Let’s get some close up help with that injection alchemist!
Injector Prod
Reach Price 2 gp; Damage 1d2 P; Bulk 2 Hands 2; Reload 1 Type Melee; Category Simple; Group Spear
This long spear is tipped with a strongly built reloadable syringe. When the spear is loaded, upon a successful attack, the payload of the syringe is delivered to the target.
Basics– Welcome employee! Raptor Ruckus has you play different characters in REDACTED Park when things go wrong. Let’s break down the pieces.
Core Mechanic- This is a d20 game where you add -3 to +6 to a roll. Your average DC is a 12. That’s it!
Survival- Survival is a character trait and the leveling up mechanic. You can spend survival to reduce the DC of a check,but you get that back later. You can permanently lower your survival and you level up.
Crits and Chaos Tokens- If you roll five above a DC or 5 below, you critical. Critical successes result in double damage, while critical failure results in the GM using the chaos charts. These charts have RANDOM events happen. Some are honestly good. Some are crazy bad. You can also trigger these with Chaos Tokens. Chaos tokens are tokens everyone starts with; you get more when you critically succeed. It’s fun randomness.
Panic- This game has a sanity mechanic. You roll panic tests when things get crazy. You gain panic and when you get two panic, you fumble on a 1 to 2 instead of always a 1. When you hit five panic or fumble, you then roll on the panic table.
Hit Points and Tenacity- Hit points are the ones we know and love. Do enough damage and things die. Tenacity is like hit points, but for how much you want to keep going. You do tenacity damage, and the target might decide to run away. That human isn’t worth this much trouble or you’ve hidden so well the creature loses interest.
Turns- This game is decidedly old school. You roll a 1d6. Low? Enemies go first. High? Humans. Easy and quick.
Ok, that’s the basics. Let’s review this.
Mechanics or Crunch– This is a very simple game for fast game play. It’s as simple as a simple D20 can be. I also love any game that has degrees of success for criticals. You blow past a roll, you get a critical. I also enjoy the simplicity of combat. The addition of tenacity really helps the game go past “punch till dead” and helps GMs know when an animal would be driven off. You don’t need to kill everything to win. And in a game of giant dinos, that’s even more important! 5/5
Theme or Fluff– This is the book I wish I had as a kid addicted to Jurassic Park. It’s clearly wearing its influences as the book looks like the posters and props from the movie. It’s pretty and really draws you into the theme of the world. 5/5
Execution– Snapback made a fun product, but here is where I’m an old fuddy duddy. They lean HARD into the theme here making a solid product, but that always leads to a bit of style over substance as it might be a bit harder to follow all the pieces to completely understand how to play. That’s a tiny gripe as the book is pretty, reads fast, is well laid out, and even has an adventure with several pre-gen characters. The book was a bit harder to see all the pieces compared to some cleaner, more bland books, but this book is pretty! 4.75/5
Summary– I do love me some simple horror RPGs. I don’t think I’d want to run this long term though. Horror is always a one shot for me, but what’s here is fun. There might be some issues as I love the theme, but it does make seeing all the flow a bit more difficult. I got it, but style vs visibility. That said, I’ve already kickstarted the PDFs, so I think this will be fun. Give this one a look. There is even a whole one shot adventure for you to check out. It’s another free to check out promo, so you honestly can’t lose! 98%
Manipulate Mental Traditionsdivine Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 creature Defense Will
Your God breaks those whom you damn. When you cast this spell, you choose a target in range to make a Will saving throw with the effect determined below
Critical Success The target is unaffected. Success The creature becomes sickened 1. Failure The creature becomes sicked 1 and is blinded, defined, and restrained while sicked. Critical Failure The creature becomes sicked 2 and is blinded, defined, and restrained while sicked..
Heightened (+1) You can choose one additional target.
You become vulnerable to a religious symbol. this symbol must be of one you could encounter on a daily bases from the area you are from.
Manifestation
roll 1d4: (1) You begin to smoke and then burn at the sight of the symbol (2) Light shoots out of the symbol and begins to burn you (3)An invisible force pushes you down and back from the symbol (4) your brain is wracked by the words of that god and you are punished as an abomination by it
1
Roll this mutation check again, plus roll one additional defect.
2-4
You are weak to the symbol and while within 100 feet of the symbol, church, or holy ground of the god you light on holy fire 1d6 damage every minute
5-7
You are weak to the symbol and while within 100 feet of the symbol, church, or holy ground of the god you light on holy fire 1d6 damage every 10 minutes
8-11
You are weak to the symbol and while within 30 feet of the symbol, church, or holy ground of the god you light on holy fire 1d6 damage every 10 minutes
12-15
You are weak to the symbol and while within 30 feet of the symbol, church, or holy ground of the god you light on holy fire 1d3 damage every 10 minutes
16-17
You are weak to the symbol and while within five feet of the symbol, church, or holy ground of the god you light on holy fire 1d2 damage every 10 minutes
18-19
You glow with the light of the god that hates you when shown wearing the holy symbol
20+
You heal 1d4 hit points every hour while wearing the holy symbol
Keep the fight going! Reduce the number of actions you need to reload a weapon by 1. If this reduces the actions need to reload a weapon to zero, reloading becomes a free action.