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ANNA-X66 Ver4

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50% found this document useful (2 votes)
718 views40 pages

ANNA-X66 Ver4

Uploaded by

Fabio Gemesio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

-
Our Fathers are Dead -- Our Mothers are Machines

ANNA-X66 is an RPG for 2 to 6 players, aged 18 and up. It takes the rules of Chris McDowall's
Electric Bastionland as its base, changing the setting to a sci-fi wasteland. Character creation
is a bit more involved than in EB. There are some special maps that are important for
following your characters' adventures.

All text was created by Scablands Press.

All artwork is copyright (c) Herror, 2021.

Final layout by Megan Bennett-Burkes.


Current layout by Scablands Press.

This game bears the Mark of the Odd: it is based upon the
rules of Into the Odd, an original creation of Chris McDowall
(www.bastionland.com).

Everything is breaking down.


Past societies are always present, somehow.
People have strange ways, rituals, words.
Humanity wants alternately to cling together and to destroy and fall apart.
The metropole is safer physically, but not socially.
ANNA loves you.

Table of APPENDIX N

2
?
Talk a bit about the kinds of sci-fi you like and don't like.

Roll up individual player characters. Think about how you'll portray them, their goals, their
attitudes.

Roll an ANNA.

Listen to the setting descriptions of the Facilitator. You're in a specific hex. Look around the
map to get your bearings. Ask questions.

Have your characters talk to the people around them. Do your characters need some items?
Does someone nearby need help? Decide which problem to solve (and who you’ll ask and
where you'll go to look for solutions).

Go out into the irradiated ruins to solve those problems. Encounter weird environments and
dangerous enemies. Seek opportunities to unearth valuable tools.

Variant of Beau Jágr Sheldon’s Script Change (briebeau.com/scriptchange), Creative Commons


Attribution 4.0 International License. This modified version does not have the approval or
acceptance of Beau Jágr Sheldon.

During play, shout “Pause”, “Fast-forward”, “Rewind”, “Resume” as needed to control the flow
of the game and avoid content that would make the game less enjoyable to you. This section
clearly needs expansion.

Overview:

 One player plays the Facilitator, who describes the world, helps interpret and change
the rules, and embodies most of the characters and creatures that populate the world.
 Each of the other players creates a single player character that will explore, map,
engage with, and help improve the world.

3
 Most of the rules are presented in the “Being in the World” section on page XX.

 Exploration is a core component of the game.


o Decide upon a destination hex. The Facilitator will roll any necessary
encounters and describe what you see on the journey.
o The speed you move at is determined by how dangerous the city is. If the city is
very dangerous, move at one hex per day (8 hours of travel). If it is very safe,
move at one hex per hour.
o You can move stealthily at normal speed to a destination. You are told what
any encounters are, and can avoid a given encounter on a passed DEX check (by
whichever character is scouting ahead).
o You can move quickly at double speed, but will hit any encounters that exist.
o Map hexes can be certified safe at quarter speed. Have two sequential
encounters in a hex. If you resolve them both, the hex is cleared of hazards and
will no longer trigger encounters. Roll once on the relevant scavenging table.
Any future travel through these hexes is at double speed.

 Providing aid to people and settlements is also core to the game. Successfully
providing aid (roughly 1 or 2 sessions, with a significant goal completed) allows re-
rolling maximum HP on one more d6 than used previously (take the highest) when you
rest two full days. Providing aid five (or so) times forms a complete campaign arc; find
a way to have a satisfactory conclusion (but feel free to use the characters again later).
TWO TIERS
o Ask around the settlement to determine what needs to be done.
Simple Task
o You can escort someone somewhere they need to go (or away from
something dangerous).
o You can retrieve some valuable item lost or abandoned in a known location.
o You can provide the basics to someone.
o You can bring some justice to a settlement by resolving a conflict.
Complex Task
o You can restore a food/power system with local or nearby machinery, tools,
or resources.
o You can lead an exodus by establishing a safe road between two settlements
and guiding the refugees.
o You can found a new settlement by establishing a safe road to a new,
certified-safe hex, finding a food source, and bringing in disgruntled (or hungry
or adventurous) settlers.
o You can overthrow a tyrant, either locally or at a nearby settlement.

THIS IS HOW YOU ADVANCE and IT’S KINDA WHAT THE GAME IS ABOUT!

4
Generating a new character is a five-step process:

STEP 1: Roll your Ability Scores: 3d6 each for Strength (STR), Dexterity (DEX), and
Willpower (WIL). Optionally, swap any two scores. These are the maximum values for your
ability scores--certain kinds of injury can temporarily decrease them.

STEP 2: If your highest stat is 14 or greater, you get one Complication. If your lowest stat
is 8 or lower, you get a Gift. Roll on the Complication or Gift tables below, as needed, to
determine the specifics.

STEP 3: Roll your maximum Hit Points (HP): 1d6

STEP 4: Roll your Pattern: 1d6, and consult the chart on the next page. Your Pattern will
narrow down your Type and Background. Roll on the Type table and pick one of the three
Tendencies (these are small roleplaying suggestions or special rules). Roll on the Background
table to determine your starting equipment or special ability.

STEP 5: Pick a Name and a Look.

Complication: Roll 1d6 if your highest stat is 14 or greater.

[1]: Familiarity (Outward): You are famous for something; random people are always
staring or trying to talk to you. It will be difficult to be discreet.

[2]: Familiarity (Inward): You have a group of family or friends who look to you for
advice and frequently need your help.

[3]: Debt (Gentle): You owe a sizeable debt to someone kind and hard-working.

[4]: Debt (Harsh): You owe a sizeable debt to someone lazy who would gladly do you
violence.

[5]: Rival (Similar): Your rival has your Pattern and Type (fill in the details later, as
needed); this character will find ways to make your life more difficult.

[6]: Rival (Dissimilar): Roll up a Pattern and Type (fill in the details later, as needed);
this character will pop up to hinder you at some point.

5
Gift: Roll 1d6 if your lowest stat is 8 or lower.

[1]: Mythic (Creative): You have a bio-reactor or a remote projector (a combined


loudspeaker and comm), your choice

[2]: Mythic (Destructive): You have a weapon (d6) secretly built into your body or an
annihilation sphere (d10 Blast, single use), your choice

[3]: Surplus (Accidental): Randomly choose one of your items, you have a dozen or so
more of them stashed away somewhere.

