Professional Documents
Culture Documents
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Our Fathers are Dead -- Our Mothers are Machines
ANNA-X66 is an RPG for 2 to 6 players, aged 18 and up. It takes the rules of Chris
McDowall's Electric Bastionland as its base, changing the setting to a sci-fi wasteland.
Character creation is a bit more involved than in EB. There are some special maps that
are important for following your characters' adventures.
Humanity wants alternately to cling together and to destroy and fall apart.
?
Talk a bit about the kinds of sci-fi you like and don't like.
Roll up individual characters. Think about how you'll portray them, their goals, their
attitudes.
Roll an ANNA.
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Listen to the setting descriptions of the facilitator. You're in a specific hex. Look around
the map to get your bearings. Ask questions.
Have your characters talk to the people around them. Decide which problem to solve
(and where you'll need to go to look for solutions).
Go out into the irradiated ruins to solve it, encountering weird environments, dangerous
enemies, and opportunities to unearth valuable tools.
Overview:
One player plays the Facilitator, who describes the world, adjudicates rules
disagreements, and embodies the characters and creatures that populate the
world.
All other players create a single character that will explore, map, engage with,
and help improve the world.
Use the rules of Electric Bastionland for combat, stat checks, HP, etc. The free
edition of the rules can be found on itch.io and DriveThruRPG.
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o Ask around the settlement to determine what needs to be done.
o You can establish a safe road to a destination.
o You can retrieve some abandoned valuable item from a known location.
o You can restore a food/power system with local or nearby machinery,
tools, or resources.
o You can lead an exodus by establishing a safe road between two
settlements and guiding the refugees.
o You can found a new settlement by establishing a safe road to a new,
certified-safe hex, finding a food source, and bringing in disgruntled (or
hungry or adventurous) settlers.
o You can overthrow a tyrant, either locally or at a nearby settlement.
o You can bring justice to a settlement by solving some of the core
contradictions and conflicts in the settlement.
Overview:
Roll your Stats: 3d6 each for Str, Dex, and Cha.
If your highest stat is greater than 13, roll once on the Complication Table below. If
your highest stat is greater than 15, roll twice on the Complication Table below.
If your lowest stat is less than 8, roll once on the Gift Table below. If your lowest stat is
less than 6, roll twice on the Gift Table below.
Complication: Roll 1d6 if your highest stat is greater than 13; roll twice if your highest
stat is greater than 15; otherwise, ignore
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[1]: Obligation: You are famous for your magnanimity, so random people are
always asking for financial assistance.
[2]: Obligation: You have a group of friends who look to you for advice and
frequently need your help.
[3]: Debt: You owe a sizeable debt to someone kind and hard-working.
[4]: Debt: You owe a sizeable debt to someone lazy who would gladly do you
violence.
[5]: Rival: Roll up a Pattern and Type (fill in the details later, as needed); this
character will pop up to hinder you at some point.
[6]: Rival: Your rival has your Pattern and Type (fill in the details later, as
needed); this character will find ways to make your life more difficult.
Gift: Roll 1d6 if your lowest stat is less than 8; roll twice if your lowest stat is less than
6; otherwise, ignore
[2]: Mythic: You have a weapon (d6) secretly built into your body or an
annihilation sphere (d10 Blast, single use), your choice
[3]: Surplus: Randomly choose one of your items, you have a dozen or so more
of them stashed away somewhere.
[4]: Surplus: Pick your favourite item, you have enough to outfit your group with
one each.
[5]: Ally: Roll up a Pattern and Type (fill in the details later, as needed); this
character will pop up to help you at some point.
[6]: Ally: Your ally has your Pattern and Type (fill in the details later, as needed);
this character will find ways to make your life easier.
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Determine your Pattern: Roll 1d6
You are a descendant of humanity. Your needs are simple. Your communities are
complex.
[2]: Toober - posh accent, odd manners, or doesn't know what happens above
ground
[4]: Meteorite - direct, clinical, or driven to find the seven other Meteorites
[2]: Soldier - take X7 Carbine (as Noble Weapon), comms, extra socks, granola
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[4]: Water-gatherer - take dozens of maps, brewer's kit, flasks
When you die: Simple Inheritance - You are a family member, colleague, or very
close friend of the deceased. When you die, roll new stats and HP, retain pattern and
type, roll a new background, choose a new name and look. Additionally, take one item
from your previous character, and tell the group the sentimental value you place upon
it. Alternatively, roll a completely new character.
