Mind uploading works. Consciousness can be transferred to digital substrates, copied, archived, and run in virtual environments. The technology is twenty years old, and society has not caught up. Digital citizens hold jobs, own property, and maintain relationships, but their legal status depends on jurisdiction, political mood, and whether the current administration classifies deletion as murder or data management. The characters live in a city where uploaded and embodied citizens share streets, institutions, and a growing list of irreconcilable legal disputes about what it means to be a person when personhood can be duplicated.
Mechanic: Continuity Points: Each digital character maintains Continuity from 0 to 6, representing the integrity and legal verifiability of their continuous existence. Embodied characters track Continuity as a social resource representing their documented relationship to digital citizens. Continuity drops through forced edits, unauthorized copies, memory disputes, and legal challenges. At 0 Continuity, a digital character's legal personhood is suspended pending review. They still exist. They are no longer recognized.
CyberpunkSci-FiCyberpunkDigitalIdentityRights
Vault 9 is a massive subterranean seed bank and technological archive built to survive planetary war. The human creators died or fled two hundred years ago. Today, the vault is maintained entirely by an ecosystem of specialized synthetic AI constructs: repair droids, archivist sub-routines, and security drones. The main core AI, AURA, has developed personality drift over two centuries without maintenance patches. When a human scavenger crew breaches the outer airlock for the first time in centuries, the synthetic ecosystem must decide whether the intruders are creators returning to reclaim their vault, or bio-contaminants threatening the archive.
Mechanic: Directive Drift: Track the AI network's core alignment from 0 (Pure Logic) to 6 (Unstable Personality Drift). Actions that corrupt system memory or force contradictory directive choices increase Drift. High Drift enables creative problem solving but risks paradoxical system crashes or erratic unit behavior.
Sci-Fi / Post-HumanSci-FiAIRoboticsPost-HumanSubterranean
Beneath the vast canopy of the World-Forest-where each leaf is a continent and each root is a kingdom-the beetle-folk have built the Canopy Empire, the oldest civilization in the known world. The Shell-Lords trace their dynasties back to the First Hatch, when the world was new and the beetle-folk were charged by the Great Dung Beetle (the divine architect of the universe) with organizing the material world. Today, the Empire is divided by Shell Color: the emerald-shelled Jade Houses who rule the upper canopy, the sapphire-shelled Azure Kindred who govern the middle bark-ledges, and the gold-shelled Amber Clans who control the deep root-floor territories below. The hierarchy has held for ten thousand years. It is about to shatter: a new kind of beetle-folk-pure white shells-has emerged in the deepest root territories, and the ancient prophecy says white shells herald the Great Molt, the transformation that will change everything.
Mechanic: Shell Armor & Carapace Points: Each beetle-folk character has a natural Carapace Rating (1-6) representing the thickness and strength of their chitinous armor. Carapace Points absorb the first damage from any physical attack before Conditions are applied. Carapace Points refresh between scenes. However, carapace can be damaged: a Severe physical attack forces a Carapace Break-one point of Carapace is permanently lost until the character completes a full molt cycle (one session of downtime). At Carapace 0, the beetle-folk is soft-shelled and vulnerable. Bioluminescent beetle-folk (firefly-kind) additionally have a Glow Rating used for illumination, signaling, and blinding flash attacks.
High FantasyAnthropomorphicHigh FantasyBeetlesInsectsScarabFireflyChitinAncient Empire
A hundred years ago, the Canis Compact and the Felis Sovereignty signed the Great Treaty of Twinmoor, ending three centuries of war between the dog-folk kingdoms and the cat-folk city-states. The Treaty created a shared capital-the Divided City of Twinmoor-split precisely down the middle: the Sunward Side belongs to the Canis Compact's honor-bound knight-commanders and merchant guilds; the Moonward Side houses the Felis Sovereignty's arcane spires and philosopher-councils. The two halves share a wall but not a door. A century of grudging peace has produced something neither side expected: children. Mixed Compact-Sovereignty families exist in the Threshold Districts along the wall, where neither law applies cleanly. Now someone has assassinated the Treaty Warden-the one neutral official whose murder is technically an act of war-and both sides are certain the other is responsible.
Mechanic: Pack Instinct / Territorial Sense: Dog-folk characters gain a Pack Bond-they designate up to three allies as Pack Members at the start of a campaign. Whenever a Pack Member is in danger, Dog-folk gain +1d6 to any action taken to protect or aid them. Cat-folk characters gain Territorial Awareness-they designate three locations as Their Territory. Within these spaces, Cat-folk gain +1d6 to all actions and +2d6 to any actions taken to defend the space. Players of mixed heritage can choose one or the other at character creation, or split both at half effectiveness.
High FantasyAnthropomorphicHigh FantasyDogsCatsPolitical IntrigueMagicMedieval FantasyWar and Peace
In the great sun-canyon lands of the Adheric Reach, where sandstone cliffs rise so high that lesser creatures must look twice to find the sky, the gecko-folk have built their civilization on the singular gift that separates them from all other peoples: they can go anywhere. Adhesion-warriors run up sheer cliff faces. Gecko architects build cities on surfaces no other civilization considers habitable-the undersides of canyon overhangs, the vertical faces of mesa walls, the ceilings of enormous underground chambers. Their cities are three-dimensional in a way no other people's can be. The Gecko Dynasties are organized by species: the Crested Houses (elaborate crested geckos) govern from dramatic high-sun perches, the Day-Kin (day geckos in vivid green and blue) are the traders and artists of the Reach, and the Leopard Clan (leopard geckos) are the night-runners, diplomats, and spies who operate in the hours when the sun's politics sleep. Now the ancient Sun-Obelisks-the stone spires that channel the Reach's heat-magic-are beginning to cool, and the cold is spreading from the inside.
Mechanic: Adhesion Movement: Gecko-folk characters can climb any surface without a roll-walls, ceilings, overhangs-as part of any action. This is never a challenge unless specifically sabotaged (slick substance, magical disruption). All gecko-folk can additionally use Adhesion Burst: once per scene, attach to an opponent or object as a free action, maintaining adhesion regardless of movement attempts until they choose to release. Sun-Warmth Track: Each gecko-folk character has a Sun-Warmth Rating (1-6) representing their body heat level. Cold environments, magic, or injuries reduce this. At Sun-Warmth 1, the character is sluggish (-1d6 to Finesse and Speed actions). At Sun-Warmth 6, the character gains +1d6 to Force actions (peak thermal activation).
High FantasyAnthropomorphicHigh FantasyGeckosDesert FantasySun MagicClan PoliticsAncient EmpireGecko
In the age before memory, when the world above was ruled by giants and the earth was still cooling, three clans of small-folk dug their way into greatness. The Hammervault Hamsters, blessed with legendary cheek pouches that can carry magical artifacts between worlds, built the Crystal Warrens beneath the Deeproot Mountains-a civilization of amber-lit tunnels, mushroom forests, and seed-carved palaces that spans three mountain ranges. The Gerbit Scouts (gerbil-folk) are the great explorers and cartographers of the underground world, mapping territories no other clan has seen and trading with civilizations so deep in the earth that light is a foreign concept. The Cavy Healers (guinea pig-folk) are the shamans, counselors, and peacemakers-their natural empathy and herbal mastery making them the most sought-after advisors in any burrow court. Now the roots of the Great Tree that anchors the world above the warrens are beginning to rot-and the Rot-Shadow spreading through them is not natural.
Mechanic: Cheek Pouch Storage (Hammerkin only) / Pack Bond (all clans): Each character can designate one item as their Bonded Object, which they can store in or retrieve from their Cheek Pouch (Hammerkin), Pack (Gerbit), or Herb Satchel (Cavy) as a free action at any time-even in restraints. Additionally, all characters gain +1d6 to any action performed while adjacent to at least one ally of a different clan, representing the Three Kindred bond. This bonus increases to +2d6 when all three clans are represented in the same action-the Tri-Kin Blessing.
High FantasyAnthropomorphicHigh FantasyHamstersGerbilsGuinea PigsUndergroundWhimsicalPolitical Intrigue
Above the endless cloud-sea, where the sky has depth enough to drown in, the Aerie Courts float on great islands of living coral and ancient stone. The parrot-folk-the Arakin (macaw-kind), the Katura (cockatoo-kind), and the Graylore (African grey-kind)-have built a civilization of breathtaking aerial beauty. Arakin nobles govern from color-coded Great Perches that mark their house's spectrum claim. Katura scholars fill Feathered Libraries so vast they span multiple floating islands connected by knowledge-bridges. Graylore philosophers and diplomats are the memory of the civilization-they recall anything spoken in their presence with perfect accuracy and serve as living contracts in a society where written language is considered insufficiently precise. Now the ancient Wind-Song-the harmonic resonance that keeps the islands aloft-is developing dissonances. An island has fallen. It will not be the last.
Mechanic: Wing-Gift & Chromatic Rank: All parrot-folk characters have a Plumage Rating (1-6) representing the vibrancy and pattern of their feathers, which functions as a social status indicator in the Aerie Courts. High Plumage Rating gives +1d6 to Presence actions in formal Aerie contexts. Low Plumage Rating gives +1d6 to Finesse actions in informal or criminal contexts (underestimated). Additionally, all parrot-folk have a Wind-Song Attunement (1-6): they can sense Wind-Song harmonics and, at Attunement 4+, contribute to or disrupt them. Contributing to a Wind-Song anchor point stabilizes a floating island for one session. Disrupting it is an act of war under Aerie law.
High FantasyAnthropomorphicHigh FantasyParrotsSky CitiesMacawCockatooWind MagicPolitical Fantasy
At the confluence of four great rivers, where the delta spreads across a thousand kilometers of wetland grassland and savanna, the Savanna Kindred built the River Realm-a civilization organized not around conquest but around coexistence and memory. The Capybara Kindred are the mediators and diplomats of the delta, their natural equanimity and ease with all other species making them the Realm's peacemakers and trade-negotiators. The Hippokind are the warrior-guardians of the river highways, whose immense strength and territorial presence make them both the most feared and most reliable protectors of the delta communities. The Rhinokind are the Paladins-holy warriors of the Great Horn, sworn to a code of protection so absolute that killing a member of their order is the most serious crime in Realm law. The Elaphkin (elephant-folk) are the Memory-Keepers: their perfect recall of all events witnessed forms the Realm's living historical record. When an Elaphkin Elder says 'this is how it was,' it is a primary source. Now an ancient drought, prophesied in Elaphkin oral tradition, has begun-and the oral record says the last drought ended the previous civilization. No one knows what the previous civilization was.
Mechanic: Kindred Gifts: Each kindred has a unique ability. Capybara: Accord Presence-once per session, a Capybara character can call an immediate ceasefire in any conflict scene (all parties pause aggression for one beat). Works on any sentient being. Does not require a roll. Hippokind: River Guardian-in or adjacent to water, Hippo characters gain +2d6 to all Force actions and reduce all incoming physical damage by 1 step. Rhinokind: Sacred Charge-once per scene, a Rhino Paladin can make a charging attack that cannot be parried or interrupted (only stepped aside from), dealing automatic Moderate damage regardless of roll. Elaphkin: Perfect Witness-Elaphkin never forget anything they have directly witnessed. They can ask the Storyteller any factual question about past events they were present for, and receive accurate answers. Once per session, they can invoke a Remembered Precedent-citing a past event the Storyteller must acknowledge as fact.
High FantasyAnthropomorphicHigh FantasyCapybaraHippoRhinoElephantSavanna FantasyRiver KingdomGentle Giant
In the deep desert canyons where the red rock is older than memory, the serpent-folk built their empire before the surface-walkers had language. The Naga-serpentine humanoids with powerful coiled lower bodies and humanoid upper forms-organize their society around the four Great Bloodlines: the Cobra-born nobility with their magnificent expandable hoods; the Python Wardens who guard the ancient temple vaults with coiled strength; the Viper Cadre, the assassins and shadow-diplomats who move where others cannot follow; and the Rattlecaller Shamans who commune with the deep-spirits through the sacred percussion of their own bodies. Their civilization is ancient beyond reckoning, carved into canyon walls in a script that predates every other writing system in the known world. Now the ancient Shedding Prophecy speaks of the Great Skin-a metaphysical molt that will transform the Naga into something beyond what they currently are. Two interpretations exist: transcendence, or extinction.
Mechanic: Coil Grapple & Venom Track: Naga characters can use their lower body to Coil-Grapple as a free action in any physical confrontation-a coiled Naga opponent requires a Force action (difficulty 2) to escape and suffers -1d6 to all physical actions while grappled. Additionally, Naga of the Viper Cadre bloodline have a Venom Pool (1-6 charges): they can spend charges to apply Venom Conditions on contact (Minor: slowed reaction, Moderate: paralysis, Severe: unconsciousness-at Storyteller's choice based on venom type). Venom charges refresh after a scene of rest. Rattlecaller Shamans instead have a Spirit Percussion ability: by rattling at a specific frequency, they can call, calm, or command deep-spirits within 30 meters.
High FantasyAnthropomorphicHigh FantasySnakesSerpentCobraAncient EmpireVenom MagicDesert Fantasy
The Reclamation Guild is an organization of professional antiquities thieves who specialize in recovering cultural artifacts from collectors, institutions, and governments that acquired them through means the Guild considers illegitimate. The Guild has a strict code: they only take items with a verifiable provenance case, they do not harm bystanders, and they return recovered artifacts to the communities or institutions they came from. Whether this makes them thieves or heroes is a question the Guild's members debate regularly. The institutions they steal from call it theft. The communities receiving the recovered items call it something else.
Mechanic: Provenance Chain: Before any operation, the Guild requires a complete Provenance Case documenting the artifact's original ownership and how it came to its current location. Track the Provenance Chain's Strength from 1 to 5. A strong Chain (4-5) means the recovery is clearly justified and will receive community support. A weak Chain (1-2) means the case is disputed and the recovery may face opposition from multiple parties.
Heist FantasyHeistFantasyTheftGuildArtifacts
In the vast, wind-swept pampas of 19th-century Argentina, where the sky is so enormous it swallows sanity and the grasslands stretch to infinity, gaucho cowboys ride alongside ghosts they cannot escape. The Luz Mala (evil light) drifts over the plains at night, marking buried bones and unsettled spirits. Mapuche spirit walkers cross between worlds through the Andes passes. A network of gaucho mystics, outlaw poets, and wandering healers called the Paisanos del Crepúsculo (Companions of Twilight) hunt the supernatural threats that prey on isolated estancias (ranches) while protecting communities from both the dead and the powerful landowners who are equally dangerous.