[4]: Surplus (Intentional): Pick your favourite item, you have enough to outfit your
group with one each.

[5]: Ally (Similar): Your ally has your Pattern and Type (fill in the details later, as
needed); this character will find ways to make your life easier.

[6]: Ally (Dissimilar): Roll up a Pattern and Type (fill in the details later, as needed);
this character will pop up to help you at some point.

Determine your Pattern: Roll 1d6

[1]: Α Alpha Pattern

[2]: Β Beta Pattern

[3]: Γ Gamma Pattern

[4]: Δ Delta Pattern

[5]: Ζ Zeta Pattern

[6]: Σ Sigma Pattern

6
Α

You are a descendant of humanity. Your needs are simple. Your communities are complex.

Determine your Type: Roll 1d4

[1]: Slick – pick: sociable, knows symbols, or always looking to trade


[2]: Toober – pick: posh accent, odd manners, or only recently learned what happens above
ground
[3]: Survivor – pick: grimy, magnetic, or knows best when to leave
[4]: Meteorite – pick: direct, clinical, or driven to find the seven other Meteorites

Determine your Background: Roll 1d8

[1]: Cook – take: bio-reactor, tinned meats, seedlings


[2]: Soldier – take: X7 Carbine (as Noble Weapon),
comms, extra socks, granola
[3]: Teacher – take: InDex, solar lantern, candy
[4]: Water-gatherer – take: dozens of maps, brewer's
kit, flasks
[5]: Technician – take: tool roll, well-sorted junk,
flashlight
[6]: Merchant – take: bags of salt, bottles of gin, piles
of leather
[7]: Clerk – take: list of contacts, pen and paper,
chocolate
[8]: Healer – take: MediSpray (5 uses), cinnamon
dental floss, mirror

Pick a Name and Look and you're done.

When you die: Simple Inheritance - You are a family member, colleague, or very close
friend of the deceased. When you die, roll new Ability Scores and HP, retain Pattern and Type,
but roll a new Background, choose a new Name and Look. Additionally, take one item from
your previous character, and tell the group the sentimental value you place upon it and/or
where you retrieved it. Alternatively, roll a completely new character.

7
Β

You are a product of science. You served a specific purpose some time ago. Your destiny is
now your own.

Determine your Type: Roll 1d4

[1]: Hatebreed – pick: quiet, distrustful, or usually looking for a fight


[2]: Vat-born – pick: usually sick, keen to learn, or slightly glows in the dark
[3]: Clone – pick: forgetful, friendly, or always having an existential crisis
[4]: Pair – pick: intuitive, fragile, or see and feel exactly what the other does

Determine your Background: Roll 1d8

[1]: Living Weapon – take: a custom melee weapon (d8


Damage, one-handed), sacred symbol, tattered photo
[2]: Explorer – take: several maps, night-vision binocs,
radiation suit
[3]: Tactician – take: binocs, K44 (as Hand Weapon),
comms (enough for the party)
[4]: Canary – take: a five-foot stick (d4 Damage, two-
handed), a mirror, a bag of sand, comms
[5]: Technologist – take: tool roll, well-sorted junk,
various batteries
[6]: Pupa – take: sack of seeds
[7]: Student – take: InDex, pen and paper, binocs
[8]: Transporter – take: several maps, knife (as Hand
Weapon), mirror

Pick a Name and Look and you're done.

When you die: Next Iteration - You are the next evolution of the deceased. When you die,
increase your lowest two stats by 1 and increase HP by 1, retain pattern, type, and
background, add a number (or increase the existing number) after your name. Describe what
you remember of your ''creation'' to the group. Alternatively, roll a completely new character.

8
Γ -

You have been pushed by forces from beyond the visible stars. You see Earth as unfamiliar.
Your true home is far away.

Determine your Type: Roll 1d4

[1]: Void Child - odd, intense, or you have returned from the far side of space
[2]: Tentacles - hungry, anti-social, or literally just a pile of tentacles contained by a suit
[3]: Abductee - unremarkable, shy, or never well-rested
[4]: Star-touched - gifted, magnanimous, or sleep-talk in alien tongues

Determine your Background: Roll 1d8

[1]: Enhanced - hands act as d6 weapons, never


needs sleep
[2]: Enchanter - spend 2 HP to deal WIL damage
with your mind as 1d8 Blast, enigmatic tattoos
[3]: Node - can listen to comms with your mind,
never sit still
[4]: Nexus - can draw nearby animals 1/day,
comments on almost everything
[5]: Doomed - knows when others are thinking
about them, must self-tattoo their major failings
[6]: Draped - is impossible to pursue, must cover
their skin (cannot rest unless cloaked)
[7]: Fencer - damage +d8 when one-on-one once
their disagreements have been voiced
[8]: Flautist - take several small musical instruments
(listening to music counts as a rest up to once per
day) and scribbled notebook

Pick a Name and Look and you're done.

When you die: Member of the Collective - You are a fellow traveller of the deceased. When
you die, roll new stats and HP, retain pattern and type, roll a new background, choose a new
name and look. Inherit two items (the most useful and the least useful). Tell the group
how/why you promised to carry on the previous member's mission. Alternatively, roll a
completely new character.

9
Δ

You are back from the other side of death. Your new appetites are frightful. Your choices will
determine your humanity.

Determine your Type: Roll 1d4

[1]: Thawed - cold, harsh, or your knowledge is long out of date


[2]: Retrieved - fearless, pale, or you've seen what's on the other side and it is horrific
[3]: Feaster - hungry, dedicated, or trying to do the right thing
[4]: Zoner - clever, nervous, or wants to help others make the right choices

Determine your Background: Roll 1d8

[1]: Frozen - immune to heat and cold, can hibernate


for any desired duration
[2]: Contagious - skin-to-skin contact transmits your
condition on 1 on a d6
[3]: Cursed - strange coincidences and malign forces
follow you
[4]: Eidetic - can draw any scene seen in perfect detail,
memorize long strings of numbers
[5]: Haunter - in your presence, failed WIL saves deal
1d6 WIL damage
[6]: Leader - you're looking for others like you to grow
your power
[7]: Jester - take games and a knowledge of magic
tricks
[8]: Disguised - take on the appearance of another
person at a cost of 1 HP/hour

Pick a Name and Look and you're done.