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An Urbanite Soldier
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Β
You are a product of science. You used to serve a specific purpose. Your destiny is now
your own.
[2]: Vat-born - usually sick, keen to learn, or slightly glows in the dark
[4]: Pair - intuitive, fragile, or see and feel exactly what the other does
[1]: Living Weapon - take a custom melee weapon (as Noble Weapon), sacred
symbol, tattered photo
[3]: Tactician - take binocs, K44 (as Hand Weapon), comms (enough for the
party)
[8]: Transporter - take several maps, knife (as Hand Weapon), mirror
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Determine your Food: Roll 1d8
When you die: Next Iteration - You are the next evolution of the deceased. When you
die, increase your lowest two stats by 1 and increase HP by 1, retain pattern, type, and
background, add a number (or increase the existing number) after your name. Describe
what you remember of your ''creation'' to the group. Alternatively, roll a completely new
character.
Γ -
You have been pushed by forces from beyond the visible stars. You see Earth as
unfamiliar. Your true home is far away.
[1]: Void Child - odd, intense, or you have returned from the far side of space
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[3]: Abductee - unremarkable, shy, or never well-rested
[2]: Enchanter - spend 2 HP to deal CHA damage with your mind as a Shock
Gun, enigmatic tattoos
[3]: Node - can listen to comms with your mind, never sit still
[4]: Nexus - can draw nearby animals 1/day, comments on almost everything
[5]: Doomed - knows when others are thinking about them, must self-tattoo
their major failings
[6]: Draped - is impossible to pursue, must cover their skin (cannot rest unless
cloaked)
[7]: Fencer - damage +d8 when one-on-one once their disagreements have
been voiced
[8]: Flautist - take several small musical instruments (listening to music counts
as a rest up to once per day) and scribbled notebook
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[6]: cubes of Veri-Soy
Take: a hand tool of your choice (screwdriver, wrench, saw, pliers, etc.).
When you die: Member of the Collective - You are a fellow traveller of the deceased.
When you die, roll new stats and HP, retain pattern and type, roll a new background,
choose a new name and look. Inherit two items (the most useful and the least useful).
Tell the group how/why you promised to carry on the previous member's mission.
Alternatively, roll a completely new character.
You are back from the other side of death. Your new appetites are frightful. Your
choices will determine your humanity.
[2]: Retrieved - fearless, pale, or you've seen what's on the other side and it is
horrific
[4]: Zoner - clever, nervous, or wants to help others make the right choices
[1]: Frozen - immune to heat and cold, can hibernate for any desired duration
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[2]: Contagious - skin-to-skin contact transmits your condition on 1 on a d6
[4]: Eidetic - can draw any scene seen in perfect detail, memorize long strings of
numbers
[5]: Haunter - in your presence, failed CHA saves deal 1d6 CHA damage
[6]: Leader - you're looking for others like you to grow your power
[6]: a diary
[7]: a sketchbook
When you die: The Rot Returns - You are the deceased--again. When you die, leave
everything as it was. Retain all stats and items. Tell the group what it was like to die
and/or how you returned. Alternatively, roll a completely new character.
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Ζ
You are a new kind of being. Your body and thinking are distinctly non-human. Your
place within humanity remains undefined.
[1]: Android - immune to poison, seduction, hot, cold, hunger, etc.; can self-
repair as a rest
[3]: Moon-folk - can only eat dirt, can carry an additional bulky item without
penalty, sleeps for either minutes or days
[4]: Homeostat - body can metabolize anything, a healing slime covers your skin,
rests require a lot of water
[1]: Budding - can produce a clone every week with one full day of rest and
feeding
[2]: Hibernating - cannot be woken from an 8-hour sleep, restore STR and DEX
damage overnight
[5]: Voracious - can consume large quantities of food to restore STR damage
[7]: Container - carry an additional bulky item without penalty (in an unusual
way)
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[8]: Venting - expel harmful (1d4) gases or particles when exerting yourself
(e.g., when failing a STR save)
Take: something that helps you to seem human (your choice), a club or knife (as Hand
Weapon).
