Professional Documents
Culture Documents
03 1
By Anthony Grasso and the Stillfleet Studio
Co-developed by Wythe Marschall
Art and layout by Anthony Grasso
v0.3 • © January 2024
blistercritters.com
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Thanks!
Difficult 7+
Noggin (NOG)
Very 9+ Use when rolling to know, remember, or solve. This is a test of wit or
Difficult memory. Used for Stuff. Humans generally had high Noggin.
Near 12+
Impossible Instinct (INS)
Contested checks are won by the higher result. Use when rolling to perceive the world with senses, detect danger, or
Ties go to the initiator. utilize a species specific ability. This is a test of the senses, corporeal
and otherwise. Animals typically have higher Instinct than humans did.
Health (HEA)
Health indicates your physical well-being!
Grit (GRT)
Grit is a representation of your energy and focus.
You lose HEA points when you take damage. Most powers cost grit to use.
If your GRT drops to 0, you are exhausted, and you aren’t able to use any powers. In addition, all of your rolls are made at a −1 penalty.
When both HEA and GRT reach 0, your Critter has died. Whoops!
Recovering health
Recovering pool
To ensure your Critter’s longevity, be sure to recover HEA and GRT
when possible!
Bandages!
Be on the lookout for these while exploring Above. (They are most
commonly found in bathrooms.) One medical bandage, properly
applied, lets you recover 5 health. A full roll of gauze lets you recover
10 Health, but leaves the Critter at a −1 to Scurry rolls for the remainder
of the episode.
Eat food!
While most human-produced food wasn’t designed for a Recovering grit
twenty-year shelf life, some of it was! Food found in the wild is
usually more fresh and safer to eat. Determining the safety and
recovery benefits from food is better detailed on page 19, but be on
the lookout for a tasty snack to give you a bit of a pool boost!
Napping!
Is your Critter napping between episodes? Recover dScurry + dInstinct
and distribute the sum between HEA and GRT as you like.
Rolling a maximum!
When a player rolls a maximum, they gain GRT equal to their level.
This can raise a character’s GRT beyond their normal maximum.
Power details
Powers have a few details to take note of. You need only take note of the
text in black on your Critter Sheet. Flavor or additional explanatory text
will be italicized and in a dark pink.
Name
The name of the power! Used to reference, or shout with glee, when used.
Time
How much time is needed for this power to work.
Free This power can be used instantly at will. You can use
any number of free powers per round. These can be
chained together if you like.
GRT to spare! You focus on accomplishing the day, or some other amount of time to work.
X
damage die, you can burn are going to spend (subtract from your current pool) in order to use this
2 GRT to roll again, adding power. In nearly all cases, the more pool spent, the stronger this power
P
the new result to the total is. If you do not have enough pool to use a power, it does not activate.
damage. This can go on as
long as you continue to
Nonsense powers
L burn 2 GRT per roll and
get the maximum value
Nonsense powers operate much like normal powers, but lean heavily
O
into the creative chaos of Saturday-morning cartoons. They allow your
on the given die.
Critter to act in ways that stretch Blister Critters beyond its already
wacky sensibilities. Want to swallow a refrigerator whole, use your tail as
D a propeller, or turn your little paw into a massive red hammer? Just burn
a hefty amount of GRT and let the Nonsense flow!
I Critters choose their Nonsense power once they develop their third
N
Blister (at 3rd level). For one-offs or shorter seasons, Producers are
encouraged to allow Critters to choose their Nonsense power from the
G
start.
Attacking
To attack, roll Scrap/
attack; your opponent rolls
Scurry/dodge. You win on a tie
or if your result is higher.
If you are attacked, roll Scurry/dodge. To succeed, you must roll higher
Moving and distance
On top of one standard action, and any number of free actions, you can
than your attacker. Dodging is a free action: you can roll to dodge every
also move/reposition yourself each round. Exactly how much or how
time you are attacked.
far? Well… Measurements of distance in Blister Critters are abstract.
When everyone who has rolled initiative has acted, the round ends. A new
round then begins. Combat ends when everyone dies, gives up, makes While most games feature humanoids exploring humanoid worlds,
peace, or flees. where distances are familiar and your concept of space within them
is intuitive, here you are much smaller than a human. While the world
Advantage/disadvantage on damage rolls is quite familiar to you, traversing a shopping mall as a rabbit is not.
When a power grants advantage or disadvantage on a damage roll, it Rather than try to measure how many inches you can move, or scaling
specifies whether this applies to your dScrap damage roll or your dBonk
a grid up to impossible sizes, we employ four simple terms to denote
roll. If there is no distinction made, you choose whether it applies to your
abstract measures of distance.
Scrap or your Stuff’s Bonk damage. Advantage/disadvantage is per-roll and
will only apply to one or ther other.
Close Within arms reach, ~5 feet away
Self-powered projectile attacks only inflict Bonk damage
When inflicting damage with a piece of Stuff that is shot or launched by
Near Out of reach, but can be quickly reached (moved to/
some sort of built-in mechanical contrivance—as opposed to thrown with
thrown to/shot at) ~5–10 feet
your Crittery muscles—you only roll the Bonk of the projectile to calculate
its damage.