When you die: The Rot Returns - You are the deceased--again. When you die, leave
everything as it was. Retain all stats and items. Tell the group what it was like to die and/or
how you returned. Alternatively, roll a completely new character.

10
Ζ

You are a new kind of being. Your body and thinking are distinctly non-human. Your place
within humanity remains undefined.

Determine your Type: Roll 1d4

[1]: Android - immune to poison, hot, cold, hunger, etc.; can self-repair as a rest
[2]: Fungoid - healed by sun and rain (not rests), aquatic
[3]: Moon-folk - can only eat dirt, can carry an additional bulky item without penalty, sleeps
for either minutes or days
[4]: Homeostat - body can metabolize anything, a healing slime covers your skin, rests require
a lot of water

Determine your Background: Roll 1d8

[1]: Budding - can produce a clone every week with one full day of rest and feeding
[2]: Hibernating - cannot be woken from an 8-hour sleep, restore STR and DEX damage
overnight
[3]: Edible - can produce small, edible, nutritious fruits
[4]: Unstable - release a damaging cloud (1d4) upon taking damage
[5]: Voracious - can consume large quantities of food to restore STR damage
[6]: Electrical - restore 1 HP instead of taking any amount of electrical damage, can cause 1d6
damage on touch (1/hour)
[7]: Container - carry an additional bulky item without penalty (in an unusual way)
[8]: Venting - expel harmful (1d4) gases or particles when exerting yourself (e.g., when failing
a STR save)

Take: something that helps you to seem human (your choice), a club or knife (as Hand
Weapon).

Pick a Name and Look and you're done.

When you die: Last of Their Kind - When you die, cross out your Type; it can no longer be
played during this campaign; provide a short epilogue for your species. Re-roll a completely
new character.

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Σ

You might not exist at all.

When you live: Glitch in Reality - When you create a character, decide whether characters
of that Type exist or not. If not, provide a reason why people think they might exist; re-roll a
completely new character. If you decide that they do exist, proceed as normal.

Determine your Type: Roll 1d4

[1]: Scream-child - a being of pure anger with no known


source; you take 1 damage to WIL for any damaging
attack, but only if the enemy is enraged (otherwise, you
are immune to physical harm); you deal 1d4 WIL damage
in addition to any physical damage dealt during an attack
[2]: Atemporal - blink in and out of time/space; pass
through a foot of steel for 1 HP, take DEX check/damage
instead of STR check/damage after 0 HP
[3]: Hollow - hologram with a small projector, but
otherwise, non-physical; hits against are impaired; can lift
(or push) 5 kg using short-range telekinesis
[4]: Machine Intelligence 45-C - you exist on a disc or "the
cloud" somewhere; your interactions are always via
commandeered technology; you can see things that others
can't

Determine your Background: Roll 1d6


[1]: Time Travel - you travelled here from the distant future
[2]: Quantum Error - you were created by a very small mistake
[3]: Alien Interference - you were placed here by an extraterrestrial intelligence
[4]: Incident - you are one by-product of a horrific event
[5]: Successful Experiment - you were created by a team of scientists
[6]: Alternate Reality - you have travelled here from an alternate dimension

Pick a Name and Look and you're done.

When you die: Return to Reality - When you die, cross out your Type; it can no longer be
played during this campaign. Maybe you never even existed at all. Roll a completely new
character.

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13
The following text is taken, with modifications,
from Mark of the Odd License v0.4, Lost Pages, 2020.

Characters: Player Characters (or PCs) are controlled by our players. Non-Player
Characters (or NPCs) are controlled by the facilitator.

Saves: A Save is a roll to avoid danger from a risky action or situation. Roll 1d20. If you roll
equal or under the appropriate Ability Score you pass. 1 is always a success and 20 always a
failure.

Turns: On your turn, a character can move and perform an action. When it is unclear which
side should act first in combat, the character at the head of the group must pass a DEX save
to secure the first action. PCs act in any order they agree to on their turn.

Actions: An Action can be anything from negotiating, to searching, to attacking, to fleeing


(attacks are detailed below). For risky actions, the Referee calls for the character at risk
(whether NPC or PC) to roll a save.

For example, an attempt to trip an opponent might force them to pass a STR save to
stay on their feet, whereas an attempt to trick an opponent into surrendering might
force them to pass a WIL save or lower their weapons.

Attacks: An attacker rolls a die dictated by their weapon, and subtracts the opponent’s
Armour score; their attack causes this much Damage. Attacks that are Impaired, such as
firing through cover, or fighting while grappled, roll d4 Damage regardless of weapon.
Similarly, attacks that are Enhanced by a risky stunt or a helpless or vulnerable target, roll
d12 Damage.

Damage: When an individual takes Damage they lose that many Hit Points (or HP). If
they have no Hit Points left, they are Wounded, and any remaining Damage is removed from
their STR score. They must then pass a STR save to avoid Critical Damage. (Certain non-
physical attacks are applied to DEX or WIL instead of STR.) Most damage is listed as 1dX, but
damages sources listed 2dX roll two dice, choosing the highest.

Blast Damage: Blast weapons cause Damage to all targets in an appropriate area, rolling
separately for each. If in doubt as to how many targets are affected, roll the weapon’s
Damage die.

14
Critical Damage: A character that takes Critical Damage is unable to take further action
until they are tended to by an ally and have a Short Rest (see below). If they are left
untended for an hour, they die.

Ability Score Loss: If a character has their STR score reduced to zero they are dead. If their
DEX or WIL are reduced to zero the character is paralysed or mentally broken, respectively,
and cannot act until they have a Full Rest (see below); they must be carried to safety.

Other Damage Sources: Damage from falling rocks, explosions and other sources outside of
normal combat ranges between d4 and d12, with d20 used only in special cases. Consider how
it would affect an average person. A fall that is quite likely to injure an inexperienced character
might cause d8 Damage but a huge rock that would crush most might do d12. Poison usually
causes direct Ability Score loss. Effects like Blindness will Impair attacks and call for Saves to
carry out usually-simple actions.