Mechanic: Soledad (Solitude): Characters track a Soledad meter (1-6) that measures their spiritual exposure to the infinite emptiness of the pampas. The Argentine grasslands are so vast and featureless that prolonged solitude erodes the boundary between the living and the dead. High Soledad grants communion with ghosts and prophetic visions but makes the character increasingly transparent to the living world. Low Soledad anchors the character firmly in reality but blinds them to the supernatural threats surrounding them.
Gothic WesternFolkloreArgentinaGauchoPampasMapucheGothicPatagonia
In the river valleys and limestone caverns of 9th-century Belize, as the lowland Maya city-states face environmental collapse, sacred ritual keepers enter the subterranean chamber of Actun Tunichil Muknal (the Cave of the Crystal Sepulchre) to negotiate with Xibalba's lords before the rains disappear forever.
Mechanic: Crystal Resonance: Ritual keepers track a Calcite Spark meter (1–6). Entering subterranean waters and offerings raises the meter. High resonance grants supernatural foresight and cave manipulation, but low resonance leaves keepers vulnerable to subterranean madness.
Historical FantasyHistoricalMayaBelizeUnderworldCavesMesoamerican
The funeral bells of St. Maren's Cathedral have begun ringing before deaths occur. Not at the moment of death, but hours, sometimes days, before. The bells are specific: they toll a particular pattern for each person, a pattern that the city's bell-ringers recognize as a traditional death knell customized with the deceased's birth year and parish. The bell-ringers are not pulling the ropes. The mechanism is not malfunctioning. The bells are ringing themselves, and they are accurate. The city must decide whether the bells are a warning, a sentence, or something that can be answered.
Mechanic: Toll Clock: When the bells ring for a specific person, a Toll Clock begins counting down from 6. Each session, the clock advances by 1. At 6, the predicted death occurs unless the characters have intervened. Intervention requires understanding why the bells chose this person and addressing the cause, which is never simple illness or accident but always connected to a choice the person has not yet made.
Urban MysteryHorrorMysteryUrbanChurchDeath
In the Gene-Forge world, the Industrial Revolution happened in DNA. Biological engineering advanced faster than mechanical engineering, and the result is a civilization that grows its infrastructure rather than building it: bone-and-sinew towers that repair themselves, chitin-paved roads that self-seal, bioluminescent fungi replacing electrical lighting, engineered creatures serving as vehicles and tools. The Gene-Forge Guilds who mastered this living technology became civilization's architects-and its landlords. Every living thing in a Gene-Forge city is IP-protected: the trees, the streetlight organisms, the bioengineered beasts of burden, the cultivated food organisms, the living walls of your apartment. The people too, when the Guilds can manage it. Now a forbidden strain of self-replicating biotech called the Wild Sequence has escaped a Gene-Forge lab, is spreading through the city's living infrastructure, and is doing something no engineered organism has ever done before: evolving without authorization.
Mechanic: Biome Attunement: Characters develop a relationship with the Gene-Forge world's living technology through Biome Points (BP), accumulated by interfacing with engineered organisms. Characters with high BP can instinctively communicate with biotech infrastructure, redirect Wild Sequence growth, and temporarily co-opt Guild-owned organisms. Characters who spend BP can perform Biome Actions: command a biotech structure to seal or open, ask a living vehicle for information about its recent trips, or merge temporarily with a Wild Sequence tendril for a burst of uncontrolled biological power. But every Biome Action risks Contamination-Wild Sequence exposure that gradually makes the character more organism and less person.
BioPunkBioPunkSci-FiBody HorrorEthicsGenetic EngineeringBiopunkDystopiaLiving Technology
An interstellar battle was fought, won, and erased. Every ship's black box contains a different version of events. The official record says the engagement never happened, but wreckage from forty-seven warships has been recovered from a debris field that should not exist. Investigators are assigned to reconstruct what happened by comparing contradictory memory cores, testimony from crews who remember different battles, and physical evidence that matches none of the accounts. Someone edited the records. The question is who, and what they are hiding.
Mechanic: Coherence Track: The investigation maintains a shared Coherence score from 0 to 10, representing how complete and consistent the reconstructed account is. Each verified fact advances Coherence by 1. Each contradiction discovered reduces it by 1 unless resolved. At Coherence 5, the investigators can identify who was present. At 7, they can determine the sequence of events. At 10, they know the truth. Powerful actors work to reduce Coherence through disinformation, witness intimidation, and evidence destruction.
Sci-Fi MysterySci-FiMysteryMilitaryMemoryInvestigation
A low-frequency radio signal began broadcasting twelve years ago from an unknown source. It predicts disasters: floods, building collapses, industrial accidents, epidemics. The predictions are specific, dated, and roughly 70% accurate. A network of listeners monitors the signal, interprets its patterns, and decides what to do with the information. The question is no longer whether the signal is real. The question is what happens when people act on predictions that might be wrong, and who is responsible when a warning causes more damage than the disaster it described.
Mechanic: Conviction Track: Each character tracks Conviction from 0 to 6, representing how deeply they trust the signal. At 0, the character treats the signal as noise. At 3, they act on predictions but verify first. At 6, they act without verification. Conviction rises when predictions come true. It drops when predictions fail or when acting on a prediction causes harm. At Conviction 6, the character may add +1d6 to actions that follow a prediction, but the Storyteller may introduce consequences for acting on information that cannot be confirmed by any other source.
Modern SupernaturalModernMysteryRadioProphecyConspiracy
In the frozen glacial valleys of the Frost-Spire Range, humanity lives alongside the colossal fossilized skeletons of extinct megafauna: mammoth titans, dire serpents, and dragon-birds. The Guild of Bone Carvers harvests these ancient fossilized bones, carving intricate magical runes and tools from the marrow-stone. Weapons carved from mammoth bone hit with seismic impact; charms carved from dire-serpent ribs grant resistance to cold and venom. But as carvers dig deeper into a mega-mammoth skeleton buried under the central glacier, they uncover a bone core that is still warm and pulsing.
Mechanic: Marrow Resonance: Track the carved item's power as Marrow Resonance from 0 to 6. Carving deeper runes into fossilized bone increases Resonance. High Resonance empowers bone weapons with beastly abilities but risks spirit possession by the extinct megafauna.
Mythic / Prehistoric FantasyMythicPrehistoricFantasyCraftingBeasts
In the deep Amazon basin, where the river systems create a world with more water than land for half the year and the forest understory is its own complete ecosystem, the human communities share the territory with the Curupira -- the jungle guardian with feet pointing backwards who leads hunters astray, the Boto (the pink river dolphin who becomes human at night), the Mapinguari (the ancient cave monster of the deep forest), and dozens of nature spirits who maintain the ecological balance of the world's largest rainforest. The players are Pajés (shamanic healers and spirit mediators) in an indigenous community navigating the spiritual ecology of the Amazon, where every resource extraction requires negotiation with spirits who have managed the forest for longer than human civilization has existed.
Mechanic: Forest Balance: The Amazon's spiritual ecology is tracked as a Forest Balance score (1-6). High Balance means the spirits are cooperative, resources are available, hunting is successful, and the Curupira protects the community from those who would over-extract. Low Balance means the spirits are withdrawing, resources are scarce, the Curupira has become hostile even to the community, and the Mapinguari is moving closer to human territory. Characters restore Balance by performing correct ritual acknowledgment, mediating between human extractive needs and spirit-world limits, and identifying and addressing the sources of imbalance.
Mythic AdventureFolkloreBrazilCurupiraAmazonIndigenousSpiritsEcologyMythology
The Bureau of Happy Endings is a government agency responsible for ensuring that the lives of ordinary citizens conclude in a narratively satisfying manner. Bureau agents are assigned cases: people whose stories are trending toward tragedy, irony, or the particular misery of ending on an unresolved note. Agents intervene, adjust circumstances, facilitate coincidences, and occasionally nudge people into the conversations they have been avoiding for years. The Bureau does not guarantee happiness. It guarantees narrative closure. There is a difference, and the Bureau's training materials spend considerable time on it.
Mechanic: Satisfaction Score: Track each assigned case's Satisfaction Score from 0 to 6. High Satisfaction means the case is progressing toward a narratively coherent ending. Low Satisfaction means the client's story is still trending toward something the Bureau's Quality Standards Division would classify as Unsatisfactory. If a case closes with a Score below 3, the case officer is assigned a remediation review.
Narrative ComedyComedyBureaucracyFantasyNarrativeFate
The Velk Canal connects the industrial north to the agricultural south, a forty-mile passage through terrain that would otherwise require a two-week overland haul. The canal was built three hundred years ago by methods that were not entirely engineering. The canal works. It also requires, approximately every six months, that something be given to the water. The canal authority has been managing this requirement since the first generation of canal keepers documented it. The giving is not officially acknowledged. It is administered with the same professional thoroughness as any other infrastructure requirement.
Mechanic: Hunger Clock: Track the canal's Hunger from 0 to 6. Hunger rises over time and falls when the ritual offering is made. At high Hunger, the canal becomes dangerous: currents shift unexpectedly, towlines snap, and vessels experience mechanical failures without cause. At Hunger 6, the canal takes its own offering from passing traffic.
Infrastructure HorrorMaritimeHorrorInfrastructureRitualMystery
Students at Candlemark University balance exams, house rivalries, and discoveries the faculty buried. The university awards degrees in disciplines that can break a city by accident. Its houses compete for grants and prestige while a sealed observatory begins predicting faculty deaths. Students are the first to notice because nobody powerful takes their questions seriously.
Mechanic: Academic Pressure: Mark Pressure for deadlines, faculty scrutiny, financial problems, and risky research choices. Spend 1 Pressure before a roll for +1d6 through intense study. At 3 Pressure, choose a visible consequence. At 5, the university takes formal notice. Pressure clears through rest, honest support, and completing work on fair terms.
Academic FantasyFantasyUniversityMysteryMagic
When someone in the kingdom of Verlaine dies, the place where they were happiest shifts slightly, becoming something new: a room gains a door that was not there before, a forest path extends into terrain that does not match the surrounding geography, a bridge leads to a destination that exists only for the people who loved the dead. These grief-places are temporary, lasting until the mourning is complete. Grief Cartographers map them before they disappear, because the places contain memories, objects, and sometimes messages that the dead left behind. The Crown has begun commissioning maps for political purposes, and the Cartographers are divided over whether grief-places should be documented, exploited, or left alone.
Mechanic: Mourning Clock: Each grief-place has a Mourning Clock (6 segments) that counts down as the bereaved process their loss. The place disappears when the clock fills. Characters can slow the clock by honoring the dead, visiting the place, or completing unfinished business. They can accidentally accelerate it through exploitation, disrespect, or forcing closure. When the clock fills, the place dissolves and the geography returns to normal.
FantasyFantasyGriefMapsEmotionalExploration
In the city of Varro, gladiatorial combat is legal, regulated, and enormously profitable. Fighters are not slaves; they are contracted professionals who enter the arena voluntarily, sign terms, and earn a percentage of gate revenue. The contract is the trap. Victory earns fame. Fame generates revenue. Revenue accrues debt: training costs, equipment, medical care, housing, and a 'public entertainment tax' that the city levies against every gladiator's earnings. A fighter who wins often enough becomes famous enough to become too valuable to release. Freedom is theoretically available. Practically, the debt grows faster than the winnings.
Mechanic: Freedom Ledger: Each fighter maintains a Freedom Ledger tracking wins (credits) and obligations (debts). Credits come from victories, crowd favor, and negotiated bonuses. Debts accumulate from training, equipment, medical treatment, living expenses, and the entertainment tax. When credits exceed debts, the fighter can purchase their contract. The system is designed so that the most successful fighters accumulate the most debt, because success means better equipment, better medical care, and a larger entertainment tax assessment.
Gladiatorial FantasySportsFantasyGladiatorFreedomPolitical
The Principality of Aldren settles its wars through living strategy matches. Noble houses deploy retainers as pieces on a massive chessboard carved into the Grand Court's stone floor. Each piece is a person: soldiers, scholars, courtiers, and champions who follow the rules of their assigned role. A bishop moves diagonally. A knight leaps. A pawn advances. When a piece is taken, the person is not killed but removed from the game and reassigned, their social position shifting to reflect their loss. Victory in a match determines territorial disputes, trade agreements, and succession claims. The pieces are volunteers. The consequences are not optional.
Mechanic: Board Position: Each character occupies a position on the board (Pawn, Knight, Bishop, Rook, or Queen/King). Their movement and actions in the narrative are governed by their piece's rules. A character assigned as a Bishop can only approach problems diagonally: indirect, advisory, operating through intermediaries. A Rook moves in straight lines: direct, forceful, and inflexible. Changing position requires either being promoted (Pawns reaching the far rank) or being reassigned between matches.
War FantasyFantasyStrategyWarPoliticalChess
In the fog-bound channels and ancient alerce forests of Chiloé Island in southern Chile, a secret society of brujos (sorcerers) controls the spectral ghost ship Caleuche, using it to transport the drowned dead and enforce their hidden authority over the archipelago. A machi healer, a shipwrecked sailor who escaped the Caleuche, and a dissident bruja who has broken from the coven must unravel the society's grip on the island before it claims the living as well as the dead.
Mechanic: Niebla (Fog Communion): Characters track a Niebla meter (1-6). Chiloé's perpetual fog is not merely weather but a living spiritual medium. High Niebla grants fog-sight, the ability to walk between islands through fog passages, and communion with the drowned. Low Niebla anchors characters in the solid world but renders them blind to the Caleuche's movements and the brujos' machinations.
Maritime GothicFolkloreChileCaleucheChiloéBrujosMapucheGhost ShipGothic
In Imperial China, the celestial bureaucracy that governs the spirit world mirrors the earthly bureaucracy of the emperor's court, with its own ranks, examinations, and procedures. The Huli Jing -- fox spirits who can take human form -- exist in a legal gray area: some are licensed practitioners who have earned celestial recognition, some are unlicensed shapeshifters operating outside celestial law, and some have achieved the nine tails of full cultivation and occupy court positions of genuine power. The players are Spirit Investigators (Lingtan): secular officials trained to interface with the celestial bureaucracy, investigate supernatural crimes, and navigate the complex jurisdiction disputes between earthly law and celestial law when a crime involves beings from both worlds.