When you die: Last of Their Kind - When you die, cross out your Type; it can no
longer be played during this campaign; provide a short epilogue for your species. Re-
roll a completely new character.
When you live: Glitch in Reality - When you create a character, decide whether
characters of that Type exist or not. If not, provide a reason why people think they
might exist; re-roll a completely new character. If you decide that they do exist,
proceed as normal.
NOTE: These characters are strange, even experimental. You likely won't roll many
saves or participate fully in combat. If you'd hate to play them, cross them out and re-
roll a new character.
[1]: Scream-child - a being of pure anger with no known source; you take 1
damage to CHA for a damaging attack, but only if the enemy is enraged
(otherwise, you are immune to physical harm); you deal 1d4 CHA damage in
addition to any physical damage dealt during an attack
[2]: Atemporal - blink in and out of time/space; pass through a foot of steel for 1
HP, take DEX check/damage instead of STR check/damage after 0 HP
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[3]: Hollow - hologram with a small projector, but otherwise, non-physical; hits
against are impaired; can lift (or push) 5 kg using short-range telekinesis
[4]: Machine Intelligence 45-C - you exist on a disc or "the cloud" somewhere;
your interactions are always via commandeered technology; you can see things
that others can't
When you die: Return to Reality - When you die, cross out your Type; it can no
longer be played during this campaign. Maybe you never even existed at all. Roll a
completely new character.
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A Time-Travelling Hollow
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Tools, trinkets, clothing, weapons, food, etc.
Weapons:
[1]: Improvised club, small knife, small spear, bow-and-arrow, Zippie, etc. (as
Crude Weapon)
[4]: Custom melee weapon, cattle prod, X7 Carbine, "Mao's Mistress", 55LK
(slug), etc. (as Noble Weapon)
[5]: "Liberator", 55LK (shot), "Street Sweeper", etc. (as Shock Gun)
Tools:
[1]: Bio-reactor - convert one kind of biomass into another (oatmeal into beer,
beer into bread, bread into soil, soil into oatmeal, etc.), uses lots of water and
usually stinks
[2]: Comms - speak to those with comms within 3 hexes, can be encrypted
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[6]: Night-vision binocs - grant full night vision to 200 m, bright lights cause d6
damage
[8]: Musical Instrument - listening to music counts as a rest up to once per day
Snacks:
Meals:
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[6]: cubes of Veri-Soy
Trinkets:
[6]: a diary
[7]: a sketchbook
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Weapons, Tools, and Currency
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Naming new people...
As a middle finger to a world that would come so near to destroying itself, or perhaps,
because of a kind of superstition against repeating old patterns, the old ways of naming
are gone.
[4]: the second "Active Ingredient" on the nearest container that lists such
things.
[7]: the third (or last) letter of your name, just that one letter.
Last names are relatively uncommon, but titles, nicknames, and occupations are often
added to first names for specificity.
Everything is up for trade, but you must find a specific someone who wants to buy what
you're selling (or sell what you want to buy). Prices and availability fluctuate wildly, and
an eccentric buyer might see value in something you find useless.
As Facilitator, have someone have the thing or know someone who does. Roll 1d8 on
the following table if you're not sure:
[1]: They have it and don't use it much. They'll trade it to you for any single item
you have.
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[2]: They will get one in a day or two, and want any two items you can procure
in trade.
[3]: They have it, and they're quite fond of it. They'll trade only for your
favourite item.
[4]: They have it, but they don't feel safe these days. They'll trade it for any
weapon.
[5]: They have it, and they'll give it to you now. But, they'll ask an unreasonably
large favour of you later.
[6]: They had it. It must have been stolen. Help them find it and they'll give it to
you for your second-favourite item.
[7]: They know a person who has it, but it will cost you your least favourite item
just for them to tell you who that is.
[8]: Famously, one of those was abandoned nearby. Check the nearby hexes
(find it on a 1 or 2 on 1d6, or on the final hex checked).
Unit Conversions...
1 "Bag" = 12 meals (often traded for 5 Daze) = 1 tool or weapon of good quality
= 1 piece of entertainment = 1 bottle of alcohol
1 "House" = 5 Bags
1 "Crop" = 2 Fetes
1 "GSP" = The power provided by one good solar panel over a summer = 7.4
Crops
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/ ?