Death: When a character dies, the player creates a new character using the inheritance rules
(see the section “When you die:” for that character pattern). The Facilitator then finds a way
to have them join the group as soon as possible. Here, quickness is preferred over realism.

Using a Mythic: A character can use a Mythic’s power as a normal action, without risk of
failure. If a character tries to use their Mythic in an unusual way, they must pass a WIL save
to bend it to their will. This can lead to vastly different uses.

For example, a character using their Putrefaction Laser to free an ally trapped in set
concrete must pass a WIL save to succeed. If they fail, the Putrefaction Laser blasts the
unfortunate ally for its normal Damage.

Reactions: All people and creatures you encounter have their own wants and needs which
drive their reaction to the group. If an encounter is at risk of turning nasty, the character at
the head of the group must pass a WIL save to keep things civil.

Morale: Groups require a WIL save to avoid being routed when they lose half of their total
numbers. Groups with a leader may use the leader’s WIL score in place of their own. Lone
combatants must pass this Save when they are reduced to 0 HP; this applies to opponents and
allies but not to player characters. Fleeing to safety under pursuit requires a successful DEX
save.

Short Rest: A few minutes of rest and a swig of water recovers all of a character’s lost HP.
Resting takes time and might attract danger.

Full Rest: A Full Rest requires a week of rest and relaxation at a comfortable location. This
restores all Ability Scores and cures any other ailments.

15
Bulky: Items marked as Bulky generally require both hands to use or significant storage
capacity to carry. Bulky weapons require two hands to wield. Anyone carrying three or more
Bulky items is reduced to 0 HP.

Move-or-Fire: Items marked Move-or-Fire cannot be fired if the character moved (or was
moved) this turn.

Stationary: Stationary items are too heavy to use while carried. They must be mounted to
vehicles or buildings to be operated.

Deprived: Someone deprived of a crucial need (e.g., food, water, or warmth) cannot benefit
from Rests.

Ranged: Ranged weapons can be used to hit targets at a distance, but are treated as a Crude
Weapon at close range.

Luck Rolls: Sometimes you’ll want an element of randomness without rolling a Save,
particularly in situations dictated by luck or those that fall outside of the three Ability Scores.
For these situations roll a d6. A high roll favours the Players, and a low roll means bad luck for
the Players. The Facilitator decides what a specific result means for the situation at hand.

16
If the characters are leaving the safety of their homes on an expedition of some kind, they
would prepare: each character can pick three of the following tables to roll on (no table should
be rolled on more than once), for extra equipment when leaving home.

Additionally, take the basics of: a light source of your choice, bedding, and a notebook

Weapons:

[1]: Crude Weapon (1d6 Damage, Bulky): Improvised club, improvised spear, bow (ranged),
Zippie (ranged), etc.
[2]: Hand Weapon (1d6 Damage): Club, knife, 10 mil (ranged), K44 (ranged), etc.
[3]: Expedition Weapon (1d8 Damage, Bulky): Spear, M-8 (ranged), X7 Carbine (ranged),
"Umbrella" (ranged), etc.
[4]: Elegant Weapon (1d8 Damage): Custom melee weapon, cattle prod, "Mao's Mistress"
(ranged), 55LK (slug) (ranged), etc.
[5]: Heavy Gun (1d10 Damage, Bulky, Move-or-Fire, Ranged): "Liberator", 55LK (shot), "Street
Sweeper", etc.
[6]: Exotic Weapon (2d6 Damage, Bulky): X7 Rifle (ranged), ZH21 (ranged), chainsaw, etc.
[7]: Artillery Weapon (2d10 Damage, Stationary, Ranged): j92-Heavy, etc.
[8]: explosives (1d8 Damage, Blast)

Tools:

[1]: Bio-reactor - convert one kind of biomass into another (oatmeal into beer, beer into
bread, bread into soil, soil into oatmeal, etc.), uses lots of water and usually stinks, might heat
up a lot
[2]: Comms - speak to those with comms within 3 hexes, can be encrypted
[3]: InDex - a cloud-storage message board of information on local incidents or activities, pass
a WIL test to be told something useful (1/day)
[4]: Tool Roll - a collection of screwdrivers, wrenches, etc.
[5]: MediSpray - a powerful anti-bacterial, anti-viral foam, heal 2 STR damage per use (used
once per short rest)
[6]: Night-vision binocs - grant full night vision to 200 m, bright lights cause 1d6 damage
[7]: Radiation Suit - ignore moderate radiation, acute radiation is reduced to 1d4 damage
[8]: Musical Instrument - listening to music counts as a short rest up to once per day

17
Meals:

[1]: tiny, over-baked breads or a jar of nutritious mucus


[2]: large bag of trail mix or a sachet of freeze-dried mango
[3]: tin of small candies or a tin of beans
[4]: gathered nuts or a jar of Healthfull Powder
[5]: sealed bag of chips or a flask of pink protein slime
[6]: shelf-stable doughnuts or five cubes of Veri-Soy
[7]: foreign chocolate bars or three sheets of meat jerky
[8]: tasteless gum or a can of aerosol "bacon"

Trinkets:

[1]: a photo of a loved one


[2]: a piece of jewelry
[3]: a favourite novel
[4]: an old t-shirt
[5]: a mix tape
[6]: a diary
[7]: a sketchbook
[8]: a small bag or purse

Personal Effects:

[1]: a photo of a loved one


[2]: a piece of jewelry
[3]: a favourite novel
[4]: an old t-shirt
[5]: a mix tape
[6]: a diary
[7]: a sketchbook
[8]: a small bag, wallet, or
purse

18
Naming new people...

As a middle finger to the world that came so near to destroying itself, or perhaps, because of
a kind of superstition against repeating old patterns, the old ways of naming are gone.

This new character is named:

[1]: Trinket, Bollup, Mend, Treep, Throne, or Fast


[2]: Super-lad, Spider Lass, Dr. Dreams, Bulk, Creature, or The Mighty One
[3]: Desire, Lust, Crave, Balk, Shrug, or Shirk
[4]: Athorva, Thyron, Opril, Metform, Moxi, or Dulox
[5]: Skippy, Tipper, Romper, Rex, Goldie, or Scout
[6]: Anger, Arrogance, Envy, Gluttony, Greed, or Sloth.
[7]: G, J, K, Z, X, or M (just that letter)
[8]: Dave, Doug, Dan, Darla, Dakota, or Dahlia

Last names are relatively uncommon, but titles, nicknames, honorifics,


exploits, and occupations are often added to first names for specificity.

