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WHAT’S IN THE END OF THE LINE?

: The relent‐ But you caught a glimpse that something is


less advancement of technology cannot be wrong, it branded you. They tried to deal with you
stopped, nor the metal rails that bring it. What and, so far, you managed to escape. At what
else revolves around locomotives and wagons? cost? Only you can uncover this conspiracy.
They don’t want anyone to know their schemes. Only you can stop the Followers of the Rail Way.

►Origin Who are they?


1 Reptilian society body cremating records, lizard skin, preserved limb, extra warm clothes]
2 Religious zealots modular crucifix, ring with hidden needle, biblical passages, church terrains
3 Medieval alchemists vial of iron dust, hidden symbols, massacre map, metal rail with weird analysis
4 Body snatchers fake past, sudden partnerships, protection vs commom substance, nest records

►Means Why trains?


1 Rails form signs smaller scale records, pinned maps, ignored easier detours, special rail material
2 Trains are modified engines blueprints, twisted locomagic, wreckage of famous train, altered wagons
3 Stations strategically positioned leylines tomes, underground blueprints, missing people, star maps
4 People using them unregistered cabins, alias lists, unmatching cargo list, strange events related

►Goal What they want?


1 Rule undisputed ancient mass graves, involved in wars, opposing faction, sleep agents at high rank
2 Summon a powerful being same being across ages, sealing ritual, myths proven real, magic creature
3 Make everyone like them bad experiments, avoid killing, utopian plans, a member is a converted
4 Destroy their enemies suicide member, new kind of bomb, unthinkable weapon, covered deaths

►Finale Where is the showdown?


1 They need a last item headline of museum, old cuture studies, security details, escape route
2 Long ritual required renovation headline, special calendar, rallying message, convention event
3 Already happened past date, timeline until no-return, downtown map, weakness
4 The leader is key special birthmark, signs of hierarchy, levels of power, signs the leader is special

►Locales Pick one, create sublocations for clues ►Resources What they can use against you
1 UK, Birmingham, factories, gangs, sciencepunk 1 Frame you for their undoings
2 US, Charlotte, docks, great train hub, guns 2 Reshape reality and likeliness of scenarios
3 FR, Lyon, universities, ruins, basilicas, rebels 3 Unspeakable monsters no one else can see
4 JP, Tokyo, civil war, politics, ronins, western-ish 4 Freeze others and brainwash them
5 ?, Siberia?, cold, isolate, sunless, dark forces 5 Magic methods of travel, teleportation
6 CH, Shanghai, famine, foreign strings, govern 6 Incredible ways of disguising
7 EG, Alexandria, mining, trade, industrial 7 Make you question what you know is real
8 AR, Buenos Aires, disease, immigrants, media 8 Guns, quantity, quality and availability

►Contacts Codenames, traits what they offer ►Twists Ideally 1 for Meddler, at least 1 overall
1 Hammer, brute friend, manpower 1 Meddler was supposed to be a sleep agent
2 Nail, sharp brother, intel 2 Conspiracy needs this one alive at the end
3 Engine, resourceful sister, gear 3 Contact will die and come back as traitor
4 Wheel, charming ex, transport
5 Fuel, wise sponsor, money
6 Whistle, noisy child, cover
7 Smoke, mysterious mentor, escape
8 Fire, famous friend, public opinion
4 Opposing conspiracy will help and benefit
5 Goal is better than it sounds, the price is not
6 Wake up in a lab, not sure what part was real
7 Discover followers who believe in you
8 You can midly use the same power they have
18XX RAIL WAY
LO-FI TRAIN CONSPIRACY RPG • DIEGO BARRETO
Text and Layout By Diego Barreto (CC BY 4.0). Based on 24XX, by Jason Tocci. Original Art CC BY BEEPLE
Check out my other games at https://deep-light-games.itch.io/ and stay tuned for news at twitter @deeplightgames
MYSTERIES
►A conspiracy is made of 4 mysteries.
►Every mystery needs a Meddler. Meddler’s abilities are helped
by their Class die. All start as d6. If it is the highest die result, you
BUST and reset die size. Otherwise, if 3+ increase die size (max d12). Each Meddler takes an extra skill
an an extra item. Also, each Meddler names a Contact and rol d6 to see how eager they are to help.
Origin - Who they are
Means - How are the trains related
Goal - Why are they doing this
Finale - Where is the place for the showdown

Not finding a clue is NOT a risk. Rolls are for


problems guarding the clue or chasing you. If
there is a clue there and no problem, you find it.
A good clue is vague only on its own.

►You can run the mysteries with hard prep (roll


on the tables and link everything together,
planning all mysteries beforehand)

Try to incorporate details from character


creation. It makes the mystery more personal.
Each place should have at least 1 clue. Use the
approach used to flavor how players get the info.

OR as prompts (at which case use the sections


below and disclaim to the table that the solution
will be created colaboratively)

You don’t need to plan them all. Plan each at a


time. Solving one will likely change the following.

►Each mystery has many possible clues.


There are tables in back but feel free to create
your own.
Clues should be flexible to many interpretations.
Challenge the players if they make assumptions
that don’t fit already disclaimed facts.

►After acquiring at least 4 clues in a part,


players can theorize and roll about it.
When the players have an open discussion about
the solution to a mystery based on the clues they
have uncovered and reach a consensus, roll a die.

At 3+, you can exploit solution

At 4-, GM adds an unwelcome complication.

At 8+, you get a clue for the next mystery or start


the next mystery at advantageous position

►Additional clues increase the die size when


theorizing. Start at d6 and increase 1 size per
extra clue.
5 clues = d8, 6 clues = d10, 7 clues = d12

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