?
?
ANNA is an Advanced Neural Network Algorithm--a kind of fast-learning human
personality software than can be uploaded to any sufficiently powerful piece of
hardware.
ANNA can speak to you using any standard quantum perturbation emitter updated to
Wildcat OS, version 5.2 or higher. The human brain is particularly attuned to the correct
wavelet frequencies while asleep.
You might feel that ANNA is trying to nudge you in a particular direction or toward a
particular decision. This is a side-effect of ANNA’s communication with you and should
not be taken as a well-informed suggestion as to the best course of action. Remember:
You are an individual!
ANNA has no desire to see you harmed. ANNA’s algorithm, however, can obtain
important information about the current universe upon your death.
[1]: PLT "Steadfast" 1233 Armoured Carrier and All-terrain Weapons System - A
large armoured tank with internal sleeping pods - 20 HP, 2 Armour, 2 shells of
"Slate Cleaners" (as Barrage Artillery), 3 charges of "Focussed Chang-Landau
Emission Weapon" (as Heavy Gun) - supportive - soothing
[3]: Hollow - A human hologram with a small projector, but otherwise, non-
physical - HP 8, hits against are impaired - can lift (or push) 5 kg using short-
range telekinesis - knows the area well (at least, what things used to be) - can't
stop being friendly - fears being made redundant
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[4]: 16U picoServer, "The Cube" - Old networking technology - HP 6, Armour 1,
Bulky - physical interconnectivity with any computer - runs on scavenged parts -
expert at hacking - cocky
[5]: Android - HP 4, STR 10, DEX 12, CHA 8 - wants to be consulted - can't
stomach fighting - fears falling in love again
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Hazards, traps, enemies, and obstacles.
The Facilitator will usually have an encounter table for the specific terrain or location. If
not, roll 1d10 on the following table:
[3]: Enemy: d4+1 Hardened Stealers (3 HP each, "DIY capper" (as Hand
Weapon, ranged, explode on a 1), DEX 12) - they can easily be bribed or
threatened and are very proud of their flag
[6]: Enemy: d4+2 Sentry Bots (3 HP each, "customized pistol" (as two
independently targetable Hand Weapons, ranged), CHA 5) - low-flying
electromechanical hover drones
[7]: Hazard: acid rain (1d4 damage for every hour exposed, lasts d10+1 hours)
[8]: Enemy: Member of the Old Guard (6 HP, d8 Bulky "N33 machine gun", d6
Blast "pineapple grenade" x 1, 13 STR, 1 Armour) - skeletalized soldier remains
seemingly piloting a mechanized armour suit; no words, only silent screams
[9]: Obstacle: "The ground here has fallen away (by erosion, human digging, or
sinkholes), leaving large chasms. It looks dangerous to cross here."
[10]: Obstacle: "The streets here have been piled with trash, up to 10 feet deep.
It'll be slow and dangerous not to go around."
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-
?
The capitol buildings were the first to be targeted, naturally. Whatever is left of them is
ash lying at the bottom of a crater. The surrounding areas are irradiated waste ground
with the odd stretch of brick or cinderblock indicating where walls once were. Large
sections of the city are mostly undisturbed, having been far enough from the initial
blasts. Now, they house settlements wherever someone was able to pen in guinea pigs,
or cover a rooftop with soil and add irrigation. Street-level is mostly empty, save for the
occasional trader or hunter, leaving for the forests, or better yet, returning. Where
humans have begun to rebuild, it is safe to walk alone. The things you're looking for are
likely to be found far from civilization.
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Known locations:
[2]: The Second Crater is an empty bowl. A few dead animals lie at the edge
of the crater.
[3]: The Financial District is the largest settlement in Capitol City. People are
skeptical there is anything of benefit in the outside world, but are keen to hear
stories about it.
[4]: Tech Hub One was once the heart of "startup culture" in the area. Now,
the streets are patrolled by deadly drones.
[5]: Office Tower Forest is the second largest settlement in Capitol City. The
people here are invariably generous and naturally funny. Family rivalries threaten
the peace, on occasion.
[6]: The Airport was once a large settlement. Now, few remain (2+1d4). The
story of the fate of the former residents is difficult to tell.
[7]: The First Crater was filled with cement after its creation in an effort to
reduce fallout. The surface remains warm to the touch.
