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If you make a derivative property, let it become part of the game community.
Don’t hoard that shit. If
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a commercial property for
sale, based on Flatpack,
we’re fattered. Contact us
for permission, we’ll work it out.
Writing: Filamena Young
Editing: Renee Ritchie and David Hill Jr
Layout: Filamena Young
Cover Art: Filamena Young
Interior Art: Juan Santapau and Jeremy Kostiew
Flatpack is a Machine Age Production
http://www.machineageproductions.com/
3
1
Welcome to the Future,
Young Leaders!
3
4
The Future Is Yours!
4
Welcome future leaders of tomorrow! Or what we like to call WRENCHs!
If you’re reading this it means you are elite, one of the rare children in a
generation to show a real spark! A real proclivity to greatness! And that's why
you've been invited to this event.
What is a WRENCH, you may ask yourself? And rightly so, because you are a
bright-eyed leader you know when to question acronyms! WRENCHs are those
bright men, women, and others who are Willingly Reaching for Enrichment,
Nurturing, Change, and History! You are the brilliant people who will grow to
Fix the Future™.
Which is good, because the future could certainly use it. We are so dismantled.
What does it mean to be a WRENCH and to Fix the Future™? Well that's
simple. It means because you are young and able to discover the world for the
frst time, you have all the potential at your fngertips. You have all the tools
because you are the perfect tool. You can become anyone or anything you
need to be in order to Fix the Future™!
The question is, how do you Fix the Future™? Well, that's what this WORD
is all about! Once you know what your Strengths are, you know how to best
utilize yourself as the tool to serve the community and yourself. After that, it's
as simple as following these ten easy steps!
Tradition has it that once, decades ago, the Manual contained passages describing the future as a bright,
brilliant and clean place where anything was possible. Everyone had enough food and shelter and everyone
was happy. The future the Manual described may have happened. We don’t know. Because where we are
now and what the Manual described are a far way away from each other.
We’re a different kind of future. A future that really actually needs fixing. We’re totally destructed, and
all the tools we have hanging around just don’t cut it.
That’s where you come in, WRENCH.
You’re young and smart and like the Manual describes, you’re good with people and problems. You’re
reading this because you found it. You’re reading this because someone in your hovel handed it to you and
begged you to take on the job. You’re reading this because you’re just the tool we need to really start
rebuilding things.
Please, don’t let us down.
5
The World Today
What We Need
From You
5
Nobody knows for certain when the future described
in the Manual ended and left us with this pile. Must
have been a long time ago; a hundred years ago or
more, enough that my grandparents don't remember
the shining cities drawn in the Manual. They'll tell
you their grandparents didn't remember either.
If you can find anyone who reads well, they'll tell
you this is the Deconstructed Age, the age after
the Manual fell apart and left us with only one
message:
Hide, hide and survive. Do nothing until the
WRENCHs fix things.
That's why you've been given this restored copy
of the Manual. It has in it everything you need to
rebuild so we can safely leave our hiding places.
That's the theory, anyway.
We need a place to live.
We've been holed up these underground bunkers in
tunnels under the surface of the world for so long
some of us have just started giving up. The past
is gone, the present sucks, and there's no future.
We have to hide to live, and living doesn't much feel
like anything but a bad joke. We need to get out of
the tunnels. We need to be free to laugh and love
and build and create. We need to be human again.
To do that, we need safe places to live and learn,
where we know we can survive, and we need to see
the sun. I know some people whose grandparents
hadn't seen the sun, for three generations in both
directions they've been lost in the tunnels.
We'll rebuild, but we need your help to feel like it's
worthwhile, or that it's worth the effort to try. And
that's why we've sent out into the world.
Before things got bad, before all the wars and
famine, there were Flatpack Instant Buildings all
over the place. I don't think anyone understands
how our ancestors manufactured these Flatpacks.
We just know they must have had a surplus of
them, or that maybe they deconstruct themselves
and return to their Flatpack state after they're
empty long enough, because you'll find them all
over the place. They're never that big, despite the
size the building itself will be when completed. The
Manual describes them as “self-delivering,” as
they'll hover and follow your directions back to us.
Assembly is always required, but don't worry, we'll
handle that. You bring us the Flatpacks, and with
a little time, we'll build the buildings anywhere in the
territory you've mapped out for your community.
Here's the really important part from the Manual:
Contained in each Flatpack Instant
Building set, you'll fnd the complete
data disks and training module
necessary to develop any specialists
your Flatpack Building may require.
That's right! If you need to construct
a hospital high on a hill top in deepest
South America without a doctor to be
hired for miles and miles, don't worry
about it! Just fnd a willing volunteer,
leave them in the training chamber
for a few weeks, and voila! Instant
Chief of Medicine. Construction and
advancement have never been easier!
You find the Flatpacks and get them safely back
to us. You tell us where, and we'll build it for you.
Give it a little time, and the building will produce a
Specialist. That Specialist will be able to help you
down the road in your further adventures. Everyone
wins.
6
What’s a Flatpack Again?
6
We don’t understand the science anymore,
like how all the raw materials, instructions, and
tools for the construction of an entire building
can fit into a one foot by three-foot by five-
foot box, let alone understand all the computer
systems, furniture, and other equipment
necessary to make the building fully functional.
Also, we can’t figure why a one-story building
with two or three rooms is packed into the same
size box as a multistory hundred-room hospital.
We don’t understand how the self-propulsion
system works, or why it is so easy for these
boxes to ship themselves to the location you
request.
But maybe we don’t have to understand.
Here’s what we know.
*The material of the boxes looks like cardboard,
but is incredibly tough, like steel.
*Many of the labels have faded or are otherwise
unreadable, so in many cases, we don’t really
know what’s inside until we start unpacking.
*Very rarely, Flatpacks are a little
dysfunctional, and require a little extra help,
but usually, they’ve got everything needed all
in one place.
*Flatpacks come with training programs that
speed-teach the staff needed to run the
Flatpack, assuming you have the people to run
it.
*They’re about 1x3x5 foot, and they’ll hover
on their own, traveling to whatever destination
you tell them to, like a well-trained, but very
large, dog.
Maybe we could rebuild. Maybe we could start
over from scratch. But that feels wasteful, and
being wasteful may be the sort of thing that
brought our people down in the past. Maybe
we’re just recycling society, but hey, at least
we’re recycling!
7
And What's a WRENCH?
7
Well, that's you. A young person with a
little bit of cunning, a little bit of brains,
and a lot of personality. According to
the Manual, personality is the most
important part of leadership and the
only way to Fix the Future™.
Wiles are, in a lot of ways, your bag
of tricks. A wily WRENCH knows how
to talk to people, how to talk around
people, and how to run over people
with their words. Wily WRENCHs could
be seen as manipulative, or just too
charming for their own good. While it
might be a dangerous trait, we know
that they're using that clever allure for
the people, since WRENCHs are only
out for good.
Resourcefulness is how good
you are at using your environment
to your advantage. A resourceful
WRENCH is one who knows when
they're in danger of a rockslide, but
more importantly, when to use that
rockslide to expose a hidden complex
full of useful equipment.
Ego is a refection how good you are
at sticking to your hex keys, and how
hard you are to push. An egotistical
WRENCH is one who cannot easily be
swayed or manipulated. She's sure of
herself, and rightly so, because she's
strong enough to stand up and do the
right thing.
Nostalgia is how much you know
about the past, or at the very least, how
good you are at drawing from the past
to help Fix the Future™. A nostalgic
WRENCH remembers the old tunes,
can read old technical instructions,
and helps everyone remember it hasn't
always been so bad.
Curiosity is how eager you are
to explore the world around you right
here and now. A curious WRENCH is
one who pushes buttons, explores dark
rooms, and really learns something
in his travels. In the old days, they
said curiosity killed small animals,
but luckily, WRENCHs aren't small
animals.
Hope is faith in the future and
your ability to inspire others to look
forward to the times to come. A hopeful
WRENCH is one who can convince a
group of raiders that things are going to
get better, and that it's worth working
together to get there. She might not
remember much about the past, or
care. Tomorrow is what she lives for.
D
on't
let
the
M
anual
text
fool
you.
P
lenty
of
starting
W
R
E
N
C
H
s
aren't
exactly
'young,'
just
unskilled and open-m
inded. T
hat's what m
atters.
Only out for good? Really?
or stubborn enough not to realize the diff :<
Nostalgia isn't the same thing
as historical accuracy.
8
How Are You
Going to Do It?
What About
Fighting?
8
Well, that's where the Manual gets a little fuzzy.
We know you're supposed to leave these terrible
tunnels, scope out some territory, and find
Flatpacks for us to build up, but what we don't
know is where you'll find them. Here are some
rumors you might consider following.
Ancient Shopping Complexes. Surplus Flatpacks
that were never purchased or built are said to still
be found in these mammoth, labyrinthine centers of
commerce. Some are said to be bigger than ancient
cities, and were being built instead of cities. They're
full of corporate security (some of which may still
be functioning), squatters, and of course, outsiders
who might not be too keen on you being in their
territory. Be careful.
Crumbled Towns and Cities. When the wars
happened, a lot of the surface world was destroyed,
or so we figure. Rumor has it, though, that some
of the Flatpack buildings that weren't totally
obliterated may have repacked themselves. Many
of these buildings may be found in destroyed cities.
These cities may suffer from radiation, roaming
mutants, wild animals, or nomadic outsiders
among many other dangers. Even the Flatpacks
themselves may be dangerous, needing repair before
they can safely be brought back to us to be rebuilt.
Flatpacks may be found many other places. We
don't have a great idea of what the surface
world looks like, to be honest, and there are many
mysteries that we'll never see firsthand. That's why
it's up to you, young WRENCH, to explore the
world and Fix the Future™!
In a word, don't!
Usually, leftovers from the deconstruction are too
skittish to start a fight with you. At least, not
a fight that can't be ended before blows. Most
of us are too scared and trying too hard to
survive. There are some things that may try to
kill you physically. Wild animals, mutant monsters,
desperate Outsiders and even the occasional broken
robot may try fight with you.
The best thing you can do in those situations,
young WRENCH, is to try to end the fight as
fast as you can. That may mean talking, it may
mean running, and in extreme cases, it may mean
a carefully placed shot right between the eyes of a
rampaging double-bear.
Unless you're hunting and trying to gather food
for yourself, your friends, or your city, leave wild
animals alone. If you leave wild animals alone, they'll
do about the same to you. They're doing better
than we are, sure, but there's no reason to go
and deplete the population for fun. That's in the
Manual as a mistake we made in the past.
Mutant monsters, well, yeah, you might THINK you
need to fight them, but when you get right down
to it, they might kill you. You are way too precious
to us to be killed by a monster just because you
got cocky. We mean that, WRENCH. You are too
special to us to be killed.
Crazy, dysfunctional robots that you might run
into in the ruins may also seem like a thing worth
trading shots with. However, the problem there is
1) they might kill you, and that's no good, and 2)
that robot, if repaired, would be so very valuable to
your city, too valuable and rare to just destroy for
the sake of it.
9
But It's Dangerous
Out There
About the Manual...
9
Outsiders. Those bands of men and women who
came out of hiding generations ago and try to
survive in the ruins and between the ruins. Their life
is hard, and it has stripped them of a lot of the
comfort and compassion you were probably raised
with. That doesn't mean their mad dogs that you
should put down. If you're the gifted WRENCH
we know you to be, you could turn those enemies
into allies. They know the wilds of the world. They
can help you travel, or maybe even help us trade
with other cities. More importantly, there aren't a
lot of us left. Maybe the person training a gun on
you isn't going to be any hope, but what if he has
a son someday who will become a WRENCH and
save his own people? You don't know, so it's better
to protect humanity than destroy it. That's a big
concept, one you'll understand better as you get
older.
So what do you do instead of fight? All the things
we've talked about before. Think, plan, talk, run if
you've got to, trick and scam if you must, but most
importantly, don't fight. We don't want to lose you.
I know, we're not giving you a lot to go on, and I
hope once you're out there, successfully showing
your WRENCH potential, you'll realize you don't
need much. But, there is one thing you should take
with you, and it's at the end of this Manual.
There's one more treat we wanted to give you,
as a thank you for taking part in our WRENCH
program! You'll find the next to the last page of
this pamphlet is detachable. In fact, it's an epaper
personal communicator, or EPPC! While you're
here, use it to communicate with the friends you've
made here, as well as your friends and family back
home. You'll find it's nearly as thin as paper, fits
neatly on your wrist, has a touchscreen, and is
voice-activated. Old technology, we know, but that's
sort of the point. There was a time when technology
like this was just a happy dream. Now, they're as
common as butterflies and blades of grass. Now,
think about your dreams., Think about the things
you imagine creating, supporting, or building. Think
that someday, if you work hard, those things might
be as common as blades of grass. That's how you'll
Fix the Future™ !
Of course, there aren't so many blades of grass
around anymore. I don't think I've ever seen a
butterfly. Oh, and if you don't have an EPPC in
your Manual, sorry.
Three generations have been dreaming of a
better tomorrow thanks to the Manual they all
follow. The question is, what IS the Manual,
and where did they get it when so many are so
isolated?
The trick is, there isn’t one Manual. In fact, it’s
just a collection of stuck together articles and
fragments from various pamplets, self help
books, and corporate retreat material. Basically,
whatever people had left hanging around.
People are just trying something to believe in,
and this is the best they can do.
Looking for some spice to your story? Consider
handing your players a page from a random
advice book or instruction manual, and tell
them that something in the page is true, and
they’ll get a Spirit point if they can work it into
the story.
10 10
Real World Roles to Play
If you're picking up this game, and it is your frst roleplaying game, welcome! This is a brief
description of who does what to make the game possible.
Players: You take on the role of the brave WRENCHs in these adventures. You'll do a little
acting, pretending to be your character, the WRENCH. You'll plan what your character
wants to do. When necessary, you'll roll some dice to see if it works. You'll manage your
part of a map, deciding where and what to build to help your character's friends build a
whole new city to live in. Sometimes you'll get to play the parts of your WRENCH's allies,
like a robot he built, or a tame mutant hedgehog she trained.
Troublemaker: One of the people around the table gets to be the Troublemaker. Your
job as Troublemaker is to set the stage for adventures, play out minor roles to add color
to the stories everyone is telling together, and most importantly, to start trouble. You'll lay
out puzzles, think up traps, and ultimately put problems and Obstacles in their way. Your
job isn't to stop them in their tracks, but to give them problems to overcome and show off
how cool they are. It might be a good idea to switch off the Troublemaker role from time
to time to give everyone time to play and to cause trouble.
Other Things You Might Need to Play: Each player will need a character sheet (see below)
and a map, and probably pencils or pens. Notebook paper to take notes can be handy. Each
player will need one four-sided die (d4), two six-sided dice (2d6) and an eight-sided die (d8).
However, in a pinch, the players can share. The Troublemaker might have notes she wrote
to prepare for the story, any Confict Cards she’ll need for Obstacles during the course
of the story, and perhaps some extra, blank Confict Cards. She may also want to have
some extra puzzles on hand in case her prepared adventure needs additional complexity.
Sudoku, simple puzzles, cross-words or tangrams are good, easy puzzles to have sitting in
the arsenal just in case.
- W+
- R +
- E +
- N +
- C +
- H +
Name: Claim to Fame:
Two Truths: The Lie:
Spirit
Notes and
Achievements
11
2
Who Are You?
12
Turn on your EPPC and the frst thing it should bring up is the WRENCH analytics
program. This will help prepare you for your adventures.
Apparently, in the old days, people had complicated psychological analysis
methods used to guide much of their lives. These ‘quizzes' helped people in the
old days judge everything from the suitability of their partner, whether or not
their employer was taking advantage of them, to what sort of food product they
resembled the most. Some sources have even suggested these quizzes replaced
their political system with specialized quizzes called ‘poles .'
Unfortunately, we only have a very limited understanding of the quiz technology,
and so we can't be as sure of the results as the people of the past. It's still the best
gauge we have to determine what sort of WRENCH you are. So give it a shot. If
you come to any questions that don't make sense, remember, these were written
before everything deconstructed, so just do your best.
Oh, and try to answer honestly. This is dangerous technology, and I don't know
what will happen to a WRENCH who lies.
1. You were a shoo-in for class president, when you hear rumors that your
opponent has a plan to cheat the election. In order to out-cheat him, you…
a. …convince his campaign manager to work for you instead by bribing her
with popularity and attention the likes of which she'd never get under your
opponent’s leadership. He was in the Math Club, after all.
b.…realize that the future of ‘aggressive elections tactics' is in computers,
something your opponent doesn't have any good grasp on. You convince
the principal to try computer voting and let your virus do the work.
c. …decide standing up for the right and proper election procedures isn't
enough. No, you're going to have to destroy your opponent now. Sure, you
could just tell people how he's cheating, but once these doctored pictures
of him and the rival school's mascot hit the school paper, he'll have to
move to another state from the embarrassment.
d. …turn to the old school bylaws. They're covered in dust; no one ever
bothers to read them. Finding some silly exclusion, you get our opponent
kicked out of the race. Sure, the exclusion was thrown out a decade later.
It isn't your fault no one else does their research.
e. …don't worry about it too much. After all, you got started in all of this as
part of an experiment, and this certainly demonstrated some new things to
observe. Not to say you'll make it easy, mind, because that would be boring.
f. …see things the long view. Let him have it this year. Your plans for the
school will take most of your sophomore year, and won't be realized until
senior year. Patience. He'll pay. They'll all see how right you've been all
along.
13
2. Do you feel that right now, your parents would say they are proud of you?
a. My parents still think I'm dating that doctor they hooked me up with, so
really, they'll say anything I tell them to say.
b. Well, between the grants and the volunteer work, and taking twenty
credits a semester, I got this stupid degree without asking them for a dime.
Are we almost done? I've got two more interviews today, and I'm networking
with professionals over drinks after.
c. Obviously.
d. I know in their day, they worked more hours for considerably less pay,
but they seemed to make it. You never heard of people in my parent's
generation having trouble dating or finding the right person to marry. I
mean, they had everything. They worked for it. I wish I was that lucky.
e. Probably, but I guess what really interests me is why. I mean, there
are so many nuanced reasons a parent could feel pride, and the reasons
are probably more important than the fact itself. I mean, it would probably
take some deep digging. I mean, are they're proud of the sort of person
I've grown to be, or are they just proud that I hadn't gotten eaten by a lion
yet? So it's really about context and what matters to them, isn't it?
f. Maybe someday.
3. He might just be perfect. He's adorable. He gets along with your mother.
He can cook. He knows how to dress himself. He's even got a great car you look
amazing in. The only problem? His utter lack of a job. Oh sure, he says he's a writer,