Far Can’t be moved to in one round, but long-range
This reflects the manner of the attack. Say you shoot a rock from your weapons/powers will generally reach, ~10–20 feet
slingshot. The rock has a Bonk of d4. What is hurting the target? The
rock! So you only roll a d4 for damage. But now you’re going to smash Beyond Might be within sight, but definitely not within
the slingshot over a target’s head? The slingshot itself has a Bonk of d6, attacking range, ~20 feet+
and because you are physically holding and hitting the target with the
8
slingshot, you roll twice: that is, you add your Scrap (your combat prowess) Blister Critters · Quickstart v.03
and your Bonk (the damage this Stuff inflicts) to find damage.
Conditions Surge die
Conditions are additional types of damage a weapon or power can inflict. Sometimes combat drags. Besides reminding
Weapons and powers that inflict a condition have one of the following tags: everyone to boost liberally, one good remedy is to
introduce a surge die. There are many variations on
Bleed the surge die. The simplest way to implement them
When a weapon/power with bleed X hits, it causes X additional damage when it hits is: at the top of the second round of combat, before
and X additional damage in each subsequent round until the bleeding Critter, or an any PC or NPC has acted, take any die and set it to
ally, takes a round to treat their wounds. show the 1: now everyone must add + 1 to all rolls,
regardless of the type.
Attacking creatively
Not all attacks have to be, “I swing the sword really hard.” Think of interesting
implementations of the Stuff you have in your inventory, or even in the location
you’re in, to make for a more interesting, and fun, bonking experience!
Say you’re battling a crazed parrot and you have a thumbtack in hand. You could just
jab him in the wing and do a little damage. BUT you remember that you picked up a
death
hot sauce packet earlier in the episode! You decide to poke a bunch of tiny holes into
the packet, and squirt a dozen streams of the Flaming Pain packet right into his eye!
Oof, that’ll leave a mark. Now not only has the parrot taken a fair amount of damage, e you’ve spent
In Blister Critters, the tim
it is also stunned for the next turn as it claws at its stinging red eye. rt! You may not
alive is usually quite sho
re than a seas on, honestly.
make it mo
r hard work to
But we wouldn’t want you
g breath, you
go to waste! With your dyin
ind a mes sage for your next
can leave beh
Critter to receive!
Last words
ter, you may
As your final act as a Crit
d a mes sage to your friends.
choose to sen
roll this Critter
This will be the final dice
a message
makes! Roll a d20 and form
st, that man y wor ds. No other
with, at mo
or Critters can
abilities, Blisters, Stuff,
extend or affe ct this roll .
1. Choose your Category and Animal Note: Critters should not exceed 12 inches in height, width, or length.
2. Select your Blister Path Long and/or slithery species are not exempt from this rule. Use the
3. Collect some Starting Stuff height of this book (11 inches) for an approximated reference.
4. Decide your Role
5. Assign your Scores There are a number of animals available for play that are not typically
6. Announce your Name and Catchphrase seen as small or cute, like crocodiles or wolves. But, based on our
research, all animals are, at one point, rather small and kinda cute!
When playing as an animal that isn’t generally the recipient of
Categories pinched cheeks, you have a few options to rationalize at the table.
Categories are broad classifications that group together similar Play a small version of that animal. One that literally is just really small
animals. Each offers a unique set of stats that all animals in their for whatever reason. Play a younger, more teenaged version, or one
category inherit. that hasn’t fully developed yet. Play with the acceptance that as you
Animal stats play, you will grow and will ultimately have to let that character grow
into beasthood as they are just too big for Critterdom anymore.
+/− X HEA This is a permanent increase/decrease to your health.
+/− X GRT This is a permanent increase/decrease to your grit. A lternatively, who cares? Play as
just have a good time.
the 12-inch crocodile and
Bat Chicken
Echolocate (standard/special): You can use high-pitched screeches to Early riser (special): Gain an additional d6 to add to any roll you chose
get a better understanding of your surroundings. This costs no GRT, during one scene that takes place in the morning.
and you gain +2 to Noggin rolls made in areas that you’ve done this in.
This power can be used to locate a desired Stuff or animal in an area. Egg launcher (standard): Burn 2 GRT and send an egg flying through
the air like a missile! The egg deals damage equal to your level if it
Vamp (passive): Drain dX HEA when attacking with a bite. X = your hits. Targets hit with an egg must spend a turn cleaning the egg off
level rounded up to the nearest standard die type (starting with a d4 themselves before acting again.
at level 1).
Owl
Bunny Nocturnal boon (special): You have one d6 to add to any roll of your
Sensitive stomach (special): While good food tastes great, bad food choosing during scenes taking place at night.
tastes awful. Gain an additional d4 of pool when eating food of great
quality. Lose a d4 of pool gained when eating food of poor quality. Sense of direction (passive): When in a new location, you have
advantage on your first Noggin check there.
Stomper (passive): Attacks made using your powerful hindlegs inflict
an additional 3 damage. Raven
Barrel roll (free): You can burn 3 GRT before attacking to add stun 2
Mouse or Rat if you hit.
Scramble (standard): Burn 6 GRT to successfully dodge an incoming
attack or avoid harm. Tool usage (passive): You gain advantage on checks to use Stuff to
solve problems outside of combat.
Squish and slide (free): Squish your body under doorways and through
crevices that could fit a d20. Song Bird
Distracting chirp (free): Burn 2 GRT and use your vocal talents to
Raccoons distract friend and foe. In combat, you can whistle (yes, you the player
Greedy lil hands (standard): Burn d4 GRT to gain advantage on a must whistle, or, if unable, sing a short tune) that catches the attention
Stuff-related Noggin check. of a target. Whatever action or decision they were about to take, they
stop or are unable to. This does not mean they won’t try again when
Scavenger (passive): Gain advantage on rolls searching for food. able, just that you’ve temporarily thwarted their efforts.
