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What’s

So
WEIRD
About
Acid
Fantasy
First: Who are you?
What is your name, alien to the tongues of the common folk
around here? Something that marks you as Outsider, but
maybe that’s not a bad thing. You are someone who can get
things done.
Once your name is finalized, describe or draw yourself:
From whence have you come?
A traveler from the far wastes, the barbarian lands outside
the Neon City. You learned things there, before your
journeying ways began.
The Autarchy of Mushrooms
Herbology - Secret Codes - Astral Projection
Utene, Porcelain Capitol
Tinsmithing - Dueling - Blood Transfusion
Nacre, Beloved of the Squid and Snail
Fishing - Gladiatorial Combat - Underground Survival
The Moon
Barter - Cartography - Ghost-Eating
The Rail-Lands
Artifact Repair - Conducting - Listening
Yhr, Slowhand Desert Temple
Tracking - Meditation - Gunslinging
Fleshcrafter’s Academy of Miiku
Healing - Pain - Biothaumaturgy
Somewhere Else
Choose 3 Skills, or make up your own.

What have you kept?


One’s possessions say much about them. The destination is
far, and the trials along the way many. What few things did
you bring with you, what did you make sure not to leave
behind?
Strange, tattered CLOTHES or a worn piece of ARMOR.
An intimidating WEAPON
A high-quality TOOL
A personal MEMENTO
And SOMETHING ELSE, too...
What did you do?
Where you exiled, or did you leave by choice? What was
your job, your sin, or your compulsion?
1. Exiled for crimes against the Thought-Lord.
2. Nutrient-farmer, your bacteria mats all died.
3. Sole survivor of a crashed spaceship.
4. Summoned from another world or time by a mad
wizard, you killed him.
5. Missionary of Qirh, the God-Wheel. You must try
to bilk as many people out of their money as you can.
6. Revenge on a drug-kingpin for the murder of
your family
How do you play?
You narrate your actions, and the GM describes how the
world reacts to them. Tell everyone what you’re trying to
do, and how you’re trying to do it. If things are easy, you
needn’t roll.

What if things aren’t easy?


Then you roll two six-sided dice and add the pips together
to see if you succeed.
For every advantage you have, add 1 to the roll.
Things that can give you an edge:
An intimidating WEAPON
A high-quality TOOL
The high ground
Professional experience
A relevant skill
Cover

What if things are REALLY hard?


Subtract 1 for each disadvantage you have, like:
No weapon or appropriate tools
You’re in an exposed position
Your opponent has well-kept ARMOR or a
powerful WEAPON
Your target is behind cover
You’re hungry or tired or injured
If your total is higher than 8, you succeed. If it’s lower, you
don’t, but either way the GM describes what happens.

How do you die?


When something injures you, add a Wound to your
character portrait, then roll your dice. If your total is under
the amount of Wounds you currently have, you die.
What’s happening?
A collection of odd jobs, rumors, and apocalypses in your
immediate vicinity.
A gang of aero-pirates are terrorizing the Low Steppes. A village
there needs help defending against them or they won’t have any
gasoline or oil left for the winter.
The wizard Arkhinozte has taken over an abandoned space-
elevator shaft and is tinkering with the genome of the commoners
who live around the base.
A mysterious man with missing teeth in a crooked smile beckons to
you from the shadows; he offers a hefty sum in exchange for a
locked lead box, stolen from the University of Hidden Sciences.
Proctor Mumb from the Crimson Church wants to go out into the
Red Wastes to find their god. They are willing to pay, and aren’t
very savvy to the ways of the world.
A team of drillmen accidentally stumble across an ancient
warlord’s tomb. The heiroglyphs inside depict the last half of the
journey to the Black City, where the Milk of Time and
Immortality is said to exist.
Carnage! A Temporal Caterpillar has landed in the city and has
begun using reality to spin its cocoon. If left unchecked, it will
erase the neighborhood from history.
The Knight of Swords is posted up on Hangdog Bridge,
meditating with her hundred blades. The merchants are growing
anxious; she challenges everyone who attempts to cross with a duel.

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