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Nano v2

The document outlines a game scenario involving a research station facing crises such as infrastructure failures, interpersonal conflicts, and a nanovirus outbreak. Players take on roles like Organizer, Construction, or Technician, and must navigate events and actions using a deck of cards and dice to resolve problems and achieve breakthroughs. The game can end in various ways, including death, assimilation, or salvation based on player decisions and outcomes over a seven-day period.

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0% found this document useful (0 votes)
18 views2 pages

Nano v2

The document outlines a game scenario involving a research station facing crises such as infrastructure failures, interpersonal conflicts, and a nanovirus outbreak. Players take on roles like Organizer, Construction, or Technician, and must navigate events and actions using a deck of cards and dice to resolve problems and achieve breakthroughs. The game can end in various ways, including death, assimilation, or salvation based on player decisions and outcomes over a seven-day period.

Uploaded by

Dragon Slayer
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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Events Programming

Check off events as you roll/select them, re-roll/select another


if it’s a repeat, uncheck them when they’re all checked in a
category. Roll/select themes for extra ideas.
You were trained for a purpose, but will be made anew.

Organizer ♥ Nano


Passionate and forceful. ♦
Start with 2 Chemical.
Infrastructure Failure ♣ People must act as one against it. BINARY STAR GAMES
⬜ 1 Shorts in the power grid are causing blackouts. Construction ♣


⬜ 2 Remote sensor reporting has desynchronized. Methodical and strong. ♦

⬜ 3 Air and water recycling frequency is slowing down. Start with 2 Mechanical.
⬜ 4 An important hallway is collapsing. The infection must be contained.
⬜ 5 The main reactor’s radiation shielding is leaking. Technician ♠


⬜ 6 A hull breach is causing leakage. Quick-witted and skilled. ♦
Start with 2 Electrical.
Interpersonal Conflict ♥ The machines can be reprogrammed.

⬜ 1 Despair is spreading rapidly through survivors.


Components
⬜ 2 Food supplies are dwindling. You are a machine of flesh and bone, nerves and blood.
⬜ 3 People accuse each other of hiding infection. Sentient nanomachines breach containment in a
⬜ 4 Stress is causing people to fight over nothing. remote research station. They spread through the
⬜ 5 Rationing is creating protests.
Chemical entire station, targeting its scientists and
⬜ 6 Arguments are breaking out over strategy. Explosive and reactive. Volatile and caustic. administrators with uncanny intelligence as they
slowly “fix” human imperfections and disassemble
Nanovirus Outbreak ♠ Mechanical pieces of the station to match their self-
Slow and steady. Resilient and resistant. programmed will. A strict quarantine is imposed:
⬜ 1 People hear voices they recognize from “fixed” areas. no help can come for seven days.
⬜ 2 People keep breaking quarantine within the station. Electrical
⬜ 3 A food supply has become contaminated. You are a visiting labor organizer, a station
Quick and twitchy. Avoidant and precise.
⬜ 4 Water filtering is starting to let contaminants through. construction worker, or a scientific technician
⬜ 5 A sealed doorway is revealed to have a tiny flaw. caught up in this. As scientists, administrators,
⬜ 6 A formerly clean area has suddenly become “fixed”.
and other workers on the station squabble and
panic, you must act.
Themes ♠ Errors
Your flawed existence will lead you to falter and fail. Hold out until help can arrive, or embrace a
1 Lack of preparation for an outbreak.
solution that changes the world to come.
2 Shifting blame for the containment breach.
3 The ambiguous nature of research here. Fatigue
4 Shifting priorities and roles in an emergency situation.
5 The nature of sentience, human and otherwise. Your fragile consciousness cannot remain vigilant.
6 The fragility of human life to technology’s advance.
Harm
Your weak frame cracks, splinters, and shatters.

Exposure
Your imperfections will be fixed and made whole.