Axolotl Croc/Gator
Neotenic (passive): As you develop battle scars and blisters, the Intimidating past (passive): All Critters, except for Crawlies, are
strange juxtaposition of a babyfaced critter that has been through instinctively wary of you. You gain advantage on rolls to intimidate
hell is offputting to would-be attackers. The first Scrap roll made other Critters.
against you in combat is made with disadvantage.
Sun soaker (special): At the start of each phase, from Dawn to Dusk,
Regenerative flesh (special): The humans couldn’t even figure it out, you gain d4 GRT the first time you enter direct sunlight.
luckily it just works somehow. You gain +d4 HEA at the start of each
scene. Gecko
Fight or flight (special): At the start of combat, you can either opt to
Backyard Frog act first or roll for initiative but automatically succeed on your first
Reduced fall damage (passive): You roll for any damage due to a fall dodge check.
with disadvantage (in your favor).
Wall climber (passive): Through the beauty of evolution, your little
Wall climber (passive): Through the beauty of evolution, your little limbs stick to walls, allowing you to freely climb up dry vertical slopes.
limbs stick to walls, allowing you to freely climb up dry vertical slopes.
Iguana
Poisonous Frog Great swimmer (passive): You swim great in small bodies of water!
Poisonous coating (passive) You gain advantage on Scurry checks when in the water.
When an enemy bites you, you inflict poison 2 for d4 turns.
Spiked scales (passive): You inflict 3 damage to those who attack you
Warning colors (passive): You’re colored/patterned in a way that naturally.
natural predators are weary of. Enemies make their first Scrap roll
against you with disadvantage. Rattlesnake
Rattle your foes (standard): Burn 5 GRT. Your tail rattles and shakes
Salamander the bones of your enemies. All foes in earshot of the rattle make a vibe
Condition resistance (passive): Conditions last 1 less round and deal 1 check. If they fail, they make their next roll with disadvantage.
less damage, even if they are reduced to 0.
Venomous (passive): When you hit with your bite, your target becomes
Loss of tail (free): Freak out your attackers and drop your tail! poisoned, suffering damage equal to your level for the next d6 rounds.
Whenever you are under dire stress and/or the threat of imminent
demise, you can choose to drop your tail and flee. This means
temporarily dropping your maximum HEA by 4. (You regain your tail
and the missing HEA at the start of the next episode.) When you drop
your tail, you escape and survive, regardless of the logical contortions
required by the Producer.
Armadillo Butterfly
Scoot shedding (free/once per day): Once per day, you are able to Fragile (passive): When your attacker rolls a maximum on their
peel off a small chunk (a scoot) of your shedding shell to temporarily damage roll, you suffer double damage.
grant +2 DR to another animal. The scoot must be worn and takes up
1 SP. The scoot shatters the first time the wearer is hit. Warning colors (passive): You’re colored/patterned in a way
that natural predators are weary of. All attacks against you are at
Tuck n roll (standard): You can burn 4 GRT to curl into a ball and disadvantage.
send yourself hurtling in a direction. While rolling, you can not change
direction or act otherwise. You unfurl and can act again after you hit Praying Mantis
something—whether it’s a wall, an animal, or the ground after falling Selective camo (free): Depending on your coloring, you blend right
off a cliff. Whatever you hit suffers dScrap+2 damage. into your surroundings! You gain advantage on checks to hide,
especially in plain sight, but only when in an environment that suits
Box Turtle you (among leaves, flowers, etc.).
Safe place to think (standard/ongoing): Retreat into your shell and
contemplate! When enclosed in your shell, you gain advantage on Slow and methodical (free): While you may not be the quickest,
Noggin rolls. This means you are essentially meditating: you can’t you have a plan! You can intentionally act last in initiative and gain
move or speak in the round you use your safe place to think. advantage on your first Scrap check.
Slow and methodical (free): While you may not be the quickest, Roach
you have a plan! You can intentionally act last in initiative but gain Junk eater (passive): The state of decay, mold, or staleness a food is
advantage on your first Scrap check. in does not impact your ability to eat it! It may not be as nutritious as
other more suitable foods, but you won’t get sick!
Hermit Crab
Deflective defenses (free): When hit with a projectile, burn 2 GRT to Scramble (standard): Burn 6 GRT to successfully dodge an incoming
make a Scrap check to use your shell to reflect the projectile back at attack or avoid harm.
its sender.
Scorpion
Even more shell space! (passive): +2 SP. Hardened shell (permanent): Your exoskeleton is hardened and ready
for a whack! You gain +1 DR.
Snapping Turtle
Chomper (passive): Your bite inflicts bleed 1. Poison stinger (passive): Your natural attack inflicts poison 1 that lasts
for a number of rounds equal to your level.
Spiky back (passive): Whenever someone bites, scratches, or otherwise
attacks you at close range, they immediately take 2 damage.
Maxing out—reaching level 9—does not mean the season has to end, of
course; it just means Producers will have to be creative with offering new
upgrades to players. This works for Producers who like the idea of coming
up with custom powers, giving out score upgrades, and otherwise playing
with the rules.
Producers may also want to increase the amount of pool gained per episode
to encourage frequent power usage, boosting, and increased health.