but what does that even mean? It's not like he has a best-seller.
a. He keeps saying writing ‘mass media trash will slaughter the soul.’
You sit him down over a nice wine and your favorite tiny black dress and
explain how he can buy a new soul with all the money he’ll make.
b. Well, he's not making any money waiting for his novel to write itself, and
there's no money in poetry. Greeting cards, however… Surely he won't
mind have some old love letters he wrote you turned into greeting cards.
You're spending the money on him, after all.
c. Don't even sweat it. It's nice to have a kept man around. He writes
steamy love notes, and in the off chance he does somehow make a name
for himself writing, you can tell the world how you were there from the
beginning.
d. You remember reading that decades ago, ‘men who wrote’ was a sort
of hip subculture of artists. They’d smoke cigars, drink whiskey, gather at
bars and clubs, and spend their limited income on vices. It sounds adorable,
and very chic. Maybe it’s a retro vibe you can tap in on for a little profit.
Let him be a starving artist. The merchandising almost markets itself!
e. Of course, you can just ask. Since you don't know much about what
he's doing or how it works, and he seems pretty content, maybe the
problem is that you just don't understand. Reach out. Take a trip into his
world. Maybe you'll learn something.
f. Every writer has to start somewhere, and maybe he'll get tired of his
Great American Novel. Maybe he'll be the one who comes up with the
14
idea of taking historical figures and reinvent history so they fight ninjas.
Or dragons. In fact, you should probably start laying the seeds for that idea
now. Tomorrow could be a brighter and more profitable day!
4. Candidate A supports women's rights and a bill to reduce taxes on teachers
to help them pay off student loans. With communism still a real threat to many
countries in Europe and parts of South America, how would you talk to the candidate
about your concerns against big government and unfair taxation?
a. Take the microphone at a public event or town hall, perhaps having
networked with other patriots ahead of time. Start a chant that takes over
the candidate's event; something catchy and involves lifting gun control.
b. Why talk to him at all? Isn't it easier to just take advantage of your
city’s open-carry laws and show the candidate what you and your fellow
patriots can do if your way of life is threatened? You're an American.
c. Loudly. Often. You're a citizen and it's your right to be heard. Leave the
civil discourse to the Academic Elite. If you have to shout her down,
scream over the crowd if you've got to. But it's about your rights, after all,
and no one is going to fight for them as fiercely as you will.
d. It's important to remind him how things used to be. Tell him about your
father's lifestyle, how much better things were before they started mucking
around with the system. A man was a man, and a job was a job and
people took care of their own business. That should set him right.
e. Really, if you just go, point by point, you can probably pick apart any
of his arguments with simple logic. After all, if the world was really the way
he wants it to be, wouldn't things already be perfect? Try to prepare ahead
of time with the sorts of counterarguments he's likely to use, and answer
them with anything you can come up with. As an American, you're
probably already right.
f. Compassion and mercy are all you can count on. Just tell her how much
you're worried about her; all the pressure, the time, and the strain on her
family life. She's making it dangerous for herself by pushing an agenda
that's just so, so, un-American.
5. If your work environment is a fruit bowl, what kind of fruit are you?
a. A Banana
b. A Coconut
c. An Apple
d. A Fig
e. A Pitaya
f. A Pluot
THIS PAGE INTENTIONALLY LEFT BLANK
15
Tabulating Your
Results
More Possible
Errors in the
System
In theory, the EPPC should tabulate your results
for you, but there have been known to be flukes
and hiccups in the system. Should the EPPC not
spit out any results from the above test, you can
calculate them yourself.
As you looked over the questions, ask yourself which
answers you felt were right, which answers you felt
the strongest about being true, and which answers
you couldn't really ever see yourself selecting
honestly. The answers that seemed ‘right' or at
least were an okay fit are related to your Neutral
WRENCH traits. Pick two of those. Any answers
that you felt very strongly about are related to your
Positive WRENCH traits, pick two of those. The
answers that you can't see yourself ever selecting
are your Negative WRENCH traits. You get two
of those too. Ultimately, you will have two traits in
each of the three catagorise, so be aware.
Remember, this test is to detect a trend in your
personality and should never be used to replace
life experience or the advice of a mental health
professional.
Answers A tend to relate to the Wiles WRENCH
trait.
Answers B tend to relate to the Resourcefulness
WRENCH trait.
Answers C tend to relate to the Ego WRENCH
trait.
Answers D tend to relate to the Nostalgia
WRENCH trait.
Answers E tend to relate to the Curiosity
WRENCH trait.
Answers F tend to relate to the Hope WRENCH
trait.
It is entirely possible that you'll be unable to take
the test, or the test results will be impossible for
the system, (or you) to tabulate. In that rare case,
take a moment to consider your motivations. Can
you look at yourself objectively? Do you think you
can describe yourself, for good or ill, as you might
describe, say, a character in a story? If so, looking
at yourself as if you were just a character in a
story, decide for yourself where you would put your
traits. Select two traits that would describe you well
for each category, but, try to be honest. It's how
you'll be getting things done, after all.
16
Group Dynamic Two Truths and
a Lie
Take a moment to talk among the players
and decide how they're working together,
how they knew each other growing up in
the tunnels, and any shared history they may
have. For short hand to describe the group’s
interactions, consider Tuckman's stages
of group dynamics. (If you want to read
more about it, you can start here. http://
en.wikipedia.org/wiki/Tuckman's_stages_
of_group_development.) Tuckman originally
posited that groups hit four stages . They
form, when they're on their best behavior and
don't know each other or what roles they'll
play in each other's lives. They'll storm, with
personalities clashing and a whole lot of
growing pains. After, they'll 'norm' as they
adjust or fall into roles within the group.
After that, they'll perform as a tight group
that knows how they operate. This fnal stage
is interesting, but potentially better to reach
in game as the characters develop together.
Sometimes, groups shift because of new
members or other big changes, so you can
play a group that was performing, but now
things are different, for example.
Play a round of Two Truths and a Lie to
establish shared history, only with a twist.
Each player writes three statements about who
their character was before the game begins.
These facts may include other characters and
should be memorable, as well as something
that can be common knowledge (or at least
a public secret). You take turns reading your
facts aloud. After you read your three facts,
the player to your right declares which of
those three statements is a lie. If you accept,
you get to start the game with a bonus point
of Spirit. (See page 19) If you reject it, and
declare the statement true, you don't get the
Spirit point, but you do get to decide which
statement is a lie yourself. Just because a thing
is a lie doesn't mean that people don't believe
it.
17
3
Creative Troublemaking
and Problem Solving
17
18
What's in Your
Way: Problems
We've Got
Spirit, Yes We
Do!
18
Jordan can see, clear as day, that the keycard to the
next room is stuck in an ancient snack machine.
He’s tried the buttons, but they don’t work, so he’s
going to have to do something a little more physical
to knock the card loose. He says, “Well, I’m going to
tip the machine over and see if the card falls.” His
Troublemaker grins, and tells Jordan’s player, “Oh,
it’s going to be a little harder than that, Jordan. It’s
time to roll some dice.” Jordan has initiated a basic
problem.
Here’s how it works. You come to a problem,
something that needs to be solved. You state
your intent. "I'm going to hack into the old
computer system and see if I can get the lights
back on." You roll a six-sided die (d6). Your
target number is usually seven. If you hit the
target number, you succeed at your intent.
You can probably see the problem already.
However, you can modify your roll a number
of ways in order to increase your chances of
success. Don’t worry, it’s not really a ‘failure’
it’s a delay on succes.
Spirit is a little bit of luck, a lot of grounding
in your community, and above all, your
inborn ability to overcome adversity. You are
a WRENCH, after all.
Spirit is the fuel that keeps WRENCHs
succeeding. WRENCHs will gain and lose
Spirit rapidly throughout the game, since they
cannot succeed without it. Consider using
coins, plastic gemstones, or some other tactile
counter to represent Spirit points.
All characters start a story arc with one new
point of Spirit. If it is a long-running game,
if a player has Spirit points from the previous
arc, this new point is added to their total.
In general, Achievements and certain building
Extras will give you extra Spirit points to keep
the points of Spirit fowing. Remember, it
takes Spirit to succeed, and two or more
Spirit for a high chance of success. Early
in a game, or during a one-shot, it will be
up to the Troublemaker to supplement that
accumulation of Spirit points. Here are some
suggestions on how to do that.
Truth: Sometimes a player will say something
about the plot, or the setting, a Troublemaker
character, or another WRENCH that's too
good not to use. Instead of grumbling and
pretending it was your plan all along, announce
that it was awesome and reward the player by
giving her character a point of Spirit. Do this
as often as you like; a good base line is once or
twice per player when setting up an adventure
during the Exposition stage of a game. It
helps give players ownership over the story.
Dare: Sometimes, players hesitate to put their
characters into danger, or they aren't getting
the clues you’re handing to them. You don't
ever want to force players to do your bidding.
Sometimes it is worth dangling a carrot, or
at least a Spirit point, as incentive. Make it
exciting, and try to make it a little dangerous.
There should be risk, or at least consequences
for taking on the risk. Remember being a
dumb kid and doing dumb things because you
wanted to see if you could? It's something like
that. Start a sentence with "I dare you”. "I
dare you to go into the cave anyway." "I dare
you to eat the ancient can of meat product."
"I dare you to tell that Outsider what you
really think of him and his silly wolf-headed
hat." Or the ever powerful, "I dare you to
push the button."
If they take the dare, give them a point of
Spirit.
Thank You: Sometimes players go the extra
mile, and it's worth rewarding that. Gaming is
a social experience, and so reward the things
a player does to make that experience better.
The guy who brought the pizza, the lady who
drove three other players over, and the player
who takes over as Troublemaker for the night
because the actual Troublemaker was sick
deserve a point of Spirit. It's the least you can
do, and it's a good start.
19
Call on a
Specialist
Use Your
WRENCH Traits
19
Jordan gives the machine another shake, and realizes
glumly, that he can’t just shake the card free. Dejected,
he’s about to give up, when Madison, a fellow
WRENCH, reminds him that he has a Specialist
back home. In this case, his Specialist is an old man
who took over the Repair Shop that Jordan had
built last month. Jordan fres up his EPPC, and his
mentor’s smiling face appears on the surface of the
little wrist computer. “What do you need, Jordan?”
Jordan explains his situation with the snack machine,
and his Specialist gives it some thought. “Have you
checked to see if it’s plugged in, frst? You might have
an easier time opening it if the unit is running. Then
you can just hack into it.” Jordan slaps himself on the
forehead, thanks his Specialist, and stoops down to see
if the machine is plugged in .
Spend a point of Spirit and you call on a
Specialist. This may be in the form of a live
call on your EPPC or a fashback to a lesson
they gave you during down times, or that they
are near enough to shout over to give you a
hand.
By calling on a Specialist you're already
established in your community, you can gain
an additional die to the roll. Now, you roll
2d6, add the total, and try to hit the target
number. (Usually seven.)
The asset must relate to the action you’re
taking. That's why you must work so hard to
have a thriving and cosmopolitan population.
If you're trying to hack into a computer,
as suggested above, but the only Specialist
you've drawn to your town is a Hunter, you're
not going to be able to use him for help.
Meanwhile, Devon is outside talking to a few rough-
and-tumble Outsiders who have come to see what was
going on in the abandoned computer factory. She
knows Outsiders can be sort of territorial, but this
factory isn’t something they can even use. “I’m going
to try and reason with them,.” her player informs the
Troublemaker. “Make it seem like this place is useless
to them, maybe compare it to the rife range a mile
in the other direction.” The Troublemaker agrees,
asking, “Which of your WRENCH traits are you
going to use?” Devon thinks it over, looking at her
sheet. “Well, I’m using my knowledge of the area and
using it to my advantage, so I guess I’m using my
Resourceful trait.” Again, the Troublemaker agrees,
and it’s time to roll more dice .
In character creation, you noted down which
of your WRENCH traits were Positive,
Neutral, and Negative approaches to life.
Aside from how it infuences your roleplaying
of the character, it can also be used to modify
your roll.
Your Neutral traits (that is, the things that
are commonplace ways of handling situations
for you) don't modify your roll at all. With
a Specialist involved, you don't really need
to modify the roll much more if it isn't that
important and you're still likely to hit the
target number. It costs you nothing, but you
gain nothing.
If you use one of your Negative traits (an
approach to life you're not very good at) you're
only going to roll a four-sided die (d4). Even
with a Specialist, you may not hit that target
and set yourself up for failure. Why would
you do that? Because failure sometimes starts
the best stories of adventure. As a reward for
taking that risk with your character, you get an
additional Spirit point to your pool.
There’s a little more to rolling your Negative
traits. If you roll a 1 on a d4, (and only on a d4),
the Troublemaker should turn your current
problem into an Obstacle. If you’re already
dealing with an Obstacle, it moves one trait
further away from your goal on the Confict
Chart. The upside, however, is that if you roll
your highest possible roll on a die, you earn
the Empyrean Exigency Achievement. (See
page 32.) That means you have a one in four
chance of getting not just one, but two Spirit
points when using your Negative trait, even
if you have a one in four chance of making
things more complicated .
Using your Positive traits (that is, going for
broke and attacking the situation in the ways
20
Complicated
Problems: Real
Obstacles
Confict Chart
20
Sydney puts her hands on her hips and shouts down to
the robots pounding on the door. “And stay out! You’ll
never get through this security door! You’d have to
have blowtorches and…” She stops cold as two of the
robots open a port on their arms and acetylene torches
pop out. They’ll be through the doors in minutes, now.
“Looks like things just got complicated, Sydney,” the
Troublemaker grins. “There are a few more security
doors between you and the robots, but you’re going to
have to hack into them faster than the robots can get
through the doors. Ready?” Sydney’s player picks up
her dice.
Sometimes, problems are more complicated
than ‘hit the button, win a prize.' If you're
dealing with a problem that's going to take
some real work to solve, we call that problem
an Obstacle. An Obstacle is a person, place,
or thing that can somehow confict with the
WRENCH’s efforts.
People, robots, ancient computers, and even
wild animals may come into confict with a
WRENCH as he or she goes about Fixing
the Future™! Any Obstacle that can come
into confict with you will be rated on a scale.
Your job is to move them out of confict
and toward either neutral or even positively
inclined to you. If a computer program is
blocking you from opening a set of doors,
you want to hack through the system until it
stops resisting and the doors open for you. If
a crazed killer robot is shooting a rail gun at
you, you have to use your skills and cunning to
destroy or deprogram it, but ultimately your
job is to end the fght. There's no fght worth
The Confict Chart is a quick visual aid to give
you an idea as to how an Obstacle is inclined
toward the WRENCHs. In addition to giving
you a quick description of the Obstacle,
the chart gives you an idea of how far the
WRENCHs need to go in manipulating the
situation to the point they want.
The level on the chart where an Obstacle
starts sets the tone for the whole rest of
that encounter. Considering the fact that
an Obstacle doesn’t need to be resolved all
at once, a clever Troublemaker can use the
level of the Confict Chart to help inform
narration and roleplaying. A mutant trade-rat
who wanted to kill the WRENCHs and skin
them for proft the frst time they met, was at
least willing to talk on the second meeting, and
willing to trade on the third encounter, gives
the players a feeling of internal consistency
and accomplishment.
These are, of course, just guidelines, and
a robot probably manifests the Openly
Aggravated level differently than a community
of mutants might.
Beyond Reason: This if the very last place a
WRENCH should ever want to fnd herself:
facing an Obstacle that can’t be talked to, can’t
be appeased, can’t be reasoned with. That is
NOT a good place for a person who relies on
his wits and wiles to get by. Extreme measures,
including (sadly) death and destruction, may
be necessary when dealing with Obstacles
that are Beyond Reason. Special Note: It
is probably unwise for a Troublemaker to
start an Obstacle off at this desperate level.
Instead, only allow on Obstacle to reach this
level when a WRENCH rolls a 1 when using
her Negative traits. (See page 19.)
fghting, and every fght is worth ending.
It is important to note that an Obstacle need
not be entirely solved in one encounter. It may
take a meeting or two before a particularly
conficted Obstacle can be moved to a more
satisfactory mood.
that are easiest for you) you can choose to
spend a Spirit point. If you do, get to roll
an eight-sided die (d8) instead of a d6. Your
chances of succeeding in the roll are much
higher, but at a cost.
If you spend two Spirit points, you can gain a
die from a Specialist and raise a Positive Trait
to a d8.
21 21
Deeply Conficting: This is not some
minor disagreement or a surface difference
of opinion. This Obstacle is so deeply in
opposition of the WRENCHs that it may
take more than words, plans, and smarts to
resolve things. Still, there is confict there; a
tiny sliver of reason that could be just enough
room for the WRENCH to squeeze in and
get his way.
Openly Aggravated: There’s nothing subtle
in this Obstacle’s response to the WRENCH.
The WRENCHs irritate the Obstacle on a
deep enough level that ‘hugging it out’ really
isn’t an option. An Obstacle that is this angry
may be hot and violent. Or else, it might be
cold and condescending, showing its disdain
readily and without embarrassment.
Still Fighting: Admittedly, an Obstacle
at this level is weary. It’s been fghting and
resisting for long enough that it’s starting to
wonder why. It may not hold out long against
a WRENCH, but maybe it doesn’t need to
hold out long. It’s got just enough fght left to
still be a real issue for now, anyhow.
Frustrated: This level of confict is passive
resistance at its fnest. This Obstacle may
have no real beef with the WRENCHs, but
that doesn’t mean it’s going to roll over that
easy. It may resist the WRENCH out of spite
or amusement, or because it has a thorn in
its paw. A Frustrated Obstacle may not lash
out, but it will make things harder on the
WRENCHs on principal.
Neutral: The WRENCHs are barely on
this Obstacle’s radar. It couldn’t care if they
succeed or if they fail, because they just don’t
matter to the Obstacle. Indifference can be
a big challenge, especially when a WRENCH
fnds she needs to motivate such an Obstacle.
In general, it can’t be bothered with or by
a WRENCH, and so in many cases, this is
where a confict ends. That is, of course,
unless a WRENCH actually needs something
from the Obstacle in question.
Warmly Received: Now, the WRENCH
is someone the Obstacle wants to see. He
may not be inclined to do the WRENCH
any special favors, but he may offer a seat
at his lunch counter or a bit of good advice.
Special Note: Specialists start out at this level
on the Confict Chart. It’s a good idea for
Troublemakers to have a Confict Chart for
any character the WRENCHs interact with.
One never knows when asking to borrow a
hammer can result (on a bad roll) in a friendly
face into a tense enemy.
Loving: It may be the bonds of sibling
affection. It may be the deep connection
between fast friends. It may be actual
romantic love. However it manifests, at this
level of Confict, the WRENCH and the
Obstacle are tight. Their bonds nearly go all
the way. Nearly.
Loyal: The strongest connections, the tightest
bonds are those of Loyalty. Sister may turn
on sister, teacher can grow to hate a student,
and a love affair can end in heartbreak. But
loyalty, real loyalty, is a bond much harder to
shake. These are the deepest bonds between
WRENCHs and everybody else. Special
Note: Loyal is the only level on the Confict
Obstacle Name to remind you who this is!
In the description area, you can
add text to read out loud in a pre
written adventure, or notes to the
Troublemaker on how the Obstacle
should
behave.
Like
roleplaying
Notes!
In

