Plasmodics Preview Edition (Kickstarting Now!)
A downloadable Preview
Plasmodics is on Kickstarter now: get your copy right here.
This is a preview edition, all design subject to change.
In the remnants of the world, play in the smithereens.
Plasmodics is the tabletop roleplaying game of post-apocalyptic, gonzo sci-fi, where (sorta) humans, (kinda) animals, (mostly) robots, and (definitely) aliens join hand-in-mutated-hand.
You play the Plasmodics. The world and its debris are yours to play in. Uncover odd artifacts, wrestle with opposing factions and your cryptic alliances, and see what this weird world has to offer.
Plasmodics is a new school game inspired by Into the Odd by Chris McDowell and Cybermetal 2012 by Adam Vass, a demake of the first edition classic post-apocalyptic RPG Gamma World.
Characters: Make Many, Many Mutants
Get weird in the body and in the mind with mutations, from insect wings and waterwalking, to clonesense and gun control. Freakify your words and deeds, personality and perception with nuances, from improvisational firefighter and escape artist, to social contortionist and counts-as-a-small-gang. With a mosaic of both mutations and nuances, tied up in the factional double bind of your cryptic alliances, only one thing is for certain: it’s gonna get weird.
Rules: Mutations
There are four categories of mutations: physical, mental, plant, and meta. Each mutation comes with a choice that makes it your own.
- Physical mutations are changes with your body
- Mental mutations are changes with your mind
- Plant mutations bring you closer to the natural world
- Meta mutations are changes to the very essence of things around you
Rules: Nuances
Mutations are how you’re weird with your body and mind. Nuances are how you’re weird in your past and your personality. There are four types of nuances: body, mind, and skill.
Body nuances show us what your meat can do, mind nuances show us how you think, skill nuances show us what you’re capable of, and each background has six exclusive nuances, like the human-ish’s Revolutionary Spirit, the animal-ish’s Bug, Actually, the robot’s Undercover, and the alien’s Bodysnatcher.
Rules: Everything You Need to Get Weird
Live by the 10 HP principle, play havoc with the trouble track, hit a salty runback to stay alive, and uncover the artifacts that’ll end the world all over again. Plasmodics includes everything you need to play, rules for strange artifacts, factions, crafting, and an adventure.
Rules: Trouble
The world’s in trouble, generally. Your world is troubled, specifically. In this game, that’s represented by the trouble track and the trouble dice.
- Trouble Track
The trouble track is a countdown to disaster. Whenever you miss a roll or get too much fallout, the trouble track ticks up by 1. When the trouble track reaches 10, the trouble dice hits the table. The moment that the trouble track fills up, everyone gets to say how the trouble rears its ugly head. If you’re in a fight, the nature of the battle changes, or completely restarts. If you’re in a community, havoc breaks out. - Trouble Dice
The trouble dice is a six-sided dice (d6) that adds its value to every roll in the game. When the trouble dice hits the table, the players choose to start at a 6 or a 1. Each fighting round or scene advances the trouble dice one value. If the dice starts at 6, it ticks down toward 1. If the dice starts at 1, it ticks up toward 6. Once the dice shows its final number and advances again after a fighting round or a scene, remove it from play and reset the trouble track.
Rules: Fighting
Every attack does damage, based on the attack’s weapon dice. Weapon dice represent the danger level of the weapon—a d4 is something small and reliable, while a d12 is something cataclysmic.
To fight, make a plan and roll two weapon dice, one at a time. Assign the first result to damage or fallout. Assign the second result to the other.
Damage is how hard you hit and fallout is the effects of the fight. The higher the damage, the sooner the enemy is out of commission or runs away. The higher the fallout, the sooner you’re fucked.
The world might end… again.
If you score too much fallout, the trouble can be world-ending. Getting fallout above 16 not only maxes out the trouble track, it’s game over. It’s okay, it’s not the first time.
10 HP Principle
Everyone in Plasmodics has 10 HP. When your HP reaches 0, you have a choice: become incapacitated or throw down a salty runback.
Salty Runback
You’re mad. You shouldn’t die right here. You and the thing that made your HP hit zero both refresh to 10 HP and duel it out, one-on-one. No help. If you win, level up. If you lose, you’re dead forever.