BRAWLER CHATTER
Brawlers specialize in brutal combat techniques, and their mutations Chatters channel wit into conversational dominance and tap into
increase their physical might. Brawlers aren’t typically the think-it- the strange psychic abilities their mutations offer. They believe any
through’ers or suave conversationalists of the Pack, often opting to situation can be resolved if the opponent just hears them out. This
punch a problem into submission. Having a hard time negotiating with does not always lead to a peaceful resolution, however. Threatening
another Critter? Punch! A puzzle box getting annoying? Smack! Can’t to harm my Packmates? Try walking off a cliff, bucko! You want
read? Kick! While the immediate issue might get resolved this way, how many acorns for this? Pretty sure you said none. Chatters are
there are almost always consequences for their brutish solutions. the silver tongues of the Pack, so they often need to rely on their
smooth-talking to avoid the blows in combat.
Starting Blister: Razor sharp
Starting Blister: Silver tongue
DASHER THINKER
Dashers use their speed and agility to augment combat and social Thinkers use their intellect to better the world and explore the absurd
interactions. Dashers see the world as their playground! No ledge through psychic and physical experimentation. They delight in Stuff-
un-lept from, no distance un-sprinted. Dashers often seek to resolve finding and crafting, creating strange weaponry and clever solutions.
issues quickly, but always with flair. Climb down? How about a backflip! Can’t get up the wall? Gimme some floss and a paperclip, and now
Hand a Packmate the valuable and fragile MacGuffin? Nah, hope they we’ve got a grappling hook!
can catch your wicked curveball. Dashers tend to prioritize style and
adrenaline seeking over simpler, safer methods of resolution. Starting Blister: Keen eye
Your words weigh heavy on the hearts and minds that hear them! You comes to choose a Nonsense power, Critters have access to any one of
gain a +1 bonus to all Vibe checks. You get 2 uses of your Catchphrase the following powers no matter which Blister Path they are on. Critters
per episode instead of 1. only develop one Nonsense power per season, however, so choose
extra carefully!
C2 Insult (free)
Insult your target! Really dig deep and let your target have it! Burn Propeller body part (standard/ongoing)
6 GRT. Your insult resonates so deep, your target fails a roll they just Burn X GRT, minimum 1: wind up, kickstart, or pull a body part like a
succeeded. Damn, that’s cold. lever to get it spinning like a propeller that carries you into the air for
3X seconds.
C2 Pause (standard)
Burn 3 GRT: your focus pulls black tendrils from the air to hold a Inflate weapon for bonkage (standard/ongoing)
target firmly in place, preventing them from moving or acting for one Burn 7 GRT and blow into your weapon like a balloon to enlarge by
minute. While paused, the target is impervious to harm—the tendrils d4+1 times its normal size for a number of rounds equal to your level.
won’t allow it—cannot be moved, and is immune to all effects. Multiply the damage done by the d4+1 result. Note, this requires a
Stuff weapon and does not work on your natural attack.
Thinker
T1 Keen eye (passive) Random comical item (standard)
The world is yours! You gain a +1 bonus to all Noggin checks. You roll Burn 5 GRT to make a desired piece of Stuff appear with a d4 SP cost.
Stuff rarity checks with advantage. Use this Stuff as a gag or as a cartoonish solution to a problem at hand.
The Stuff only exists for 1 round before poofing out of existence again.
T2 Discombobulate (free)
Burn 2 GRT and attack: if you hit, you stun your target for 1 round Absurd bodily proportions (standard/ongoing)
instead of dealing HEA damage. In addition, your target now suffers Burn X GRT to expand, retract, flatten, or inflate your Critter’s body to
−1 to all rolls for the duration of the combat. This power can be used an absurd degree for X minutes.
cumulatively.
B9 C9
Dance with T9
Kaiju Braniac
D8 the black
Detonate star
spores D9
D8
Tornado of
Explosive
teeth
B9 impact
The sun’s T9
rage C8 Frankencritter
Connectio
D8 n
Animal Seeing
talent double C8
B8 Blifftalker
Monstrous
roar
B8
Bone 7
Animal
talent
T8
7 Cycritter
Animal tale
nt
7
Animal talent
D6
C6 Ani 7
Malicious mal
B6 Tendril tale
reaction nt
Spew stalks
D6 C6
B6 Spin dash Excruciate
Laser
eyes
T6
Telekinesis
B5
Piercer
T6
B5 Gambler
Wrapped D5
in rage Shuffle C5
smack Spooky
D5 C5
Tendril Shifted T5
bound fate Magnifier
4
Nonsense 4 4
Non
sens Nonsense
4 e
Nonsense Non 4
sen
se
B3
Rows of
teeth D3
Yoink! C3
D3 Quibble T3
Silent paw C3 Cut-away
Con
B3
T3
Tendril
Find clue
limb D2
Leech
C2
B2 Pause
C2
Bulk up D2
B2 Insult T2 T2
Bone Double late Glowing
scratch Discombobu scanner
crunch
eye
Some Stuff can be eaten. All Stuff can be traded. It can be worn as
protection or used to attack! Stuff can even be crafted into new Stuff! Stuff Points (SP)
Stuff can be used to do pretty much anything your tiny Critter brain Stuff Points are not only a measure of your maximum inventory space,
can imagine (at the discretion of your Producer, of course). but also how much space a piece of Stuff will take up in your inventory.
