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Plant-Based Paranoia
by Ziga [Verified Purchaser] Date Added: 02/21/2024 08:02:07

Terse and evocative - gives you just enough to riff off of. The location is filled with elements you can use to crank up the paranoia to the max.

We played it in two 4-hour sessions and had a blast. The finale was deadly, but everyone managed to survive, more due to luck than smarts.



Rating:
[5 of 5 Stars!]
Plant-Based Paranoia
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Plant-Based Paranoia
by Cauê C. [Verified Purchaser] Date Added: 07/24/2023 22:06:49

Just runned Plant Based Paranoia for a group of 3 yesterday. Thats a very cool pamphlet, super streamlined layout, easy to run, deadly and fun. 5 stars, can't recommend it enough. I loved everything about it. I loved Kudos to @skullfungus !



Rating:
[5 of 5 Stars!]
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The Mutants of Ixx
by Mathieu B. [Verified Purchaser] Date Added: 02/24/2023 05:06:28

Skullfungus did it again! Very fun, easy to play, perfect for a one-shot or a small campaign. Recommended!



Rating:
[5 of 5 Stars!]
The Mutants of Ixx
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Spores of the Sad Shroom
by Randall S. [Verified Purchaser] Date Added: 01/01/2023 07:47:38

I love this supplement! It's evocative, a quick read, and full of awesome art! I really enjoy how stat blocks don't give values, but rather tells the reader to use weapons and armor values for the system they're using.



Rating:
[5 of 5 Stars!]
Spores of the Sad Shroom
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Plant-Based Paranoia
by Alex M. [Verified Purchaser] Date Added: 09/03/2022 12:50:43

A well laid out and easy to follow pamphlet adventure. I ran this for a group of 5 in about 4 hours playtime. It was fun to run and the players loved how the mission unfolded (they were genuinely suspicious of each other towards the end). Fantastic price, well worth it!



Rating:
[5 of 5 Stars!]
Plant-Based Paranoia
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Plant-Based Paranoia
by Chris [Verified Purchaser] Date Added: 07/27/2022 19:56:49

jfc this was a creepshow. well thought out, with unusual and haunting ways to die. nice work and great layout, mate. what's next?



Rating:
[5 of 5 Stars!]
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Plant-Based Paranoia
by Tron D. [Verified Purchaser] Date Added: 04/07/2022 19:57:52

Absolutely first rate. Ran the adventure this evening as my first Mothership session and it exceeded my expectations. The module can be run with very little prep and is super easy to understand. The top page communicates essential information while the back is a smartly laid out map of the complex with room details complete enough to give the players and GM an idea of what the area looks like under several different conditions while being loose enough for the GM to bring any ideas they have to the table. This is well worth the minimal financial investment and is a really good time at the RPG table, whether it's your first foray into the Mothership system or if you've been at it for a while. If the author puts out another Mothership module I'll definitely be taking a look. Cannot say enough good things.



Rating:
[5 of 5 Stars!]
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Plant-Based Paranoia
by Paul B. [Verified Purchaser] Date Added: 10/30/2021 19:21:47

A great little module - I think one of the easiest to understand the layout is top notch and my players had a blast playing



Rating:
[5 of 5 Stars!]
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The Rad-Hack
by Eric B. [Verified Purchaser] Date Added: 01/01/2021 20:53:56

Fantastic little hack of The Black Hack. If I wanted to play Fallout as a tabletop RPG this is what I'd use. Absolutely great vibe here for playing in a wasteland that is horrible but still hasn't lost its sense of humor. The class options are all dripping in flavor and feel totally unique to each other, not just in character but mechanically as the theme even influences how they roll for their attributes as an example. Get it, it's great.



Rating:
[5 of 5 Stars!]
The Rad-Hack
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The Rad-Hack
by XERXES L. [Verified Purchaser] Date Added: 07/26/2020 07:00:47

The best hack of The Black Hack ever created. O melhor hack do The Black Hack já criado.



Rating:
[5 of 5 Stars!]
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It Tolls for Thee
by Ian S. [Verified Purchaser] Date Added: 07/07/2020 13:35:11

Is it a dungeon, or is it a big monster? Or is it a Church? Why does it have a harpoon for an arm? Is the Soul Bell a Dark Souls reference? It's packed full of the usual Skullfungus imagination and grindhouse styling. It's a dollar. Why wouldn't you buy it?



Rating:
[5 of 5 Stars!]
It Tolls for Thee
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Spores of the Sad Shroom
by Ian S. [Verified Purchaser] Date Added: 07/07/2020 13:29:17

I drank some mushroom tea once. I saw lots of the colours that are on the cover. And my face melted. I've always wanted to replicate this experience without taking stimulants. Now I can do that any time I play this METAL game. Skullfungus, you rock!



Rating:
[5 of 5 Stars!]
Spores of the Sad Shroom
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The Mutants of Ixx
by Thilo G. [Featured Reviewer] Date Added: 02/20/2020 08:42:38

An Endzeitgeist.com review

This pamphlet roleplaying game is essentially a hack of Chris MCDowall’s popular underground game “Into the Odd.“ Pamphlet RPG? Well, yeah. The game is essentially 4 pages – one 2-page pdf for players, and one for the GM. If you print them, you can fold them alongside two dotted lines into a pamphlet like the ones you’d get in theater, etc. Much to my pleasant surprise, the game comes in two iterations – one for the A4 paper-size convention, and one for the US letter-size. Kudos for going the extra mile there.