p
rew
ritten

a
d
ven
tu
res,
it’s n
ic
e to
sp
ell o
u
t w
h
a
t
the R
esista
n
c
e tra
it d
o
es
fo
r
a
n

O
bsta
c
le.
If
y
o
u
r
o
w
n

u
ses,
y
o
u

m
ig
h
t
ju
st
m
a
rk

d
o
w
n

w
h
ic
h

tra
it
it
is a
n
d
w
h
ic
h
o
n
e it resists!
(
S
ee p
a
g
e 2
3
)
T
his
is
the
cha
rt
for

g
uring

out
how

the
O
bsta
cle
rea
cts
to
the
W
R
E
N
C
H
.
K
eep

it
up

to
d
a
te for reg
ula
rly occuring

O
bsta
cles.
22
Using Puzzles as
Obstacles
Leave it to Dice
Just Hand Them a
Riddle
Dice and Smarts
22
Chart with two levels. (The two circles to fll
in below the word.) For an Obstacle to be
considered truly loyal, both levels must be
flled in. On the up side, though, once those
levels are achieved, it takes much more to
lower that level of friendship, as both levels
must be lost to lose Loyalty.
“The old computer is locked up,” Mirisol groaned. “I
think if I hack into the operating system, I can use
it to get the cars running again. We’ll be out of this
mall in no time.” The Troublemaker doesn’t think so,
and her grin says so. She sets an egg timer on the table,
and a Word Find. “Let’s pretend that this Word
Find represents the complex programing code of the
computer system, and fnding the words on the puzzle
is like fnding the passcodes. You’re going to have to
work fast. We’re going to roll some dice to see how long
you’ve got to solve this Word Find before the system
locks you out and the old security kicks in. Ready ?”
Here are three ways to present puzzles as
possible Obstacles for your WRENCHs to
overcome. This is a game that encourages
thinking and problem-solving over stabbing
things and starting bar fghts both in and out
of character, and puzzles are a great way to
give the WRENCHs a chance to fulfll those
expectations. Designing clever puzzles can be
challenging for even the most experienced
Troublemaker. You have to balance diffculty
with fairness, make it feel like a part of the
game without boring the players who aren't
great with that sort of thing, and not burn
yourself out in the process. Below are a few
methods for adding puzzles to the game and
some advice on picking puzzles.
Treat the puzzle as a purely in-character
artifact to deal with; an Obstacle with a chart
and nothing trickier than that. If you're not
great with word games, jigsaws, or mazes,
there is nothing wrong with this method,
doubly so if the players would be unhappy
with anything more involved. Fun trumps
attempts to be clever, after all.
Set out a chessboard, hand them a 500-piece
jigsaw puzzle, or quote the sorts of riddles
Sphinxes hand out, and then sit back and wait
your clever players solve it. No need for rolls.
Just let nature take its course. This method
is perfectly fne, especially if you're using
puzzles your players are capable of handling.
The best of both worlds assuming you don't
mind adding a little system for your game.
Here's how it works.
1. Pick a puzzle or short game you want to
use, like a chess board set up with half a game
laid out, or Sudoku. A hundred-piece jigsaw
works if that’s the players speed, or a three-
minute mystery. Twenty questions might
work, but consider making it more obvious
and maybe only ten questions before they
have to deliberate.
2. Decide if you're making it a timed puzzle
or a clue-based puzzle.
3. Decide how hard you want the puzzle to
be.
A. An easy puzzle allows the
characters fve chances to use their
WRENCH traits to manipulate the
confict chart for this puzzle.
B. A medium puzzle gives the
characters three chances.
C. A hard puzzle allows for only
one roll to adjust the chart.
4. All puzzles start at the 'Frustrated' level of
confict, though that may better describe the
characters than the puzzle.
5. Have the characters roll as many times
as the diffculty calls for. Like any other
Obstacle, a successful roll moves the chart
along in the positive. A failure moves it
toward the negative.
6. For each level the Obstacle has moved
above Frustrated on the chart, the characters
have won an advantage over the puzzle.
23
Pick Your Poison
Not All
Approaches Are
Created Equal
23
A. On a clue-based puzzle, the
players may ask for one hint or clue
to help them solve the puzzle.
B. On a time-based puzzle, the
players get one more minute to
solve their puzzle.
7. Players solve the puzzle on the character's
behalf, or fail it, at which point it is the
Troublemaker’s job to reward them with a
new and exciting plot twist or Obstacle.
When select puzzles to use, keep a few things
in mind.
Keep it short. Unless your players really want
to do a 10,000-piece jigsaw and take the time
out of game, quick is good because it adds
urgency, fghts off player boredom, and keeps
the game fowing.
Play to the players if you're using an out-of-
character puzzle. If you're a world champion
Go player and they've never played it before,
give them an edge or try something else. The
illusion of diffculty and the joy of success are
far more important than actual diffculty.
If it's time-based, make sure the time is fair.
If you can't solve that Sudoku puzzle in ten
minutes and none of your players can either,
get an easier one.
If the puzzle is clue-based, an awesome
solution from your players is better than the
'right one.'
Try to make it match. Real world, out-of-
character puzzles can represent a lot of in-
character puzzles. A crossword might be a
righteous computer hack in character. A riddle
or logic puzzle might be right for a rogue AI
trying to determine if you're a valid user. A
quick round of Dance Dance Revolution
could replace sneaking through a pressure-
plated, laser-triggered hallway. The sky's the
limit. Just be creative and try to have it make
sense in game.
Stop me if you've heard this one. Sometimes,
a player has already heard your riddle, done
the crossword from the Sunday paper or
otherwise knows ahead of time the solution
to your puzzle. Reward any player who
announces their awareness and stays out of
the puzzle with an additional Spirit point for
their character.
Just like characters, villains, potential
allies, giant mutant cockroaches, and even
environmental conditions have their own
ways of dealing with situations they come
up against. In general, though, because they
aren't brave and brilliant WRENCHs like the
player characters, they are reactionary instead
of proactive.
Their Resistance traits are in direct opposition
to some of your character’s WRENCH traits.
Some of these traits take a certain approach
your roll gets even easier.
If you the trait you're using is in opposition
to the trait they're resisting with, your target
number is one point higher.
If the trait you're using has no specifc
relationship with the trait they're resisting
with, then the target number remains the
same.
If the trait you're using has an advantage
over the Trait they're resisting with, the target
number is decreased by one.
The Troublemaker does not tell you what trait
they're resisting with until after you've rolled
the die. That adds to the drama.
Stolid opposes your Wiles. This is an emotionless,
guileless, mentally slow or even literally
brainless problem that you can't manipulate
with pretty words and clever thinking. Ego
has an advantage over Stolid. A raw force of
presence and an uncompromising dedication
can smash the hardest rock.
Chaos opposes your Resourcefulness. You can be
fast on your feet, and your mind and body
might move with lightning accuracy, but if the
problem you're facing is impossible to predict
24
Expectations of
Play
Exposition
Rising Action
24
and could potentially come at you from any
angle, your speed isn't going to do you much
good for long. Curiosity has an advantage over
Chaos. The inquisitive choose to study and
understand the Chaos around them, therefore
robbing it of its power.
Dignity opposes your Ego. The Dignifed
problem, the antagonist with poise and the
appearance of perfection, can shake the
Egotist to her core and make the problem
that much harder to overcome. Wiles has an
advantage over Dignity. Charming words and
complementary manipulation can cause even
the most imposing to show weakness.
Ignorance opposes your Nostalgia. The warmth
and comfort you draw from you knowledge
of the better past means nothing if the
problem you’re facing has no connection to
the brighter before. Some problems are here
and now with no history, and any attempt to
sing the songs of the past much harder. Hope
has an advantage over Ignorance. If drawing from
the past does you no good, look to the future.
Apathy opposes your Curiosity. Seeking to
understand the grand and exciting world
around you falls fat when dealing with
problems that just don't care. What difference
does it make what you're discovering if
nothing really matters? Resourcefulness has an
advantage over Apathy. If you can surround
inaction with action, after all, you have the
potential to destroy it.
Woebegone opposes any Hope. The belief that it's
not going to get better, a deep depression, is
hard to break through, even with the brightest
sunlight. Not believing in the future makes
faith in the future almost impossible. Nostalgia
has an advantage over Woebegone. If you can't
believe in the future, or don't think it will
exist, you can always take comfort in the past.
Of course, there’s no right or wrong way of
playing any game, so long as all the players
are having fun, but here are some general
thoughts
This is where you establish events as the
characters know it right now. You can provide
vivid descriptions of the palatial landscape
just waiting for them to explore its intricate
details, or a cool statement about the stark
barren wasteland around them, just begging
for them to change it. It's a good time to sum
up events of the past adventures, remind
them of plot hooks they've left behind,
or other characters that may matter for the
upcoming story.
On an out-of-character level, this is usually
the part where the Troublemaker gives the
players any Achievements they unlocked in
the previous adventure. (Or session.) Why not
at the end of the session? Because while some
Achievements are planned ahead of time,
or drawn from the book, some need to be
altered or crafted to ft the most memorable
moments in the previous session, and frankly,
that's rarely something you can plan for.
Additionally, you may want to take a look
at the characters’ maps, their budding city,
and make sure all the buildings already in
play are ready to go. Working out the maps
and explaining new Achievements may also
be the best time to catch up briefy on out-
of-character details. You might decide what
to get for dinner, and any other aspects of
a social engagement, like a quick warm-up
game of Guestbook RPG. Just make sure it
doesn't end up taking too long. After all, you
all have an adventure to complete!
Depending on how long your adventure is,
this part of the story is perhaps the most
ephemeral. It may only take three quarters of
a game session in a one-shot style adventure,
or it may last over several sessions, with each
session having a minor story arc, a microcosm
of these steps, obvious, but it should happen.
on the way an adventure in Flatpack may go
in an ideal world. (If the stages of play look
familiar, that’s because they’re the fve most
basic stages of a story arc. Congratulations,
and thank a literature teacher.)
25
WRENCH Rewards
and Honor System
Climax
Falling Action
25
During the course of a scene, a WRENCH
may fnd a Flatpack or two. She may earn an
Achievement. The question is, when does she
get to reap the benefts?
Well, that depends on what the Troublemaker
has prepared, what makes sense, and how
long the game is going to run.
In a one-shot game, all rewards should
probably appear right away. No sense holding
things off until the next game if there won’t
be a next game. Give the goodies out right
away.
If the Troublemaker runs a little more on
rails, or is pulling from an existing, pre-written
adventure, he may have all his Flatpacks
and Achievements planned out ahead of
time. If that’s the case, then he can give the
WRENCHs all the rewards of Achievements
right away. The rewards given by a Flatpack
(and the extras or Specialists it grants) should
follow logic. Maybe you can hand out those
rewards in the next scene, assuming there’s
some time between scenes for the Flatpack to
be built. If not, you may want to wait until the
next game session, just for the sake of logic.
building toward a climax for the story arc
much bigger than each game session.
In general, the rising action is a series of three
to fve or so problems, some of them major
Obstacles, some of them smaller, and some
of them majorly roleplaying focused.
These smaller problems should be leading
somewhere in terms of story. It may be
the characters delving through a lost Mall
in hopes of fnding an intact Flatpack, or
it may be the characters trudging through a
harsh wilderness in hopes of fnding a lone
Outsider said to know the location of a very
specifc building the characters want for their
city.
In a good situation, there will be one problem
meant to give each character a chance to shine.
In an ideal situation, that setup shouldn't be
Sometimes something in a scene will demand
a custom Achievement or Flatpack. In those
cases, the table should consider playing by the
honor system. That is, the WRENCH about
to earn something spitballs a rough idea of
what the reward should be, like ‘Can I take a
d6 for dealing with mutant doctors from now
on?’ If the Troublemaker is okay with it, the
WRENCH can use that reward for the rest of
the session with the understanding that things
may need to be tweaked a bit between games.
It’s fair because it’s a rule that can apply to
every character, so it’ll all balance out in the
end. After all, having fun is more important
than numbers, at least in Flatpack!
This is the big confict. The big scary mutant
on a rampage. The perilous decent into a
pitch black pit that MIGHT have a Flatpack
at the bottom of it meters and meters below.
This part of the story always involves at least
one mighty Obstacle that can and will change
the character's lives forever. Like with the
series of problems the characters experience
in the Rising Action part of the story arc, try
to break up the Climax so that each character
has a moment to shine.
Whatever problems the characters were
facing before, the problem(s) in the Climax
part of the story arc should be dramatic in
comparison.
The characters are triumphant! Or, at least,
mostly alive enough to crawl back home and
do better the next time. While the events
within the Rising Action and Climax can
happen anywhere, the falling action usually
takes place in the WRENCHs’ home city. .
This is a time to check in with the locals,
spend time with friends and loved ones, boast
about the adventure's success, or fnd comfort
in each other in hopes that tomorrow's
adventure is a better, more successful one.
Like the celebration at the end of an epic,
or the dreary denouement in a tragedy, the
Falling Action is usually the briefest, lasting
only as long as the players need to help wrap
26 26
Parts of a Problem
1. Declare the problem; the player declares how she expects to solve the problem and what
WRENCH trait she’ll be using. At this point, the target number to beat solve the problem is
seven.
2. The player notes if they’re trait is Positive, Negative, or Neutral.
a. If Positive, the player is rolling a D6, or they can spend a Spirit point to roll a D8.
b. If Neutral, the player is rolling a D6