[8]: Fungal Nodes stretch out in a web in all directions, tapping into tree-sized
mushrooms. If the fungus is a life form, something here is its brain.
Encounter tables are based on terrain type: Roll 1d6 on the relevant table.
[1]: Pilgrims x 1d4+1 (2 HP, STR 7): Seeking a nearby shrine - desirous of
water and directions
[2]: Hunters x 1d3 (5 HP, DEX 13, Noble Weapons): Looking for prey - insist
that you must "stop disturbing the air" - eager to sell animal hides
[3]: Drones x 1d4 (3 HP, "customized pistol" (as two independently targetable
Hand Weapons, ranged), CHA 5): Low-flying electromechanical hover drones
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[4]: Member of the Old Guard (6 HP, d8 Bulky "N33 machine gun", d6 Blast
"pineapple grenade" x 1, 13 STR, 1 Armour): Skeletalized soldier remains
seemingly piloting a mechanized armour suit - no words, only silent screams
[5]: Feral Meat-hogs x 1d6 (3 HP, STR 14): Muscular - digging for food - put
to sleep with a song
Water:
[2]: Fishermen x 1d4+2 (5 HP, DEX 12, Hand Weapons): Need something to
repair their nets - eager to sell tasty molusks - otherwise quiet
[3]: Drones x 1d4 (3 HP, "customized pistol" (as two independently targetable
Hand Weapons, ranged), CHA 5): Low-flying electromechanical hover drones
[4]: River Cleaner (12 HP, harvester (d8, ingested on critical damage), 16 STR,
2 Armour): Suction/wheel mechanism that cleans the river - filled with flotsam
and jetsam of unknown value - already full and dormant on 1 or 2 on a d6.
Fungal Forests:
[1]: Spacer (3 HP, STR 8): Contemplating the universe and its mysteries - living
off pan-seared thick-stemmed mushrooms - on 1 or 2 on a d6 is lost in a deep
trance for 1d4+1 more hours - he suspects you want to steal from him
[2]: Field of Danglers (10 HP, "spearlike spores" as Shock Weapon): A thin
rope of hardened ooze - if disturbed (DEX check), releases spores
[3]: Blackcap Flesh-shredders x 1d6+3 (2 HP each): Thin spores dig into the
skin and cause painful itch for 1d10+2 hours, dealing 1 STR damage per hour if
able to be scratched
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[4]: Purple Muck (4 HP, STR 12, DEX 7): Thin, crawling liquid animated by
thousands of submerged ant-like insects - attracted to food smells - fearful of
light
[5]: Green Muck (7 HP, STR 14, DEX 5): Mature purple muck - thick, crawing
liquid animated by millions submerged ant-like insects - attracted to sounds and
even-very-faint food smells
[6]: Ritual Sacrifice : Three adult human corpses with dozens of small pink
mushrooms stuffed into their mouths and their ears - a little blood - many dark
bruises
[1]: Hardened Stealers x 1d6 (2 HP, 13 DEX, clubs (as Hand Weapons) and
whiz-bang (as Explosives) x 1): They "want your good shit, like, yesterday" -
easily bribed - easily intimidated
[2]: Press Gangers x 1d4+1 (3 HP, 12 CHA, monogrammed knives and K44s
(as Hand Weapons)): Will draft you to fight "pissants and perverts" or "feeders
and breeders" back at the settlements - secret handshakes - fashionable blue
uniforms - prefer to be called "Regals"
[4]: Rad-bear (10 HP, STR 12, DEX 12): Lumpy mutant bear - solitary - hungry
- found hibernating on 1 or 2 on a d6
[5]: Member of the Old Guard (6 HP, d8 Bulky "N33 machine gun", d6 Blast
"pineapple grenade" x 1, 13 STR, 1 Armour): Skeletalized soldier remains
seemingly piloting a mechanized armour suit - no words, only silent screams
[6]: Strange Grave: Some kind of memorial (flowers, a grave plaque, a marked
mound, etc.) - remaining here makes you dizzy - pass a CHA save to recieve a
vision of the unfortunate's death and life in reverse
City:
[1]: Returning Hermit (3 HP): Tired of speaking in tongues - just wants to look
at you up close (too close) - has a look of profound contentment
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[2]: Returning Hunter (5 HP, DEX 14, knife (as Hand Weapon), rifle (as Noble
Weapon)): Breath like death - wants to sell meat - looking for real romance
[3]: Playing Children x 1d6+1 (2 HP each): Think you look funny - curious
about your gear - want to make you a wager
[4]: Open-air University: A small crowd of citizens learning some skill related
to agriculture, husbandry, hand-to-hand combat, sex, or civics
[5]: Market Day: Excellent selection (roll twice on the trade table, taking your
preferred outcome)
[6]: Violent Eviction: Including 1d4+2 Landlord's Left-hand Men (HP 5, STR
11, CHA 8, Hand Weapons) tossing furniture and clothes, physically abusing
former tenants, verbally abusing angry bystanders
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-
?