One third of a page is the same for both the player booklet and the GM booklet: These contain the artworks that you can see on the cover – essentially, that’s the equipment list, and small indicators note the damage die of a given weapon – these range from d6 to d10, just fyi. Weapons that deal d10 damage require two hands to wield, and small items come in bundles of 5.

Character creation is simple – roll 3d6 four times, and you may swap two rolls. Strength (STR) denotes fighting, fortitude, etc.; Dexterity (DEX) is used for sneaking, athletics, etc., and Willpower (WIL) is your persuasion, shooting, tech understanding, etc. The fourth roll denotes the slugs – that’s the term used for ammo and currency.

After this, you roll a d6 for Hit Protection (HP); once this is depleted, you can suffer critical damage – 6 entries are provided for that, and you essentially can lose parts or be knocked out. If HP reaches 0, damage is applied to Strength, and once you take Strength damage, you make a Strength save to avoid critical damage.

Attacks and saves are handled the same way – you roll a d20 under the related ability score; 1 is always a success, 20 is always a failure; if you have advantage, you roll an additional die and choose the better result; the inverse holds true for disadvantage.

If it’s unclear who acts first, the player must make a Dexterity save to act before the enemy. On the player’s turn, they can move and perform one action. How far? Alas, not stated. Nor is initiative clearly explained – I’d suggest using the Death is the New Pink standard there.

A character dies at 0 Strength; at Dexterity or Willpower the character is paralyzed or catatonic, respectively.

But back to character creation: You then roll a random mutation and choose a specialty, and pick one weapon and 2 items. To randomly select a mutation, you roll a d6 twice: The first die indicates whether you check the combat mutation, utility mutation or mental mutation table. Each of these subtables comes with 6 mutations. Combat mutations include firebreath, acid spit, crushing pincers, etc.; utility mutations feature camouflage, web-spinners, regeneration, etc., and mental mutations feature mind control, inducing horrible visions, etc. These don’t feature range, but do come with a general duration formula – 10 minutes per experience level. When you use a mutation, you roll a d4; on a 1-2, you decrease the die size of the mutation by one; if the mutation already has a d4 for its die, it is spent for the day. Elegant.

What are specialties? Well, these are essentially the class-features/feats/Special abilities of the game. If you’re an assassin, you bypass HP and deal d12s damage versus helpless or unaware targets. Melee or ranged specialists are included, as well as being lucky (1 reroll per session). There is one that lets you always act first (what if multiple beings have this?), and there is one that nets a loyal pet.

The game features 4 fleshed out level titles for experience levels, and progression is based on finished adventures. In order to level up, you have to rest in a safe place. You gain 1d6 HP and roll a d20 for each ability score – if you roll higher than your ability score, it increases by 1, to a maximum of 20, and you get to choose either a new mutation, or a new specialty.

Now, regarding items: Basic items cost 1-5 slugs; weapons cost their damage die (I assume, maximum number) in slugs, and armor costs 10/25/60 slugs; armor acts as DR, with a maximum of 3, obviously. You can carry up to Strength items, weapons and armor; anything beyond is unsafe, but that aspect is not elaborated upon.

These are the pieces of information presented on both pamphlets; on the player pamphlet, we also have 2/3rds of a page devoted to essentially a character sheet, where you put HP in the drawn heart, armor in the drawn armor, melee weapon damage in the nail-studded club, ranged weapon damage in the drawn gun – the sheet is self-explanatory, and smooth – I like it. Chow, water and ammo also have their icons to track them.

Oh, and this humble pamphlet gets something right that many full-blown games botch: 1/3rd of one of each pamphlet’s pages is devoted to a nice, hand-drawn b/w-hex-map of the jungles of Ixx – and guess what? The version in the player-pamphlet has no annoying numbers and is player-friendly. Nice.

The GM’s pamphlet explains 7 interesting locales briefly – from the adventurer’s home (Scrapwheel Village) to the glowing maw, swamp rig, etc. – I liked these brief touches, and travel + random encounter tables for travel is included, as well as 6 entries of one-sentence adventure inspirations. Speaking of adventure: 1/3rd of the GM’s pamphlet is devoted to a sample adventure, the lair of the clonelings: This little dungeon is pretty nice, considering the very limited room it has, and we get a solid b/w-map here as well – oh, and guess what? It manages to be non-linear! A minor niggle: The dungeon references a WIS save, when that should reference WIL instead. Yes, I am nitpicking.

Conclusion: Editing and formatting are very good on a formal and rules-language level. Layout is subservient to the requirements of the pamphlet formula, and the aesthetics deserve special mention – from the char sheet part to the maps and items, the b/w-drawings are nice and capture the vibe this goes for. The pamphlets have no bookmarks, but since they’re literally two pages each, that would have been patently absurd anyways.