c. If Negative, the player is rolling a D4, but gaining a point of Spirit once the roll
is over.
I. Rolling a 1 on a d4 causes a problem to turn into an Obstacle, or, an
Obstacle moves one step further away from Loyal on the Confict Chart.
3. If the character has access to a related Specialist, and chooses too, they can spend a point
of SpiritW and add another D6 to their roll.
a. If the Specialist is on their map, contact with the Specialist is immediate, and
the d6 is added to the roll right away.
b. If the Specialist is on another player’s map, and the other player agrees, a player
may spend a Spirit to call on the Specialist, and give a Spirit to the other player for
the use of the Specialist. Beyond that, the Specialist behaves as above.
4. Determine if the story is an Obstacle (a long term issue to resolve) instead of a simple
problem (a one time issue).
a. If not, proceed to step Seven.
5. If it is an Obstacle, the Troublemaker if the Obstacles Resistant trait relates to the characters
WRENCH trait. Do not declare this yet, but wait until step Seven.
a. In Opposition, increase the diffculty by 1.
b. Unrelated, leave the diffculty alone.
c. Advantage to the player, reduce the diffculty by 1.
6. If the problem is an Obstacle, determine where on the Confict Chart the Obstacle is
starting out.
7. Adjust any number on the dice or target number by Achievements or Extras granted by
buildings in play.
8. The player rolls dice to resolve the problem.
a. At the last possible moment, declare any Resistance to the WRENCH trait. This
should be dramatic, at least the frst time the Obstacle’s Resistance is declared. (Clearly, after
that frst roll, the characters can and should work around the Resistance.)
b. The character doesn’t solve the problem if the target number isn’t hit.
c. The character solves the problem if the target number is hit if it’s a simple problem.
d. A max roll on all the dice rolled earns the WRENCH an extra point of Spirit. (4
on a d4, a 12 on two d6.)
9. If it’s an Obstacle, the character has moved the Obstacle along the Confict Chart by one in
any direction they choose.
a. Tell the players how successful the solution to the problem would be at this
stage on the Confict Chart. If it’s unsatisfactory, and the characters want to risk
it, they will have to keep going.
b. At that point, if the Obstacle isn’t moved ‘enough’ to solve the problem, return
to step one. If the players agree, the characters may switch off rolling for the next
part of the Obstacle, sharing the burden. Specialists may not be handed off, they
must be paid for anew. Just remember that not all Obstacles need be completely
satisfed in one run-in.
A Problem is any situation where the Troublemaker can’t simply say ‘yes’ to a player’s question, request,
or next course of action.
The frst thing you have to determine is, if the problem can be solved immediately. If so, proceed. If not,
it’s upgraded to an Obstacle. Obstacles have some special rules, below.
27
Resolution
27
up the adventure in their characters’ perspective. This may be a few out-of-character statements
about ‘what happens when you get home' to a small series of scenes for the characters to
roleplay with each other and the locals.
The in-character action is resolved, and most of the discussion will be largely out-of-character
at this point.
Unbox some Flatpacks for the players. That is, tell them what buildings they can add to
their maps. Note that each player can add or remove only one building from their map per
Resolution, so normally, that's one new building per story arc.
Discuss possible Achievements the characters may have earned, letting the players suggest
things from the book, or pointing out scenes that they found particularly memorable. You
don't need to make any decisions now, of course, since they won't actually be awarded until
next session’s Exposition.
So the question to ask is how frequently do you want to hand out Flatpacks and Achievements?
Achievements are the character advancement system in Flatpack, so pacing these determines
how fast characters get stronger. If you’re planning a long-term game, you may want to space
it out more, but in general, one Achievement per character per session is about right, letting
the characters take turns being ‘on deck’ for the reward. Sally earned an Achievement last
scene, so its Marc’s turn this scene. It’s even okay to let the players know ahead of time who’s
up so that everyone can keep their eyes peeled for the instance where Marc really shines. That
helps the Troublemaker and Marc. If a scene comes up where Kendra does something really
amazing in character, and she hasn’t earned an Achievement yet, Marc may offer to give up his
turn until the next scene. If he does so, and the table feels like that’s the best thing to do, the
Troublemaker should thank him with a Spirit point for his character. The important thing is
that everyone takes turns and all the players get a chance to shine.
There are also Flatpacks to consider during the course of a session. Two per character per
session is a good goal to shoot for. Each character can only place one Flatpack on their map per
session, having a few Flatpacks in surplus will allow the player to plan those placements more
strategically. Characters, of course can trade their Flatpacks or give them away. Heck, having
a stack of those valuable buildings laying around somewhere may be the start of a whole new
adventure if the characters are robbed. Characters may also enjoy a stockpile of Flatpacks if
they have expansion in mind. If they’ve built up a wonderful Modern City, they could retire, or.
they could fnd other places, other people who need a real city to call home. Packing up all their
Flatpacks and starting new somewhere else would be a whole new adventure worth having.
28
The Double Dog Dare
28
Flatpack doesn’t have health points or levels or tracks. There is no mechanic for killing a
WRENCH character because that’s not what this game is about.
Sometimes a Troublemaker might want something high-stakes, something to make the
players pause, and the characters really consider the wisdom of what they might do next.
Sometimes you want some mechanics to back up your in-story threats of danger.
During a major adventure’s story arc, you will hit the climax, where things get serious.
Now it’s time for things to get dramatic. When the story hits its highest point of drama
and action, choose an Obstacle or problem one of the characters faces. Raise the stakes by
‘double dog daring’ her to succeed.
Offer her something really very awesome if she succeeds; an extra Flatpack with the
adventure, an Achievement just for her, or something the character really wants and would
be willing to put herself on the line to get it.
If she loses, though, she loses big. Maybe the character is so badly injured that she sits
out the rest of this game session and the next, having to play a Specialist, a Troublemaker
character, or someone’s trained sentient mutant hedgehog. Maybe next session, the player
has to take over as Troublemaker for a session.
The goal here isn’t actually to punish the player for taking a risk, just feel a sting over it. The
consequence should be something that will inspire them to come back swinging harder
next time, and there very much should be a next time.
29 29
4
Achievements Unlocked
30
How Do You
Rate?
Create Your Own
Achievement
Fit It With What Was
Accomplished
Make Them Unique
To Your Game
Consider Game
Balance
There are a million ways to refect growth and
advancement in a character, as well celebrate
character success and failure. This is one of
those million.
A WRENCH character is fairly simple: a
few traits, some Specialists to call on, and
whatever personality and history you’ve
attached to the sheet. To reward characters
for roleplaying, rolling well, and completing
quests or stories, Flatpack: Fix the Future™
gives your character Achievements. These
are specifc rewards for specifc behaviors or
events, and each of them slightly hack the way
your character sheet behaves.
The list of Achievement suggestions that
follows is not meant to be complete, but just
enough to get you started to play and to give
you an idea of ways that you can play with
the system and make each character unique.
As you get rolling in Flatpack, you’ll fnd
that the unique encounters and adventures
you’re having demand special Achievements
this book can’t account for, and you’re
going to have to craft them yourself. Below
are some guidelines for creating your own
Achievements. Note that these are guidelines,
not rules.
Make sure the reward has something to
do with the success or fantastic failure of
your characters. An Achievement is meant
to not just to reward the player and show
character advancement, but in many ways,
to commemorate a memorable moment in
the story. Like a character in an epic fantasy
game carrying his slain foe's weapon as a
badge of honor, an Achievement is meant to
celebrate something awesome that happened.
Giving a die bonus toward Hope-based rolls
because that's one of the character's Primary
traits won't cut it. Giving them a die bonus
after they failed a Hope roll during a crucial
moment, but never actually gave up hope no
matter the hardship the failed roll created?
Well, that's more like it.
Consider: Didn’t Hack the Gibson. This is
an Achievement that gives you an edge dealing
with unknown AIs, won by losing hard against
such a super computer. The WRENCH has
gained deep insight in computers thanks to
their bad luck.
Certainly, you don't want your Achievements
to completely remove all hindrances in a game.
You don't want it to give an unfair advantage
to one character over another. (Or at least, the
appearance of one. Since character in-fghting
isn't something supported with a system in
this game, it's best left to roleplaying and out-
of-character discussion.) And you don't want
to give Achievements that don't feel equal to
the event in which they were won. ("I saved
an entire underground civilization of big-
eyed, peace-loving, adorable bug creatures,
Name them after important characters or
locations in your setting. Have them affect the
rolls that come up most often in the stories
you’re telling. Have them portend important
events that may come to pass before a major
story arc is over. Whatever you do, don't make
them generic. Make them something so cool
that if you talked about them at your local
game store, or on the internet, people would
literally change the game they're running to
incorporate your Achievement.
Consider: The One Who Didn’t. This
Achievement is earned thanks to a very
specifc roleplaying style. Not every game will
have a character in it who could pull off this
level of non-violent bravado, and would have
made sense if it was written with a specifc
character in mind.
31 31
Don't Get Too Hung
Up On It
Break the System if
it's Fun
Reward Roleplaying
and Rolling Alike
and all I get is a T-shirt?") Talk to your players
if it becomes an issue, but don't let them walk
all over you. The feeling that an Achievement
is fair is more important than any statistical
balance. So…
Consider: Hope Springs Eternal and the
other WRENCH trait-based Achievements.
There’s one for all six WRENCH traits, so
that everyone has a shot to get some beneft
out of the trait they’re good at. No one trait
is better than another. It’s all in how you use
them.
Achievements are meant to break the system
in fun little ways, and an Achievement that
gives one character an edge for a while
can be smoothed out by an equally neat
Achievement for another character during the
next adventure. The real balance isn't one of
game balance as much as player amusement.
Sometimes commemorating a particularly
dramatic failure satisfes a player more than a
new shiny (but ultimately generic) ‘toy.’
Consider: Master of Robots. This
Achievement gives you a second character
to control. It’s of limited usefulness at frst,
but since the robot can itself be ‘upgraded’
with Achievements, in some ways it could be
seen as ‘unbalanced.’ But really, why worry?
Having a pet robot is cool! As long as the
Troublemaker isn’t paying more attention to
your robot buddy than the other characters,
this shouldn’t be a problem for anyone. They
may want robots of their own, and there’s
nothing wrong with that.
It's just a game. If it's more fun to break a
‘rule' with an Achievement than it is to follow
the rule, break it and don't look back. No one
is going to show up at your table and tell you
how to play this game, as long as everyone is
enjoying themselves.
Consider: An Empyrean Exigency. This
Achievement breaks some of the games rules
so that everyone can earn it just as soon as
it comes up for them. (Extra Spirit points
can come in handy early in the game, and
having to make a player wait on that can be
bothersome. It’s better to break the system to
make things play better.)
When the dice hit the table, you know it's
really gaming. But don't forget the ‘role' aspect
of the game and be sure to reward these
events in kind. When a pair of WRENCHs
working together fall into a disagreement, and
the players get into character deep enough to
move the other players to the edge of their
seats, it may well be time to reward fantastic
roleplaying with an Achievement or two.
Maybe one reward for the character who
backed down without rolling dice, and one for
the player who talked the other down without
rolling dice. Reward that beautiful reveal of
a deep character secret. Reward successfully
seducing the Outsider guard without ever
lifting a die from the table. Don't do it every
time your players roleplay well, but enough
that they're going to try it again.
Consider: Lothario. Developing an in-
game relationship with a character run by
the Troublemaker can be complicated. (Just
like dating someone in your school or work
environment can be easier since you spend so
much more time together., but more diffcult
to maintain professional boundaries while on
the clock.) But it has a lot of rewards, too, so
why not reward it with an Achievement?
32
Prepackage
Achievements
Here's a list of Achievements to get your game started, and to give you ideas of what you can
do with the system to round out your characters and reward all styles of play.
Some of these prepackaged Achievements have special notes. They’ll be colored for easy
reference.
Curiosity of a Cat
Luckily, you’re not a cat, and your curiosity is
anything but deadly. When you press the red
button just to see what will happen, fate seems
to side with you. When the others wisely suggest
you don’t go down the dark hallway alone, and
you do anyway, everyone ends up the better for
it.
Achievement Unlocked when you, without
prior knowledge, defeat an Obstacle with the
Chaotic Reactionary trait while having Curiosity
as one of your primary WRENCH traits.
Hack: From now on, any time your character
runs into a new situation or thing that they have
no experience with, gain a point of Spirit.
Community-Minded
You’re no distant leader directing things from
your Key and some faraway camp. You’re a
person of the people and know all the locals
on a frst-name basis. You’re the godparent of
a dozen local children and are invited to every
wedding.
Achievement Unlocked after demonstrating
serious roleplaying with city locals and Specialists
during three separate gaming sessions.
Hack: Any future attempts to work with locals
and Specialists in a benefcial way grants you a