As you pick up new Stuff, be sure to keep all of the Stuff Points in your
Stuff isn’t just human items inventory under your maximum SP. Critters that exceed their limit are
Stuff can also be found in nature! A sparkly rock, a pretty flower, and unable to move or act until they are at or below their max again.
a big ol’ stick are also examples of Stuff. Natural Stuff tends to break
easier, but is also more abundant. While Blister Critters does not
BONK
offer a durability mechanic, the fragility of a twig or leaf can either be
A Stuff’s ability to increase your damage when attacking is called its
handwaved for zanier games (one-time-use) or made more important
Bonk. This is the die you will roll in addition to dScrap when inflicting
in more gnarly ones (roll a d4 each time a twig is used: it breaks on a 1).
damage using this Stuff. What the Stuff is made out of and what kind of
attacks it can help facilitate (i.e., stabbing, slicing, smashing, shooting,
The Blister Critters world is much like the one you, a human, currently
exist in, just without all the humans. Not sure what’s in a Blister Critters Damage reduction (DR)
bathroom? All the same Stuff that can be found in yours! Using the Damage reduction (DR) is the amount of damage this Stuff can block
brief initial description your Producer gives, you can safely make you from taking when worn! What the Stuff is made out of and what
assumptions about what trinkets, valuables, and well, Stuff, would be kind of attacks can it help block (stabbing, slicing, smashing, shooting,
there. etc.) are factored into a Stuff’s DR.
When looking for stuff, Critters need to roll a Noggin check depending Notes
on the rarity of the stuff they’re looking for. Rarity is how common a If a Stuff impacts any abilities, scores, or rules, you should write that
given Stuff is found in this kind of location. Some Stuff is rare in one info down! Feel free to take note of any interesting details about the
location but common in another. Toothpaste is commonly found in Stuff (where it was found, unique markings, etc.) that strike your fancy
bathrooms, but rarely found in the living room and downright bizarre as well.
to be found out in the tool shed.
To attack!
When trying to use your Stuff as a weapon, look to its Bonk to see
which die you’ll be adding to your damage roll. Some Stuff also have
notes that detail other creative or mechanical uses in combat.
The 4 ranges of edibility
To solve! Delicious Regain dX pool, rolling with advantage.
3 Cracker d2
When testing unvetted food for the first time, players need to make
a Noggin check to see if they’re able to properly judge its edibility. 4 Mystery garbage slop d2
The check’s difficulty should factor in how visibly rotten, moldy, or
5 “Adult” cereal d4
discolored the food is, any off-putting odors, and any prior history
the Critter has with this or similar foods. Most Critters have a basic 6 Animal crackers d4
understanding of what Stuff in nature looks like it would be food
7 Avocado toast d4
(berries, fruits, etc.). But when it comes to human food, there’s a lot
they have no clue about! 8 Bread d4
9 Canned beans d4
Most human food was not made with a two-decade shelf life in mind,
so very little in their pantries is actually nutritious to the scavenging 10 Grandma’s cookies d4
Critter. This might not stop a Critter from taking a bite, though.
11 Granola bar d4
One cracker, even if delicious, grants d2 pool. A whole can of delicious 12 Merds rope d4
Chef Bombardee, on the other hand, can feed two Critters for d12 pool
13 Muffin d4
each, or one Critter for d20 pool.
14 Pickle d4
Things that are absolutely not edible, like a toothpick, don’t grant
15 Can of Chef Bombardee d6
any pool regeneration and likely cause other internal problems. Stuff
edibility and the potential pool regained is up to the discretion of the 16 Jushers d6
Producer.
17 Kids’ cereal d6
cks
a lso b e u sed to pick lo
Stuff can is b ut a snippet
of
! T his
and trade d etailing the
many
e r ule s
Blister Critters · Quickstart v.03 extensiv uff. 19
uses for St
Time to collect
some starting Stuff!
Choose up to 3 pieces of Stuff
for your Critter to start their 1.BOTTLE CAP
first episode with. SP 1 | Wear as a rad little
BON d4
K | helmet or throw
| ang.
DR 1 | like a boomer
3.CARABINER CLIP
4.ACTION FIGURE LIMB
SP 3 | Inflicts stun 1 when
BONK d12 | damage total is odd. SP 3 | Spring loaded joints!
DR -
| BONK d10 || Attack twice when
| DR 1 | damage total is even.
Stuff SP BONK DR Notes
5 Can tab 1 d2 1 An excellent and readily available piece of armor.
10 Screw 2 d6 -
11 Seashell 2 d4+2 3 Wide with ridges. Can be used as a shield to bonk with.
12 TV antenna 2 d4+2 - It extends for long distance bonking! Reaches targets nearby.
Wide and flat. When attacked by a projectile, roll Scurry/deflect. On a 1-5, you were too
13 3 Inch button pin 3 d6 3
slow and are hit. On 6+, the projectile ricochets back at the sender and inflicts half damage.
14 Critter bone 3 d10 2 Doubles as sturdy piece of armor and hefty bonking implement for those willing to use it.
15 Small slinky 3 d2 1 +2 to Scurry checks for leaping, hopping, jumping, and frolicking.
16 Tech components 3 d6 2 Great for tearing apart for crafting. Also sharp.
17 Wired earbuds 3 d4+1 - +2 to Scrap/Scurry checks when using to grapple, pull, or lasso.
20
20 Hammer 5 d12 - Blister Critters · Quickstart v.03
While you may not hold much else, you’ll certainly leave a mark!
In the full release, we feature over 100 pieces of Stuff, all decked out with details.
Roles
Your Role impacts how your Critter interacts within your Pack. A Role not only provides a helpful tool for roleplaying, but also has mechanical implications.
When roleplaying
Refer to your Role to help inform roleplaying decisions. Playing the confident leader? Take charge and get the pack in line! Playing the hugger? Don’t
let your pals frown, hug it out!