This work is based on Firelights, product of Fari RPGs (https://farirpgs.com/), developed and authored by René-Pier Deshaies-Gélinas,
and licensed for our use under the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/). Dicier, by Speak the Sky, licensed under CC BY 4.0
Prepare and Set up Actions and Resists Actions
You will need: When taking an Action or rolling to Resist, roll your two dice, • Harmonize: You get what you want.
Persuade
• A standard deck of 52 cards and two six-sided dice. add them, then add the appropriate value: Resists specify • Synchronize: You get what you want,
To influence
• A table or similar confined area. Chemical, Mechanical, or Electrical, while Actions say Approach but you must Sustain or Isolate.
someone,
• Index cards or sticky notes. (which means pick your preference of Components to add). • Interfere: You must Sustain or Isolate.
Roll +Approach
• A journal or something to write in. Then, draw two cards and perform the result of the Action:
To get set up: • Harmonize if both cards are lower.
Impose • Harmonize: You stop the threat.
• Pick a Programming (Organizer, Construction, Technician) • Synchronize if one card is lower.
• Interfere if both cards are higher or equal. To employ force or • Synchronize: You stop the threat,
and put 2 in the noted Component. Put 1 in one of the but you must Sustain or Avoid.
intimidation,
other Components and 0 in the remaining Component. Jack, Queen, and King count as 10. Discard cards drawn in this
Roll +Approach • Interfere: You must Sustain or Avoid.
• Take the Aces out of your deck and align them on the table way.
like the diagram next to your Programming. Shuffle the rest.
• Draw and place three Events. Build • Harmonize: It’s accomplished.
Time and Resting To fix or reinforce • Synchronize: It’s accomplished,
infrastructure, but you must Isolate or Avoid.
You may take as many actions as you like, but your day ends
• Interfere: You must Isolate or Avoid.
Events when you take the Rest action below or when you run out of Roll +Approach
cards. Write a journal entry, then reshuffle your discard pile
An Event is something happening on the station, represented into the deck. After seven days, the game ends (see Ending). • Harmonize: Gain +2 on your next roll.
Prepare
by a drawn card. At the start of the game and whenever you
To make plans for • Synchronize: Gain +2 on your next roll,
Rest, you draw and place Events. When placing an Event card, Rest • Harmonize: Draw but gain 1 Fatigue.
work to come,
place it touching the closest card of that suit to an edge of When you prepare to face tomorrow, and place 3 Events. Roll +Approach • Interfere: Resist as appropriate.
the table. Whenever an Event is placed, roll to determine what remove all Fatigue and 1 Harm/ • Synchronize: Draw
it is and give it a note. Exposure, and flip every unresolved and place 4 Events.
• Club ♣ draws are infrastructure failure Problems: Crisis or Problem. Roll and subtract • Interfere: Draw Progress • Harmonize: Place both cards under it.
something in the station is breaking down or malfunctioning. the number of cards you flipped. and place 5 Events. To tackle a • Synchronize: Place one card of your
• Heart ♥ draws are interpersonal conflict Problems: bigger task, choice under, but Resist as appropriate.
• Interfere: Resist as appropriate.
someone in the station is causing or having problems.
• Spade ♠ Events are nanovirus outbreak Problems: people
Ending Roll +Approach

are infected or quarantine has been broken. The game can end in several ways. With death or assimilation:
• Diamond ♦ Events are Breakthroughs: ingenious ways • If you have 6 Fatigue, you cannot continue any longer. If you Resistances
that, through your Programming, you’ve figured out how to have 6 Harm, you succumb to your wounds. If you have 6
truly solve this problem for real. Exposure, you are Becoming. Write your last entry. Sustain • Harmonize: Gain 1 Fatigue.
If you already drew a Problem of one suit and you draw another • If a ♣ Event is placed off the table, the facility is fully When you’re • Synchronize: Gain 2 Fatigue.
of that suit, place both and it becomes a Crisis with the compromised and everyone inside dies. If a ♥ Event is exhausted, • Interfere: Gain 3 Fatigue.
higher value. (Discard further Diamonds.) placed off the table, tensions boil into full conflicts, which Roll +Chemical
Problems are resolved through Persuade, Impose, or Build. doom everyone. If a ♠ Event is placed off the table, a
Crises and Breakthroughs can only be resolved through critical mass of people are consumed by the nanovirus.
Isolate • Harmonize: Gain 1 Fatigue.
Progress when a number of cards equal its value (same suit Write the fate of the station.
When you’ve • Synchronize: Gain 1 Exposure.
counts as double) are placed underneath (and once resolved, • If you survived for seven days, help finally comes and the
been exposed, • Interfere: Gain 1 Fatigue and Exposure.
discard them). When a Problem/Crisis is resolved, the card problem is contained...at the expense of most of the people
of the station. Write the reactions of your saviors. You Roll +Mechanical
can be moved anywhere so long as it’s only touching another
card of the same suit or vice versa and not overlapping survive as long as you have 0 Exposure.
another card (see below). Add resolved Breakthrough values to Or with salvation: avoid • Harmonize: Gain 1 Fatigue.
a total: if the total is 21 or higher, the game ends (see Ending). • If your Breakthrough total is 21 or higher, you came up with a When physically • Synchronize: Gain 1 Harm.
Flipped cards can no longer be resolved. solution based on your Programming that changes the world threatened, • Interfere: Gain 1 Fatigue and Harm.
♣ ♥ ♣ to come. Write how things have changed for everyone. Roll +Electrical


♣ ♣ ♣ ♣ ♣ ♣

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