rescued from the zone. The Boss promised that by breeding with the humans that mutants could have babies and well things quickly degenerated from there...

The refugee mutant-animals from Gene-Lab Alpha are in hiding but they are also very upset about the treatment of the humans. I guess we can win them over.

Our cat stalker confronted one of the take-over boss but went feral and ripped him to shred. We now keep a low profile.

Meanwhile I managed to form new alliances to prepare a counter coup.

Next session: we have to make a big move against new Big Boss Johamed to free the humans and to put some pro-animals bosses in charge. We discovered two enemy factions in the zone and we have to prepare the Ark for when they will come for us. 



Session 05

A other good session. This time it was all about Ark politics and revolt!

So one of the boss took over the Ark and we had to deal with it. Fillix, my fixer made a lot of deals and pulled a lot of strings. I managed to get the rabbit seer to declare a bad prophecy about the usurper boss Johamed and I persuaded the chroniclers to issue a false declaration by the Elder that supported our claims. Meanwhile my companions armed our allies. There was also a lot of action about avoiding and fighting patrols. In the morning during the council, all of our rumor mongering exploded into a riot. Allia, the former slave of the usurper boss took care of his miserable life. Some mutants and animals died but we managed to calm everyone and to give back the power to the Ark council. Brando the bear is becoming a public hero (I want him to become a boss!). Boss Johamed's goons are now slaves and the slaves who supported the revolt will now have a chance to gain their freedom (by fighting in the Arena, but hey life is hard). New bosses will emerge, this is good, a fixer always need more bosses around.

Oh and Fillix is now dating the telepath chronicler who was sent to mind probe her two sessions earlier. (Juna tried to mind probe Fillix, Fillix shooted at her and now they are friends with advantages). Sometime you do funny stuff when you need to refresh your stats. :P
(And I finally determined the gender of my character)

Also Fillix was able to see the Elder! OMG the Elder! Now that I have some strings with the chroniclers, I want to talk with him before he die! Since we have discovered the humans, Fillix felt lied to and hated the Elder (and the chroniclers) but I think she only felt abandoned by the only father figure the Ark had. And Fillix's big dream is to find the truth about the mutants and Eden, so I am getting closer to this (well at least some parts of it).

Next session: we work on the Ark's projects! (some defenses, a fighting arena and a temple, what could go wrong??) 

We are now focusing on less of elements of the game during each session and the sessions are getting more satisfying and less procedural. Now that we really care about our Ark, it will be more fun to develop it and to work on the Ark's projects.

Friday, January 27, 2017

Goblin Phoners

Goblin Phoners always show up when adventurers try to focus on something, like picking a lock, resting or studying spells. They talk loudly on their totemic phones about boring business or personal stuff.

They install their offices were you are and after a few calls other goblins show up to deliver useless stuff and to seem busy doing nothing useful.

Trying to listen to their conversations ask for a saving throw to avoid the effect of a confusion spell (see conversations). 

If you try to talk to them they simply ignore you. If you antagonize them they let you know that you are clearly bothering them. If you start a fight they can dial spells on their totemic phone.

Goblin Phoners (1d6) [AL C, MV 60’ (20’), AC 6, HD 1 -1, #AT 1 (special), THAC0: 19, SV 0 human, ML 7

Special abilities:
  • Make a phone call (free of charge the first time): summon 1d6 goblins after 1d6 rounds. 
  • Teleport (cost 2 phone charges): teleport self or other to a random dungeon location. 
  • Putting you on hold (cost 1 phone charge): cast hold person spell. 
  • 911 (cost 2 phone charge): attract a random dungeon encounter that have to listen to the goblin complains. Will leave after 1 turn if the goblin is not in danger.
  • Its for you (cost 1 phone charge): cast charm for 2d6 rounds if the character take the call. 
  • Conference call (cost 1 phone charge): summon 2d6 goblins and 1 random dungeon encounter to a specific dungeon location. Everyone arrive after 1d6 turns. The summoned goblins try to look busy. The random dungeon encounter look confused. 
Phone charges: 
totem phones use the goblins ML as their phone charges. To recharge their ML the goblins have to do goblin stuff, they recharge 1d6 charges each time the adventurer take the time to rest. Sometime they also use totemic chargers that they have to plug right were the characters are. A totemic charger recharge 1d6 charges by turn before burning up (cause 1d4 electricity dmg). 