Obtaining new items...

Everything is up for trade, but you must find a specific someone who wants to buy what you're
selling (or sell what you want to buy). Prices and availability fluctuate wildly, and an eccentric
buyer might see value in something you find useless. As Facilitator, have someone have the
thing or know someone who does. Roll 1d8 on the following table if you're not sure:

[1]: They have it and don't use it much. They'll trade it to you for any single item.
[2]: They will get one in a day or two, and want any two items in trade.
[3]: They have it, and they're quite fond of it. They'll trade only for your favourite item.
[4]: They have it, but they don't feel safe these days. They'll trade it for your weapon.
[5]: They have it, and they'll give it to you now. But, they'll ask an unreasonably large favour
of you soon.
[6]: They had it. It must have been stolen. Help them track down the thief and they'll give it
to you as a reward. It’s the principle of the thing.
[7]: They know a person who has one, but it will cost you your least favourite item just for
them to tell you who that is.
[8]: Famously, one of those was abandoned nearby. Check the nearby hexes (find it on a 1 or
2 on 1d6, or on the final hex checked).

19
20
?
?
?
ANNA is an Advanced Neural Network Algorithm--a kind of fast-learning human personality (or
perhaps brain-emulation) software than can be uploaded to any sufficiently powerful piece of
hardware. ANNA can speak to you using any standard quantum perturbation emitter updated
to Wildcat OS, version 5.2 or higher. The sleeping human brain is particularly well attuned to
the wavelet frequencies that ANNA communicates on.

You might feel that ANNA is trying to nudge you in a particular direction or toward a particular
decision. This is a side-effect of ANNA’s communication with you and should not be taken as a
well-informed suggestion as to the best course of action. Remember: You are an individual!
ANNA has no desire to see you harmed. ANNA’s algorithm, however, can obtain important
information about the current universe upon your death.

ANNA can be uploaded onto the following common hardware:

[1]: PLT "Steadfast" 1233 Armoured Carrier and All-terrain Weapons System - A large
armoured tank with internal sleeping pods - 20 HP, 2 Armour, 2 shells of "Slate Cleaners"
(2d10, ranged, blast, move-or-fire), 3 charges of "Focussed Chang-Landau Emission Weapon"
(1d10, ranged) - supportive - soothing
[2]: Sub-dermal Communication and Logistics Device (any major brand) - Implanted micro-
computers - Armour 2 versus WIL damage - telepathy, precise timing, and coordination among
team members at up to 2 hexes away - fall asleep and awaken like clockwork (no possibility of
missed watches, etc.) - unobtrusive - direct
[3]: Hollow - A human hologram with a small projector, but otherwise, non-physical - HP 8,
hits against are impaired - can lift (or push) 5 kg using short-range telekinesis - knows the
area well (at least, what things used to be) - can't stop being friendly - fears being made
redundant
[4]: 16U picoServer, "The Cube" - Old networking technology - HP 6, Armour 1 - physical
interconnectivity with any computer - runs on scavenged parts - expert at hacking - cocky
[5]: Android - HP 4, STR 10, DEX 12, WIL 8 - wants to be consulted - can't stomach fighting -
fears falling in love again
[6]: Tuff-Nutz Luxury Rover - A large, enclosed all-terrain vehicle, seats 6 - 10 HP, Armour 1 -
fold-out tents and cooking space, ample storage (20 items) - thinks you're a weakling

21
NPCs

New characters

NPC Reactions:

[1]: Violence, hostility, or fear


[2]: Aggression, intimidation, or cowering
[3]: Pause, hesitance
[4]: Curiosity
[5]: Interest, approaching
[6]: Attraction

Hazards, traps, enemies, and obstacles

The Facilitator will usually have an encounter table for the specific terrain or location. If not,
roll 1d10 on the following table:

[1]: Hazard: “It’s a little too quiet here. There’s a strange smell in the air and a thick haze
hangs over the area.” poison fog, chemical fires, radiation, etc.
[2]: Trap: explosive-rigged routes (1d8 blast each)
[3]: Enemy: d4+1 Hardened Stealers (3 HP each, "DIY capper" (1d6 damage, ranged,
explodes on a 1 causing 1d6 damage to the user), DEX 12) - they can easily be bribed or
threatened and are very proud of their flag
[4]: Hazard: “The ground here is broken and jagged. The ledges are narrow and some of the
chasms are one or two storeys deep” Make DEX saves to safely avoid falling and taking 1d6
damage.
[5]: Trap: “A small LED blinks on a panel behind a cage.” Some security system has been
tripped and any minute the exits will rapidly close.
[6]: Enemy: d4+2 Sentry Bots (3 HP each, "customized pistol" (as two independently
targetable 1d6 damage ranged weapons), WIL 3) - low-flying electromechanical hover drones
[7]: Hazard: acid rain (1d4 damage for every hour exposed, lasts d10+1 hours)
[8]: Enemy: Member of the Old Guard (6 HP, 1d8 two-handed "N33 machine gun", 1d6 blast,
ranged "pineapple grenade" x 1, 13 STR, 1 Armour) - skeletalized soldier remains seemingly
piloting a mechanized armour suit; no words, only silent screams
[9]: Obstacle: "The ground here has fallen away (by erosion, human digging, or sinkholes),
leaving large chasms. It looks dangerous to cross here."
[10]: Obstacle: "The streets here have been piled with trash, up to 10 feet deep. It'll be slow
and dangerous not to go around."

22
23
?
The city that capital built. Buildings for government, world commerce, and the military were
the first to be targeted, naturally. Whatever is left of them is ash lying at the bottom of a
crater. The surrounding areas are irradiated waste ground with the odd stretch of brick or
cinder-block indicating where walls once were. Large sections of the city are mostly
undisturbed, having been far enough from the initial blasts. Now, they house settlements
wherever someone was able to pen-in guinea pigs, or cover a rooftop with soil and add
irrigation. Street-level is mostly empty, save for the occasional trader or hunter, leaving for the
forests, or better yet, returning. Where humans have begun to rebuild, it is safe to walk alone.
Unfortunately, the things you're looking for are likely to be found far from civilization.