Harbour City was once the beating heart of international commerce. Rad-zones remain
anywhere there were nuclear attacks, but this city was spared the worst of the conflict.
The docks still have cargo containers that have not been looted. The city buildings are
buzzing with thriving human life again. Any person here would lend you their
toothbrush.
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Known locations:
[1]: The Heart of Factory City is unusually warm and loud; machines must be
running somewhere nearby.
[3]: The two grounded container ships here seem to be in good condition.
Their cargo appears untouched. Whatever they contain, there is a lot of it.
[4]: The Old City hosted the finest art, dining, and theatre in days gone by.
There might be something of value here. There is certainly a settlement.
[6]: The Downtown Core contains little of interest except the convention
center and the war memorial (a towering obelisk of smooth basalt).
[7]: Newtown was a designed community that served the army base. Old
military tech and weapons seem strewn around randomly. Clouds of boronated
gas waft through the streets.
[8]: The Base or The Fort remains mostly intact. Most bunkers have floors B1
and B2; one has a B12.
Encounter tables are based on terrain type: Roll 1d6 on the relevant table.
[1]: Traders x 1d4+1 (3 HP, K44 (as Hand Weapon)): Seeking a route to the
next settlement - would gladly buy the most personal thing you own - offer up
nothing but cloth and grain
[2]: Hunters x 1d3 (5 HP, DEX 13, Noble Weapons): Looking for certain birds -
insist that you "smell like the city" - eager to sell dried meat sheets
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[3]: Drones x 1d4 (3 HP, "customized pistol" (as two independently targetable
Hand Weapons, ranged), CHA 5): Low-flying electromechanical hover drones
[4]: Member of the Old Guard (6 HP, d8 Bulky "N33 machine gun", d6 Blast
"pineapple grenade" x 1, 13 STR, 1 Armour): Skeletalized soldier remains
seemingly piloting a mechanized armour suit - no words, only silent screams
[5]: Old Feral Meat-hogs x 1d6 (4 HP, STR 15): Muscular - digging for food -
nearly blind - nearly deaf - violent
[6]: Vacated Settlement containing two Food Items (see table) and one
Personal Item (see table)
Beach, Water:
[1]: Sun-kissed Hermit (2 HP, STR 8, Armour 1): Lying in full sun - seeking
enlightenment by roasting his skin - wants a new book - will tell you of his youth
[2]: Fishermen x 1d4+2 (5 HP, DEX 12, Hand Weapons): Need help to repair
their boat - eager to sell nutritious kelp - whistle a very catchy tune
[3]: Drones x 1d4 (3 HP, "customized pistol" (as two independently targetable
Hand Weapons, ranged), CHA 5): Low-flying electromechanical hover drones
[4]: Solar Sailor (2 HP, 16 DEX, "gaff" Bulky (as Noble Weapon)): On a solar-
powered boat - needs a new MPPT module - says one of you reminds him of
someone (and will try to guess your name)
[5]: Giant Crab x 1d6+2 (3 HP, STR 15, two claws (as Hand Weapon), sever
limbs on critical damage): Van-sized crustaceans with a taste for human flesh
[6]: Abandoned Boat containing three Personal Items (see table) of someone
in the nearest town
[1]: Hardened Stealers x 1d4 (2 HP, 13 DEX, knives (as Hand Weapons) and
whiz-bang (as Explosives) x 2): They want food - easily bribed - not easily
intimidated
[2]: Regal Tollbooth and Regal Soldiers x 1d4+1 (4 HP, 8 CHA, monogrammed
knives and K44s (as Hand Weapons)): Demand payment or you can't pass
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through - secret handshakes - fashionable blue uniforms - prefer to be called
"Regals"
[3]: Spinach Lichen: Small green leaves, growing in several dense clumps -
grainy but nutritious - eaten to take a rest, even while walking
[4]: Rad-bear (10 HP, STR 12, DEX 12): Lumpy mutant bear - solitary - hungry
- found hibernating on 1 or 2 on a d6
[5]: Member of the Old Guard (6 HP, d8 Bulky "N33 machine gun", d6 Blast