If you pick up a totemic phone you can use your HP as charges. 1 charge cost 2 HP. 
(4 HP if you have a bad relation with the goblin's totems). 

Conversations:  

If someone is foolish enough to listen to a goblin conversation (save vs confusion spell) or to take a phone call (save vs charm person) roll a d10 on the conversation table:
  1. The call is about some goblin business or project in the dungeon. It is possible to get some gold by getting involved. Naturally goblin business and projects are a lot of trouble. (This involve 1d6 gp (or 1d6x10gp for big or risky projects) by round of conversation. 
  2. The call is about personal goblins matters. Helping the poor goblin's situation can grant a goblin contact or henchmen. But goblins matters are very complicated (and confusing)!
  3. The call is gossip about a monster or a encounter.
  4. The call is gossip about a treasure or magical item. 
  5. The call is gossip about a dungeon room or trap. 
  6. The call is gossip about a NPC party or one of the PC. 
  7. The call is about goblin politics, you have a big headache (-1 to saves until rest) but you can use this to get +1 reaction bonus with goblins.  
  8. The call is about goblin nerdy tech, you have a bigger headache (-2 to saves until rest) but you can use this for a one shot boost to your find/remove trap skill or to get a clue about a puzzle. 
  9. The call is about goblin cooking, that involve the effect of a random potion and 2d6 ingredients. Asking the goblin to repeat the ingredients just get more confusing... 
  10. The call is with a goblin totem, spirit or deity. The entity ask for a Quest and grant a blessing on accepting and a curse on refusal. Accomplishing the Quest grant a additional reward. Ignore the blessing or the curse if someone is just listening to the conversation. 

Thursday, January 5, 2017

Cuckoo Clock Squid

Cuckoo Clock Squid
HD: 3+1 (15 hp) AC 14, DMG: 1d6, 1d6 (pendulum maces) or special tentacles attack.
MV: 30 (90), ML: 8, saves: wizard lv5
AL: chaotic punctual

Special tentacles attacts:
  • Strangle: save vs breath weapon to avoid being grab by a flow of tentacles. Inflict 1d6 dmg by rounds. Make a open door test by round to get free. 
  • Mind adjustment: instead of strangling it victim the cuckoo clock squid can try to adjust his or her mind like a clock. This inflict 1d6 dmg (only 1 if the squid is not in combat). The operation take 1 round by adjustment.  
  • Puncture: 1d6 ranged attacks that inflict 1d4 dmg. (range: throwing axe) 

Brain adjustments:
  • Transfer 1 point of mental stats to a other mental stat (WIS, INT, CHA)
  • Transform 2 points of mental stats into 1 point of physical stats. 
  • Lower or raise initiative by 1.
  • Implant suggestion. (save against it only when it trigger). 
A adjusted mind make a saving throw each day. A passed save restablish one adjustment. The mind malfunction on a natural 1 and trigger a nervous habit and delusion.

Cuckoo Clock effects:
Each time the cuckoo clock strike the hours it trigger a specific magical effect.

The effect last until the next hour.
  1. Cast Animate dead or object 
  2. Dispel magic (affect magical items until the next hour). 
  3. The clock doors open and throw a cloud of ink (save or get blinded for 1 hour) 
  4. Tentacles emerge from the cuckoo doors. Grant 1 extra special tentacles attack each round. 
  5. Curse: can only speak when the hour strike. (or other bird, squid or clock related curses) 
  6. Summon 1d6 HD of random monsters (1 to 6 monsters). 
  7. Slow time for 7 rounds. 
  8. Cast Confusion 
  9. A beautiful jeweled cuckoo egg emerge from the clock, save to avoid being charmed by the egg. If charmed you can kill to keep your egg. Egg is worth 1d6x100 gp. 
  10. Clockwork upgrade: the cuckoo clock squid gain +1 to hit & dmg and +2AC. 
  11. Summon a magical object, if someone take it save against Quest spell. 
  12. Cast Create food and wine 
  13. The clock doors open and throw 6 poisonous darts (save or die in 1d6 turns) 
  14. Insert cuckoo song in your mind: save or take 1 dmg and get a penalty of 2 to all tests. 
  15. Cast area of effect Hold person. 
  16. Spawn 1d6+1 clockwork cuckoos (1HD, 1d4 dmg, AC14) 
  17. Tell 5 dark secrets 
  18. Answer 6 questions 
  19. Cast Darkness 
  20. Cast sleep 
  21. Control dreams (area of effect: small town) 
  22. Cast a area effect illusion. 
  23. Cast invisibility. 
  24. Open portal to a random location or chaos plane (close after the clock strike the hours)
Note: the hours effects could use some more work. 