Mechanically
Each Role details both a perk and a drawback. A perk grants you a beneficial power, and a drawback saddles you with a detrimental one.
Knowitall (nerd)
Perk – good noggin on your shoulders: When presented a problem or
puzzle, you are confident in your ability to solve it. You gain advantage
on rolls to decipher, solve, or discover a solution.
Name
Drawback – no forest, just trees: When you roll a 1 on a Noggin check, What’s your Critter’s name? This can be
your pride is shattered. Out of combat, you lash out at your allies, something short and snappy, or long and
pushing away friends. In combat, you become stunned for a round. absurd. Does it even sound like a real name
or is it just two words mashed together. Do
Wallflower (quiet crowd-follower) you gow ith a first name only or maybe first,
Perk - survivor: You simply don’t appear to be a threat. An opponent last and middle initial? Whatever your Critter
cannot inflict damage against you unless you attack, steal from, or is called, make sure it suits them!
otherwise attempt to harm them first.
Catchphrase
Drawback – no chill: When directly confronted about how you feel, you Occasionally, you’ll take center stage on Blister
must give honest and direct answers, even if it would hurt someone’s Critters, so you’ll need to choose a catchphrase!
feelings. A catchphrase is a 3–5 word saying, quip, or
exclamation that relates in some way to your
Rage guy (loose canon) critterness. Whatever the phrase, it emboldens
Perk - berserker rage: When in combat, you can burn 4 GRT to attack you to overcome the challenge at hand.
twice in a round, making each Scrap check with disadvantage but
making damage checks with advantage. Once per episode, say your catchphrase to gain
advantage on your next roll. Of course, you can
Drawback - wild animal: Whenever you encounter a new Critter, your say it as often as you’d like, but it will only grant
immediate disposition toward them is hostile. If your GRT is below half, advantage the first time you use it each episode.
rounded down, you must pass a 7+ Vibe check to not attack them.
With the Intro complete, move right into a recap of the last episode! Producer-centric location building
Location building is arguably the most important part of starting a new
scene, so now’s the time to lean into long winded descriptions and
Recap flowery language. Paint a picture to the players that clues them into
As the intro fades out, Producers can elect a player, or take on the all the rad stuff they can find here, what the rough layout of the space
task themselves, of recapping the events of the prior episode. This is, and any unique or interesting features they can interact with here.
shouldn’t take more than 1–2 minutes, anything beyond that and
you’re eating into valuable play time. When building a location, consider the following questions:
With everyone caught up and rearing to start, let’s get the show on the • Did humans live in this location at one point?
road with the first scene of the episode! • If so, what were they like?
• Did they have a hobby, a profession, a favorite color, an excessive
and quirky collection? Were they a clean and tidy family or a
cluttered bachelor? What kind of furniture did they own?
• If this is an outdoor location, are there any interesting natural features
like a pond, a strangely shaped tree, or a mound of boulders?
While some Producers will opt to have a firm grip on location building,
that is, what a location looks like and what’s in it, others may share the
reigns with players momentarily to craft the world with them.
For the players’ part, we’ve found it best practice for this to be a Clever or fulfilling scene transitions all add up to a more immersive
conversation with the Producer and not them dictating the answers episode. A shot zooming out from the location or ending on a Critter’s
without pause. quippy one liner are both easy ways to find closure in a scene and move
on to the next. Find and explore different methods of incorporating
Producer: “Sarah, what theme does this restaurant have?” fade outs, zoom ins/out, or quick cuts to new scenes.
Player 1: “Uh… it’s space-themed! Like with planets and spaceships.”
Producer: “Sweet, and Morgan, what food did they serve?” With the scene concluded, it’s time to start back at the beginning and
Player 2:“Pizza.” start answering questions!
Producer:“Nice!”
Player 1: “Yeah! They offered pizza pies that were themed around the
planets! And…” Ending an episode
Inform players that the scene they are entering is the last one of the
And just like that, you have a rad, space-themed pizzeria with space episode. This will let the players know that their time to wrap up their
shuttle chairs and model planet lamps. The players are now fully own mini-plots and go all out on power usage has come. It also subtly
bought into this location they’ve helped craft, are aware of what kind clues them in that the Producer might have something substantial,
of Stuff they can find here, and have a general idea of how the place is and dangerous, for them to deal with by the end of this scene.
laid out all because of their contributions.
Down to the final moments of the final scene? Time to close it out…
Of course, if a player’s answer seems wildly out of place or would but how?
present far too many problems, Producers can step in and redirect,
if not outright veto, an answer in a way that best suits the interests of Lots of unresolved action and drama? Go with a cliffhanger! Have most
both them and the table. of this episode’s narrative threads been dealt with? Allow a player to
end the scene with a witty one-liner. All is well in the Blister Critters
Drawing the dang thing! world? Perhaps an idyllic happy ending that brings closure is what’s
Have some paper and crayons nearby, we’re colorin’! Write the needed here.
location name at the top of the page and hand it off to the player to
your left. Have them draw in the north/top area of this location. Be Once the scene comes to a close, let the end credits roll.
sure to emphasize that this is a quick and dirty map, not an art piece.
Simple shapes will do the trick here. Once they’re done, they’ll give End credits
the paper to the person to their left, who will fill in the east/left side Optional feature: producers may also want an outro song to play at
of the location. And around until all 4 cardinal directions have been this point. This is a great way to mentally transition players out of what
met. may have been a stressful session or provide a punchy beat to keep
spirits high.