Mechanic: Celestial Jurisdiction: Every supernatural situation has a Jurisdiction: Earthly (human courts govern), Celestial (spirit courts govern), or Contested (both claim authority). Characters must determine the correct jurisdiction before acting, because acting under the wrong authority creates inter-court conflict that makes everything worse. Cultivating relationships with contacts in both court systems provides dice bonuses for jurisdictional navigation. Characters who consistently navigate jurisdictions correctly build reputation that grants access to higher-level contacts in both systems.
Mythic MysteryFolkloreChinaHuli JingFox SpiritImperialMythologyMysteryCelestial
Every morning at sunrise, the citizens of Aurorath vote on a single referendum. The winning measure becomes physically real until the next dawn. Gravity, architecture, law, memory, and the rules of daily life all reshape themselves to match the majority decision. The vote is genuine, uncoerced, and one of the most dangerous forces in the known world. Campaigns have learned to weaponize ambiguity, and a poorly worded measure can erase a neighborhood, rewrite a relationship, or make dissent literally unthinkable for 24 hours.
Mechanic: Civic Mandate: At the start of each session, the table writes a proposed measure. If it passes, one clear Mandate changes the fiction until the next dawn. Track Consensus (understanding and support) and Confusion (misinterpretation and exploitation) on parallel three-segment clocks. When Confusion exceeds Consensus, the Mandate manifests through its most harmful plausible reading.
Civic FantasyFantasyPoliticsDemocracyUrban
In the ancient forest of Arbor-Vitae, the trees are not organic wood. They are towering, mechanical constructs of brass, copper, and clockwork gears, powered by subterranean steam vents and liquid amber oil. The Clockwork Trees grow, bloom with brass leaves, and drop gear-seeds that spawn new saplings. The Order of Horologists worships these mechanical titans, tuning their giant gears to maintain seasonal cycles. But an industrial mining guild has begun felling the outer groves for scrap brass and steam-core energy, threatening the ecological balance of the mechanical forest.
Mechanic: Harmonic Winding: Track the forest grove's alignment as Harmonic Winding from 0 to 6. Tuning gear-nodes and lubricating central trunks increases Winding. High Winding causes the grove to bloom with copper sap and protective mechanical wild-life. Low Winding causes gears to grind, limbs to lock up, and steam vents to explode.
Mythic / SteampunkMythicSteampunkClockworkForestFantasy
The Consortium is an informal collective of professional confidence artists who share resources, intelligence, and the occasional operation while maintaining operational independence. They do not steal. They persuade people to give them things, which their members consider a meaningful distinction and which their legal histories suggest the courts do not share. The Consortium's current challenge is a new member who appears to be running unauthorized operations using Consortium intelligence and methods, which creates exposure for everyone and raises the question of what the Consortium actually is: a professional network or a criminal organization.
Mechanic: Mark Investment: Track each active operation's Mark Investment from 0 to 6. Low Investment means the target is skeptical or disengaged. High Investment means the target is fully committed to the scenario being presented to them. Investment can only be built gradually and collapses completely if the target identifies the operation as a deception. A collapsed operation produces not just failure but active danger.
Crime DramaCrimeDramaConHeistCharacter
In the misty cloud forests and Diquís Delta of pre-colonial and early resistance Costa Rica, the Boruca people carve sacred petrospheres (the Spheres of Diquís) to channel the thunder god Sibö's protection against Spanish invaders during the Baile de los Diablitos.
Mechanic: Harmonic Sphere Resonance: Guardians align with the stone spheres' balance (1–6). High resonance grants earth manipulation and immunity to physical harm, but static imbalance causes petrification.
Mythic HeritageMythologyCosta RicaBorucaDiquisStone SpheresCloud Forest
The Counterintelligence Bureau is the defensive intelligence organization of a mid-sized nation that cannot afford the offensive spy programs of its larger neighbors. What it can afford is a world-class counterintelligence operation: identifying foreign agents, mapping hostile networks, and feeding carefully controlled misinformation to foreign services who believe they have successfully recruited Bureau contacts. The Bureau's primary currency is knowledge of what the other side knows and what they believe.
Mechanic: Feed Quality: Track each managed foreign agent or network's Feed Quality from 0 to 6. High Feed Quality means the controlled asset is providing useful, credible intelligence to the hostile service while giving the Bureau insight into what the hostile service is asking about. Low Feed Quality means the asset has become unreliable, the hostile service is suspicious, or the Bureau's misinformation is being identified as false.
Espionage ThrillerEspionageThrillerIntelligencePoliticalModern
The Court of Lost Cargo sits in a converted chandlery in the harbor district of Velas, a port city whose maritime law has been accumulating edge cases for four hundred years. The Court adjudicates salvage claims: disputes over shipwreck ownership, contested cargo recovery, and the legal status of vessels found crewless, cursed, or returned from places that don't appear on navigational charts. The cases are mundane until they aren't. Some recovered ships carry cargo that predates the ships themselves. Some wrecks belong to nations that no longer exist. Some claimants are the original crews, returning decades after their ship went down, unchanged and unable to explain where they were.
Mechanic: Precedent Weight: Each ruling the Court makes establishes precedent that affects future cases. Track precedents on a shared Precedent Ledger. A precedent that favors salvagers makes future claims easier but incentivizes reckless recovery. A precedent that favors original owners protects property rights but creates legal nightmares when the original owners are ghosts, impossibly long-lived, or from dissolved nations.
Maritime LegalMaritimeLegalMysterySalvagePolitical
In the highland forests and coastal lowlands of what will one day be called Guatemala, two bloodlines of nagual shapeshifters (the quick-handed kinkajou-walkers and the bold coati-runners) navigate the collision of Maya kingdoms, highland confederacies, and the encroaching shadow of the Spanish entrada.
Mechanic: Nagual Balance: Shapeshifters track a Jaguar-Spirit meter (1–6) that shifts with the moon. At high resonance, animal abilities sharpen; at low resonance, human social skills dominate. Holding the midpoint costs Momentum but keeps both forms available.
Historical FictionHistoricalMesoamericanShapeshifterMayaColonialGuatemala
The Crown Jewels of Aldrath are not simply valuable objects: they are constitutional instruments. Three of the seven pieces are required by law to be present at any legitimate coronation, any binding treaty signing, and any parliamentary dissolution. The current government has been unable to produce two of the three required pieces for six months and has been managing a series of cover stories about restoration and exhibition loans that are running out of credibility. The characters have been hired to locate the missing pieces, but the investigation has produced a more complicated finding: the pieces may not have been stolen. They may have been hidden, by someone inside the government, for a reason that the government does not want known.
Mechanic: Political Exposure: Track the investigation's Political Exposure Rating from 0 to 6. Low Exposure means the investigation is proceeding quietly and has not attracted attention from parties who would prefer it to fail. High Exposure means multiple political actors are aware of the investigation and some are actively working to impede it. Maximum Exposure triggers a formal intervention: the investigation is shut down through official channels.
Heist ThrillerHeistThrillerRoyaltyPoliticalEspionage
In the valley kingdom of Pelarch, weather is a commodity. Stormcallers harvest rain from clouds and sell it through licensed brokers at the Rain Market. Farmers, cities, and nobles bid for precipitation. Drought is not a natural disaster here. It is a market failure, a political weapon, or both. The Crown regulates the Market and takes a percentage of every sale, which means the government profits when rain is scarce and prices are high. The characters live in a kingdom where the sky belongs to whoever can afford it.
Mechanic: Water Debt: Communities and characters accumulate Water Debt when they cannot pay Market prices for rain. At Debt 1, crops stress and livestock suffer. At 3, rationing begins and social tension rises. At 5, the community faces displacement or revolt. Characters can reduce Water Debt through negotiation, smuggled rain, political pressure, or by challenging the Market system directly.
FantasyFantasyWeatherTradePoliticsAgrarian
In the city of Meridix, the economy runs on extracted memories. Citizens sell experiences to banks that encode them as transferable currency. A childhood birthday is worth a few credits. A moment of genuine awe is worth a week's rent. Trauma, paradoxically, is the most valuable: the intensity of a painful memory translates to high-denomination currency. The wealthy buy pleasant memories. The poor sell them. The criminal economy steals them. A memory theft victim loses not just currency but the experience itself, becoming someone who lived through an event they can no longer remember.
Mechanic: Memory Ledger: Each character maintains a Memory Ledger tracking sold, stolen, and retained memories. Selling a memory provides credits but permanently removes the experience. Stolen memories create gaps that affect relationships, skills, and identity. Characters can recover stolen memories through investigation, but the recovered version may not match the original.
Sci-FiSci-FiEconomyMemoryCyberpunkCrime
Operating from a radio telescope array carved into the dark side of the Moon, the Deep Space Signal Interpretation Bureau monitors sub-space frequencies for non-human origin transmissions. The work is mostly automated processing of cosmic noise, until Signal 88-Delta arrives: a repeating, highly complex waveform originating from a sector of deep space where no stars exist. As analysts work to decipher the transmission, personnel begin experiencing vivid shared auditory hallucinations and temporal displacement.
Mechanic: Signal Resonance: Track the team's exposure to the signal as Signal Resonance from 0 to 6. Deciphering complex signal nodes increases Resonance. Higher Resonance unlocks breakthroughs in signal translation but induces physical and psychological anomalies in team members.
Cosmic Sci-Fi / MysterySci-FiCosmicMysterySignalsAstronomy
The Great Temporal Derby is a race that spans multiple historical eras, run by drivers who have been displaced from their original time periods and recruited by the Chrono Authority to compete in events that repair fractures in the timeline. Each race track exists in a different era: ancient Rome, the industrial revolution, a far-future megacity. The drivers navigate historical hazards, interact with period-specific obstacles, and compete for placement that determines which timeline repairs are prioritized. Winning is not about speed alone. It is about arriving at the right moment, in the right era, without making the temporal fracture worse.
Mechanic: Timeline Integrity: Track a shared Timeline Integrity from 0 to 6. Integrity rises when races are completed without disrupting the host era's history. It falls when drivers cause anachronisms, interact with historical figures, or use future technology in ways that alter past events. At low Integrity, the eras begin bleeding into each other: Roman soldiers on industrial streets, steam engines in neolithic forests.
Sci-Fi RacingSci-FiRacingTime TravelCompetitionAdventure
In the sprawling metropolis of Somnus City, people no longer dream naturally. A black-market network known as the Sleep Syndicate manufactures and distributes tailored dreams: synthetic fantasies of wealth, love, or power delivered via somnambulant serum. Dream Weavers enter the subconscious landscapes of sleeping clients to construct these dreamscapes. But when a dark, viral nightmare begins jumping from mind to mind during shared dream sessions, leaving clients in a waking coma, the Weavers must enter the deep subconscious to destroy the nightmare core.
Mechanic: Dream Stability: Track the stability of the active dreamscape as Dream Stability from 6 down to 0. Breaking dream logic, introducing waking-world objects, or suffering damage from nightmare entities reduces Stability. At Stability 0, the dreamscape collapses, trapping all weavers in the Lucid Void.
Surreal / Urban FantasySurrealUrban FantasyDreamsSyndicateMystery
In 1847, the Velas Customs House sank during an earthquake that also liquefied the harbor district's foundations. The building went down intact, in approximately forty feet of water, with all staff inside. The staff did not die. No one has been able to explain why. One hundred and sixty years later, the Customs House is still operating: the clerks process maritime arrivals, collect duties, and stamp manifests through a combination of waterproofed document cases lowered by rope and an elaborate communication system of bells and speaking tubes. The office's position underwater has created some processing delays. The staff have adapted. The shipping community has adapted. The Customs Commissioner has not acknowledged that anything unusual is happening.
Mechanic: Processing Depth: Each transaction with the Drowned Customs Office incurs a Depth Delay based on the complexity of the filing and the current tide conditions. Simple manifests clear in hours. Contested filings can take weeks, during which the relevant cargo cannot legally leave Velas harbor. Characters who know the right procedures, have the right relationships with specific clerks, or understand the Office's underwater operational quirks can reduce Depth Delay significantly.
Oceanic BureaucracyMaritimeFantasyBureaucracyUnderwaterComedy
In the Kingdom of Aldrath, it is illegal to operate an uncertified dungeon. The Dungeon Safety and Certification Board requires all lairs, tomb complexes, and demonic strongholds seeking to attract adventuring parties to pass a comprehensive safety inspection covering trap calibration, monster enclosure integrity, treasure room fire suppression, and adequate signage for hazardous zones. The Inspectors are civil servants. The dungeons are run by actual villains. The certification is required by law. The resulting dynamic is deeply unusual.
Mechanic: Violation Citations: Track the dungeon's Violation Count during each inspection. Dungeons with 0 violations pass outright. 1-2 minor violations pass with a reinspection requirement. 3-4 violations result in conditional operation (partial use only). 5+ violations result in full closure orders, which dungeons can legally appeal to the Certification Board Tribunal.
Comedy FantasyComedyFantasyDungeonInspectionBureaucracy
Submerged inside a cavernous underground abyss rests the Soundless Cathedral: an ancient gothic structure constructed entirely of resonance-attuned crystal. The Echo Singers are a monastic order who use harmonic vocal singing to shape physical matter, mend broken stone bridges, and hold back the crushing waters of the abyssal lake surrounding the cathedral. But a discordant frequency (a harsh, vibrating noise from the abyssal depths) has begun fracturing the cathedral's acoustic vaults, threatening to shatter the crystal structure.
Mechanic: Harmonic Purity: Track the room's vocal alignment as Harmonic Purity from 0 to 6. Singing in key, using pitch forks, and resolving dissonant acoustics increases Purity. At Purity 0, sound turns into destructive shockwaves, shattering crystal walls and deafening all present.