Wednesday, January 4, 2017

Chaos record player cat

Chaos record player cat
HD: 2+1 (12 hp) AC 14, DMG: 1d4 or special,
MV: 40 (120), ML: 6, saves: wizard lv5
AL: chaotic cute

Once the cat select a tune it can play it for up to 1d6 rounds.
Each time someone hit the cat, it randomly change it playing tune.

The cat can teleport once a day, Cheshire cat style.

Records effects: 1d8
1: visual vibrations, displacing effect for +4AC bonus.
2: scratches: area of effect 1d4 dmg attack by rounds to everyone listening. (Invisible claws attacks, must roll to hit)
3: this is my song: charm person single listener (save negate).
4: ear worm: implant suggestion, area of effect. (save negate, -1 to save by listening of the tune)
5: reverse: force a round of rerolls (including the cat).
6: Sonic miauling: 1 dmg by rounds, -2 to any d20 dice roll. Area of effect. (save negate)
7: beautiful song: save vs paralysis or stunned for 2d6 rnds (drop weapons). (single target)
8: catchy tune: save vs spells or dance for 2d6 turns. Contagious by touching (save allowed).

If the cat is reduced to 0hp, it must pass a save to see if it record break.
If it record is broken the cat die. If not, it turn into a magical record player that can be used to play random record effects.
But each time someone play a tune, there is a chance that the cat awaken (cat save vs spell).
Each character that used the cat record will save at -2 against it effects.
When the cat awaken it blink and vanish, Cheshire cat style (dont worry it will be back...).
(Roll new HP for the cat)

Some chaos record cats have unique record that have 1d3 unique magical effects.

Chaos records are worth 1d6x500 gp +500gp by unique effects.

Chaos record player cats dont like each other, if someone play a magic record, they usually vanish away (they get +4 to save against magic record effects).



Tuesday, January 3, 2017

Tattooed Old Whale totem


You can look for the Tattooed Old Whale to add a tattoo to the world memory or to get initiated.
To get initiated the Old Whale have to eat you up, then it will throw you up in the spirit world. If you survive, the whale will transfer one of it tattoo to you. Each tattoo give you a ancestral memory and power. The old whale can walk on the land on two feet or swim in the water as a whale. It is possible to hunt and to kill the old whale to eat it flesh to gain dangerous magical power. This is a hard feat since the whale is powerful and it can summon it tattoo against it foes. But this evil deed happened in the past and brought a time of no memories on the world until someone started to tattoo a whale stranded on a beach. The stranded whale remember to walk on two legs and became the new tattooed whale. To prevent the world from falling again into no memory time, this old whale started to distribute it tattoos to worthy men and woman.

You can write a random table of ancestral memories and powers if a player character want to get initiated.

EDIT: some ancestral memories written by Benjamin B.:
1. A memory of biting hunger, felt in the belly, felt in the itchy skin, of scurvy and whispering in the dark, seductive madness, and then the gift of meat, the hot liver of one you loved, given freely, their marrow to sustain you, the kin killing taboo washed away clean by the sacrifice of the one who's love for you eclipsed fear.  You can taste them on your tongue, their blood.  While marked, you never grow physically hungry, and if your share it willingly, your blood can heal those who drink it, hit point for hit point  

2. A memory of pain, the gnawing cold of a walrus tusk in your thigh, broken off.  Pull it free, and bleed.  Leave it, and death will come, maybe slower.  No moss to stuff the wound, no fire to seal it, no bitter Spring herbs to chew to stop the pain, no chewed green pulp to stop the fester.  And yet, it is the memory of pain, is it not?  A memory within a memory, as you walk, limping, your heavy hand held tight by the tiny child's beside you.  While marked, you walk with a limb and -5 speed, but your hit points are doubled