Map drawing can take a bit longer than intended, so setting a strict
timer of 1 minute per player is already a generous allotment as they With the episode over, this is a cool down period that offers players
should complete their portion far sooner. extra closure at the end of what might have been a wild and stressful
episode. Take this time to check in with players about how they felt
about the episode. What were their favorite parts? What are they
looking forward to next time? Were there any rules or actions that
didn’t timer gith that can be tweaked for next time?
After a brief discussion about the episode, this is where Producers can
prompt players to level up! Leveling up may not occur every episode,
but when it does, it happens here. Leveling up and when to prompt it
is discussed in depth in Blisters (advancement).
Noodle
HEA 15 GRT 10 DR 1
SCP d12 SRY d10 NOG d6 INS d6 VIB d4
Beasts are versatile and menacing baddies for Critters to encounter! Be it a season-long antagonist or
an impactful single-episode cameo, Beasts are not to be taken lightly.
(BLIstered stuFF)
Synthetic materials, those crafted by humans,
will also Blister (at the Producer’s creative
discretion). Bliffs, lacking the capacity for
deep thought, often expire soon after their
“life” begins. Make no mistake, with their
short time in the spotlight, Bliffs make the most of it with
ample cartoon violence. They frequently have no idea who, where,
when, or why they are, all they know is what.
To add to their misery, Bliffs lack the capacity for truly meaningful conversation.
They are generally limited to one or two words, often relating to what it “knows”. This
can make helping them either an easily understood endeavor or a frustrating, and dangerous,
game of charades. Critters are encouraged to help Bliffs along. Typically, once a Bliff finds “peace,”
they will return to their inanimate state.
Bliffs are a great vehicle for unique NPCs, social puzzle solving, and, if it comes to it, quirky combat encounters.
Scartail
In need of a charasmatic antagonist
with a violent penchant for snacks?
Scartail’s the raccoon you’re looking
for!
Ribbitrio
Just need some sticky goons to wal-
lop? The Ribbitrio are all brawn and
no brains!
Want to torture players with a Beast of your own? Fantastic! Use the table below to get started.
Roll-a-beast
d6 Category Mutation Wants Weakness Strength
1 Fuzzy Laser eyes Blood Gullible Quick
2 Feathery Tendril limbs Food Glowing pain point Strong
3 Warted Rows of teeth Stuff Afraid of mirrors Smart
4 Shelled Duplicate body part Help Injured and slow Charming
5 Scaley Telekinesis Shelter Overconfident Aware
6 Crawly Random animal talent Blood Fear of blood Sturdy
Merl is stern and rough around the edges (literally), but is a kind soul,
having raised nearly all Critters in the Burrow in some form or other. The
pack knows him well and should have some history/report with him.
Ask a player for a brief, fond memory they have with Merl.
Merl ushers the pack into the hallway he came from and takes up the
back. “You lot ready to go Above?”
Walking up the dark exit passage of the Burrow you are waved on by
the many fireflies that line the tunnels like tiny lanterns. You watch
one hop down and high five another as it hops into its place.
“Watch your step. We don’t have enough gems to keep the tunnels
properly lit at the moment. I have the poor fellas working overtime
Use this as an introductory session of Blister Critters for new players and we still can’t see a darn thing down here.”
and Producers.
Allow the players to talk with each other and Merl for a beat. Once
This episode features: ready to move froward, have the passageway open up into a small
• Tips and instructions for Producers chamber.
• Locations for players to explore and participate in building
• Quirky encounters for conversation and combat A bright red glow fills the room from above. A single lightning bug
• A house full of rad Stuff just lying around glows behind a ruby set into the ceiling. A large cardboard door with
a handle drawn with crayon sits on the far wall. Merl turns and clears
What are you waiting for? Start the episode! his throat. “Alright, here’s what you’re gunna do.”
Players can introduce their Critters to each other, perhaps they have
history, maybe they’ve never met. Whatever the case is, give them a
few minutes in the spotlight. As their conversation dies down, or a
funny spot to interject comes up, have Merl emerge from the tunnel.
Exiting out into the bathroom proper, everything is clearly visible and
audible.
Standing in the center of the bathroom, it’s clear the sounds of tiny
feet are coming from behind the curtain. A high Instinct check will
inform keen-eyed Critters that they are Pests, most probably ants.
The ants!
One lone ant marches right in front of the cabinet the Critters came
out of. It sees the Critters, waves, and quickly makes its way back
towards the curtain.
If the curtain and/or ants are approached kindly, they are receptive Whether the ants are engaged in combat, or they simply wish the Pack
to the Critters, but caution them to keep their distance, as The ant luck in scouting the house, the only room the Critters have access to
colony speaks in unison with a loud and stereotypically “military” next is the Bedroom on the other side of the door.
tone that booms from behind the curtain.
“Careful in there! There’s some lunatic with two big teeth and no brain.
Depending on the demeanor and proximity of the Critters to the tub, Cut up 6 of our best!”
the ants will be more or less kind and forthcoming with information.
They prefer that the Critters do not pass the toilet as they are building
something quite fragile and secretive in the tub. Rowdy, less polite
After the last strand is severed, and the final frenzy dealt with, Snippy
A sharp glint of light catches your eye from atop the desk, followed
jumps for joy! He thanks the Critters in gestures and blade nuzzles.
by a flurry of papers in the air and the clattering of plastic, “cut!”
“Cut, cut.” He turns to cut a paper that’s drifted to the floor, but as
his blades slice through, he collapses lifeless once more. Back to the
Snippy inanimate infinity for Snippy.