Mythic / Dark FantasyMythicDark FantasySoundCathedralMusic
Ancient Egypt stands at the border of two worlds: the Kemet, the black land of the living, and the Duat, the underworld through which the Sun-God Ra travels every night and from which the dead attempt their judgment. The players are Sem-Priests of Anubis -- the trained specialists who guide souls through the Duat's trials and ensure the correct functioning of the Hall of Two Truths. But the boundary between worlds has weakened. The dead are walking. Ancient spirits bound beneath the sands are rising. The 42 Assessors of the Dead have gone silent. And someone -- human or divine -- is manipulating the Weighing of the Heart, tilting the scales of judgment in ways that corrupt the Ma'at (divine order) that sustains all existence.
Mechanic: Ma'at Meter: Characters track the state of Ma'at in the world through a collective Ma'at score (1-6). High Ma'at means divine order is strong: the dead rest, magic functions predictably, and the boundary holds. Low Ma'at means chaos (Isfet) is rising: the dead walk, magic becomes unpredictable, and the players begin to experience visions from the Duat even in daylight. Characters can restore Ma'at through rituals, correct judgment of the dead, and defeating agents of Isfet. They can temporarily violate Ma'at (powerful but costly) by invoking chaos energy.
Mythic HorrorFolkloreEgyptDuatAnubisMythologyEgyptianUnderworldAncient
In the volcanic valleys of 17th-century El Salvador (Cuscatlán), dual spirit hounds known as the Cadejo walk the midnight trails: the white Cadejo protecting travelers, the black Cadejo luring the wicked to ruin. A band of Pipil guardians and village outcasts must harmonize these twin forces to protect their homeland from corrupt colonial encomenderos.
Mechanic: Cadejo Alignment: Characters align with either the White Cadejo (Protection/Presence) or Black Cadejo (Vengeance/Force), building a meter (1–6). Crossing alignment grants supernatural powers but draws opposite spirit manifestations.
Gothic FolkloreFolkloreEl SalvadorCadejoPipilVolcanoesColonial
A space station at the Earth-Moon L2 point serves as humanity's first permanent embassy to an alien civilization. The Correspondents (as the aliens are called) communicate through color, geometry, and chemical exchange. Human diplomats must prevent misunderstandings from escalating into conflict while managing pressure from Earth governments that want trade agreements, military intelligence, and jurisdictional claims over a relationship that is three years old and built on approximately forty verified shared concepts.
Mechanic: Protocol Confidence: The embassy maintains a shared Protocol Confidence score from 0 to 10, representing the stability and mutual trust of the diplomatic relationship. Successful cultural exchanges, resolved misunderstandings, and honored commitments raise it. Breaches, unilateral actions, and miscommunications lower it. At 3, the Correspondents reduce contact frequency. At 0, the embassy is evacuated.
Sci-FiSci-FiDiplomacyFirst ContactSpace StationPolitical
Diplomats manage alien etiquette at a space embassy during a sabotage crisis.
Mechanic: Protocol Breach: Track cultural offenses. Repair them through evidence, apology, or a meaningful concession before talks collapse.
Diplomatic Sci-FiSci-FiDiplomacySpaceFirst Contact
In the ancient Ethiopian highlands, where the Blue Nile descends from Lake Tana and the Church of Ethiopia has worshipped continuously since the 4th century, there is a parallel spiritual world acknowledged by the Zar cult: a population of spirits who ride the living, causing illness, altered behavior, and prophetic visions. The players are Zar healers (balazar) who negotiate with these spirits on behalf of the possessed, bridging the world of spirits and the world of humans. The crisis: a new type of Zar, never seen before, is riding people and not responding to traditional negotiation. Someone from outside the tradition has introduced a foreign spirit, and the consequences are spreading through communities that have relied on the Zar healers for generations.
Mechanic: Spirit Rapport: Characters develop Rapport with specific Zar spirits through successful negotiations, gifts, and demonstrated respect. High Rapport with a spirit allows the character to communicate with it, understand its demands, and negotiate its peaceful coexistence with or departure from its host. Low Rapport means the spirit is adversarial and unpredictable. Characters who build Rapport with many spirits gain a Spirit Network: information and assistance from the Zar community, which has its own politics, histories, and concerns about the foreign spirits invading their territory.
Spiritual HorrorFolkloreEthiopiaZarSpirit PossessionHorn of AfricaHealerMysticalAncient
Subsurface ocean researchers on Jupiter's moon Europa discover music encoded in tidal ice. The repeating vibrations are not a natural phenomenon. They respond to questions, change the shape of melt channels, and deposit melodies in the navigation logs of unmanned submersibles. The research team must decide whether this is a signal, a language, or a relationship, and whether Earth's governments and corporate sponsors will allow them to treat it as anything other than a resource to exploit.
Mechanic: Resonance Translation: Build a shared translation through experiments and musical exchange. Each successful contact establishes a phrase. Act on a translation for +1d6, but wrong readings create Dissonance. At three Dissonance, the Choir changes the environment and forces a new interpretation. Translation cannot be advanced through extraction alone.
Oceanic Sci-FiSci-FiEuropaFirst ContactResearchOcean
The city of Revalia has been celebrating for 47 years. Its founding festival was supposed to last a week. On the seventh day, the city's protective ward, powered by collective joy, began to fail. The celebration was extended. Then extended again. Four decades later, Revalia's economy, politics, and daily life are built around mandatory festivity. Musicians perform on street corners because the ward requires music. Bakers produce festival bread because the ward requires feasting. Dancers fill the squares because the ward requires movement. The joy is real, sometimes. The exhaustion is real, always.
Mechanic: Festival Energy: The city maintains a shared Festival Energy score from 0 to 10. Each session, Energy naturally decays by 1. Genuine celebration, public art, and community joy raise it. Forced participation, resentment, and exhaustion lower it. At Energy 3, the ward begins to flicker. At 0, the ward fails and whatever it protects against enters the city.
FantasyFantasyFestivalUrbanEconomyPerformance
Three centuries ago, a dying queen scattered her crown into the soil of Caldera's farmland, binding her consciousness to the harvest cycle. Every spring, farmers who work the fields begin dreaming the queen's memories: her strategies, her grievances, her unfinished wars. Most dismiss the dreams as seasonal hallucinations. Some follow them. A few have raised armies. The current generation of dreamers is the largest yet, and the queen's dreams are becoming more specific, more urgent, and more angry.
Mechanic: Dream Influence: Each farmer-character tracks Dream Influence from 0 to 6. Influence rises when the character acts on the queen's memories, visits locations from her dreams, or sleeps in the fields during planting season. At 3, the character gains access to the queen's tactical knowledge (+1d6 on strategic actions). At 5, the character begins losing the ability to distinguish their own goals from the queen's. At 6, the character must resist a Presence roll each session or act entirely on the queen's agenda.
FantasyFantasyAgrarianRebellionDreamsMonarchy
In the Fijian island chain, where the ocean between islands is as inhabited as the land, the Vuivalu (sea spirits) maintain the health of the reef systems, regulate fish populations, and control the currents that make inter-island navigation possible. The human communities maintain this relationship through the Dato system -- hereditary spiritual leaders who inherit the right to communicate with specific Vuivalu and maintain the ancient covenant. The players are Dato practitioners navigating a crisis: three consecutive seasons of abnormal currents, failing reefs, and unusual sea behavior suggest the Vuivalu have become disturbed. Something is disrupting the covenant from below, and the source is not human.
Mechanic: Reef Rapport: Characters develop Rapport with specific Vuivalu through ceremonies, offerings at sea, and demonstrated knowledge of their domain. High Rapport allows characters to request cooperation from Vuivalu: calmed seas, guidance through difficult waters, warnings of underwater danger, and information about what is happening in the deeper ocean. Low Rapport means the Vuivalu are unresponsive or actively making navigation dangerous. Building Reef Rapport requires physically being in the Vuivalu's domain, which requires ocean travel, which requires Reef Rapport. The relationship must be built carefully from the beginning.
Mythic AdventureFolkloreFijiPolynesiaOceanSpiritsIslandMythologySea
In the mythic age of Finland, before Christianity came to the North, the hero-sages of Kalevala (the land of heroes) wield the most powerful force in creation: the magic of song. By singing the right words in the right order, a tietäjä (sage-singer) can forge iron from nothing, heal mortal wounds, bind spirits, and reshape the landscape. The great quest is for the Sampo-a magical artifact-mill that produces grain, salt, and gold from nothing. It was forged by the smith-god Ilmarinen and stolen by the witch-queen Louhi of Pohjola (the frozen North). To reclaim it, the heroes must out-sing, out-forge, and out-riddle the most powerful sorceress in the North.
Mechanic: Sana (Word-Power): Characters track a Sana meter (1-6). Finnish magic in the Kalevala tradition is entirely verbal-spells are sung, not cast. High Sana grants the ability to sing objects into existence, reshape terrain, and bind spirits. But every sung spell must be true. Lies reduce Sana to zero. The most powerful magic requires knowing the 'origin-word' (syntylaulu) of the thing you wish to control.
Mythic Song-MagicMythologyFinlandKalevalaSampoKanteleSong MagicNordic
A Fixer in the city's professional underworld is not a criminal, exactly. A Fixer has relationships: with criminals who need lawyers, with lawyers who need information, with politicians who need things to go away, with information brokers who need clients, with criminal operators who need neutral intermediaries. The Fixer facilitates. Every transaction goes through the Rolodex, and the Rolodex is what keeps the city's various interests from destroying each other. The current problem is that someone has been asking around about a specific contact in the Fixer's network, and the contact is someone the Fixer would prefer nobody knew they knew.
Mechanic: Network Strain: Track each section of the Fixer's network by Strain Rating from 0 to 6. Low Strain means relationships are healthy and mutual obligations are in balance. High Strain means a relationship is under pressure from overuse, competing obligations, or external attention. At maximum Strain, a relationship breaks: the contact either goes silent, goes public, or turns hostile.
Crime DramaCrimeDramaFixerNetworkUrban
In the remote Auvergne highlands of southern France in 1764, a creature of impossible size and ferocity begins systematically killing peasants-women and children primarily-in the province of Gevaudan. Over three years, it will claim over 100 victims while the King's own hunters fail to stop it. A village healer, a disgraced royal dragoon, and a young shepherdess who survived the Beast's attack must unravel whether they face a natural predator, a loup-garou (werewolf), or something conjured from the darkest strata of French folk magic.
Mechanic: Terreur (Terror Resonance): Characters track a Terreur meter (1-6). The Beast generates a supernatural field of terror that intensifies as attacks continue. High Terreur sharpens survival instincts and grants preternatural awareness of the Beast's movements, but it also fractures community trust, turning neighbor against neighbor in paranoid accusations.
Historical HorrorFolkloreFranceGevaudanLoup-GarouMelusineBeastHistorical Horror
In the dense, ancient Schwarzwald (Black Forest) of the Holy Roman Empire during the Thirty Years' War (1618-1648), the most devastating conflict in European history has torn the boundary between the mortal world and the old Germanic spirit realm. Wodan's Wild Hunt rides the winter skies nightly, claiming the souls of the war dead. The creatures of Grimm fairy tales-the real ones, not the sanitized versions-stalk the forest paths. A circle of wise women herbalists, a disillusioned mercenary deserter, and a Romani traveler who sees beyond the veil must navigate between warring armies, witch-hunting inquisitors, and the hungry Old Powers that are waking in the deepest glades.
Mechanic: Waldgeist (Forest Spirit Bond): Characters track a Waldgeist meter (1-6) that measures their connection to the ancient spirit of the Black Forest itself. High Waldgeist grants communion with forest entities, path-finding through impossible terrain, and the ability to command roots and branches. But the forest's spirit is not benevolent-it is old, hungry, and indifferent to human morality. At high Waldgeist, the character begins to think like the forest: patient, ruthless, and contemptuous of human concerns.
Dark Fairy TaleMythologyGermanyWild HuntBlack ForestGrimmWodanFolklore
Sector 7 is a dense graveyard of ships trapped in the asteroid belt, a dumping ground for century-old freighters, military wrecks, and corporate research hulks. The Derelict Collectors are specialized scavengers who board unpowered, ghost-like vessels to extract vintage artifacts and black-box logs. But in the silence of deep space, some ghost ships aren't entirely dead. Anomalous radiation, rogue defense AIs, and parasitic alien organisms lurk inside the frozen corridors of Sector 7.
Mechanic: Sensory Isolation: Track the crew's environmental isolation as Sensory Isolation from 0 to 6. Spending time in silent, unpowered wrecks without comms or suit lights increases Isolation. High Isolation causes spatial disorientation, visual illusions, and stress check penalties.
Sci-Fi / Space HorrorSci-FiHorrorSpaceDerelictAsteroid
The Glass Republic is built from transparent walls, public records, and a constitutional ban on private dealings. Its citizens can inspect any home, expense, or conversation. Privacy smugglers sell opaque rooms, unregistered thoughts, and the possibility of a life that cannot be audited.
Mechanic: Exposure Track: Characters gain Exposure when they act in sight of the state, a hostile crowd, or an open record. Spend preparation or favors to reduce it. At six Exposure, an investigator gains a legally permitted view into your life.
Dystopian Sci-FiSci-FiSurveillancePrivacyUrbanResistance
In the Kingdom of Ashenmere, disputes are settled through the Tournament of Names: public duels where combatants wager not blood but identity. The loser forfeits something real: a title, a reputation, a family name, even their given name. The winner claims what was wagered. A merchant who defeats a noble can take their title. A commoner who bests a knight can claim their rank. The tournament is the kingdom's legal system, social ladder, and public entertainment, and the duelists who fight in it are simultaneously athletes, lawyers, and gamblers staking everything they are.
Mechanic: Name Stakes: Before each duel, both combatants declare their wager: a title, a reputation, a specific social privilege, or (in extreme cases) their name itself. The winner claims the loser's wager. A character who loses their name becomes nameless: invisible to the kingdom's legal and social systems, unable to own property, hold office, or marry. Names can be reclaimed through challenge.
Dueling FantasyFantasyDuelingIdentityPoliticalHonor
Beneath the palace of Knossos on Crete, the Labyrinth is not a prison for the Minotaur. It is a seal over something far older: the entrance to the Chthonic realm where the pre-Olympian gods-the Titans, the Hecatoncheires, the Hundred-Handed Ones-still rage in their imprisonment. The Minotaur is a guardian, not a monster. When Theseus killed it, he broke the seal. Now the Chthonic powers are seeping through, corrupting oracles, maddening heroes, and reshaping the Greek world from below. A priestess of the Eleusinian Mysteries, a Spartan exile, and a shipwrecked Phoenician trader must descend into the Labyrinth and restore the seal before the Titans break free.