diffculty reduction of one point.
Didn’t Hack the Gibson
It should have been a righteous hack. Enter ‘God’ or ‘Love’
and you’ll be into the system, easy as the auto popcorn setting
on your microwave. Only it turned out to be a very complicated
system, maybe intelligent. Either way, you got booted hard.
Then things got REALLY interesting.
Achievement Unlocked when you fail on a hacking
roll that gets you and your friends into life-threatening
trouble. Live and learn. Assuming you lived, of course.
Hack: Thanks to your life-or-death brush with a
supercomputer, you’ve developed a sort of sixth sense for
trinary mayhem. This may manifest as a sneezing ft, a twitch
in your eyebrow you can’t control, or the taste of metal in your
mouth, among other unexplainable biological responses. When
you run into a computer system, roll your Curiosity against the
system before initiating any other rolls. If you roll successfully,
your gut tells you whether or not you’re dealing with an AI and
what Resistance trait they may have.
An Empyrean Exigency
Sometimes the stars align. The very circling of
the earth and its imperfect gravity fnd a moment
of perfect resonance. And in that astronomical
moment, that ideal moment, everything worked
out exactly as it was meant to.
Achievement Unlocked when the player manages
a perfect roll. That is, your base die, as well as any
Specialist die, roll their maximum score.
Hack: Including this one, any perfect roll you make earn
you a point of Spirit. Special Note: This Achievement
is the only Achievement that can be granted in addition
to anything else in a scene. That is to say, if a player
rolls a perfect roll, they get this Achievement, and that
doesn’t count against the normal ‘one achievement per
scene’ pacing of the game .
33 33
The Egotist
In anyone else, it might be pride or arrogance.
But in you, it’s okay because you really are just
that good. Perfect ion has its rewards, and for
you, being awesome is just another day’s work.
Achievement Unlocked when you, without
prior knowledge, defeat an Obstacle with the
Stolid Resistance trait while having Ego as one
of your primary WRENCH traits.
Hack: Calling on a Specialist on an Ego-based
roll adds a d6+1 to your roll, instead of just a d6.
You’re that sure of yourself, and so is everyone
else.
Explorer
Maybe some WRENCHs want to sneak around in old
Malls and ruins, but that’s not for you! You want the
wild; the untamed forests, jungles, and deserts, Nature
reclaiming what humanity left behind. You have an
understanding of why the Outsiders live the way you
do, and while you’re a dedicated WRENCH and want
to rebuild just like the others, the call of the open road
is always there, singing to you.
Achievement Unlocked when you follow your gut
and guide your friends to exploring the wilderness. Not
only that, but in exploring the wilderness, you discover
something great or triumph over some great adversity.
Hack: Your base die is a d8 when facing any
Obstacle in the wild. This does not cost you any
Spirit.
Exterminator
Oh, ick. Bugs. Either out of a sense of self-
preservation or because of a deep entomophobia
stemming from your childhood in the creepy-
crawly infested underground, you get rid of
bugs, regardless of whether they’re mutant giants
and household spiders.
Achievement Unlocked in one of two ways: being
directly responsible (that is, with rolls) for the death of
three giant mutant bugs, or being indirectly responsible
for the death of ten or more mutant insects, especially
if they were really scary.
Hack: You know so much about pulling the wings
off mutant insects that your buddies can treat you as a
Specialist for killing insects. In fact, you are your own
Specialist in that situation: spend a point of Spirit, and
you can roll 2d6 to kill mutant insects.
Hope Springs Eternal
Let other people moan and groan about the
darkness of existence. Let them weep and write
dark poetry in black ink on black paper. That’s
not your bag, and despite (or possibly because
of) your cheerful enthusiasm, everyone does
better when you’re around.
Achievement Unlocked when you, without
prior knowledge , defeat an Obstacle with the
Ignorance Reactionary trait while having Hope
as one of your primary WRENCH traits.
Hack: Unlike other characters, you now
regenerate SPIRIT points. At the beginning of
any new adventure (this may be per game session,
or a longer arc), you gain a point of Spirit.
Lothario
You’ve spent a lot of time with one (or more) of
the citizens in your town, or maybe it’s a rugged
Outsider. No matter who, you’ve developed an,
ahem, intense relationship with someone outside
of your WRENCH friends. Life’s more exciting
when it’s got a little spice.
Achievement Unlocked when you’ve started
a romantic relationship with a Troublemaker
Character through dice rolls or roleplaying.
Hack: Rolls to convince, cajole, or inspire the
objects (or objects) of your affection are at a
-2 target number! Rolls to thusly infuence any
friends or family of the object are at a -1.
Mall-Walker
The locals said it wasn’t safe to enter the Mall.
The Outsiders said even they weren’t crazy
enough to go scrounging below. Nobody goes
into a Mall and comes back in one piece. Well,
nobody but a WRENCH.
Achievement Unlocked when you and your
friends make it out of one of the giant mall-cities
still left on the surface of the earth all over the
countryside. They’re dangerous, they’re super-
secure, and they’re a great place to fnd Flatpacks,
if you can survive them.
Hack: While in a Mall, your target number to
defeat an Obstacle can never go above seven.
34
Master of Robots
Ancient farming equipment is one thing, and not much trouble
unless they’ve really shorted out. It’s the security and military
bots you have to worry about. They will get in your way and
maybe even hurt you in the process. That is, unless you can get
up behind it and give that bad bot a little rewiring.
Achievement Unlocked when instead of destroying a troublesome
robot, you decide to re-purpose it. Reuse and Recycle!
Hack: You have a robot to aid you. Assume that the robot is
a sub-character in your control. It can roll to beat Obstacles;
just assume all its traits are Secondary and it cannot spend
Spirit points. That is, unless you’ve acquired an Achievement
to modify the robot. Having more than one robot with you on
any given adventure is probably too much to handle. Special
Note : So what do you DO with a robot that only has very
basic dice to roll? It may be handy to have the robot around in
case a new player stops by for a few hours in the middle of the
game. If a player needs to set their character aside for a while,
they can take over the robot as well (See the Double Dog Dare
on page XX). Maybe your little sister wants to play, but you
don’t have time to explain the whole system to her yet. She
can play the robot! Also, maybe the owner of the robot and
the Troublemaker can develop the robot, giving it better stats,
traits, and maybe even Achievements of its own! !
A Mile in Their Shoes
You understand that the easy path isn’t always the best
path, and that your way of doing things isn’t always
the way to go. Because of this, you’ve taken the hard
road to success more than once, and now it’s starting to
pay off. You’ve learned to accept the things you aren’t
so good at, and make the effort anyway, when needed.
Achievement Unlocked when you succeed in two
separate rolls, despite using your Negative traits.
Hack: You can now spend a Spirit point on your
Negative trait, raising it from a d4 to a d6. You
may still gain a point of Spirit for using the trait,
but only if you succeed on the roll.
Nostalgic Wonder
You don’t have to wonder about the past. You
just know on a gut level. You understand the past
and have a knack for fnding, as if by instinct,
traces of the past and even artifacts from before.
It instills you with a peace that is unwavering.
Things can be as they were before, and even
better still.
Achievement Unlocked when you, without prior
knowledge, defeat an Obstacle with the Woebegone
Resistance trait while having Nostalgia as one of your
primary WRENCH traits.
Hack: Spend a Spirit point. Make up a fact about
the time before, waaaaayyy before you were born. It
becomes true.
The One Who Didn’t
When deciding on what sort of society you and your
fellow WRENCHs are developing, you’ve decided
that you want to base it on the one who didn’t. The
WRENCH who wouldn’t base his actions on violence
and win battles with bloodshed. You might have picked
up a weapon or two, but you didn’t use it.
Achievement Unlocked when you overcome a
dangerous Obstacle, one that possibly threatens your
whole city, without violence. Maybe you were carrying
a gun, or a sword, or an arc welder, but you didn’t use
them and chose a path of peace.
Hack: From here on out, if you remind a sentient Obstacle
about the events on that day, spend a Spirit point, and they
will back down and not challenge you with violence. They may
challenge you in other ways, but they will fear your peace.
Outsiders’ Favor
Some people are good with civilians in town,
some people are good with other WRENCHs,
but you’ve got a special touch with Outsiders.
The open road and the wild lands may or may
not make sense to you, but their people surely
do.
Achievement Unlocked when you spend
at least three gaming sessions interacting and
roleplaying with Outsiders in a positive way.
Hack: Once a game session, if you spend some
serious time hanging out with Outsiders, and
roleplaying with them, regain a point of Spirit
The Puzzler
Oh sure, to the others it just looks like a lacquer box.
But you know better. Oh ho, no, you know if you just
press the corner just so, and then twist the edge just
so… Voilà! You’re a master of puzzles. Let’s just hope
they’re all the sorts with prizes inside rather than traps.
Achievement Unlocked when the player of any
WRENCH character solves at least two puzzles handed
out by the Troublemaker. If more than one player
solves the puzzle, pick which player gets the spoils of
victory, and make sure to spread the love the next time.
Hack: At this point, your Troublemaker is probably
going to introduce more challenging puzzles
since you’ve proven how savvy you are. With this
Achievement, you may ask for one clue, or a minute
added to the clock in the case of a timed puzzle.
35 35
Resource Manager
Your environment, your awareness, everything
going on around you is always a part of your
plan. Short of a white room with no features,
you’ve always got a scheme you can scratch
together.
Achievement Unlocked when you, without prior
knowledge, defeat an Obstacle with the Apathy
Resistance trait while having Resourceful as one of
your primary WRENCH traits.
Hack: Spend a Spirit point and do or say something
random during an encounter with an Obstacle. Before
the encounter is over, you and the Troublemaker must
use that random action to your advantage as if you
‘planned it all along.’
Terror of Town
Oh, your people know you. The locals don’t like
saying your name out loud for fear you’ll show
up in a puff of egg-stinking smoke. You’re what
mothers threaten bad behaving children with and
the reason the elderly die at the age of 56.
Achievement Unlocked when you have made
fve successful rolls against locals or Specialists
that abuse, terrify, or injure them.
Hack: Enough people have heard about your nasty
behavior that word’s gotten around. You ‘win’ a
diffculty reduction of one point to any roll to
intimidate or terrify friend and foe alike. The downside
is that you suffer a diffculty increase of one any time
you try to cheer or bolster locals and Specialists.
The Wiley One
You live by your wits and your charm, and
you have a real knack for making friends and
infuencing people. When you talk, people may
not always believe you, but they sure want to.
Achievement Unlocked when, without prior
knowledge, you defeat an Obstacle with the
Dignifed Resistance trait while having Wiles as
one of your primary WRENCH traits.
Hack: The bigger they are, the harder they
fall. For you. From here on out, you have an
advantage against Obstacle with the Dignifed or
Stolid resistance.
36
Flatpack Based Achievements
These achievements aren’t that different from the others suggested above. They’re longer, they
have three levels, and they’re dependent on the Quality levels on your map. (Just your map, not
the whole city being build by you and everyone at the table.) WRENCHs can use these titles
in character. They’ve earned them!
The Doctor
If there’s going to be a better tomorrow, if there’s a reason
for all of us to leave our cramped tunneled homes, it’s because
we dream of living better, healthier lives. That’s probably why
Hopeful WRENCHs make such good Doctors.
Achievement Unlocked when the WRENCH has
reached fve, ten, and twenty total points in the Well-
Being quality on their map.
Hack: Your raised level of the Well-Being quality allows you
extra fexibility in using your Hopeful trait.
○At fve points in the Well-Being quality, when using your
Hope trait, you can spend a point of Spirit. If you do, you may
roll a d4 in addition to whatever other die you would normally
roll, picking the higher of the two dice for your total and
discarding the other die’s total.
○At ten points in the Well-Being quality, when using your
Hope trait, you can spend a point of Spirit. If you do, you may
roll a d6 in addition to whatever other die you would normally
roll, picking the higher of the two dice for your total and
discarding the other die’s total.
○At twenty points in the Well-Being quality, when using your
Hope trait, you can spend a point of Spirit. If you do, you may
roll a d8 in addition to whatever other die you would normally
roll, picking the higher of the two dice for your total and
discarding the other die’s total.
The Professor
Curiosity may have been rotten for the cat, but for the
Professor, it’s a natural trait. Asking why, wondering what’s
next, and poking at every mystery is the only way to learn and
grow, and the Professor knows this.
Achievement Unlocked when the WRENCH
has reached fve, ten, and twenty total points in the
Learning quality on their map.
Hack: Your raised level of the Learning quality allows you
extra fexibility in using your Creativity trait.
○At fve points in the Learning quality, when using your
Curiosity trait, you can spend a point of Spirit. If you do,
you may roll a d4 in addition to whatever other die you would
normally roll, picking the higher of the two dice for your total
and discarding the other die’s total.
○At ten points in the Learning quality, when using your
Curiosity trait, you can spend a point of Spirit. If you do,
you may roll a d6 in addition to whatever other die you would
normally roll, picking the higher of the two dice for your total
and discarding the other die’s total.
○At twenty points in the Learning quality, when using your
Curiosity trait, you can spend a point of Spirit. If you do, you
may roll a d8 in addition to whatever other die you would
normally roll, picking the higher of the two dice for your total
and discarding the other die’s total.
Sum Curator
Curator WRENCHs are often Resourceful WRENCHs, as
using your surroundings to your advantage naturally leads to
an ability to best utilize your supplies and goods for building a
stable city. Or at least, a well-fed, well-dressed one.
Achievement Unlocked when the WRENCH has
reached fve, ten, and twenty total points in the Surplus