Toppling down the side of the desk, bouncing off the hard wooden chair
below, and clattering to the ground is Snippy, a scissors Bliff! Snippy is a
Hallway
pair of [favorite color] children’s scissors with pipe-cleaner limbs. Snippy
The hallway outside the bedroom is short, empty, and offers only one
is a frantic fellow and he’s eager to cut, snip, and slash! Unfortunately,
direction to go— into the living room. From here you can just barely
his time sitting in the sun has melted his handles together, preventing
make out the edge of a rug and a sofa. Colorful light dances on the
him from truly opening wide and getting a good “bite.”
far wall and the sound of wind and rustling leaves comes in through
what must be an open window.
2 Halloween candy (5) 1 d2 - 20 year old candy corn. Tasty! One piece of candy is worth d2 pool regeneration.
3 Pipe cleaners (2) 1 d2 1 These don’t pack much of a punch, but they’re great for creative problem solving.
4 AAA batteries (d4) 2 d4+2 - Do they even still work? Only one way to find out!
5 Marker 2 d4+2 - Doesn’t matter if you know how to write or not, markers are just fun.
6 Glitter vial 2 d4 - It’ll take weeks to get this out of your fur... but it’ll worth it.
7 Stuffed animal 4 d2 3 It’s unclear if these are cute or unsettling. Either way, they sure are soft.
8 VHS tape 4 d6 4 Made up of a ton of smaller components. Something in here will come in handy!
It sits atop a low, wide table and features a variety of hanging toys
and swings inside. Glinting in the sunlight, a large ruby pendant on a
gold necklace hangs in the center of the cage. Looking closer, there’s
actually quite a few bits of jewelry that hang inside, all swaying in
the breeze. Gems! Just what you were looking for.
Either way, the only things that really need to be in this room are a
sofa and a bird’s cage with gems hanging from the top.
The Critters are free to explore the area for a time! Encourage them to
incorporate their chosen family hobby to find cool Stuff. “These dangling gems do me good! Silly lil critters allllways come
runnin for MY gems. I found em, they’re mine. Not yours!“
For Critters who want to look out the open window and see what’s out
there, have them roll an Instinct/perceive check. Blisterbeak is not the smartest parrot, but his critter-hunting skills
more than make up for it. He’s overconfident and enjoys playing with
his food, taunting the Critters with ill-constructed insults.
2-5+ The world outside is bright and colorful, you can see
the tops of other houses, green leaves from trees, and Blisterbeak is here to eat the Critters. That’s his goal. Of course, should
a cloudless blue sky. the players propose a convincing enough scheme or lie, Blisterbeak is
a moron, so it just might work. This is up to the Producer’s discretion.
6+ + You can actually feel the sun on your body. It’s warm You can just have him attack relentlessly, but talking him into
and tingles a bit. Something is off though, and you get swallowing a fork or flying into the sun is arguably more fun.
the feeling you’re being watched.
8+ + Something dark moves in the distance. It was too far Ending the episode
away to be sure, but you could swear it had wings… or However Blisterbeak is dealt with, the Critters will need to report
at least they were shaped like wings. back to Merl to close out the episode. The final scene fades on Merl
telling the Critters they did a good job as he closes the cardboard
door behind them.
d6
d8
d8
Chatter
d10
d8
d8
Brawler
Tuck n roll (standard): You can burn 4 Believe your own bullsh*t: You’re
19 17 GRT to curl into a ball and send yourself overeager to offer your own
hurtling in a direction. While rolling,
you can not change direction or act
solutions, giving orders even when
7 2 otherwise. You unfurl and can act again you really don’t know what the right
after you hit something—whether it’s move is. Even if called out on this,
a wall, an animal, or the ground after unless you fail a Vibe check of 7, you
falling off a cliff. Whatever you hit
suffers dScrap+2 damage. remain steadfast in your opinion.
d8
d10
d8
Dasher
d6
13 16 Egg launcher (standard): Burn 2 GRT and send No forest, just trees: When
an egg flying through the air like a missile! you roll a 1 on a Noggin check,
The egg automatically hits the target and your pride is shattered. Out of
5 0 deals damage equal to your level if it hits. combat, you lash out at your
Targets hit with an egg are inflicted with allies, pushing away friends. In
stun 1, spending a turn cleaning the egg off combat, you become stunned
themselves before acting again. for a round.
d6
d6
d8
Thinker
d6
In this innovative and surreal game, you wield bizarre mutations called Blisters as well as
physics-bending Nonsense powers. These strange abilities—artfully developed within the Grit
System—will help you survive in a vast, cruel suburbia populated by fellow Critters and their
feral counterparts, Beasts.
Luckily, the humans left behind a near infinite amount of Stuff for you to arm yourself with,
trade, or hack apart and reassemble using Blister Critters’ intuitive crafting rules.
The Blister Critters Quickstart contains everything you need to play. But remember, it’s only a
preview! The full rulebook will feature 100 pages of mayhem, including:
• 6 Critter categories comprising 66 different animals
• 4 Blister paths full of dozens of mutant powers and cartoon-logic Nonsense powers
• 8 cartoon Roles to play in your party
• A new take on the Grit System, which takes only minutes to learn and naturally facilitates
memorable story beats
• Simple narrative rules for Catchphrases, Ad-Libs, and other cartoon-show fun
Blister Critters is designed for 1 Producer (GM) + 1 or more players, ages 14 and up
(animal wonder and angst, blisters and body horror, cartoon violence, goop and slime).
blistercritters.com