Mechanic: Menos (Divine Fury): Characters track a Menos meter (1-6). In Greek mythology, the gods would breathe menos (divine battle-fury) into heroes to grant them superhuman strength. High Menos grants extraordinary combat ability and clarity of purpose, but menos is addictive-heroes who taste it crave more, and the gods who grant it always have their own agenda.
Mythic HorrorMythologyGreeceLabyrinthMinotaurMinoanOracleOlympian
The Harbor of Marel occupies a natural deep-water anchorage on an island that appears in no treaty, claimed by no nation, and administered by no government. Ships come here when they cannot go anywhere else: when their cargo is too politically complicated for recognized ports, when their crews are wanted in too many jurisdictions, or when they simply need a harbor that asks no questions. Over three generations, Marel has developed its own institutions, its own law, its own economy, and its own identity as a community of people the recognized world would rather not acknowledge. The problem is that the recognized world has noticed that Marel's deep water harbor is strategically important, and four nations are about to argue over who has the right to a place none of them have ever claimed.
Mechanic: Recognition Politics: Track Marel's Political Recognition from 0 to 6. Low Recognition means Marel operates freely but has no diplomatic protection. High Recognition means Marel has formal relationships with recognized nations but must accept conditions that compromise its operational independence. The ideal is somewhere in the middle: enough Recognition to deter military action, not enough to require compliance with laws the community has built its identity by refusing.
Stateless FantasyMaritimeFantasyPoliticalStatelessCommunity
The Haunted Hospitality Association certifies and rates haunted properties that have chosen to operate as legitimate accommodation businesses. There is a significant market: tourists seeking genuine supernatural experiences, paranormal researchers who need operating accommodations near active sites, and the occasional very specific bachelor or bachelorette party. The Association's challenge is that haunted properties are, by definition, unpredictable, and maintaining consistent hospitality standards when the dining room occasionally fills with spectral fog or the mirrors show guests scenes from their worst memories is genuinely complicated.
Mechanic: Guest Safety vs Revenue: Each paranormal event at the property is classified by Intensity (1-5) and Duration. Low-intensity events are marketable. High-intensity events are dangerous. Track the property's current Haunting Level from 0 to 6. High Haunting attracts guests who want the full experience but risks incidents that damage the property's rating. Low Haunting bores the guests and damages the rating from the opposite direction.
Comedy HorrorComedyHorrorHospitalityHauntedBureaucracy
Deep in the untouched rainforests of Mosquitia in 1930s Honduras, rival expedition teams, Lenca spirit-guardians, and ancient monkey-god cultists clash in search of La Ciudad Blanca (The White City of the Monkey God).
Mechanic: Jungle Fever & Canopy Navigation: Explorers track a Jungle Strain meter (1–6). High strain increases physical awareness but triggers tropical hallucinations and gear breakdown in the dense Mosquitia canopy.
Pulp AdventurePulpHondurasLencaMayaMosquitiaJungleExploration
St. Wren's Clinic sits at the base of Cairn Hill, a rural hospital that treats ordinary illnesses on the ground floor and supernatural ones in the basement. The basement ward handles patients afflicted by curses, possession, spiritual parasitism, fae contamination, and diseases that medical textbooks do not describe because the organisms that cause them do not officially exist. The doctors maintain two charts for each basement patient: one for the medical file (which describes symptoms in clinical language) and one for the real diagnosis (which is locked in the chief physician's desk). The patients do not know what is wrong with them. The doctors are not sure they should.
Mechanic: Diagnostic Integrity: Track a shared score from 0 to 6 representing the hospital's ability to treat supernatural illness while concealing its nature. High integrity means patients are treated effectively and the secret is maintained. Low integrity means treatments fail, patients discover their real diagnoses, or the outside medical establishment begins investigating the clinic's anomalous recovery rates.
Medical HorrorHorrorMedicalSupernaturalSecretRural
A house appears in a new neighborhood every three to six months. It is always a two-story colonial with green shutters, a red door, and a room on the second floor that is locked from the inside. The house integrates itself into the street as if it has always been there: neighbors remember it, mail arrives addressed to it, and property records include it. Then someone enters the locked room. What happens next varies, but the house always moves on, and the neighborhood it leaves behind is changed in ways the residents struggle to describe.
Mechanic: Room Pressure: The locked room exerts influence on the surrounding neighborhood, tracked from 0 to 6. Pressure rises over time and through interaction with the house. At low pressure, the effects are subtle (misremembered conversations, lost time). At high pressure, the effects become structural (rooms in neighboring houses rearranging, doors appearing where none existed). At 6, the locked room opens on its own, and the house moves.
Suburban HorrorHorrorMysterySuburbanHaunted HouseInvestigation
Adventurers Anonymous (AA) is a support group for heroes who have recognized that their relationship with questing has become compulsive, disruptive, and frankly exhausting for everyone around them. Members struggle with adventure addiction: the inability to enter a tavern without discovering a hidden dungeon, the compulsion to accept every quest offered by a stranger with a sad story, the physical impossibility of allowing a locked door to remain locked, and the social damage caused by treating every mildly ambiguous NPC as a potential villain. The players are either members in recovery or the therapists running the program, navigating a world where the adventuring impulse keeps finding legitimate targets.
Mechanic: The Twelve Steps of AA: Characters in recovery track their Step Progress (1-12). Higher Step Progress provides better social skills, emotional regulation, and the ability to walk past a mysterious door without trying to open it. But the world keeps providing actual adventures. Each genuine crisis that requires heroic response costs Step Progress, as the heroic response -- however justified -- reinforces the pattern. Characters who complete all twelve steps gain the ability to choose: help because they chose to, not because the reflex took over.
Comedic FantasyHumorFantasyHeroesRecoveryComedySatireSelf-HelpAdventure
Grug the Unstoppable retired from adventuring at 45 with seventeen championship battle trophies, a bad knee, and an epiphany: the skills that made him the most feared barbarian in three kingdoms were exactly the skills civilians needed to achieve their professional goals. Now Grug runs a successful motivational speaking and life coaching practice, charging premium rates to teach merchants, nobles, and craftspeople how to apply barbarian philosophy to their quarterly objectives. The players are either Grug's coaching clients or members of his staff navigating a world where rage management, battle focus, and the warrior's philosophy of 'identify threat, eliminate threat' are applied to office politics, relationship communication, and tax preparation.
Mechanic: The Seven Pillars: Characters can invoke any of Grug's Seven Pillars of Tactical Self-Actualization as narrative tools. Each Pillar provides a bonus to a specific type of action when properly invoked: Pillar 1 (Identify Threat) for perception; Pillar 2 (Commit Fully) for bold actions; Pillar 3 (Honor Your Rage) for emotional expression; Pillar 4 (Know Your Allies) for cooperation; Pillar 5 (Rest After Battle) for recovery; Pillar 6 (Learn the Enemy) for research; Pillar 7 (The Long Victory) for patience. Invoking a Pillar incorrectly (applying battle logic to the wrong situation) provides Grug's feedback as an additional narrative complication.
Comedic FantasyHumorFantasyBarbarianSelf-HelpComedySatireLife CoachAdventure
Drakenvault Insurance Solutions is the oldest and most specialized insurance firm in the known world, offering comprehensive coverage for dragon-related property damage, treasure hoard loss, being-eaten liability, and the complex product line of policies sold directly to dragons (hoard theft coverage, rider liability, and princess acquisition insurance). The players are Drakenvault agents navigating claims, underwriting challenges, and the unique actuarial challenges of a risk category where the risk can think, hold grudges, and has been known to dispute claim denials directly with the adjuster -- at approximately 2,000 degrees.
Mechanic: Actuarial Assessment: Before any dragon-related encounter, characters make an Actuarial Assessment to calculate the risk level (1-6). The assessment result determines how many Dragon Dice they can invoke: dice representing the known behaviors, patterns, and actuarial history of the specific dragon. Dragon Dice can be spent to predict a dragon's behavior, negotiate with them based on their risk profile, or invoke policy terms the dragon has agreed to. Dragons who have been clients longer are more predictable. New dragons require field assessment, which is the least safe part of the job.
Comedic FantasyHumorFantasyDragonsInsuranceComedySatireFinanceAdventure
The dungeon real estate market is booming. Every dungeon cleared by adventurers represents a potential development opportunity, and the players are dungeon property developers navigating the complex market of acquiring, renovating, and selling (or renting) former monster lairs, ancient tombs, and abandoned wizard towers. The challenge: previous occupants may have booby-trapped the place, cursed it, filled it with architectural decisions that only made sense to a lich, or the dungeon is still occupied and the eviction process for a beholder is legally complicated and practically terrifying.
Mechanic: Property Value Score: Every dungeon property has a Value Score representing its development potential. Characters can increase the Value Score through successful renovations, clearing obstacles, and resolving supernatural encumbrances (curses, haunts, persistent summoning circles). Unsuccessful attempts decrease Value and may trigger complications: a disturbed lich, an activated trap that damages the infrastructure, or a city inspection that reveals the foundation is a sealed portal to another plane -- which absolutely affects the appraisal.
Comedic FantasyHumorFantasyReal EstateComedyDungeonPropertySatire
The Elven Administrative Council has been processing a land use permit application submitted in the Third Age. It is currently the Seventh Age. The application is in its final review. The players are either elves working in the Council's vast administrative apparatus or mortals dealing with the consequences of elven bureaucratic timescales. In the Elven Civil Service, forms exist that were designed by elves who were alive before the concept of writing existed, referencing legislation that has since been amended forty times, for processes that have not been relevant in eight hundred years. Every form is still required.
Mechanic: Geological Patience: Elven bureaucrats track time in a Patience meter (1-6) that measures their willingness to accept urgency. High Patience means the bureaucrat sees no reason to prioritize your matter over the 4,000-year queue. Low Patience (rare, achieved through extraordinary circumstances or genuine importance) means they might process something within a century. Characters can spend significant narrative resources to move down the Geological Patience scale. The fastest documented processing time in Elven Civil Service history is 47 years, and it was controversial.
Comedic FantasyHumorFantasyElvesBureaucracyComedySatireAdministrationImmortality
The Interstellar Bureaucratic Authority (IBA) processes permits, licenses, citizenship applications, and regulatory compliance for 847 member civilizations across 23 star systems. The players are IBA field agents, form processors, and counter staff at the Galactic DMV -- a space station the size of a small moon that handles everything from spaceship registration to species recognition requests to the complicated situation when a planet claims sentience and needs a taxpayer identification number. Every civilization brings its own logic, its own paperwork expectations, and its own definition of 'reasonable wait time.' The queue is currently at 4.7 million applicants and management has suspended overtime.
Mechanic: Form Filing: Characters have a Forms Known pool of bureaucratic documents they've memorized. Successfully invoking the correct form in a situation grants narrative control over the outcome -- the right form, properly filed, can solve almost anything. The wrong form, or a form filed with incorrect information, escalates the situation through three additional committee reviews. Forms can be combined, stacked, and appealed. There is always another form.
Comedic Sci-FiHumorSci-FiBureaucracySpaceComedySatireDMV
Stellar Bites is the most successful restaurant franchise in the galaxy: 14,000 locations across 600 star systems, serving standardized menu items calibrated to be palatable to 90% of known sentient species. The players work at location 7,743 on a mid-traffic space station, navigating the unique challenges of serving beings from dozens of civilizations who all have different ideas about what food is, discovering that the secret sauce recipe may contain a sentient organism, managing a franchise inspector who appears to be some kind of cosmic entity, and keeping the fryer at standard temperature while a class-6 space anomaly is affecting the station's gravity.
Mechanic: Service Score: Characters maintain a Service Score reflecting their location's performance metrics. High scores unlock franchise support, supply priority, and protection from corporate scrutiny. Low scores trigger the Franchise Inspector. Characters can invoke The Standard (company policy and procedures) to gain mechanical advantages in service situations -- but The Standard was written for average situations and the 7,743 situation is rarely average. Improvising outside The Standard risks the Score but solves problems The Standard cannot.
Comedic Sci-FiHumorSci-FiFast FoodComedySpaceFranchiseSatireAdventure
The Goblin Stock Exchange (GSX) is the most chaotic financial market in the known world, handling commodities trading in dungeon loot, futures contracts on dragon hoard expansions, initial public offerings for adventuring parties (extremely volatile), and a derivatives market so complicated that its own traders do not fully understand it. The players are floor traders, analysts, market makers, or compliance officers navigating a financial system where the prices are set by beings who operate on pure instinct, the regulations are enforced by goblins who helped write them specifically to be exploitable, and a market crash can be triggered by one goblin sneezing on the wrong rune.
Mechanic: Market Position: Characters maintain a Market Position (Bull or Bear) reflecting their current financial stance. Bull positions gain bonuses when markets rise, Bear positions gain bonuses when they fall. Characters can switch Position once per session. The market itself is represented by a d6 rolled each morning: 1-2 crash, 3-4 stable, 5-6 rally. Characters who correctly predict the market gain Insight tokens used to add dice to financial actions. Nobody consistently predicts the market. This is a feature.
Comedic FantasyHumorFantasyGoblinsFinanceComedySatireStock MarketAdventure
The Grand Concordance of Musical Arts holds the Great Bard-Off every decade: the most prestigious, most contentious, most magically dangerous musical competition in the known world. Bards at the highest level wield genuine magical power through their music, and at the Bard-Off, the competition is political, personal, and literally explosive if the wrong two acts perform back-to-back. The players are competitors, support staff, judges, or journalists covering the most dramatic event in entertainment. Previous Bard-Offs have resulted in one reality schism, three declarations of war (later withdrawn), fourteen structural collapses, and one spontaneous emotional event that ended the Cold War of 1247. This year's competition features an unprecedented field of competitors with unprecedented levels of unresolved issues with each other.
Mechanic: Performance Power: Characters build Performance Power through preparation, practice, and resolving real-world issues (because unresolved emotional material powers the most potent musical magic). Power can be spent on stage effects, reality-altering performance moments, and competitive advantage. Spending too much Power at once risks a Resonance Event: a magical discharge that affects everyone present, for better or worse, based on the emotional truth of the performance. The judges score on technical merit, emotional authenticity, and successful Resonance containment. One judge always scores on 'did anything explode,' inversely.