I got Karl Stjernberg’s “Mutants of Ixx” on a whim, and promptly forgot about it. I shouldn’t have. This is a great example of efficient gaming minimalism in practice, and does a lot of things right. In fact, more than right. There are precious few concessions made to the minimalist presentation, and while a GM obviously will have to expand this when running it, there will only be the range and movement issue to truly contend with; both of these could have been easily clarified without breaking the formula or taking up too much space. So no, this is certainly not perfect.

HOWEVER, and some people will be surprised by this: I prefer this tiny booklet over DIY RPG Productions “Death is the New Pink (DitNP).” Not only in themes, which are subjective, but in character progression engine! Where DitNP uses essentially arcana substitutes, this little booklet presents a robust engine for both mutations AND class features that is easy to expand, and rewarding to use, taking a step away from the item-defined component. I genuinely think that this booklet has a better designed basic framework, and one that is very simple to build on. I love this from a design perspective – it’s incredibly elegant.

Now, it is not as streamlined, or expansive as DitNP, obviously – this is me comparing a 2-page booklet with a game that almost sports 100 pages. This pamphlet game is fiercely DIY in its aesthetics, and it’s not as precise as DitNP; I do have to account for that in my verdict. But I still seriously prefer it for what it achieves in its ultra-essentialist frame. As such, this is one of the few instances, where this gets 4 stars, but also my seal of approval. If you’re looking for a rules-lite post-apocalyptic game that can theoretically entertain you for years, for 2 frickin’ bucks, then get this.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
The Mutants of Ixx
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It Tolls for Thee
by Thilo G. [Featured Reviewer] Date Added: 02/10/2020 07:16:17

An Endzeitgeist.com review

Okay, so this is a One-Page-Dungeon, but it’s one page that is more of a poster,. With a super-dense array of 4 columns of text, including two artworks and the map of the dungeon.

This being an adventure-review, the following contains SPOILERS. Potential players should jump ahead to the conclusion.

… .. .

The adventure is designed for low-level groups (4-5 characters recommended), and ACs are given in an ascending manner, with HD and damage dealt noted. Obviously, this has no read-aloud text. The dungeon sports 11 keyed locations, and 6 random encounters for the vicinity of the locale. The module also features 6 pieces of information that the PCs may unearth when doing their research, and a kind of array of 6 random encounters are presented for tracking down the moving dungeon.

Okay, so during the chaos wars, high priest Lamak the Devout bound his soul to a temple’s bell, animating the church as essentially a grotesque, medieval church-mech; the mighty force for Law was destroyed, and sank into the swamp…but the soul bell remained intact, slowly corrupted and tainted by the souls of the dead of the bog – and now, the walking church, its bell tolling, waltzes the landscape, with eel bats, a deadly harpoon arm and undead in its wake. The church is far beyond the abilities of the adventurers to actually stop, and woe betide those trying, for while it is slow, it is deadly – in spite of its penalties to attacking smaller targets.

The inside of this strange place (you’ll probably enter via the stone tongue, while the church spews leech-riddled water at you…) contains darkened items, and the adventurers will have to deal with tainted, dark items, can find potent potions (okay, these can also explode your limbs, no save (Not a fan…), but hey…+2 Strength? Might be worth it…) and there is a weapon that may be found by smart PCs, and it’s particularly effective versus the boss.

Who btw. deserves the name – the boss can command harpoon attacks of the church through the window. Once the corrupted priest has been vanquished, the church might collapse…or, you know, if you’re going that way, you might rule that the PCs get a chance to use this devastating thing… Yes, it has full stats. Yes, you need siege weapons to hurt it.

Conclusion: Editing and formatting re very good. Layout adheres to a super.dense 4-column standard, and the hand-drawn b/w-artworks are neat. This has no bookmarks, and needs none. The pdf comes with an archive that contains PLAYER-FRIENDLY MAPS! HECK YEAH! Oh, and jpegs of the monsters and the dungeon itself! Awesome!

Karl Stjernberg’s “It Tolls For Thee” is a fantastic little example of a one-page-dungeon done right; it is terse and yet inspiring, it is limited in scope, so it doesn’t bite off more than it can chew. It has a lot of cool ramifications and is simply great fun to run. The supplemental maps elevate this one step beyond, making it a prime example of a great old-school module. I am NOT a fan of the one instance of random death, and this is a deadly module, so experienced players are recommended…but then again, if you randomly imbibe stuff you find in a tainted dungeon, you deserve the chance for a no-save-die. So yeah, all in all, a fantastic way to spend…a grand total of one buck. Seriously, for that price, this is a steal. You’ll get a fun, amazing session out of this. 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
It Tolls for Thee
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The Mutants of Ixx
by Stéphane W. [Verified Purchaser] Date Added: 10/17/2019 16:59:44

En 4 pages (2 pour le MJ et 2 pour le joueur) on a:

Un système complet; un mini bac à sable avec une carte hexagonale et même un mini "donjon".

De quoi jouer de nombreuses heures, avec un jeu qui tient dans la poche au sens littéral.

Le tout avec une mise en page et des ilustrations très réussies!



Rating:
[5 of 5 Stars!]
The Mutants of Ixx
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