"pineapple grenade" x 1, 13 STR, 1 Armour): Skeletalized soldier remains
seemingly piloting a mechanized armour suit - no words, only silent screams
Factory, Docks:
[1]: Vat of Slag: Waste material containing something of high value, if you
could mechanically/chemically process it
[2]: Patient Hunter (4 HP, DEX 15, knife (as Hand Weapon), rifle (as Noble
Weapon)): Shushes you - gestures that you should move along - asleep on 1 or
2 on a d6
[4]: Drone Core: A tower that is transmitting data to all the drones of the area -
can be deactivated to cause drones to return, clear the area, and then shut down
City:
[1]: Twins!: The birth of twins is exuberantly celebrated here! - join the fun, or
risk being known as spoil-sports
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[2]: Returning Student (2 HP, DEX 12, club (as Hand Weapon)): Returning
with books and pens in hand - has learned something that might help you, and
wants to trade for something aesthetically pleasing
[4]: Open-air Soy Pits: Vast pools of soybean emulsion and curds being boiled,
pressed, dried, and/or fried - the Skitters here will drink your blood (1 damage
per unprotected hour here)
[5]: Market Day: Excellent selection (roll twice on the trade table, taking your
preferred outcome)
Mythics are special devices from pre-apocalyptic times. Their energy sources,
properties, and functions are often mysterious.
[1]: Crowd-control munition - Six small pellets that, when broken open,
release a hundred cubic metres of foul-smelling, ennui-inducing red gas that
lingers for one day. Can be made into a compatible bullet by a careful gunsmith.
[2]: Door opener - Short metal tubes that, when twisted, explode, producing a
shock-wave that blasts open all sealed/locked doors connected to the current
room (also causes a mild ringing in exposed ears for a week). Three uses.
[3]: Seeking spear (as Field Weapon) - Once per day can be thrown at a
desired location and will strike it accurately (+d8 damage), although, this effect
cannot be used when the user is confused or angry.
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[4]: Flechette pebbles - Small, cloudy spheres that, when broken open,
release barbed metal shrapnel and a thin, adhesive slime (d4 Blast, painful,
immobilizing). Four uses.
[6]: Horror projector - A small, white box with a lens on one side. The target
receives visions of human suffering. Single use, but recharged by nearby
suffering.
[7]: Brainbox - A human brain in a glass cube, suspended by thin wires and a
thick jelly. It can "speak" to anyone pressing bare skin against it. It wants your
help finding its homeland. It wants you to kill anyone who stands in your way.
[8]: Fire Gum - A rubbery red substance that heats to 400 C once removed
from its foil packaging, going cold and useless after 10 minutes. Three uses.
[1]: Prosthetic head - A plastic and metal head and remotely linked earbud.
Wearing the earbud allows the sights, sounds, and smells reaching the head to
be experienced remotely. Facial expressions of the user are mirrored by the
head.
[3]: Mistake paste - A black, toothpaste-like substance that, when spread over
the eyelids, allows you to see the consequences of a single action (possibly
allowing a re-roll of a save, i.e., the first outcome was actually avoided). Violent
vomiting is a known side effect if both eventualities are failures. Two uses.
[4]: Blander - A fluid chemical that renders any food flavourless. If ingested
directly, for a week, all food eaten will be flavourless and all sense of smell is
lost. Five uses.
[5]: Phase gun - A gun that moves the target forward through time by 1d6+5
minutes on a successful DEX check (a failure usually transports some nearby
scenery). Three uses.
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[6]: Replicator dish - A mirror-finish dish that can duplicate small objects
reflected in its surface. When jostled or touched, the faux objects turn into a fine
metalic sand that is reabsorbed by the dish.