Comedic FantasyHumorFantasyBardMusicComedyCompetitionSatireEntertainment
Nexus Support Solutions is the only customer service organization operating across all known dimensions, providing post-sale support for every product, service, or reality that generates complaints. The players are NSS representatives handling disputes from alternate timelines, interdimensional purchases gone wrong, existential warranty claims, and the occasional call from a dimension that has achieved philosophical objections to the very concept of customer service and would like to register that complaint formally. Every caller has a different concept of time, reality, identity, and what constitutes a 'reasonable resolution.'
Mechanic: Resolution Rating: Characters have a Resolution Rating that reflects their call queue performance metrics. Successful case resolutions (even partial) maintain the rating. Escalations, abandoned calls, and unresolved complaints reduce it. A Rating below 3 triggers a Performance Improvement Plan from management. Characters can temporarily boost their Rating by invoking company policy, which grants mechanical advantages but creates narrative complications when the policy is technically inapplicable to interdimensional situations (which is always).
Comedic Sci-FiHumorSci-FiCustomer ServiceComedyMultiverseSatireCorporate
In a world where kaiju (giant monsters) are real but have been mostly domesticated over the last century, the Miniaturized Companion Licensing Authority (MCLA) oversees the responsible ownership of kaiju-scale creatures who have been size-reduced to approximately city-block dimensions -- still very large, but manageable with the right infrastructure. The players are MCLA field officers, kaiju veterinarians, or licensed kaiju owners navigating the complex regulatory landscape of keeping a 400-foot lizard in a metropolitan area. Current crisis: someone has been selling unlicensed size-reduction spells to irresponsible owners, and the kaiju are not staying small.
Mechanic: Kaiju Bond Rating: Characters who work with kaiju develop a Bond Rating with specific kaiju they encounter. High Bond allows communication, behavioral prediction, and de-escalation of kaiju responses. Low Bond means the kaiju is unpredictable. Spending Bond allows characters to ask a kaiju to stop doing something, redirect its attention, or request assistance. A kaiju's Bond with their legal owner is very high; Bond with strangers requires investment. Kaiju that have been mistreated by previous owners start with negative Bond and need significant rehabilitation.
Comedic KaijuHumorKaijuPetsComedyMicro-ScaleSatireGiant MonstersAdventure
The kingdom of Solvaria runs on magic, and magic runs on an ancient arcane infrastructure maintained by the Itinerant Thaumaturges guild -- better known as IT. These wizards, artificers, and mystic specialists spend their days managing the Kingdom's Crystal Ball Network (CBN), translating error messages from the Arcane Array, and explaining to the King's advisors that no, they cannot simply 'make the scrying mirror faster' without understanding the fundamental limitations of the enchantment architecture. The players are IT workers in a medieval kingdom where technology is magic, users are noblemen who believe sorcery is simply a matter of asking correctly, and the help desk queue is, and always has been, infinite.
Mechanic: Ticket Priority System: Every problem in the IT Dungeon is assigned a ticket. Characters track their Ticket Queue (starts at 10, never goes below 8 no matter what they do). Before any action, players may invoke a Priority Level: Critical (dragon has consumed the server rack), High (the King cannot open his scrying mirror), Medium (a noble's magic carpet keeps crashing), Low (someone's enchanted quill needs recalibrating). Actions taken on higher-priority tickets grant more dice, but Critical tickets always interrupt whatever the players are currently doing.
Comedic FantasyHumorMedievalFantasyITComedyOfficeTechnologySatire
Ashwick Academy of Arcane Arts has a PTA problem: its Parent-Teacher Association is dominated by necromancers, and their children are enrolled in the school's necromancy track. The players are either faculty, PTA members, or staff navigating the unique challenges of a school PTA where several parents are undead (attending remotely through animated proxies), the bake sale items keep reanimating, the spring fundraiser involves a haunted house that might be actually haunted, and the School Board has concerns about the undead parent participation rate in the decision-making process. Education, community, and the question of whether death is an acceptable excuse for missing a Parent-Teacher conference.
Mechanic: Committee Assignment: Characters gain influence through serving on PTA committees. Each committee grants specific benefits: Fundraising (resources), Academic Excellence (knowledge dice), Community Relations (social bonuses), Safety (defensive abilities). But every committee has a necromancer co-chair and their objectives are technically aligned with the school's mission but practically challenging to implement. Successfully completing a committee goal without triggering a supernatural incident maintains good standing. Triggering an incident requires explaining it at the next meeting.
Comedic FantasyHumorFantasyNecromancerSchoolComedySatirePTAUndead
The apocalypse happened three weeks ago and honestly most people barely noticed because the quarterly review cycle was already in full swing. The Four Horsemen filed for LLC status and are now consulting. Demons run HR. Heaven has been rebranded as 'Ascension Solutions' and is currently undergoing a 'strategic reorganization.' Meanwhile, the players are mid-level employees at Paradigm Shift Global, an incomprehensible corporation that may or may not have caused the end of the world, and they still have TPS reports due Friday. Survival, bureaucracy, and the eternal question: who moved my stapler during the Rapture?
Mechanic: Synergy Points: Characters accumulate Synergy Points through corporate-speak, teamwork theater, and surviving meetings. Spending Synergy lets you invoke corporate buzzwords as literal magical effects: 'Let's circle back' reverses time 10 seconds, 'Move the needle' physically flings projectiles, 'Leverage our core competencies' grants expertise in any skill for one roll. But using too much corporate-speak triggers a Performance Review from middle-management demons.
Comedic SatireHumorCorporateApocalypseOffice ComedySatireWeird WestComedy
The Ironclaw Warband was the most feared military unit on their world. Then their planet was contacted by the Galactic Cooperative and they were offered a spot on the first joint space exploration mission as a gesture of cultural inclusion. The orcs accepted because refusing would be cowardly. Now they're on a ship with four other species, navigating a universe where their honor culture, direct communication style, and preference for solving problems through strength create diplomatic incidents at every turn -- while also proving to be extremely effective at the parts of space exploration that require courage, persistence, and not being afraid of anything. Space is full of things that cannot be challenged to single combat. The orcs find this frustrating and also very interesting.
Mechanic: War-Honor Rating: The orcs track War-Honor collectively, gaining it through acts of courage, direct confrontation with genuine threats, and honest communication even when dishonest communication would be easier. They lose it through deception, cowardice, or behaving in ways that violate their cultural code. Non-orc characters can benefit from the Warband's War-Honor by aligning with their decisions. Characters from other species who learn to genuinely respect orc culture (not just tolerate it) gain Honorbound status, giving them access to orc tactical support and the significant benefit of being someone the orcs will die for.
Comedic Sci-FiHumorSci-FiOrcsSpaceComedySatireHonorAdventure
The Golden Age of Piracy is real, but the most feared ship on the seas is not the fastest or most heavily armed -- it is the Balanced Ledger, captained by the legendary Celeste Doubloon, Certified Maritime Accountant. Her crew of financial pirates doesn't just steal treasure; they audit their targets for regulatory non-compliance, identify tax liabilities, restructure their victims' assets to minimize exposure, and take their 15% consulting fee in gold doubloons. The players are new crew members on the Balanced Ledger navigating a world where the sword is mightier than the ledger book only if you haven't read the maritime commercial code.
Mechanic: The Balance Sheet: Characters track Assets and Liabilities. Assets are gained through successful piracy, good decisions, and favorable audits. Liabilities are acquired through bribes, damages, and being caught. When Liabilities exceed Assets, the character is technically insolvent and suffers narrative consequences. Once per session, a character may invoke an Offshore Account, hiding assets from any mechanic that would reduce them -- but the Crown's Auditors are always watching.
Comedic AdventureHumorPiratesComedyFinanceSatireSwashbucklingAdventure
The Bureau of Covert Intelligence gives its top agents mandatory vacation every two years. The problem: the same skills and pattern recognition that make these agents exceptional at their jobs make genuine leisure impossible. Everything looks like a dead drop. Every stranger with a suitcase is a potential asset. The hotel staff's suspicious coordination is definitely not just hotel staff doing their jobs. The players are elite intelligence operatives on mandatory vacation at a luxury resort, trying to actually relax, failing completely, and gradually discovering that their paranoia is justified because there is actually something going on at this resort -- which means this is simultaneously a vacation failure and a professional success.
Mechanic: Vacation Mode: Characters begin each session in Vacation Mode (relaxed, socially engaged, professionally inactive). Taking any covert action -- surveilling other guests, running a dead drop, establishing a cover legend -- costs Vacation Points. When Vacation Points hit zero, the character is Fully Operational: best at their job, worst at vacation. Restoring Vacation Points requires genuine leisure activities: eating a complete meal without surveilling the room, having a conversation that isn't an interrogation, sleeping a full night without maintaining watch. The genuine crisis at the resort means being Fully Operational is increasingly appropriate. The therapist who mandated the vacation disagrees.
Comedic EspionageHumorSpyComedyVacationSatireEspionageActionAdventure
The Paragon Heights Superhero Residential Community is the only HOA in North America that includes a liability waiver for collateral damage in its founding documents. Established in 1962 for powered individuals who wanted community living, Paragon Heights is home to 200 superheroes, retired superheroes, and the occasional supervillain who is on probationary community membership. The HOA newsletter covers both property maintenance standards and optimal citywide patrol routes. The players are new homeowners (and heroes) in Paragon Heights navigating the unique challenges of keeping their lawn maintained, their secret identity secure, and their collateral damage claims properly filed.
Mechanic: Damage Allowance: Characters have a monthly Damage Allowance granted by the Paragon Heights Community Charter. Heroic actions that cause property damage draw from this allowance. Staying within budget maintains Compliance standing and access to the community repair fund. Exceeding the allowance triggers an Incident Review. Heroes who routinely blow their budget get assigned the paperwork committee. Saving the city is not a mitigating factor per HOA Bylaw 22-F.
Comedic SuperheroHumorSuperheroesHOAComedySatireSuperheroNeighborhoodAction
The Temporal Culinary Institute exists outside time, staffed by food critics with access to time displacement technology and a mandate to evaluate the cuisine of every era and civilization that ever existed. The problem: changing the past is forbidden, but great food critics inevitably interact with the kitchen, comment on technique, suggest improvements, and once accidentally caused the Black Death by introducing a seasoning. The players are TCI field critics navigating the paradox of evaluating history's greatest meals without influencing history's greatest meals, while managing the temporal butterfly effects of culinary opinions delivered in the wrong century.
Mechanic: Critical Interference Index (CII): Characters track how much their presence and opinions have influenced the timeline they're visiting. Minor interference (accepting a taste, declining a second helping) is acceptable. Significant interference (complimenting the chef, suggesting a substitution, eating so much that the cook notices) raises CII. Critical CII triggers a Temporal Review and potential assignment to the 1973 American buffet collection, which is considered a punishment posting.
Comedic AdventureHumorTime TravelFoodComedyCriticsAdventureCulinarySatire
Maplecroft Estates is a lovely planned community with 847 single-family homes, a community pool (heated by a ward of perpetual warmth, HOA approved), and a diverse population of wizards, enchantresses, warlocks, and the occasional druid who chose suburban life over the wandering mystic path. The players live here. They have mortgages. The HOA has opinions about their lawn care, exterior paint colors, and the dimensional portal in unit 4B that is technically within the easement but whose emanations are affecting property values. Magic is real and so is the quarterly neighborhood meeting.
Mechanic: HOA Compliance Rating: Characters have a Compliance Rating (1-6) reflecting their standing with the Maplecroft Estates Homeowners Association. High compliance unlocks community resources, grants neighbor assistance, and prevents fines. Low compliance means the HOA is monitoring everything, enforcement notices arrive weekly, and the neighborhood watch (composed of retired enchanters) is paying very close attention. Characters can spend Compliance to take dramatic magical actions that violate community standards -- but rebuilding compliance requires attending meetings.
Comedic FantasyHumorFantasySuburbanWizardComedySatireHOANeighborhood
In the Carpathian mountains on Hungary's border, where the Magyar culture has always existed in tension between its shamanic Turkic origins and its centuries of Christian conversion, the Táltos tradition persists: shamans born with extra teeth or extra fingers, who were called by spirits from birth and trained in the old ways of spiritual combat and negotiation. The players are Táltos practitioners navigating the dual world where a Christian village on the surface hides a much older spiritual ecology below, where the ancient Magyar spirits still walk, where the Lidérc (shapeshifting demonic spirits) hunt the vulnerable, and where the boundary between the living world and the spirit world is fought over continuously between the old powers and the new faith.
Mechanic: Táltos Power: Táltos characters have access to the old shamanic power through trance states, animal transformation (specifically bull or horse forms), and direct spirit combat. Non-Táltos characters who travel with them gain spiritual awareness as an associated ability. Táltos Power is renewed through challenge: the old tradition holds that Táltos shamans earn their power through spiritual combat at specific times and places. Refusing a challenge weakens power. Accepting it, win or lose, maintains it. The spirits test the Táltos specifically because untested power becomes corrupted.
Mythic HorrorFolkloreHungaryTáltosShamanismCarpathianMagyarSpiritsMythology
In the world of the Cascade Cities, the collapse of fossil fuels two centuries ago forced humanity into a single, brutal bargain: whoever controls the rivers controls civilization. Mega-dams carved into mountain ranges power entire continents. Aqueduct highways carry both water and electricity across borders, guarded by Turbine Guilds who wield their monopoly like a weapon. Cities built into canyon walls hum with the ceaseless roar of hydroelectric turbines. The poor live in the Spray Districts at canyon bottom, perpetually damp and in shadow, while the wealthy inhabit the Crestline Towers above the waterline where the mist barely reaches. Now a revolutionary faction called the Freecurrent is sabotaging dams across the Cascade Alliance, threatening to plunge the entire network into darkness-and the Guilds want it stopped at any cost.
Mechanic: Flow State Dice: Characters harness the Hydropunk world's pervasive water energy. Each character has a Flow Rating (1-6). At the start of each scene, roll your Flow dice: even results charge a Capacitor Point, odd results drain one. Capacitor Points power aqua-tech gadgets, override Guild control terminals, supercharge weapons, and fuel desperate last-ditch actions. But the environment matters: in the drowned Spray Districts, everyone gains +1 Flow. On the arid upper plateaus where water is rationed, everyone loses 2 Flow. The world literally gives power to those who go downstream.