quality on their map.
Hack: Your raised level of the Surplus quality allows you extra
fexibility in using your Resourceful trait.
○At fve points in the Surplus quality, when using your
Resourceful trait, you can spend a point of Spirit. If you do,
you may roll a d4 in addition to whatever other die you would
normally roll, picking the higher of the two dice for your total
and discarding the other die’s total.
○At ten points in the Surplus quality, when using your
Resourceful trait, you can spend a point of Spirit. If you do,
you may roll a d6 in addition to whatever other die you would
normally roll, picking the higher of the two dice for your total
and discarding the other die’s total.
○At twenty points in the Surplus quality, when using your
Resourceful trait, you can spend a point of Spirit. If you do,
you may roll a d8 in addition to whatever other die you would
normally roll, picking the higher of the two dice for your total
and discarding the other die’s total.
The Fatcat
Fatcat WRENCHs are often Wiles WRENCHs, since
both quality and trait require a level of cunning and charm.
Manipulating a battle-hardened scavenger or massaging sales
and imports to the beneft of your city aren’t that different,
when you look at the big picture.
Achievement Unlocked when the WRENCH has reached
fve, ten, and twenty total points in Market on their map.
Hack: Your raised level of the Market quality allows you extra
fexibility in using your Wiles trait.
○At fve points in the Market quality, when using your Wiles
trait, you can spend a point of Spirit. If you do, you may roll a
d4 in addition to whatever other die you would normally roll,
picking the higher of the two dice for your total and discarding
the other die’s total.
○At ten points in the Market quality, when using your Wiles
trait, you can spend a point of Spirit. If you do, you may roll a
d6 in addition to whatever other die you would normally roll,
picking the higher of the two dice for your total and discarding
the other die’s total.
○At twenty points in the Market quality, when using your
Wiles trait, you can spend a point of Spirit. If you do, you may
roll a d8 in addition to whatever other die you would normally
roll and picking the higher of the two dice for your total and
discarding the other die’s total.
37 37
The People’s WRENCH
There’s nothing to say that a community is built on the past,
but heritage and the comfort of bygone success do help create
a stable social society. That’s why the People’s WRENCH tends
to be just Nostalgic enough. History, or at least, the good parts
warmly remembered, are the roots of culture, after all.
Achievement Unlocked when the WRENCH has reached
fve, ten, and twenty total points in the Community quality on
their map.
Hack: Your raised level of the Community quality allows you
extra fexibility in using your Nostalgic trait.
○At fve points in the Community quality, when using your
Nostalgic trait, you can spend a point of Spirit. If you do,
you may roll a d4 in addition to whatever other die you would
normally roll, picking the higher of the two dice for your total
and discarding the other die’s total.
○At ten points in the Community quality, when using your
Nostalgic trait, you can spend a point of Spirit. If you do,
you may roll a d6 in addition to whatever other die you would
normally roll, picking the higher of the two dice for your total
and discarding the other die’s total.
○At twenty points in the Community quality, when using your
Nostalgic trait, you can spend a point of Spirit. If you do,
you may roll a d8 in addition to whatever other die you would
normally roll, picking the higher of the two dice for your total
and discarding the other die’s total.
The General
It takes an Egotist to make the best General. Protecting a city
against all the woes of the Destructed Age requires a very
heavy person, the sort of WRENCH who cannot be moved
easily. Stubbornness makes a wonderful defense, and for the
General, pride makes a fantastic weapon.
Achievement Unlocked when the WRENCH
has reached fve, ten, and twenty total points in the
Fortifcation quality on their map.
Hack: Your raised level of the Fortifcation quality allows you
extra fexibility in using your Ego trait.
○At fve points in the Fortifcation quality, when using your
Ego trait, you can spend a point of Spirit. If you do, you may
roll a d4 in addition to whatever other die you would normally
roll, picking the higher of the two dice for your total and
discarding the other die’s total.
○At ten points in the Fortifcation quality, when using your
Ego trait, you can spend a point of Spirit. If you do, you may
roll a d6 in addition to whatever other die you would normally
roll, picking the higher of the two dice for your total and
discarding the other die’s total.
○At twenty points in the Forifcation quality, when using your
Ego trait, you can spend a point of Spirit. If you do, you may
roll a d8 in addition to whatever other die you would normally
roll, picking the highest of the two die for your total, discarding
the other dice’s total.
38
5
Parts List
39
Flatpack Pieces
Qualities
How to Read the
Flatpack List
Flatpacks are the main in-character prize,
the largest motivator for character actions,
and the thing that the character's community
needs desperately from them. It is the means
to rebuild society and make the world a better
place. There are out-of-character reasons for
collecting Flatpacks as well, and those are
demonstrated in this section of the book.
During the Resolution phase of a story arc,
the players can each lay out one Flatpack
onto their map. Flatpacks can't overlap. Any
block on the map that is more than two-thirds
water, lava or otherwise impassable can't be
built on. A block on the map that is up to
half road or trees can be built on. Use your
best judgment.
Flatpacks come in ‘favors,' depending on the
sorts of services the building provides your
city. These qualities are Well-Being, Surplus,
Learning, Fortifcation, Community, Market,
and Innovation. Qualities can be a focus to
help guide you in building a city in the style
of your choosing, or merely a limitation
and challenge, preventing you from putting
down just any old building. Quality scores
are calculated adding together any Boons
you have on your map, then subtracting any
applicable Drain. Note that this is only per
map, and not per city. If you have three points
of Well-Being, and you need fve to build a
certain Flatpack, you can't build it, even
though one of the other character maps has
three points of Well-Being as well.
Each Flatpack is a bit like its own character,
with its own personality and its own story.
The listings below are like character sheets for
these Flatpacks, and help you quickly see how
the Flatpack operates once it’s on the map.
Here’s how you read that sheet.
Requirements: For some Flatpacks to be
built, there must be cultural support for that
sort of building. You can’t build an advanced
medical center if your city has never had so
much as a school nurse. The requirements is
the raw number in any given Quality.
Boons: The bread and butter of your
Flatpacks. Boons are the raw numbers added
to a total Quality on your map. Note that
some buildings may add to more than one
Quality.
Drain: Some Flatpacks are hard on a city.
Or aspects of it, anyway. To refect this, a
building may drain away points of a Quality.
That’s refected here, and counts against the
total Quality score for your map.
Description: Drawn from the Flatpack
catalog, this is an in-character (if tongue-in-
cheek) explanation for what the building does.
Specialist: This is the sort of Specialist
this building creates. After the name, a few
traits are written in brackets. This list is not
meant to be a complete list of everything the
Specialist can do, but rather to give players
and the Troublemaker ideas on the sorts of
rolls they may aid in. Just err on the side of
logic, and bend to fun when appropriate.
Extras: Like Achievements for characters,
Extras are how some rare Flatpacks break the
rules and change the game in little ways. They
may affect other buildings, the map, player
characters, or Troublemaker characters. When
in doubt, assume that an Extra supersedes
any rule written in the game, except when it
makes the game less fun.
Plot Hooks: Some Flatpacks come with
so much of their own personality that they
literally drag the characters into their stories.
After laying out a building with a Plot Hook
on your map, the Troublemaker needs to
prepare a new adventure based on the Plot
Hook. You cannot gain any Extras or Boons
from the Flatpacks until the new adventure
is complete. In the Rising Action part of the
adventure arc, Plot Hooks should interrupt
any other story, or else be literally the next
thing the characters do, even if it is a bit non
sequitur.
40
Creating Your
Own Flatpacks
What’s the
Point?
When creating your own Flatpack for your
WRENCHs to add to their city map, start
by thinking in terms of squares. Adding and
subtracting values and enhancing the building
with special attributes are all functions of the
size of the building.
Your basic Flatpack at its most boring is just
three blocks in total. For every additional
point in :Quality the Flatpack adds to the city
total, it has to be one block bigger. A Flatpack
that adds 3 points to Community would have
to be six blocks big.
You can decrease this size at a cost of one
block for every one point the building removes
from another Quality. A building that adds 3
points to Community but subtracts 1 point
from Fortifcation needs only be fve blocks
big.
By making the Flatpack one block bigger, you
can add an Extra to the Flatpack. Don’t worry
about balance too much, but if you need
guidance, follow the ideas laid out in the Make
Your Own Achievements section above.
These buildings are meant to be rewards for a
job well done, so make them fun.
You can also add a Plot Hook to a Flatpack to
reduce its size by one block.
Adding Flatpacks and taking them away,
building your city up to a metropolis full
of happy (or at least tranquil) people. Why?
What’s the end game?
Well, that depends on your story and your
players. One suggested Endgame scenario
for a city is having a Modern City. Some
Flatpacks will say that having that building
built is considered a sign of a Modern City. If
you have fve markers throughout all maps in
play, you offcially have a Modern City. This
is a city that can grow and fourish without
the help of WRENCHs now. The characters
may stick around and keep adventuring, keep
building, but it would be the most benefcial
to humankind as a whole if at that point they
pack up and seek out other communities in
need of help. Starting out with new maps
and only the clothes on their backs (and
any Achievements they’ve unlocked), the
characters start over in a new territory to help
a new group of survivors.
41
Well-Being
Well-Being represents the physical health of
both individual citizens as well as your city as
a whole. Air quality, the health of crops and
animals, birth rate, and life expectancy are all
factors of Well-Being.
P555 Crittenden: The Odessa Garland Memorial
Midwifery Kit. (4 Blocks)
Requirements: None
Boons: Well-Being +1
Drain: Surplus -1
Description: A peaceful, tranquil environment, at least until
the moaning and shouting starts. Crittenden is a safe place to
bring your pink, squirming creation into the world. Almost
completely pinging-machine free!
Specialist Granny/Grandpa Midwife. [Childbirth, Homespun
Wisdom, Women’s Health, Civil Disobedience.]
Extras: Low infant mortality rate. [With this building in your
city, you are considered to have a healthier population with
much lower risk to mothers and babies. A sign of a Modern
City. ]
Plothook: The Granny/Grandpa Midwife has nearly
everything needed, except for some long-lost medicinal plants.
Guess who gets to fnd them!
PJ395 The Airoli: Semi-Portable Quaint Country
Doctor’s Offce. (4 Blocks)
Requirements: None
Boons: Well-Being +1
Drain: None
Description: Provides all your basic medical needs at
affordable prices, including barter! A slice of homemade pie
goes a long way with the Country Doctor, after all. Adequate
medical service for your average small community. (In case of
exotic illnesses or complicated surgical procedure, please build
and visit a hospital instead.)
Specialist Country Doctor. [Basic Medicine, Confdence,
Comfort, Local Gossip]
Extras: Lollipops, stickers, and booster shots. [Nothing]
Plothook: None
P13T Song: Healthy Training Physical Fitness
Center. (5 Blocks)
Requirements: Well-Being 2
Boons: Well-Being, +1 Security +1
Drain: None
Description: Come by Song and try your hand at all the whole-
body health services provided. From our Ballroom Dance-Off
to the latest in strength training, Song has the equipment you
need to be healthy, no matter what your needs are.
Specialist Personal Trainer. [Fitness, Climbing, Impressing the
Ladies/Gents/Others, Self Esteem]
Extras: Membership cards, towels. [Nothing]
Plothook: None
42
Surplus
Surplus represents the amount of food and
necessities of life that your city can survive on;
not just the farms and husbandry, but the city’s
entire systems of eating and supplying basic
goods. Restaurants, textiles, and even fshing
ponds all fall under the Surplus rating.
T188 Big Salmon: Family and Friends Genetic
Lab in a Box. (11 Blocks)
Requirements: Well-Being 10
Boons: Well-Being +8, Innovation +1
Drain: Surplus -1
Description: Tired of traditional reproduction? Do you really
miss Uncle Lester? Want to share something special with
someone you couldn’t normally have a child with? Leave it
to our trained geneticists. The process is quick, easy, and fun!
Bring the kids and get a free cloned puppy/kitten hybrid with
every purchase.
Specialist The Pygmalion. [Medical SCIENCE!, Feats of
Strength, Child-like Wonder, Sad Endings]
Extras: The more, the merrier. [For every three points of
Innovation your city possess, you can ‘clone’ a Specialist from
any building on any map in play.]
Plothook: Which WRENCH is which? All the locals are
confused. They seem to remember conversations you didn’t
have. Outsiders keep having the same problem. Could it be
you have a set of clones in town when you’re out, and out
when you’re in?
PZ18 El Pucón: Semi-Portable Teaching
Hospital. (7 Blocks)
Requirements: Well-Being 1
Boons: Well-Being +2, Learning +1
Drain: None
Description: What’s better than a hospital? A hospital that
creates extra doctors and nurses for other hospitals! El Pucón
doesn’t just treat the sick. It spreads the contagion-- of good
health!
Specialist Eager Young Doctor. [Medical Emergency, Risk
Taking, Optimism.]
Extras: Well-trained staff. [Any adjacent medical facilities
that produce Well-Being produce one extra point so long
as El Pucón is on the map, thanks to better-trained medical
technicians.]
Plothook: None
HH28 Breman: Portable Park Ranger’s Station.
(4 Blocks)
Requirements: None
Boons: Surplus +1
Drain: None
Description: Built in under an hour, provides a lifetime of
education on the local fora and fauna as well as conservation
tips and safety tips. Kit dispenses necessary Park Ranger hat
and jacket to make it offcial.
Specialist Park Ranger. [Hiking, Hunting, Conservation,
Mushroom Hunting, Campfre Stories]
Extras: Hats and jackets. [None]
Plothook: None
43
HT093 Orsk: Your Name Here’s Refrigeration
and Repair. (4 Blocks)
Requirements: Learning 1
Boons: Surplus +1
Drain: Well-Being -1