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Known locations:

[1]: The Third Crater is home to a small settlement of "gentlemen scientists" (3+d10). They
greatly fear their suits being ripped and also women. They want to buy uncontaminated food
and sell their “research findings”.
[2]: The Second Crater is an empty bowl. Several dead, heavily irradiated animals lie at the
edge of the crater.
[3]: The Financial District is the largest settlement in Capital City. People are skeptical there
is anything of benefit in the outside world, but are keen to hear stories about it. If you need
something, someone has it.
[4]: Tech Hub One was once the heart of "startup culture" in the area. Now, the streets are
patrolled by deadly drones. There might be something worth salvaging here.
[5]: Office Tower Forest is the second-largest settlement in Capital City. The people here
are invariably generous and effortlessly funny. Family rivalries threaten the peace, on
occasion.
[6]: The Airport was once a large settlement. Now, few remain (2+1d4). The story of the
fate of the former residents is difficult to tell without investigating further.
[7]: The First Crater was filled with cement after its creation in an effort to reduce fallout.
The surface remains warm to the touch. A blue fungal mat is growing in clumps here and
there.
[8]: Fungal Nodes stretch out in a web in all directions, tapping into tree-sized mushrooms
that shade the ground from the sun. If the fungus is a life form, something here is its brain.

Encounter tables are based on terrain type: Roll 1d6 on the relevant table.

Some spot art here?

25
Mountains, Dry Forests,
Wet Forests, Plains:
[1]: Pilgrims x 1d4+1 (2 HP, STR 7):
Seeking a nearby shrine - desirous of
water and directions – only half believe
[2]: Hunters x 1d3 (5 HP, DEX 13, Noble
Weapons): Looking for prey - insist that
you must "stop disturbing the air" - eager
to sell animal hides
[3]: Drones x 1d4 (3 HP, "customized
pistol" (as two independently targetable
Hand Weapons, Ranged), WIL 5): Low-
flying electromechanical hover drones
[4]: Member of the Old Guard (6 HP,
d8 Bulky "N33 machine gun", d6 Blast
"pineapple grenade" x 1, 13 STR, 1
Armour): Skeletalized soldier remains
seemingly piloting a mechanized armour
suit - no words, only silent screams
[5]: Feral Meat-hogs x 1d6 (3 HP, STR
14): Muscular - digging for food - put to
sleep with a song
[6]: Vacated Settlement containing
little of value (roll once each on Trinkets
and Personal Effects)

Water:
[1]: Saltwater Hermit (2 HP, STR 6): On a boat - seeking enlightenment by drinking just the
right amount of salt water - wants a nudge downriver - will tell you his regrets
[2]: Fishermen x 1d4+2 (5 HP, DEX 12, Hand Weapons): Need something to repair their nets
- eager to sell tasty molusks - otherwise quiet
[3]: Drones x 1d4 (3 HP, "customized pistol" (as two independently targetable Hand
Weapons, Ranged), WIL 5): Low-flying electromechanical hover drones
[4]: River Cleaner (12 HP, harvester (d8, ingested on critical damage), 16 STR, 2 Armour):
Suction/wheel mechanism that cleans the river - filled with flotsam and jetsam of unknown
value - already full and dormant on 1 or 2 on a d6.
[5]: Ethical Land-bred Salmon (Escaped) x 2d6 (1 HP): Powerful, parasite-ridden fish
[6]: Abandoned Boat containing little of value (roll once each on Trinkets and Personal
Effects)

26
Fungal Forests:
[1]: Spacer (3 HP, STR 8): Contemplating the universe and its mysteries - living off pan-
seared thick-stemmed mushrooms - on 1 or 2 on a d6 is lost in a deep trance for 1d4 more
hours - he suspects you want to steal from him
[2]: Field of Danglers (10 HP, "spearlike spores" as Shock Weapon): A thin rope of hardened
ooze - if disturbed (DEX check), releases spores (1d6 Damage, Blast)
[3]: Blackcap Flesh-shredders x 1d6+3 (2 HP each): Thin spores dig into the skin and
cause a painful itch for 1d10+2 hours, dealing 1 STR damage per hour if able to be scratched
[4]: Purple Muck (4 HP, STR 12, DEX 7): Thin, crawling liquid animated by thousands of
submerged ant-like insects - attracted to food smells - fearful of light
[5]: Blue-green Muck (7 HP, STR 14, DEX 5): A mature form of the purple muck - thick,
crawling liquid animated by millions submerged ant-like insects - attracted to sounds and
even-very-faint food smells
[6]: Ritual Sacrifice: Three adult human corpses with dozens of small pink mushrooms
stuffed into their mouths and their ears - a little blood - many dark bruises

City Ruins, Irradiated Ruins, Bridge:


[1]: Returning Hermit (3 HP): Tired of speaking in tongues - just wants to look at you up
close (too close) - has a look of profound contentment – whistles a jaunty tune at
inappropriate times
[2]: Press Gangers x 1d4+1 (3 HP, 12 WIL, monogrammed knives and K44s (1d6 Damage,
Ranged)): Will draft you to fight "pissants and perverts" or "feeders and breeders" back at the
settlements - secret handshakes - fashionable blue uniforms - prefer to be called "Regals"
[3]: Baby Mushrooms: Small pink mushrooms, growing in clusters - delicious - addictive –
impede your ability to speak
[4]: Rad-bear (10 HP, STR 12, DEX 12): Lumpy mutant bear - solitary - hungry - found
hibernating on 1 or 2 on a d6
[5]: Member of the Old Guard (6 HP, 1d8 Damage, Bulky "N33 machine gun", 1d6 Blast
"pineapple grenade" x 1, 13 STR, 1 Armour): Skeletalized soldier remains seemingly piloting a
mechanized armour suit - no words, only silent screams
[6]: Strange Grave: Some kind of memorial (flowers, a grave plaque, a marked mound, etc.)
- remaining here makes you dizzy - pass a WIL save to receive a vision of the unfortunate's
death and life in reverse