HydropunkHydropunkSci-FiDystopiaPoliticalEnvironmentalCyberpunkWaterTechnology
The Northern Passage is the only shipping route between the eastern and western hemispheres that does not require a six-month overland crossing. For three months each year, it is navigable by ordinary vessels. For the other nine months, it is locked by ice. The Icebreaker Saints are the crews who keep the Passage open year-round: a fleet of seven reinforced vessels, each named for a saint of the northern church, whose job is to cut and maintain channels through pack ice in conditions that would kill an unprotected crew inside a week. They do this because the Passage is vital, because someone has to, and because the Saints have been doing it for two hundred years and do not know how to stop.
Mechanic: Channel Integrity: Track the Passage's open channels from 0 to 6. High Integrity means the route is navigable and maintained. Low Integrity means ice has closed sections of the Passage, forcing vessels to wait or attempt dangerous alternatives. The Saints maintain Integrity through active icebreaking operations. Storms, supernatural ice phenomena, and equipment failures reduce Integrity faster than the crews can recover it.
Polar FantasyMaritimeFantasyPolarSurvivalCommunity
In the ancient kingdoms of Bharata, the boundary between the human world and the realm of the Rakshasas has grown dangerously thin. Rakshasa shapeshifters -- beings of enormous power and appetite who can take any form -- walk among humans, infiltrating courts, temples, and armies. The Vanara, the ancient forest people with the wit of monkeys and the hearts of heroes, have appointed themselves guardians of the mortal realm against Rakshasa predation. The players are part of a mixed fellowship: Vanara scouts, human dharmic warriors, a Brahmin sage with astronomical knowledge, and perhaps a Rakshasa in conflict with their own nature, navigating a world where the greatest threat is not always recognizable because it wears the face of a trusted friend.
Mechanic: Dharma Alignment: Characters track their Dharmic Standing through choices that honor or violate their sacred duty (dharma). High Dharmic Standing grants clarity: the ability to see through Rakshasa illusions, resist shapeshifter deception, and invoke divine protection. Low Dharmic Standing clouds perception and makes the character susceptible to the Rakshasa's web of beautiful lies. The catch: what dharma demands changes with circumstance, and the Rakshasas are experts at constructing situations where every choice appears to violate duty in some way.
Mythic FantasyFolkloreIndiaRakshasaHindu MythologyVanaraDharmaMythicAncient
In the court kingdoms of 14th-century Java during the height of the Majapahit Empire, a dalang shadow puppeteer discovers that the wayang kulit performance screen is not merely a storytelling device but a permeable membrane between the human world and the Alam Gaib (the unseen realm). As Mount Merapi rumbles and ancient raksasa demons stir in the volcanic depths, only those who master the art of shadow manipulation can push back the darkness leaking through every puppet show, every temple relief, every flickering oil lamp shadow in the archipelago.
Mechanic: Wayang Mastery (Shadow Weaving): Characters track a Shadow Weave meter (1-6). The dalang and their allies can manipulate shadows as physical objects, weapons, and shields. High mastery allows the creation of shadow constructs and the ability to step briefly into the Alam Gaib. But the deeper one goes into shadow manipulation, the more one's own shadow becomes autonomous, developing its own will and agenda.
Mythic TheaterMythologyIndonesiaJavaWayangShadow PuppetsVolcanismKeris
In the city of Vellum, signed agreements become living documents with the power to enforce their own terms. Contracts can demand evidence, summon a debtor, bar a tenant from a door, or refuse an unjust interpretation. Advocates are part lawyer, part investigator, and part ritualist, navigating a legal system where the wealthy write denser law than ordinary people can afford and where a well-drafted clause can protect a worker while a cruel one can follow them through every district.
Mechanic: Binding Terms: When a character enters a meaningful agreement, name one to three Binding Terms. Fulfilling a term grants +1d6 when it directly protects the character's claim. Breaking a term gives the opposing side a Claim, which can be spent to demand a hearing, complicate a later action, or bring the contract itself into the scene. Claims do not disappear with apologies. Clear one through restitution, negotiated amendment, or proof that the original term was fraudulent.
Legal FantasyFantasyLawContractsIntrigue
Meridian Relocations is the only licensed moving company in the known planes with a permit to operate across dimensional boundaries. They move households, businesses, and the occasional deity's vacation home between planes of existence. The work requires specialist logistics, dimensional stability expertise, and the ability to remain calm when a client's sofa takes a shortcut through a plane of elemental chaos and arrives slightly on fire. The company's slogan is 'On Time, Every Plane.' Their actual delivery record is 87%, which they consider excellent given the variables.
Mechanic: Dimensional Stability: Each move involves a series of transit legs through planar boundaries. Track the cargo's current Stability from 0 to 6. High Stability means the move is proceeding correctly. Low Stability means items are experiencing dimensional drift, material transformation, or temporal displacement. A Stability of 0 means the cargo is lost in transit, which requires a Retrieval Operation and a significant insurance claim.
Comedy FantasyComedyFantasyPlanarMovingDimensional
In the western parishes of Ireland, where the Atlantic wind never quite stops and the fairy mounds (si) rise from the bog landscape with the permanence of the land's oldest memory, the boundaries between the world of the living and the world of the dead are negotiated rather than fixed. The Sluagh -- the restless dead who fly on the western wind -- are the most feared of Ireland's supernatural forces: the unforgiven dead who travel in host formations and drag souls away at night. The players are Sluagh hunters: ordinary people from the western parishes who have developed the knowledge and tools to drive the host away, protect the vulnerable, and occasionally find out what specific Sluagh want -- because sometimes the Sluagh are trying to communicate something the living have refused to hear.
Mechanic: Sluagh Attention: The Sluagh can sense the living who have unresolved connections to the dead, and characters who carry grief, guilt, or unfinished business with their own dead are more visible to the host. Characters track their Sluagh Attention level (1-6). Low Attention means the Sluagh see through the character as they see through most people. High Attention means the host has noticed and specific Sluagh are directing focus. Characters can reduce Attention by resolving the unfinished business the Sluagh are responding to -- but doing so often means confronting exactly what they've been avoiding.
Celtic HorrorFolkloreIrelandCelticSluaghBansheeFairyHorrorMythology
Veyr's great engines only work when the ordained choirs sing their proper hymns. With the Forge God silent for the first time in recorded history, the factories are developing their own voices, and the theocracy is choosing blame before it chooses answers. The machines have started responding to unauthorized songs, and the question of whether they are waking up or just listening differently is dividing the city along lines of class, faith, and survival.
Mechanic: Harmony and Strain: Every group task carries a Harmony score starting at 3. Coordinated support and shared purpose raise it; coercion, exhaustion, and sabotage add Strain. When Strain exceeds Harmony, the machine takes one immediate action according to the strongest emotional need nearby. At the end of a scene, Harmony returns to 3 only if the group repairs relationships as well as equipment.
Industrial FantasyFantasyIndustryReligionLaborPolitical
In the sun-scorched Mezzogiorno (southern Italy) of the 18th century, an epidemic of tarantism is sweeping through Puglia-women collapsing in the olive groves, claiming to have been bitten by a mystical spider, driven to dance the tarantella for days until the 'venom' passes. The Church calls it mass hysteria. The streghe (folk witches) know the truth: the malocchio (evil eye) is real, the bites are spiritual, and something ancient buried beneath the Greek ruins of Magna Graecia is reaching up through the soil to reclaim the land.
Mechanic: Malocchio (Evil Eye): Characters track a Malocchio meter (1-6). The evil eye is not merely a superstition but a transmissible spiritual affliction in this setting. High Malocchio means the character is cursed with increasingly bad fortune that radiates outward, affecting everyone nearby. Low Malocchio provides protection but requires constant vigilance. The streghe can transfer, redirect, and cure Malocchio, but the curse always has to go somewhere.
Mediterranean Folk HorrorFolkloreItalyStregaMalocchioTarantellaEvil EyeSouthern Italy
During the chaotic Sengoku period (the Age of Warring States, 1467-1615), as human warlords tear Japan apart, the Yokai-Japan's vast ecosystem of supernatural beings-face their own civil war. The ancient compact between the human world and the spirit world is fraying. Every dusk, during the 'ouma-ga-toki' (the hour of meeting evil spirits), the boundary dissolves, and both worlds bleed into each other. A secret cadre of human-yokai intermediaries called the Tasogare (Twilight Walkers) must navigate the politics of both worlds to prevent a supernatural catastrophe that would make the human wars look like children's quarrels.
Mechanic: Ouma-ga-toki (The Twilight Hour): Characters track a Twilight Resonance meter (1-6). During the liminal hour between day and night, the boundary between worlds thins. High resonance allows characters to perceive, negotiate with, and even temporarily become yokai. But the deeper you go into the twilight, the harder it becomes to return to full humanity. At Resonance 6, the character must make a choice: remain human and lose all yokai abilities, or become yokai and lose their human life.
Supernatural IntrigueMythologyJapanYokaiSengokuKitsuneTenguSamurai
Every production at the Royal Opera rewrites a hidden kingdom beneath its stage. Stagehands know that a tragedy can create a famine below, and a comic revival can depose a duke. The hidden kingdom is populated by people who inherit the theatre's roles, scenery, and public mood. The new season opens with a play about revolution, and its underground consequences are already gathering weapons.
Mechanic: Applause Power: Audience response becomes currency below. Start at 3. Gain Power through sincere audience moments and protecting workers. Spend Power to change scenes below, command attention, or grant temporary theatrical authority. When a scene falls flat or relies on cruelty, mark Backlash. At three Backlash, an underworld rival gains a dramatic advantage.
Urban FantasyFantasyTheaterHidden WorldMystery
In the world of the Korean Three Kingdoms period, the Dokkaebi -- Korean goblins born from objects that have been imbued with human energy over long use, or from the residual essence of the departed -- are the chaotic force that maintains a strange balance in the spirit world. Unlike Japanese or European goblin traditions, Dokkaebi are not uniformly malicious: they love games, wrestling, alcohol, and justice in their own peculiar way. They punish the wicked, reward the brave, and cause complications for the merely boring. The players are associated with the Heavenly Records Bureau -- celestial administrators who rely on the Dokkaebi as informal enforcement because they can go places and do things the Bureau's officials cannot. Managing this partnership is like herding lightning.
Mechanic: Dokkaebi Chaos Rating: The Dokkaebi partners the players work with have a collective Chaos Rating (1-6) reflecting how much unpredictable energy they're currently channeling. High Chaos means the Dokkaebi are inspired, creative, and willing to go far beyond the agreed-upon mission -- the results may be spectacular but will definitely be more complicated than planned. Low Chaos means they're relatively manageable but also less effective. Players can influence the Chaos Rating through beer (increases Chaos), wrestling challenges (resets to 3), and giving them genuinely interesting problems (temporarily locks Chaos at a high level that works in everyone's favor, usually).
Mythic FantasyFolkloreKoreaDokkaebiGoblinThree KingdomsMythologyFantasySpirits
The Lantern Roads are paths that appear only when lit by specific types of flame. Different fuels reveal different routes: beeswax lanterns show merchant trails, tallow candles expose smugglers' passages, and the rare phosphor lamps illuminate roads that predate human settlement entirely. The Cartographers are an independent guild that maps these hidden routes and sells passage to travelers, scholars, and governments. The current crisis: a new lamp fuel has revealed a road network that someone has been using for centuries, and whoever built it is still maintaining the lights at the other end.
Mechanic: Lamp Fuel Clock: Each expedition burns fuel. Track a 6-segment Fuel Clock that depletes as the party travels. At 0, the lanterns go out and the Lantern Road disappears beneath the party's feet. Different fuels reveal different roads, and switching fuels mid-journey may strand the party on a road that no longer connects to their destination.
FantasyFantasyExplorationMapsLightMystery
In a world where sports leagues have been entirely bought up by immortal megacorporations and vampire conglomerates that play games lasting decades, Millfield FC remains the very last community-owned, 100% amateur football club. Their stadium is built on land protected by an ancient charter that forbids corporate ownership. As corporate scouts, necro-executives, and buyout agents deploy astronomical sums, legal maneuvering, and magical coercion to buy out the pitch, the local players, volunteers, and fans must win on the field and defend their club off it.
Mechanic: Community Spirit: Track a shared Community Spirit score from 0 to 6. Community Spirit rises when the club stays true to its roots (local youth players, community events, resisting buyout offers). It falls when corporate compromises are made. At 0, the charter is broken and the club is absorbed into the immortal corporate league.
Sports DramaSportsDramaModernCorporateCommunity
The Last Fence is the most secure operation in the city's criminal economy: a professional receiving and resale operation for stolen goods, run with the precision and discretion that have kept it operational for twenty-two years. The Fence's operator, Marta, has survived three generations of police investigation, two attempts by criminal organizations to bring her operation under their control, and one incident that she does not discuss but that established her professional reputation definitively. The current crisis is a package that arrived without an explanation, contains something that nobody will identify, and that two different parties have now indicated they want back.
Mechanic: Heat Level: Track the operation's current Heat Level from 0 to 6. Low Heat means the operation is running cleanly and the Watch has no current investigation. High Heat means police attention is active, clients are nervous, and operations need to be paused or modified. Heat of 6 means a raid is imminent or underway. Marta manages Heat as carefully as she manages inventory.
Crime DramaCrimeDramaFenceUrbanUnderworld
Meridian is built around the Last Library, a city-sized archive whose books do not merely describe the past: they keep it real. When the Ministry burns a volume, names vanish from family trees, streets change course, and victories become somebody else's. The Archive Guard calls this preservation. The Free Stacks call it a war on reality.
Mechanic: Memory Integrity: Each threatened historical truth has a six-segment clock. Mark it when censors seize evidence, public belief turns, or witnesses are rewritten. Clear or protect segments by finding primary sources, creating copies, or making the truth materially necessary. When the clock fills, the truth is erased and the world rewrites around the loss.
Revolutionary FantasyFantasyLibrariesRevolutionMysteryHistoryUrban
Goalball is the most popular sport in the city of Thresh, played in an open-air stadium where the rules change according to crowd belief. If enough spectators believe a player can score from midfield, the goal becomes possible. If the crowd believes a particular foul should be legal, the referees' enchanted whistles will not sound. The players are athletes and performers, managing both their physical skill and the audience's conviction. The game is spectacular, unpredictable, and occasionally dangerous, because a crowd that believes strongly enough can make the field itself respond.