Description: Just as soon as you’ve set up Orsk, everyone in
town is going to want one of your specialty ice chests. Keep
their pies fresher longer, not to mention stews. Even fresh
produce will last twice as long, thanks to your refrigeration
systems.
Specialist Ice Man/Woman/Other [Heavy Lifting, Cold
Cocktails, Staying Cool, Food Safety]
Extras: Ice cream for everyone! [The ability to preserve food
supply in homes and at an industrial level is a sign of a Modern
City.]
Plothook: None
HS3 Irvine: Mobile Seed Dispensary. (4 Block)
Requirements: None
Boons: Surplus +2
Drain: Market -1
Description: What could be easier? Insert your currency of
choice, and out pops a handful of benefcial seeds. The seeds
are double winterized and bred for maximum production.
Contains 40% less corn.
Specialist Good(person) Farmer. [Crops, Down-Home
Cooking, Astronomy, Old Spouses’ Tales.]
Extras: Fresh apple pie. [None]
Plothook: None
HT999 Gifu: The Sustainable Food Processing Unit. (9
Blocks)
Requirements: Surplus 10
Boons: Surplus +5, Innovation +1
Drain: None
Description: Get all of your nutrition needs to satisfy a city’s
needs with the Gifu. Never worry about famine or starvation
in the streets, so long as you’ve built this protein processing
unit. No need to resort to questionable green food stuff. This
baby is fabricating high-quality protein for you.
Specialist A Person in White Scrubs [Nutrition, Medical
Urban Legends, Public Welfare, Community Organization]
Extras: Gifu Brand Protein Bars [While the Gifu is in play,
Surplus level can never drop below 1 and your citizens can’t
starve. They may not be happy about dining arrangements, but
they won’t starve.]
Plothook: The locals are getting very, very tired of artifcial
protein food product. Legend speaks of an ancient chef who
could make anything taste good, and they’ve charged you with
fnding her training disks.
HF78 Lami: Kippy Mudskipper’s Instant Fish
Farm. (7 Blocks)
Requirements: Surplus 3
Boons: Surplus +3 Market +1
Drain: None
Description: Who doesn’t love fshies? Whether you want to
bring the kids by and watch the colorful carp swim in tranquil
ponds, or to pick up fresh renewable fsh for dinner, there’s
something at Lami for everyone.
Specialist Fishmonger [Hawking, Sales, Fishing, Seafood
Preparation, Randy Sea Shanties]
Extras: All the sushi you can stomach. [None]
Plothook: None
44
Learning
Without good edumacation, erm, education,
how can you be sure how well your locals
are going to handle the responsibilities and
technology you leave in their care when you
leave town? Best to learn ‘em up good, just
in case.
EU98 Savannah: The Cub Cids Meeting Hall. (3
Blocks )
Requirements: None
Boons: Learning +1
Drain: Market -1
Description: Who isn’t delighted to see young boys and girls
dressed up in their fnest uniform, badges proudly displaying
their knowledge of knotwork and cookie sales? The Savannah
is a quick, easy way to keep those kiddies busy after school or
on the weekends with safe, educational entertainment.
Specialist Troop Leader. [Basic Survival, Local ‘History,’
Ghost Stories, Early Child Care, Fire-Building.]
Extras: Cookie sales. [None]
Plothook: None
EU285 East End: School of Light Taps.
(6 Blocks)
Requirements: Learning 1
Boons: Learning +2
Drain: None
Description: Life on the mean streets can be tough, and it’s
never easy for youths who have to live by their wits. Consider
East End as an alternative, with a full courseload of classes for
surviving both on and off the mean streets . Light taps tend to
be better than hard knocks, after all.
Specialist Weary High School Teacher [Reading, Writing,
Arithmetic, Handgun Use]
Extras: Children are our future. [If Hope is one of your
Positive WRENCH traits, you can substitute the Specialist
bonus die for an automatic +1 to a Hope roll, so long as East
End is on your map.]
Plothook: None
EU65 Mainz: EZ Pop-Up Digital Library Display.
(4 Blocks)
Requirements: Learning 1
Boons: Learning +1
Drain: Market -1
Description: Fits neat and easy on a street corner, the Mainz
Pop-Up gives any citizen easy access to a library full of books.
(That is, any preloaded, approved books, plus what your
purchasers install themselves.)
Specialist The Digital Librarian, [Random Mundane Topics,
though only academically.]
Extras: Book learning. [The Boon provided by the Mainz is
‘foating’ and can be changed to any other Boon temporarily.]
Plothook: None
45
Fortifcation
If you’ve got a town, city, or settlement that
you built up out of nothing, there’s a small
chance Outsiders may want to come and
take away all you built. Fortifcation refects
the level of peace of mind your citizens can
experience, knowing that their WRENCHs
are assuring their safety even when those
bright-eyed kids aren’t around.
EU7855 Girton: The Learnacologicalium
(11 Blocks)
Requirements: Learning 10
Boons: Learning +7, Innovation +1
Drain: Well-Being -1
Description: No need to tune in and drop out once you’ve
built yourself a Girton. With the latest advancements in
educational direct-link downloading, spend no time at all
completing grade school through advanced degrees, learning
while you sleep. All it takes is some light brain surgery for the
implant, but what isn’t worth all those hours saved?
Specialist Child Genius [Know-It-Alling, Psychic Phenomena,
The Future.]
Extras: New, faster, better WRENCH production! [At
Troublemaker discretion, a new building may appear on any
map in play.]
Plothook: None
EU75 Alexandria: Mostly Movable Museum.
(8 Blocks)
Requirements: Learning 3
Boons: Learning +3, Community +2
Drain: None
Description: What’s a city without a little culture? Art, history,
security guards, mostly nude statues, what more could you
want? The Alexandria is a complete museum including brand
new ancient artifacts for you to enjoy!
Specialist The Curator, [Art ‘History,’ Student Lectures, the
Secrets of Romantic Love.]
Extras: Bobble heads of famous works of art. [As long as
the Alexandria is on your map, you can add a +1 to any roll to
impress people with your culture and sophistication.]
Plothook: Whoops! While investigating this new museum, you
get locked in. Is it really as much bigger on the inside as it
seems? Could the museum itself hold other Flatpacks, or lead
to them? You’ll have time to discover, since you’re spending a
night at the museum.
TS346 Samarra: Watch Tower, Wall Sold
Separately. (4 Blocks)
Requirements: None
Boons: Fortifcation +1
Drain: None
Description: Okay, so it’s just a tower, and sort of a shaky
one, but it does give you a chance to see pretty far, and once
you install the Samarra Wall unit (not included), this baby will
be plenty intimidating.
Specialist Watchperson [Observant, Sharpshooting, Patience]
Extras: Sunglasses and a coffee maker. [None.]
Plothook: None
46
TS631 Lumbini: Self-Sustaining Zen Garden.
(6 Blocks)
Requirements: Community 2
Boons: Fortifcation +2, Well-Being +2
Drain: Market -1
Description: …by the refecting pool, you may even fnd a
patient Zen master teaching the elderly Tai Chi, for health and
who knows what other benefts! The Lumbini really brings
peace and a sense of calm to any city.
Specialist Zen Master [Martial Arts, Meditation, Health, and
Long Life]
Extras: Small Standing Octogenarian Army. [So long as your
city could logically have elderly people in it, it is assumed
you have a small strike force of awesome ninja grannies and
grandpas. Therefore, your Fortifcation can never drop below
1. Plus, awesome ninjas with candy!]
Plothook: Okay, so REAL ninjas probably weren’t anything
like the way ancient comic books and movies portrayed them,
the Zen Master is still willing to train you in the Ninja-Way,
even if he has to invent it. But frst, you must pass seven trials
he just made up.
TS445 North: Big Blue Police Ice Box. (5 Blocks)
Requirements: None
Boons: Fortifcation +2
Drain: None
Description: Not every neighborhood needs a big, active
police department. Sometimes an active citizenry and a place
to hold unsavory sorts until the real cops show up will do the
trick. That’s where the North comes in. Catch the crook, and
know they’re freezer-locked for freshness until the police arrive
and thaw them out.
Specialist Citizen Law Enforcement [Vigilance, Local Laws,
Ancient Cop Dramas]
Extras: Shiny badges [None]
Plothook: None
TS001 Lincoln: Military Industrial Complex Made
Easy. (7 Blocks)
Requirements: Fortifcation 5 or Market 7
Boons: Fortifcation +3 Market +1
Drain: Community -1
Description: While ancient presidents might have warned
against Industrialized War Machines, the market asked and
we answered. This small and easily contained Complex has
everything you need to get your war industry off the ground.
(Manufacturer not responsible for lost or damaged culture.)
Specialist Mercenary [Explosives, Bureaucracy, Ancient
Corporate Politics]
Extras: Predation [At Troublemaker Discretion, this building
may ‘eat’ the Boon benefts from nearby buildings. For each
point it eats, it gains a +1 Fortifcation]
Plothook: None
TS0083 Themyscira: Super-Secret Superhero
Training Facility. (12 Blocks)
Requirements: Fortifcation 5
Boons: Fortifcation +10, Innovation +2
Drain: None
Description: Mild-mannered men and women may clock in
to this heavily fortifed building, but it’s anything but mild
within. 24-hour shifts of superhero training, patrolling, and
do-gooding keep your city safer than you could ever imagine.
Specialist Superhero [Combating Crime, Super Villain Lore,
Ethics]
Extras: The Truth [Thanks to raw intimidation, pure
inspiration, or magical ropes, if you’ve called on a Specialist
from this building, non-player characters cannot knowingly lie
to you.]
Plothook: Look, this is old technology, okay? Sometimes,
mistakes happen, and it seems like there’s a glitch in the
system in this Flatpack. Instead of superheroes, it’s spitting out
supervillains. Sneak, charm, or outsmart your way through the
facility to fnd the computer error and correct it before your
city gets overwhelmed by megalomaniacs.
47
Community
In essence, Community is a measure of your
city’s contentment. (Not always happiness, but
sometimes.) Culture is an aspect, but above all,
Community is a measure of your city’s unity,
how tight-knit they are. This can be a growing,
loving community that supports each other,
or it could be an aspect of a totalitarian state
where all citizens are equal, except for those
more equal than others.
CS0 Marches: The Public House
(4 Blocks)
Requirements: None
Boons: Community +1
Drain: None
Description: Why gather around a literal watering hole, when
you can do it indoors, with beer and ale? The Marches has all
the latest in pub technology, from glasses that dirty themselves
to give bartenders something to do, to walls acoustically tuned
to allow gossip to travel farther, faster.
Specialist Bartender [Local Gossip, Mixology, Bar Fighting]
Extras: ‘Fine’ ale [None]
Plothook: None
CS2309 Cuxhaven: Happy Hostel (5 Blocks)
Requirements: Community 2
Boons: Community +2
Drain: Surplus -1
Description: Build it up in the center of your quaint
community and watch as the travelers, tourists, and adventuring
parties come through to stay at your Happy Hostel. Not just
for youths and backpackers anymore, the Cuxhaven has the
latest technology to turn your city into an ‘authentic’ vacation
spot overnight.
Specialist Retired Traveller [Travel Conditions, Adventuring,
Legends of the Road]
Extras: Not from around here. [By spending two points of
Spirit instead of just one when calling on the Retired Traveller,
it just so happens that he’s been to your current location and
has expertise on the area and local legends.]
Plothook: A hostel isn’t much of a place of rest with rough
straw beds. (You’d think in the future, they’d have better straw-
based technology.) The hostel owner is getting a shipment of
feather beds in soon, but he needs you to go out and meet
the caravan to make sure that the beds arrive safely. There is
nothing Outsiders love more than fresh bedding.
CS232 Nysa: Community Theater. (4 Blocks)
Requirements: None
Boons: Community +2
Drain: Fortifcation -1
Description: This isn’t the big time, but who needs the movies
anyway? New scent- based technology assures that the Nysa
produces the smell of grease paint, even if you don’t know
what grease paint is. Theater is the truest art, at least, as far as
the makers of the Nysa are concerned!
Specialist Actor [Acting, Set Design, Stage Fighting,
Pyrotechnics]
Extras: Imitate life. [An actor must take on many roles in a
life time, and your Specialist is no exception. By calling on your
Actor Specialist and naming a flm or theater role that would
cover your roll, she can act as your bonus. The downside is that
she’s only faking it, so increase your roll diffculty by 2.]
Plothook: The Director says he’s sick of the plays that came
with the theater. They’re all ‘banal,’ whatever that means.
He demands something new! He’s changed you, brilliant
WRENCHs, with fnding the Lost Plays of Shakespeare.
The problem is, they probably never actually existed. So
you’re either going to try to fnd something that doesn’t exist
anymore, or make a convincing fake. Good luck.
48
Market
Once you have a surplus of Surplus, you have
artists and creators, anyone who makes sellable
products or services. You have the beginnings
of a Market. The invisible force does the rest
of the work, controlling everything: local
fashion, exports, questions of morals and
ethics. It’s all something that can grow out of
your local Market.
MM9823 Prussia: Insect-Free Market (5 Blocks)
Requirements: None
Boons: Market +1
Drain: None
Description: Shop, provide a location for your hawkers to
bring their wares at affordable prices, and fulfll all the fne
pottery needs your city will ever require. All the excitement and
colour of an old fashioned open-air market, but with a roof!
Specialist Hawker [Salesmanship, Exotic Goods and Products,
Local Lore.]
Extras: McGuffn On Demand [Short on motivation? Missing
a vital clue on your current quest? Look no further than the
local market. For the low, low price of one SPIRIT point, a
WRENCH can fnd a bauble, idol, or doohickey that gives
her a minor lead on their current adventure or a entirely new
adventure, so long as the Prussia is in play on a map.]
Plothook: None
CS1Z Chilmark: Poorly-Lit Shady Parking Garage. (11
Blocks)
Requirements: Community 7
Boons: Community +8 Innovation +1
Drain: Well-Being -1
Description: When your city has hit a certain size, your community has
grown, andall sorts of unsavory activity has begun within it, consider the
Chilmark. For work that’s done for the greater good, but has to happen in
the shadows, every city needs a clean, affordable, Flatpack Shady Parking
Garage. This model is easy to clean and comes with computer controlled
parking attendants. No need for witnesses to your clandestine meetings.
For the greater good, of course.
Specialist Gray Man/Woman/Other [Conspiracy Theories, Corruption,
Self-Sacrifce]
Extras: The Some Percent Doctrine. [The more advanced the society,
the more room for potential. Complicated bureaucracy and clandestine
leadership make the Chilmark a marker for a Modern City.]
Plothook: The shady, well-connected guy lurking in your
garage has a big problem. A double agent from another city
was supposed to deliver a very important document, but he’s
two hours late. He may have been captured, kidnapped, or
gotten lost. That doesn’t matter, you have to fnd him and get
that chicken salad recipe… Err… that super important secret.