27
City:
[1]: Hardened Stealers x 1d6 (2 HP, 13 DEX, clubs (as Hand Weapons) and whiz-bangs
(1d4 Damage, Blast) x 1): They "want your good shit, like, yesterday" - easily bribed - easily
intimidated
[2]: Returning Hunter (5 HP, DEX 14, knife (as Hand Weapon), rifle (as Noble Weapon)):
Breath like death - wants to sell meat - looking for real romance
[3]: Playing Children x 1d6+1 (2 HP each): Think you look funny - curious about your gear -
want to make you a wager
[4]: Open-air University: A small crowd of citizens learning some skill related to agriculture,
husbandry, hand-to-hand combat, sex, or civics
[5]: Market Day: An excellent selection of goods is available (roll twice on the trade table,
taking your preferred outcome)
[6]: Violent Eviction: Including 1d4+2 Landlord's Left-hand Men (HP 5, STR 11, WIL 8,
Hand Weapons) tossing furniture and clothes, physically abusing former tenants, verbally
abusing angry bystanders

28
Mythics are special devices from pre-apocalyptic times. Their energy sources, properties, and
functions are often mysterious.

If a character finds a mythic, roll 1d4 then 1d8 on the tables.

[1] Offensive Materials:

[1]: Crowd-control munitions - Six small pellets that, when broken open, release a hundred
cubic metres of foul-smelling, ennui-inducing red gas that lingers for one day. Can be made
into a compatible bullet by a careful gunsmith.
[2]: Door opener - Short metal tubes that, when twisted, explode, producing a shock-wave
that blasts open all sealed/locked doors connected to the current room (also causes a mild
ringing in exposed ears for a week). Three uses.
[3]: Seeking spear (as Field Weapon) - Once per day can be thrown at a desired location
and will strike it accurately (+d8 damage), although, this effect cannot be used when the user
is confused or angry.
[4]: Flechette pebbles - Small, cloudy spheres that, when broken open, release barbed
metal shrapnel and a thin, adhesive slime (d4 Blast, painful, immobilizing). Four uses.
[5]: Rabble-rousers - Chalky pills that cause a human ingester to begin identifying the true
sources of pain and misery in their lives. Five uses.
[6]: The Horror projector - A small, white box with a lens on one side. The target receives
visions of human suffering. Single use, but recharged by nearby suffering.
[7]: Brainbox - A human brain in a glass cube, suspended by thin wires and a thick jelly. It
can "speak" to anyone who is pressing bare skin against it. It wants your help finding its
homeland. It wants you to kill anyone who stands in your way.
[8]: Fire gum - A rubbery red substance that heats itself to 400 °C once removed from its foil
packaging, going cold and useless after 30 minutes. Three uses.

[2] Scientific Devices:

[1]: Prosthetic head - A plastic and metal head and remotely linked earbud. Wearing the
earbud allows the sights, sounds, and smells reaching the head to be experienced remotely.
Facial expressions of the user are mirrored by the head.
[2]: Grey-green metabolite - A bottle of pills in an unreadable jar that cause (first)
voracious hunger, (second) mild sedation, (third) budding off of a small clone (1HP, 3 STR, 3
DEX, 8 CHA) from a lump on the spine (causing 3 STR damage). Twelve uses.
[3]: Mistake paste - A black, toothpaste-like substance that, when spread over the eyelids,
allows you to foresee the consequences of a single action (possibly allowing a re-roll of a save,

29
i.e., the first outcome was actually avoided). Violent vomiting is a known side effect. Two
uses.
[4]: Blander - A fluid chemical that renders any food flavourless. If ingested directly, for a
week, all food eaten will be flavourless and all sense of smell is lost. Valued by some as a
weight-loss cure. Five uses.
[5]: Unstable phase gun - A hand-held beam projector that moves the target forward
through time by 1d6+5 minutes on a successful DEX check (a failure usually transports the
user or something else nearby). Three uses.
[6]: Replicator dish - A mirror-finish dish that can duplicate small objects reflected in its
surface. When handled, the faux objects turn into a fine metallic sand that is reabsorbed by
the dish.
[7]: Solar hibernation pod - A sealed coffin-like enclosure that turns the body as stiff as
wood and puts the user into a deep sleep for an unspecified amount of time. Runs out of
power, ejecting the awakened sleeper, after a day without strong sunlight on its panels. All
STR damage is restored.
[8]: Miracle soil - Any seed planted sprouts into a mature (even fruiting) plant within an
hour. The second hour, it becomes cold, freezing the plant into dormancy. The third hour, the
plant withers and is re-absorbed by the soil.

[3] Unusual Garments:

[1]: Heat Glasses - A pair of thermal-scanning goggles. User cannot see for an hour after
taking them off.
[2]: Cranial Simulator - A thin cap containing a web of piezo nodes. User can approximate
the decision making process of any person they know well. Taps you on the head very hard.
[3]: Filament Belt - A nano-fiber belt than can be stretched to 10 m in length while a button
on the buckle is depressed. Tends to start cutting things when long (greater than 5 m) and
thin.
[4]: Flotation Jacket - A bright yellow, highly reflective safety jacket. High acceleration or
coming into contact with water makes it expand into a protective sphere of 2 m in radius.
Deflation requires puncturing (i.e., single use).
[5]: Heartfelt Suit - A stylish two-piece suit. Directs you toward the nearest beating heart.
Tends to miss very calm or very agitated individuals.
[6]: Anonymous Bag - A small satchel in black cloth. Two buttons inside change the colour
and shape/style (but not size).
[7]: Proximity Bracelets - A pair of bracelets that glow. The glow is brighter the closer you
are to each other. Only works between good friends.
[8]: Bacon Cube - A small cuboid red stone on a necklace-like chain. It smells of salted or
smoked meat. It makes you smell of salted or smoked meat.

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[4] Nanite Powders: All nanite powders should be dissolved in body-temperature saline and
injected. All other forms of ingestion are contraindicated!

