Description
Maggot Machine
The year is 1994, just like last year and the year before. The world is a ruined place where hideous mutations – Maggot Machines – reign and the Guilds hide deep in the Underland praying they go undiscovered. The Guild Knights are sent forth in Brigades to bring back the forgotten and hidden treasures of the lost world from a time before the Great Maggot. It might be a spoon, or a bar of soap, or – dare you dream – a can of chunky dog-food. And your payment for such excursions? Bolts. And pain.
Pain in the form of the Skinner Cops that will beat you for the smallest infraction. Agony in the form of Guild Lords ever demanding greater treasures in a world running dry on all but acid rain. Pain in the jagged blades that the Great Maggot has bred into existence. Pain in the disease that will one day make you one of THEM. But there is hope. The Guilds need leaders. With your wealth and prowess you can climb the greasy pole and take control of the Underland and lead your people to whatever it is you claim is salvation.
Who do you represent?
Will you join the Guild of Birds and find a way to break this tribulation? Will you join the Guild of Mysteries and unseat the Great Maggot so that its awful things become your servants? Perhaps you will join the House of Void and for once and for all end everything.
Only by Questing can you seize power. So strap on your armour, check your geiger counter, and chamber a round in your pistol.
LightHell awaits…
Maggot Machine uses an awesome new ruleset: “V6”
V6 is a simple d6-based system:
- When a contest happens, one player is the “Active” roller and the other is “Reactive.”
- Both roll small pools of dice (d6s) looking to roll as high as possible.
- Each die rolled by the Reactive player that is bigger than one of the Active player’s removes both dice from the table.
- If the Active player has any dice left at the end of the contest they score points that they can convert into effects (like Damage, Healing, or finding cool loot).
- But there’s a twist: If you roll a 6 or 1, you enter a reroll phase where you roll another die for every 6 you rolled and reroll any of 1s that you rolled previously.
- Oh, and there’s another twist: If the Reactive player has dice left over and the Active player doesn’t, they can score points too!
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