CS12 Porbandar: Good Werks Community Charity
Center (6 Blocks)
Requirements: Community 5
Boons: Community +3, Well-Being +1
Drain: None
Description: Replenish the good will and fuzzy feelings while
helping your city grow stronger by building yourself your very
own Porbandar! What community can’t be helped by a one (or
more) Charity Centers?
Specialist Volunteer [Idealism, Community Organization,
Everyday Heroism]
Extras: Apathy’s Enemy. [If you have Porbandar in play
on your map, any attempt by an Obstacle to use the Apathy
Resistance trait against you in a roll fails.]
Plothook: None
49
MM23 Khentii: Stables and Wagon Parking
(7 Blocks)
Requirements: Market 3
Boons: Market +3, Surplus +1
Drain: None
Description: Now with new, Horse-Stench-Resistance
Technology! House wagons, welcome merchants from distant
cities, create a charming tourist spot around this ye olde
importing tradition. With the Khentii, know that any caravan
entering your city can expect the latest accommodations to
ensure they’ll make your city their favorite spot.
Specialist Stable Hand [Horses, Merchant Gossip, Befriending
lonely nobility.]
Extras: Trinkets from foreign lands. [None]
Plothook: None
MM65 Magdala: Purple Light District Unit B
(4 Blocks)
Requirements: Market 1
Boons: Market +2
Drain: None
Description: Not to be confused with anything lit up red, the
Magdala is a friendly spot where friendly people get together
to enjoy talented dancers and rent friends for a few hours at
a time. Very popular in busy cities. Nothing funny going on
here at all.
Specialist The Dancer [Dance, Flattery, Blackmail, Making
Friends.]
Extras: Somebody’s Phone Number [None]
Plothook: Fashion! It’s no good being lovely, friendly people if
you can’t be the best dressed while you’re at it! The Magdala’s
manager simply won’t stand for the outdated fashions that
came with the Flatpack. It’s up to you to go out and bring them
back designs people will really talk about!
MM545 Ceres: A Walled Street Instant Exchange.
(13 Blocks)
Requirements: Market 10
Boons: Market +10
Drain: Community -1
Description: Futures! Equity! Hyper Infation! ROI! Nobody
may know what they mean, but you’re going to hear a lot of
these terms thrown around once you install your very own
Ceres. Your city can expect all the thrills and excitement, the
highs and lows of any budding corpocracy, thanks to the Ceres.
Your wealthiest citizens and bored protesters will thank you!
Specialist Broker [Risk Assessment, Self-Actualization,
Ancient Business Buzzwords]
Extras: Stock Holding [Now that you have a stock exchange,
you can begin investing in any building on your map if you
have Ceres in play. Any time your WRENCH visits the city,
invest one point of SPIRIT in any building. Once the total
number of SPIRIT points you have invested in the building
exceeds its total Boon, you may add one point of any type
of Boon.]
Plothook: None
MMt23 Portsea: The Micro-Mini-Mall
(7 Blocks)
Requirements: Market 5
Boons: Market +4
Drain: None
Description: In terms of Malls of the Future!, this mall is
actually pretty small. But what it lacks in zip code, it more than
makes up for in Asian fusion buffets and adolescent clothiers.
Hosting a modest 400 retail locations, shoppers will enjoy the
quaint size and ‘mom and pop mall’ feel.
Specialist Brave Mall Cop [Patrolling, Loss Prevention,
Nonlethal Shoplifting Detention]
Extras: Invisible Hand Holding the Shopping Bag. [Once
you’ve built a mall like this, the Market has a frm foot hold in
your city. The Requirements to build any Flatpack are reduced
by one point of Market.]
Plothook: Malls are a teenager’s natural habitat. That’s not
really a problem until the teens just stop coming home one day
after the mall’s opening. Security cameras, eyewitnesses, even
the Mall Cop hasn’t seen any of the kids leave. Which means
it’s up to some intrepid WRENCHs to search the mall and fnd
the kids before parenting groups start boycotting.
50
Innovation
No longer just surviving and building on the
bones of the previous age, with Innovation,
your citizens are actually creating. They’re
moving forward and creating a future all their
own. Innovation is what any WRENCH should
crave for his city. It’s evidence everything is
going to work out just fne. Probably.
I324 Hadran: The Flatpack Collider, now in new Winter Blue.
(8 Blocks)
Requirements: Innovation 3
Boons: Innovation +5
Drain: None
Description: Style meets function in the brand new Winter Blue Hadran.
No need to accelerate particles in unsophisticated utility eggshell! Be the
frst in your nation to discover cold fusion, or at least, the best-looking.
(Collect all six vibrant colored Colliders and be the talk of the scientifc
community!)
Specialist Scientist [Nuclear Physics, Science!, Clean Energy, Radiation
Poisoning]
Extras: Temporal Mechanics. [Look, you probably shouldn’t ever do it
or anything, because it kind of screws everything up, but thanks to the
researchers at the Collider, you can probably reset time and space a very
little bit. By getting all the WRENCHs in your party to spend a SPIRIT
point, you can convince the researchers to create a tiny black hole, reach
through it, and pull on the strands of your reality to reset one event that
took place in your adventures. Only you and your party will remember
the frst event and you won’t know all the effects the change has caused,
so be careful. You may step out into a whole new world. This Extra can
only be used at the end of a game session to give the Troublemaker time
to plan the results.]
Plothook: Eeek, Time Warp! Something went wrong while installing the
fux capacitor in the new Collider, and you and your friends have been
transported back in time. To the golden era. Before the war even. You
can’t really change anything, (right?) so what will you do with your quick
trip to the time before everything deconstructed?
I343 Bangalore: Basic Sever Block (5 Blocks)
Requirements: Innovation 3
Boons: Innovation +2
Drain: None
Description: The Information Superhighway is making your city its
next major rest stop now that you’ve built a Bangalore. Will you have an
internet full of funny cat pictures, or a highbrow discussion consortium
full of the best and the brightest minds of this age? Whatever you get,
you’re bound to get a lot of it, as any internet, no matter who invents it,
is hard to contain.
Specialist Hacker [Computers, Ancient Internet Slang, Digital
Infltration.]
Extras: Font of Knowledge. [They say that all information may exist on
the internet. The problem is fnding it. If you have a Bangalore in play,
and need to call on a Specialist to assist you on a roll but have no suitable
Specialists, roll a die. Even, you found enough to act temporarily as your
own Specialist for the actual roll. Odds, and the subject you temporarily
become an expert in is not only unhelpful, but you can’t seem to stop
talking about it.]
Plothook: A group of Hackers claim to have uncovered some very
dirty information on citizens in your city. Well-respected and infuential
citizens. The question is, with whom do you side? The power base that
helps to make your city strong? The Hackers who may have the truth
on their side, but probably have an agenda as well? Or do you seek
compromise and fair treatment for all parties involved? How clean is
your inbox?
W: Blast Off Rocket Manufacturing (8 Blocks)
Requirements: Innovation 5
Boons: Innovation +5
Drain: None
Description: To The Moon is just the beginning when you lay out the
Petrovichi Rocket Manufactory. The sky is no longer the limit as your
very own engineers and scientists plan and execute both manned and
unmanned space exploration. Now the only limitations are your creativity.
(Well, and funding. Funding not included.)
Specialist Rocket Scientist [Space, Fuel, Engineering, Science!, Monkeys.]
Extras: Colonization. [In the event that your city becomes a
Modern City, with Troublemaker approval, you and your party
may choose to start building anew on the Moon! Like Earth,
many strange and wonderful adventures await as you explore a
new horizon populated before the war with even more exciting
and exotic Flatpacks to rebuild.]
Plothook: Well, it looks like this lonely little rock isn’t the only
one containing sentient life, and you shooting rockets up in the
air has garnered you some attention. An Ambassador from a
distant planet has arrived and wants you to show them around
your world. It’s probably a good idea to demonstrate how your
race has matured since the last war, just in case his mothership
has big guns on it.
51
6
A Handful of Screws
and an Allen Key
52
Obstacle: Mutant Tradesman
Description: He looks very different from the WRENCHs; his skin, his eyes, his hair, if he has any
at all. He talks funny. He’s suspicious of humans because he has been hurt before. However, he has a lot of
knowledge that could help the WRENCHs out. Can they see past their differences? Can they convince him
to help them out when he’s already worried that they’re out to get him?
Resistance: None
In Confict Chart
Loyal Loving Warmly
Received
Neutral Frustrated Stll
Fightng
Aggravated Deeply
Confictng
Beyond
Reason
○○
○ ○ ○ ● ● ● ● ●
Obstacle: Music of Your Peers
Description: The local kids are restless. Some of the elders are afraid if they don’t fnd a focus, and
soon, they’re going to be a real problem. What they need, is music. Music that will mean something to them.
It’s up to you and your friends to create some music that the youth will dig into.
Resistance: Stolid opposes your Wiles. There’s no accounting for taste, and convincing the kids this
music rocks may require a lot more Ego than charm and cunning.
In Confict Chart
Loyal Loving Warmly
Received
Neutral Frustrated Stll
Fightng
Aggravated Deeply
Confictng
Beyond
Reason
○○
○ ○ ○ ○ ○ ● ● ●
Obstacle: Flatpack Theft!
Description: Someone has snuck into the city and made off with some of the unbuilt Flatpacks
the WRENCHs have stored up! Now it’s up to them to fnd the thief and get their buildings back. This
Obstacle should cover the entire hunt, leading to the thief ’s home base if they reach Warmly Received
on the Confict Chart. (Though the thief may not feel that way.) Each WRENCH should get a chance to
participate in the hunt.
Resistance: None
In Confict Chart
Loyal Loving Warmly
Received
Neutral Frustrated Stll
Fightng
Aggravated Deeply
Confictng
Beyond
Reason
○○
○ ○ ○ ○ ○ ● ● ●
53
Obstacle: Reached an All-Time Glow
Description: That ticking sound you’re hearing? Yeah, that’s the Geiger counter letting you know
there is no small amount of radiation in the area, and now suddenly a small problem has turned into a big
one as the WRENCHs have to fnish their current task while not getting good and mutated. (This is an
example of an Obstacle that can grow out of a problem.)
Resistance: Chaos opposes your Resourcefulness. It’s pretty tricky to manage your surroundings when
you’re running the risk of growing a third ear.
In Confict Chart
Loyal Loving Warmly
Received
Neutral Frustrated Stll
Fightng
Aggravated Deeply
Confictng
Beyond
Reason
○ ○ ○ ○ ○ ○ ● ● ●
Obstacle: Don’t Feed the Double-Bears
Description: A dreaded Double Bear is dreaded because it is a twenty-foot-tall, four-ton collec-
tion of muscle, teeth, and bad attitude. When the WRENCHs realize that there is a den of these sleeping
behemoths between them and where they need to be, it’s going to take all their skills to sneak through or
around the monsters.
Resistance: Woebegone opposes your Hope. Facing just one Double-Bear is more than even the most
hardened Outsider can handle. A whole group of them? Easy to give up on this one.
In Confict Chart
Loyal Loving Warmly
Received
Neutral Frustrated Stll
Fightng
Aggravated Deeply
Confictng
Beyond
Reason
○ ○ ○ ○ ○ ○ ● ● ●
Obstacle: Now Woke It Up
Description: You probably shouldn’t have turned it on. But now it’s on, and it’s angry, and this
AI is in everything in this complex, so just hacking a terminal or destroying a terminal isn’t going to do it.
You’re going to need to outsmart a super computer if you want to make it out intact.
Resistance: Dignity opposes your Ego. You won’t be able to talk down or bully this AI. It’s going to
take all your wits, and thinking fast. Very fast.
In Confict Chart
Loyal Loving Warmly
Received
Neutral Frustrated Stll
Fightng
Aggravated Deeply
Confictng
Beyond
Reason
○ ○ ○ ○ ○ ○ ● ● ●
54
Index
Flatpacks
Community
CS0 Marches: The Public House 47
CS1Z Chilmark: Poorly-Lit Shady Parking
Garage 48
CS12 Porbandar: Good Werks Community
Charity Center 48
CS232 Nysa: Community Theater 47
CS2309 Cuxhaven: Happy Hostel 47
Fortifcation
TS001 Lincoln: Military Industrial Complex
Made Easy 46
TS0083 Themyscira: Super-Secret Superhero
Training Facility 46
TS346 Samarra: Watch Tower, Wall Sold
Separately 45
TS445 North: Big Blue Police Ice Box 46
TS631 Lumbini: Self-Sustaining Zen Garden
46
Innovation
I1 Petrovichi: Blast Off Rocket Manufacturing
50
I324 Hadran: The Flatpack Collider, now in
new Winter Blue 50
I343 Bangalore: Basic Sever Block 50
Learning
EU65 Mainz: EZ Pop-Up Digital Library
Display 44
EU75 Alexandria: Mostly Movable Museum
45
EU98 Savannah: The Cub Cids Meeting Hall
44
EU285 East End: School of Light Taps 44
EU7855 Girton: The Learnacologicalium 45
Market
MM23 Khentii: Stables and Wagon Parking
49
MM65 Magdala: Purple Light District Unit
B 49
MM545 Ceres: A Walled Street Instant
Exchange 49
MM9823 Prussia: Insect-Free Market 48
MMt23 Portsea: The Micro-Mini-Mall 49
Surplus
HF78 Lami: Kippy Mudskipper’s Instant Fish
Farm 43
HH28 Breman: Portable Park Ranger’s Station
42
HS3 Irvine: Mobile Seed Dispensary 43
HT093 Orsk: Your Name Here’s Refrigeration
and Repair 43
HT999 Gifu: The Sustainable Food Processing
Unit 43
Well-Being
P13T Song: Healthy Training Physical Fitness
Center 41
P555 Crittenden: The Odessa Garland
Memorial Midwifery Kit 41
PJ395 The Airoli: Semi-Portable Quaint
Country Doctor’s Offce 41
PZ18 El Pucón: Semi-Portable Teaching
Hospital 42
T188 Big Salmon: Family and Friends Genetic
Lab in a Box 42
Prepackage
Achievements 32
Community-Minded 32
Curiosity of a Cat 32
Didn’t Hack the Gibson 32
Doctor, the 36
Egotist, the 33
Empyrean Exigency, an 32
Explorer 33
Exterminator 33
Fatcat, the 36
General, the 37
Hope Springs Eternal 33
Lothario 33
Mall-Walker 33
Master of Robots 34
Mile in Their Shoes, a 34
Nostalgic Wonder 34
One Who Didn’t, the 34
Outsiders’ Favor 34
People’s WRENCH, the 37
Professor, the 36
Puzzler, the 34
Resource Manager 35
Sum Curator 36
Terror of Town 35
Wiley One, the 35
Rules and Systems
Achievements 30
Boons (Flatpack) 39
Confict Chart 20
Create Your Own Achievement
30
Creating Your Own Flatpacks 40
Double Dog Dare 27
Drain (Flatpack) 39
Expectations of Play 24
Extras (Flatpack) 39
Fighting 8
Group Dynamic 16
Honor System 25
Modern City 40
Negative traits 19
Neutral traits 18
Obstacle Card Sample 21
Obstacles 20
Parts of a Problem 26
Players 10
Plot Hooks (Flatpack) 39
Positive traits 19
Problems 18
Puzzles 22
Qualities 39
Community 47
Fortifcation 45
Innovation 50
Learning 44
Market 48
Surplus 42
Well-Being 41
Reactionary traits 23
Apathy 24
Chaos 24
Dignity 24
Ignorance 24
Stolid 23
Woebegone 24
Requirements (Flatpack) 39
Specialist 18
Specialist (Flatpack) 39
Spirit 19
Troublemaker 10
Two Truths and a Lie 16
Setting Material
About the Manual 9
EPPC 9
Flatpack 6
WRENCH Traits 18
Curiosity 7
Ego 7
Hope 7
Nostalgia 7
Resourcefulness 7
Wiles 7

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