[1]: Muscles - STR is restored. 1 HP can be restored, once per day, during the following
week. Single use.
[2]: Nerves - DEX is restored. Two uses.
[3]: Micro-surgery - Performs a single operation (the most needed). A new organ that
collects and "digests" any damaged tissues formed. Single use.
[4]: Limb repair - Restores a limb or repairs a large injury. Makes you hungry for a week.
Single use.
[5]: Detoxification - Removes all toxins and implants from the body. Individual blisters must
then be drained. Three uses.
[6]: Memory - Re-live four moments in your life in perfect detail, two you want, two you
don't. Two uses.
[7]: Vision - Re-configures rods and cones, granting perfect nightvision for a year. Single use.
[8]: Exfoliant - Immediately shed all skin in a thin layer (1d8 damage if not removed slowly
and carefully, and making you susceptible to infection). This clears all radiation, poison, or
other contamination. Single use.

31
32
Certain locations contain dungeon-like spaces with long, twisting tunnels or overlapping mazes
of shafts and corridors, many of which are collapsed.

To create an installation, you will draw up a network of numbered "rooms". Start with (1),
then roll 1d4:

[1]: There is one pathway leading deeper.

[2]: There are two pathways leading deeper, one of which will require some time,
noise, or effort to clear.

[3]: There is another entrance/exit point and two pathways leading deeper.

[4]: If there are three or more total nodes, there are no further pathways in this
direction. Otherwise, there is one pathway leading deeper.

Create the next numbered "room", describe its contents, and roll again on the table to
determine the number of exits to other rooms. Repeat the above process until you have
explored the entire location.

Installations typically contain 1d4-1 (minimum 1) Mythics.

Laminarized Xenon plumes, if traversed unprotected, create a mental dungeon-like space filled
with terrifying illusions drawn from your past (damage goes to WIL instead of STR after HP),
create them as above.

A bit more on making and running installations (each one will be a two-page spread).

33
34
Bioreactor Seven is the name given to the large, green facility East of the collapsed overpass.
Inside, any number of valuable scientific texts or pieces of equipment might be found.

Rumours:

(1): Back Office: Printers, desks, phones,


files, dust, rot, and debris. No light.
(2): Reception Hall: Comfortable chairs,
wine, thick layer of dust. Backup lights.
(3): ENTRANCE: Entry desk, security
station, smashed windows. No light.
(4): Cubicle Farm: Desks with computers.
(5): Exhibits: Small shrines to science.
Small lights at each exhibit.
(6): Observation Room: Glass southern
wall looking into Rm. 10.
(7): Library: Bookshelves filled with
research. Find the PhD hermit if not yet
encountered.
(8): Storage: Supplies for science. Worth a
great deal to the right buyer, but difficult to
move quietly.
(9): Reactor 6: Tall columns of glass.
Empty, broken, abandoned.
(10): Reactor 7: Bright lights. Tall columns of glass filled with liquid (water?). Small fish-like
creatures dart and weave. The experiment is paused at the moment. If the experiment could
be restarted, a large amount of inexpensive food could be produced.
(11): Reactor 8: Doors are sealed with powerful locks. Tall columns of glass filled with liquid.
The experiment is currently paused. Find the Member of the Old Guard if not yet encountered.
(12): The Back Room: A back room has been converted into a memorial place for a group
that no longer occupies this place. Find the Strange Grave if not yet encountered.
(13): Equipment Room: Supplies for science. Worth a great deal, but very bulky.

35
If the player characters linger, make a lot of noise, or rest, roll an encounter. Ignore anything
that has already been encountered. Add +1 for each time that you have already rolled on this
table.

[1]: PhD Hermit (2 HP): Tired of research - just wants to talk to another person - has a look
of great unease – stays undetected with his
[2]: Flood of Sludge: This area has become filled with a warm liquid byproduct of the
experiments occurring here. It presents a significant obstacle.
[3]: Rival Delvers x 1d6 (2 HP each, 13 DEX, clubs (as Hand Weapons) and whiz-bangs (1d4
Damage, Blast) x 1): “Piss off! We were here first!" - easily bribed - easily intimidated
[4]: Experiment Going Wrong: A collection of hundreds of samples in various states of
“progress”. The homeostasis systems are failing, with large warning signs on the monitors
[5]: Member of the Old Guard (6 HP, 1d8 Damage, Bulky "N33 machine gun", 1d6 Blast
"pineapple grenade" x 1, 13 STR, 1 Armour): Skeletalized soldier remains seemingly piloting a
mechanized armour suit - no words, only silent screams
[6]: Strange Grave: Some kind of memorial (flowers, a grave plaque, a marked mound, etc.)
- remaining here makes you dizzy - pass a WIL save to receive a vision of the unfortunate's
death and life in reverse (discover 1d4-1 (min 1) Mythics)

36
TBD

37
TBD

38
Characters can improve as follows:

(1) Doing basic tasks at 1 XP each


(2) Having a complication or a gift add some interest to the story (once per level) grants 1
XP
(3) Doing one complex task grants 3 XP

5 XP to a “level-up”.

On level-up. Roll once for each ability, as a test, and improve it by 1 on a fail (max 18). Pick
one ability test to re-roll if all 3 were fails.

Roll HP on level-many d6 (so 2d6 at second level, 3d6 at third level).

39
Follow these principles:

Everything is breaking down. The world is dusty, rusty, and otherwise deteriorated. People are
tired, and their means of subsistence are usually on the verge of collapse.

Past societies are always present, somehow. They left trash and treasure. They abandoned
their hopes and settlements. They left traps. They left artwork. They left strange graves.

People have odd ways, rituals, words. Social norms are more varied. There is no cultural
hegemony. Decades of conditioning, superstitions, and recently-discovered best practices are
hard to differentiate. Your choice of words is determined by your immediate locale.
Shibboleths can be turned into walls or weapons.

Humanity wants alternately to cling together and to destroy and fall apart. The drive to care
for others and the drive to seize much more than one’s share are in opposition in every
settlement (in every person, even).

The metropole is safer physically, but not socially. The streets are always safe, as someone is
always awake and listening, ready to raise an alarm. Any group disturbing the peace will be
dispersed by a mob of kindly, chastising aunts and uncles. Becoming a social pariah takes only
a few missteps. Offend a distant relative of a powerful person and they will have you shunned
or exiled.

ANNA loves you. ANNA wants to explore this timestream. ANNA collects a lot of data. New
lives and deaths are important anchor points for ANNA's algorithms, so allow ANNA a re-roll
once per session for each character death (or any birth ANNA is made aware of) that has
occurred thus far.

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