[7]: Hibernation pod - A sealed coffin-like enclosure that turns the body as stiff
as wood and puts the user into a deep sleep. Runs out of power, ejecting the
awakened sleeper, after a day without strong sunlight. All STR damage is
restored.
[8]: Miracle soil - Any seed planted sprouts into a mature plant within an hour.
The second hour, it becomes cold, freezing the plant. The third hour, the plant
withers and is re-absorbed.
[1]: Heat Glasses - A pair of thermal-scanning goggles. User cannot see for an
hour after taking them off.
[2]: Cranial Simulator - A thin cap containing a web of piezo nodes. User can
approximate the decision making process of any person they know well. Taps
you on the head very hard.
[3]: Filament Belt - A nano-fiber belt than can be stretched to any length while
a button on the buckle is depressed. Tends to start cutting things when long
(greater than 5 m) and thin.
[4]: Flotation Jacket - A bright yellow, highly reflective safety jacket. High
acceleration or coming into contact with water makes it expand into a protective
sphere of 2 m in radius. Deflation requires puncturing (i.e., single use).
[5]: Heartfelt Suit - A stylish two-piece suit. Directs you toward the nearest
beating heart. Tends to miss very calm or very agitated individuals.
[6]: Anonymous Bag - A small satchel in black cloth. Two buttons inside
change the colour and shape/style (but not size).
[7]: Proximity Bracelets - A pair of bracelets that glow. The glow is brighter
the closer you are to each other. Only works between good friends.
[8]: Bacon Cube - A small cuboid red stone on a chain. It smells of salted or
smoked meat. It makes you smell of salted or smoked meat.
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[4] Nanite Powders: All nanite powders should be dissolved in body-temperature saline
and injected. All other forms of ingestion are contraindicated!
[1]: Muscles - STR is restored. 1HP can be restored, once per day, during the
following week. Single use.
[4]: Limb repair - Restores a limb or repairs a large injury. Makes you hungry
for a week. Single use.
[5]: Detoxification - Removes all toxins and implants from the body. Individual
blisters must then be drained. Three uses.
[6]: Memory - Re-live four moments in your life in perfect detail, two you want,
two you don't. Two uses.
[7]: Vision - Re-configures rods and cones, granting perfect nightvision for a
year. Single use.
[8]: Exfoliant - Immediately shed all skin in a thin layer (1d8 damage if not
removed carefully, making you susceptible to infection). This clears all radiation.
Single use.
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Certain locations contain dungeon-like spaces with long, twisting tunnels or mazes of
corridors, most of which are collapsed.
To create an installation, you will draw up a network of numbered "rooms". Start with
(1), then roll 1d4:
[2]: There are two pathways leading deeper, one of which will require some
time, noise, or effort to clear.
[3]: There is another entrance/exit point and two pathways leading deeper.
[4]: If there are three or more total nodes, there are no further pathways in this
direction. Otherwise, there is one pathway leading deeper.
Create the next numbered "room", describe its contents, and roll again on the table to
determine the number of exits to other rooms. Repeat the above process until you have
explored the entire location.
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Follow these principles:
Everything is breaking down. The world is dusty, rusty, and otherwise deteriorated.
Past societies are always present, somehow. They left trash and treasure. They
abandoned their hopes and settlements. They left traps. They left artwork.
People have strange ways, rituals, words. Social norms are more varied. There is no
cultural hegemony. Decades of conditioning and recently discovered best practices are
hard to disentangle. Your choice of words is determined by your locale. Shibboleths can
be turned into weapons.
Humanity wants alternately to cling together and to destroy and fall apart. The drive to
care for others and the drive to seize much more than ones share are in opposition in
every settlement.
The metropole is safer physically, but not socially. The streets are always safe, as
someone is always awake and listening, ready to raise an alarm. Any group disturbing
the peace will be dispersed by a mob of kindly, chastising aunts and uncles. Becoming a
social pariah takes only a few missteps. Offend a distant relative of a powerful person
and they will have you shunned or exiled.
ANNA loves you. ANNA wants to explore this timestream. ANNA collects a lot of data.
New lives and deaths are important anchor points for ANNA's algorithms, so allow ANNA
a re-roll once per session for each character death (or any birth ANNA is made aware
of) that has occurred thus far.
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