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A 24 Hour RPG using the factors Ham Radio, Dreams, and Tools
You are Technicians, intrepid explorers of the human psyche. Your job is to enter the dream of
a sleeper and repair a gaping Wound in their mind, a chasm from which the darkest poisons of
their subconscious leak out into their mind and corrode their dreams. To do this, you are armed
with your skills, your knowledge, and a state of the art Dilitheal Radioscopic Ether-based
Alternating Modulation device (or D.R.E.A.M.), a masterwork of technology that aligns dream
occurrences with radio waves and allows you to track them to the source. To repair the Wound
and save the sleeper, you must lock onto and recover Implements, tools created by the
sleeper’s subconscious to repair their injured psyche. But it is not an easy path to heal the mind;
Nightmares lurk around every corner, and to die in the dream is to die in the flesh.
In Amplitude & Frequency players take on the role of Technicians, intrepid dream-surgeons and
explorers who are charged with attempting to heal the Wound, a psychic scar inside the mind of
a sleeping dreamer. To do this, they must find Implements, tools left behind by the dreamer’s
subconscious, while fighting off hordes of Nightmares and navigating outlandish dream-logic.
Should they manage to assemble the implements and close the wound, they will have saved
another soul from descending into terror and fear as their unconscious horrors corrode their
waking thoughts.
This game requires at least two people: A Dream Master (or DM) and a player, although 2-4 are
recommended, and uses a single ten sided die. Some kind of tokens to note where the players,
the Wound, and various Nightmares are is also recommended.
Basic Mechanics
All rolls are resolved via a roll of a single ten-sided die, following the table below. Notably, a roll
of a 1 is always a dramatic failure, and ignores any bonuses that would apply. The DM has final
say on the exact nature of the complications and hazards that arise from failed rolls, but should
keep in mind that these complications should be not insurmountable, but present.
Dice Rolls
Dream Generation
The first thing to do when setting up a game is for the players to create the Dream (or Dreams
for a particularly inventive DM who can string the dreams together.) This is done in three steps
by both the players and the DM.
1. First the players and DM each think up three concepts, words that they think would
either appear within, occur inside, or in some way describe the Dream. Keep these
concepts secret.
2. Next, everyone takes three post-it notes, small pieces of paper, or other such moveable
items they can write on. On the back of each, they write one of their concepts and draw
two spaces on the edges marked “entrance” and “exit”. They then place these on the
table with the concepts facing up.
3. Each person picks one paper, reads the concept, and then flips it over to draw the layout
of the area on it. The drawing must have an entrance and exit that matches the marks on
the other side, but can otherwise be whatever the person wants, so long as it includes its
concept in some way, even obliquely. Once they are done, they place paper face down
again and pick another. This continues until all of the pieces have been chosen.
4. Once all of the pieces have been chosen, the DM takes them face down and arranges
them so that all their entrances and exits connect. They then mark one piece of paper as
the Entrance, mark it, and then flip it over.
The DM has control over what occurs in each section of the Dream, but must somehow
incorporate the concept that section represents. Next, the DM creates a single tool for each of
the players and secretly notes which section of the dream it lies in. The DM then notes which
section of the dream hosts the Wound and notes it publicly.
Character Creation
Next, the players create their characters. Each chooses a Title, two Skills, a piece of Gear.
Technicians can withstand one Injury, but items and events in the dream can boost the number
of Injuries necessary to take them down.
● A Title is a core concept for the character, themed in the manner of a heist movie
nickname. This appellation describes the role the character provides on the team, while
also giving hints to their motives and actions. Whenever a player performs and action
that is in line with the abilities and description of the Title they get +1 to that actions
outcome. Examples: The Bruiser, the Acrobat, the Femme Fatale, the Lookout
● Skills are either learned or innate abilities the Technician has. These skills can be
anything that the Technician can reasonably have trained in using. Whenever a
Technician performs an action that is associated with a Skill they have, they get +1 to
that actions outcome. Examples: Driving, Kung Fu, History, Electrical Engineering
● A Technician’s Gear is an item that resonates so strongly with them that they can
manifest it within the dreams of others. This item is unique, something intrinsically tied to
their character, and something they always have on their person. Any action a
Technician makes that uses their Gear they may reroll once. Example: A sword, a
handheld mirror, a winter parka, a sextant
Once the player has chosen these, the game is ready to start. Place the Technicians at the
Entrance and begin.
Gameplay Actions