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Colinaut

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A member registered Apr 14, 2019 · View creator page →

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Used this supplement with our game when the crew, who was from Hillview encountered their doppelgängers from the Bay! It's a great zine that really captures the actual Bay Area, in a Slugblaster way.

The crew in our game had to help their doppelgängers get home. Once they were there they accidentally created an evil twin of a taco truck. They managed to tame it and drive the taco truck home to Hillview. When they crossed back the track had an extradimensional burrito tunnel which they could bring tacos to and burritos to Hillview!

Our game group is having a spooky blast playing Paranormal Inc.! It's a really good use of Carved from Brindlewood and I especially like how it works GM-less. Honestly I think Brindlewood Bay should be GM-less too using this same technique. It's all very much zero-prep — just pick a mystery and go — and quick playing which works well for us.

The playbooks are great. Our group has both the Skeptic and the Ghost and it's a continual source of comedy that one member of our ghost hunting team doesn't believe the other member is an actual ghost. The Ghost talks through electronic devices and the Skeptic is convinced that they are a hacker.

So far we have played 3 mysteries and for the most recent game we added a new player (now we have 4 players) — it's easy to slot new players in which is great. We plan on doing at least a couple more mysteries as we have come to love our group of odd ball ghost hunters!

The only criticisms I have are:

  • None of the moves give ideas for what happens on a 6 or lower. We've made do but it would have been nice to have some examples.
  • The Ghostly Encounters move is a bit wonky. All the other moves play like PbtA in that it is obvious when to use it and how it leads to the fiction. Ghostly Encounters seems more forced. We've used it but it seems more a move that you have to choose to use it and shove it into the story like a block that doesn't quite fit. Interestingly it seems to work a bit better when you relate it to a personal haunting. Not sure how I'd tweak it if we house ruled it. Anyways.
  • The Intern playbook's moves are missing the narrative flavor of the moves that the other playbooks have. They are also strangely overpowered? Like Coffee Runner, an "automatic 12+ where you act quickly" just makes it too easy.

These are all fairly minor nitpicks for what is great game. Since it's possible to update PDFs here I'd love to see a 1.1 version of this with the errata (linked in the comments here) added to the main PDF. A version 2 with some of the kinks worked out would be awesome too, but I get calling a game done and wanting to move on to other projects.

Anyways thanks for making this! We've been loving it!

I know this project is on the backburner for ya but I just want to say that I love the writing you did for the extra failed careers! "All things considered, I think it’s getting better - Take an endless ability to hold sadness in your heart." is just brilliant. As is, "For justice! - You have +1 armour whenever you feel morally superior."

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Heard this played on the Party of One Podcast and it was such a great AP that I had to pick it up!

p.s. found a typo in your game. In the Example of Play it says "Ahmed plays a 9 of âť¤ď¸Ź, a jumping elbow"; however, in your Move Oracle the J is a jumping elbow. I also repeats that it was a 9 in the following sentence.

p.p.s. Another typo: The Fighter Creation section has multiple clubs and is missing spades.

p.p.p.s. My group played this as a 3 player game trading off GM role each fight. We had a blast! It was a great game for a one off when our main game was missing a player.

Oooooo! Pretty! I like the redesign graphics. 

I haven't played AQNP yet but I've run/played a campaign of Agon and have read a few other Paragon games. The changes I liked are 

  • The revitalization mechanics where you come back with an advance but a higher starting stress. This is great in how it amps up the narrative stress. The characters are more powerful due to the advances but also a bit broken and more likely to die again and likely going against bigger odds since the story is underway and the danger is likely in your face.
  • The stress bonus looks like it is a fun press your luck mechanic

Looking at your new player sheet, I really like where you are heading with the Domains and the Brand Loyalty (previously Perks). The Domains/Perks in the current V1.1 work fine but they are a bit "generic" and whereas your new ones really capture more of a narrative feel. This is especially true with the new Brand Loyalty which really pushes the corp narrative hard.

I've started working on a Paragon game that is basically Lost in Space, with a crew jumping from planet to planet in search of home — or at least a planet they could call home. After running an Agon campaign, I realized that the system would work perfectly. 

I realized in starting to develop it that figuring out what the Domains are and how Divine Favor remaps is one of the main keys to making the narrative of the game woven in with the player mechanics. Odyssey Aquatica does this well. Curiosity, Determination, Subtlety, and Warmth just work so wall for the theme. They aren't just renames of Str/Dex/Wis/Int. And the odd mix of gear and training is perfect flavor — I soooo love "Marine Friend"! The game Deathmatch Island also has a great Domain list (with a bonus special Domain) that really drives home that they are contestants. On the surface, Deathmatch Island replacing Divine Favor with gear seems dull but in this case it works, since the limited use really drives home the feeling of hard won weapon/gear drops.

I really like this! The tweaks you did to the Paragon system are good. Are you planning on creating any more Assignments?

Once upon a time, you and Covidor the Cordial were BFFs. But it’s been a minute… Now you’ve heard they go by Covidor the Corrupt, reigning terror from their Tower of Thaumaturgy! You’re determined to find out what happened to your BFF and somehow put a stop to their evil deeds!

Covidor the Corrupt is a short one page roleplaying game designed to be played while hanging out at parties or game conventions. I like to call it a lobby game, as it's great to play in the lobby, seeing old friends and meeting new people!

This is the first in a series of lobby games I plan on creating! It's cheap! Get it today!

Covidor the Corrupt's Terrible Tower of Thaumaturgy

Ha I realized looking at content that it mentions the Outskirts of Blue City sourcebook, which I meant to release but never did. I should kick that out. Though I also recommend the Lacuna Read Once And Destroy supplement by the designer of Lacuna, Jared A. Sorensen.