Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits)

This seems really interesting and I'm excited to run it after it gets updated. 

This seemed like one glaring issue to me, and it's possible you are already aware of it, but on page 6, where the mutations are listed, the count begins at "2", so the first mutation is missing.  The previous page claims there are 12 possible. mutations. Was the number 1 mutation accidentally deleted?  

I thought I'd mention it since I haven't seen anyone else in the comments bring it up. 

That's actually intentional. Your players are rolling a 2d6 to determine their mutations, making it impossible to roll a 1.

However, one flaw I did notice with the Town Meeting "location ban" roll is that there are 12 locations listed, and as I just mentioned you can't roll a 1. I'm guessing you can't get banned from the Town Hall, otherwise you'd never have the chance of being banned from the Apothecary if it represents 1.

Ah. You are right. My brain failed me.  In that case, since 1 cannot be rolled, then the text on page 5 should state that there are only 11 possible mutations, not twelve.