Artifacts
Artifacts are rare, world-changing items found throughout the world from the beforetimes. Artifacts require a special process to uncover their secrets: artifact identification (artifact IDing). IDing an artifact is a minigame that happens while we play Plasmodics. It’s a mission we complete while doing other things—progress is only made in fits and spurts, but when it’s done, it may change the world.
Setting: Welcome to the world of King Tide
Plasmodics is the system, and plasmods are the worlds. Plug the new storms of this world into the trouble system, whether they’re made of radiation, giant ants, stampedes of Caminos, or the disaster of your choice. Hook up the cables, like a modular synth, and mix system and setting and story together until the breaker shorts. Plasmodics comes with the King Tide plasmod.
The world is the bottomlands. A flood basin every other day or every few hours. The tide is our king here, visiting great waves upon our homes, then receding before the next. Like prizefighters with our peek-a-boo guard, we find our way through the pummeling, looking for an opening or the ringing of a bell. What remains of this ancient city could be taken away by the next swell, whether it’s your belongings, your community, or your life. But the wake giveth. Things appearing in the receding tide, things from across the world. Our messages in bottles, flotsam from whatever freshly powerwashed bunker of those who came before.
Preview Edition
This is a free preview of Plasmodics, including some pregens and character sheets.
Back it on Kickstarter today and get the physical edition and the full-art digital edition, alongside a 60-page adventure zine, and campaign-exclusive extras!
About the Team
Will Jobst is an award-winning game designer, publisher, and editor, with previous projects including This Discord Has Ghosts in It, TORQ, Black Mass, and more. Find their games at goodluckpress.co.
Seb Pines is a writer, editor, and game designer that is currently and perpetually haunted. If they were a mutant they would like to be a big worm. Find their games at goodluckpress.co.
Zach Hazard Vaupen is an illustrator, cartoonist, and game designer based in NY. He's worked on official game books and modules for many TTRPGs including: Mothership, Liminal Horror, Triangle Agency, Fallen, and many more. When not making games and artwork, you can find him under the sink transforming into something unknown. Find Zach's work at https://emo-sludge.com/
About Good Luck Press
Good Luck Press is a collaboration between Seb Pines and Will Jobst to create and publish experimental, cool, and strange games that explore the medium and push at what “games” can be.
Status | In development |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (18 total ratings) |
Author | will jobst |
Genre | Role Playing |
Tags | gonzo, mutants, Post-apocalyptic, Sci-fi, Tabletop |
Download
Click download now to get access to the following files:
Development log
- Plasmodics Streamkit80 days ago
- Kickstarter Funded!83 days ago
Comments
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As a fan of Eco Mofos, can you tell me anything how Plasmodics is same, different, alternative, or otherwise to that game? I'm sure both weird flavors are good for their own aims.
having read both, there’s very little in common, an unexpected comparison really. The system here is totally unique, involves mashups from a few sources but is more about how cleverly you can channel your mutations and how you can mitigate trouble. Players choose between damage and fallout each roll, so every action has potentially huge consequences for the PCs and the world. Especially when it gets into combat and confrontation, how those come into play feels heavy.
Mutations and ability stuff are super weird, even within the realm of mutant games. Lots of potential for gonzo play and inspiring abilities.
The “point” of each game feels very different to me too imo. Both are exploratory and about surviving in a harsh place, but adventures here are often more about how you interact with opposing factions and integrate into freaky subcultures (or don’t) vs ecomofos which I’d say is a more traditional adventuring conceit.
Both are out there and have huge potential for fun but plasmodics is one of the weirder settings & systems I’ve read! In a good way! I hope you check it out and dig it
Thanks for the question! Everything world champ said here is right. The games are going for different tones and experiences. Here are three special things about Plasmodics:
It's inspired by Into the Odd, so you'll recognize some similar dna with Eco Mofos, but I've changed/threw out a lot. This game is a "demake" of first edition Gamma World, melted in the microwave for a few days. The preview PDF of the book is totally free on this page, so I welcome you to download it and check it out!
Checking out the preview material more, I can see what y'all's mean. Well put! Haven't recalled Gamma World for awhile either, but appreciate the nod. And to Into the Odd.
It sounds like both do some complimentary things. I'd argue ecomofos tried to do more with getting into subcultures, but indeed, will have to see how plasmodics handles that a bit more directly and actively.
Thanks!