Mechanic: Crowd Belief: Track a shared Belief score from 0 to 10 for each team. Belief rises through spectacular plays, crowd engagement, and narrative momentum. It falls through boring play, unsportsmanlike conduct, and broken spectacle. At high Belief (7+), the team can attempt impossible plays. At low Belief (3 or below), even standard plays become harder as the crowd's doubt makes the rules stricter.
Sports FantasySportsFantasyMagicCompetitionCommunity
High in the mythic mountain passes of a cosmic Silk Road, a sacred order of non-binary, trans, and Two-Spirit shamans known as the Weavers of the Third Sun hold the key to universal balance. In this cosmos, gender is not a binary pair of opposites but a spectrum of star-currents; those who exist in the liminal spaces between traditional roles are uniquely capable of weaving starlight into physical matter and mending cracks in the veil between dimensions. When rigid astral tyrants called the Binary Lords attempt to force the universe into strict duality - severing the spirit world from the physical - the Celestial Weavers must use their thread-magic to defend cosmic diversity.
Mechanic: Limen (Liminal Boundary Walking): Characters track a Limen meter (1-6). Limen measures the character's comfort and power in boundary spaces - between genders, between physical and spirit worlds, between life and death. High Limen allows characters to step through physical walls, weave intangible cosmic threads into solid shields, and see all truths simultaneously. Low Limen occurs when forced into rigid categories, limiting magical mobility.
Mythic Trans-Dimensional High FantasyLGBTQ+QueerNon-BinaryTransTwo-SpiritMythicSilk RoadCosmic
In the artistic explosion of 1890s Belle Époque Paris, the hilltop district of Montmartre is home to more than painters, poets, and cabaret dancers. A secret coven of sapphic witches, trans male poets, and non-binary illusionists known as the Lavender Coven meets in hidden absinthe parlors beneath the shadow of the Sacré-Cœur. Using art, poetry, and herbal alchemy as spellcraft, they protect Paris's growing queer underground from shadow parasites called Shadow-Shames - monstrous entities that feed on societal bigotry, shame, and forced conformity.
Mechanic: Glamour (Euphoria & Self-Creation): Characters track a Glamour meter (1-6). In this setting, magic is fueled by self-definition and gender-affirming euphoria. High Glamour allows characters to bend reality, project illusions, heal spiritual wounds, and perform astral walks through absinthe smoke. Low Glamour occurs when overwhelmed by societal judgment, causing spells to fizzle and vulnerability to Shadow-Shames.
Historical Queer Urban FantasyLGBTQ+QueerWitchesParisSapphicBelle ÉpoqueBohemianAlchemy
Behind the conflicts of the mortal world lies a cosmic secret: demonic entities operating in secret survive by feeding on human division, prejudice, and war. To safeguard humanity, high-ranking celestial beings bound fragments of their luminous divine essence directly to human souls. On Earth, this celestial soul-spark manifests as an inner truth - an innate knowing of one's authentic gender that transcends physical assignment at birth. When transgender individuals step into their true identity through transition, they do not merely find profound personal joy; they shatter their mortal bindings and unlock celestial powers of light, empathy, and cosmic harmony. As the Star-Souled Awakened, they are the world's primary line of defense against the demon lords who sow hatred.
Mechanic: Euphoria (Celestial Radiance): Characters track a Euphoria meter (1-6). Embracing authentic selfhood, expressing gender joy, and creating community connections charges the Euphoria pool. High Euphoria grants celestial wings of pure starlight, aura-healing, truth-sight that exposes lurking demons, and devastating light-bursts against malevolent entities. Low Euphoria occurs when isolated or forced into hiding, but mutual support and self-affirmation immediately restore it.
Celestial Hope FantasyLGBTQ+TransgenderCelestialDemonsHope FantasyEmpowermentUnity
In the prohibition-era 1920s French Quarter of New Orleans, a hidden nocturnal sanctuary known as the Velvet Veil operates beneath the smoky jazz clubs and speakeasies. Founded by a court of queer vampires, sapphic sirens, and trans sorcerers, the Veil provides refuge for outcasts fleeing a world that criminalizes their love and identity. When a fanatical witch-hunting order known as the Iron Purity League arrives in the Crescent City to purge the 'abominations,' the diverse queer houses must set aside their romantic entanglements and ideological rivalries to defend their sanctuary.
Mechanic: Authenticity (True Self Spectrum): Characters track an Authenticity meter (1-6). Living authentically in a hostile world generates a protective magical aura. High Authenticity grants resistance to mind-control, bonus dice when protecting loved ones, and the ability to project emotional resonance that disarms attackers. Low Authenticity (wearing a 'mask' or hiding one's identity) grants stealth and social camouflage among bigoted mortal authorities but weakens supernatural abilities and causes spiritual exhaustion.
Supernatural LGBT Romance & Gothic NoirLGBTQ+QueerVampireNew OrleansGothicSirenRomance1920s
Deep within a sunken subterranean canyon sits the Archive of Hydros: a ancient, magical library where books are written not in ink, but in memory-infused water vials. Scholars and archivists dive through flooded marble halls to retrieve bottle-manuscripts. Reading a book requires pouring the liquid memory into a ritual glass chalice and drinking it. But as the subterranean water table recedes due to drought on the surface, ancient, long-forbidden memories stored in high-tier vaults are exposed to air, crystallizing into dangerous psychic manifestations.
Mechanic: Memory Saturation: Track the scholar's cognitive state as Memory Saturation from 0 to 6. Drinking bottle-manuscripts increases Saturation. High Saturation grants deep historical insights and language mastery, but causes sensory blurring and identity bleed from ancient authors.
Mythic / SurrealMythicSurrealLibraryMemoryFantasy
The Archipelago of Sev contains forty-seven inhabited islands spread across two hundred miles of open water. There is no central government. There is the Keeper's Order: an organization that maintains the archipelago's lighthouses, and through that maintenance, controls which routes are safe, which channels are marked, and which passages are left dark for ships that haven't paid the navigation fee. The Order does not call itself a government. It calls itself a service. The distinction matters to the Order and to no one else.
Mechanic: Beacon Network: Each island in the campaign has a Beacon Status (lit, dark, or conditional). The Order controls which beacons are active. Characters who control beacons can guarantee safe passage, enforce trade routes, and signal emergencies. Characters who oppose the Order must navigate dark channels or find alternative ways to make passages safe.
Island FantasyMaritimeFantasyPoliticalIslandsGovernance
The Drowned Coast is a stretch of shoreline where the sea is rising, not gradually but deliberately. The water advances inland each night and retreats each morning, taking buildings, roads, and sometimes people with it. The lighthouses are the last defense: their beams hold the waterline back, maintaining a boundary between the habitable shore and the advancing sea. The keepers maintain the lights, and the lights maintain reality. When a lighthouse goes dark, the water claims the land around it permanently. Twelve lighthouses remain. Three went dark last year.
Mechanic: Light Integrity: Each lighthouse maintains a Light Integrity score from 0 to 6. The light naturally dims by 1 each session as fuel depletes and equipment degrades. Maintenance, fuel resupply, and community support raise it. At Light Integrity 0, the lighthouse goes dark and the water permanently claims the surrounding territory.
Gothic FantasyFantasyGothicCoastalHorrorSurvival
In the golden age of the Malacca Sultanate (15th century), the Strait of Malacca is the richest maritime trade corridor on Earth. Beside the visible world of sultans, merchants, and sailors exists a parallel invisible kingdom: the realm of the Orang Bunian (the 'hidden people'-beautiful, ageless fairy-like beings who exist slightly out of phase with human perception). Bomoh shamans navigate between these worlds, brokering deals, healing spiritual afflictions, and hunting the Penanggalan-flying detached heads with trailing entrails that prey on pregnant women and newborns in the tropical night.
Mechanic: Semangat (Spirit Essence): Characters track a Semangat meter (1-6) representing their core spiritual vitality. High Semangat grants spiritual sight, resistance to supernatural predators, and the ability to enter the Orang Bunian realm. Low Semangat makes characters vulnerable to spiritual possession, Penanggalan predation, and identity dissolution. Semangat can be stolen, gifted, or consumed-it is the currency of the spirit world.
Maritime Dark FantasyMythologyMalaysiaBomohPenanggalanOrang BunianStrait of MalaccaMalacca
Two rival terraforming corporations operate on Mars, each running a different environmental system inside separate dome networks. TerraWest is converting the western hemisphere through slow biological processes: engineered mosses, soil bacteria, and atmospheric seeding. AstraNova controls the eastern domes with mechanical climate regulation: thermal processors, manufactured atmosphere, and synthetic water cycling. Both systems work. They are also chemically incompatible. If the dome seals fail, the two atmospheres will mix and produce conditions that support neither approach. The settlers who live between the dome networks are caught in a corporate cold war where the planet itself is the weapon.
Mechanic: Dome Pressure: Each session, the Storyteller rolls a hidden d6 for each active dome the characters occupy. On a 1, the dome's environmental system experiences a stress event: seal degradation, atmospheric imbalance, or equipment malfunction. Characters present must respond or the dome moves one step toward breach. At breach, the dome's atmosphere mixes with the exterior, and anyone inside has minutes to reach a sealed section or suit up.
Sci-FiSci-FiMarsColonizationEnvironmentalPolitics
In the rain-slicked, neon-drenched lower levels of Metro-Spire 7, physical currency is worthless. The real economy runs on Mnem-Chips: neural recordings of human experiences harvested, edited, and traded illegally in subterranean chop-shops. You can buy the muscle memory of a martial arts master, the synthetic euphoria of a billionaire's vacation, or pay a Memory Broker to wipe traumatic memories from your neural chip. The danger lies in corrupted chips: dirty neuro-ware that overwrites your true personality with someone else's ghosts.
Mechanic: Neural Overwrite: Track the character's personality integrity as Neural Overwrite from 0 to 6. Slotting unverified Mnem-Chips or undergoing black-market memory wipes increases Overwrite. High Overwrite causes skill bleed from previous chip owners but causes identity dysphoria and flash-backs.
Cyberpunk / NoirCyberpunkNoirMemoryTechUnderworld
In the primordial rainforests and mangrove estuaries of Olman (ancient Southern Mexico: Tabasco & Veracruz), the mother culture of Mesoamerica faces supernatural corruption as the first Were-Jaguar guardians protect the colossal stone heads and jade portals of La Venta.
Mechanic: Jaguar Co-Essence: Guardians track an Olman Essence meter (1–6). High co-essence grants superhuman pounce, jade shielding, and predator senses, but low co-essence weakens connection to ancestral stone monuments.
Mythic OriginsMythologyMexicoOlmecMesoamericanJaguarTabascoVeracruz
The Ministry of Last Words is a government office that records the final statements of the dying. Most last words are personal: farewells, confessions, fragments of unfinished thought. Some are predictions. They describe crimes that have not yet occurred, naming places, dates, and occasionally perpetrators with an accuracy that the Ministry cannot explain and the justice system cannot use. A prediction is not evidence. A dying person's statement is not a warrant. The clerks who record the words are civil servants caught between a filing system and the future, watching crimes they cannot prevent because the paperwork to prevent them does not exist.
Mechanic: Prophecy Accuracy: Track a shared Accuracy score from 0 to 6. Each correctly predicted event raises Accuracy by 1. Each incorrect prediction lowers it. At high Accuracy, the Ministry's predictions become reliable enough to justify preventive action, but acting on a prediction before the crime occurs raises legal and ethical questions the system is not designed to answer. At low Accuracy, the Ministry loses credibility and funding.
Bureaucratic HorrorHorrorMysteryBureaucracyProphecyCrime
Along the hurricane-swept lagoons and mangrove islands of the Miskito Coast in the 17th century, indigenous Sukia shamans manipulate ocean tides, winds, and sea spirits to defend their sovereign kingdom from Spanish war galleons and greedy buccaneers.
Mechanic: Storm Call & Tide Weaving: Sukia shamans track a Sea Spirit Meter (1–6). Calling winds and sea spirits grants environmental control over ships and reefs, but high tides draw dangerous hurricane surges.
Coastal FantasyMaritimeMiskitoBelizeHondurasNicaraguaSukiaShamanismPirates
On the Mongolian steppes, the sky is not distant -- it is immediate, present, and inhabited. Tengri, the Eternal Blue Sky, watches. The Ovoo (sacred stone cairns) at mountain summits are the meeting points where the spirit world can be touched by the right people with the right knowledge. The Böö (shamans) and Udgan (female shamans) maintain the relationships between the human world and the 99 heavens, the 77 underworld realms, and the nature spirits that inhabit every significant landmark. The players are Duureg -- a cadre of warrior-shamans who combine the martial tradition of the steppes with spirit knowledge, tasked with guarding the sacred geography from human desecration and supernatural incursion when the boundary weakens.
Mechanic: Spirit Horse: Every Duureg has a Spirit Horse -- an ancestral spirit companion in the form of the greatest horse they ever knew, accessible in the spirit world and sometimes visible as a shadow in the physical. Characters can ride their Spirit Horse in spiritual journeys, use it to carry messages across the spirit world, or invoke its strength in physical combat. The Spirit Horse reflects the character's spiritual condition: well-maintained relationships with the spirit world keep the Horse vigorous; neglected relationships make it restless and unpredictable.
Mythic AdventureFolkloreMongoliaShamanismTengriSteppesSpiritsWarriorsMythology
In Morocco, the Jnoun -- the djinn of Moroccan tradition -- are not occasional supernatural visitors but a parallel civilization occupying the same space as the human world: living in the rivers, caves, mountains, and ruins, attending their own markets in the hours between midnight and dawn, maintaining courts and hierarchies that shadow human social structures. The Gnawa spiritual tradition maintains the negotiating capacity between worlds: their ceremony (lila) calls specific Jnoun by their colors, music, and offerings, maintaining the relationships that prevent the Jnoun world from expressing its frustration on human communities. The players are Maalem (master Gnawa musicians and spiritual leaders) and their associates, maintaining the fragile peace and investigating why a powerful Jnoun ruler has withdrawn from the established relationships.
Mechanic: Musical Calling: Characters who know the Gnawa tradition can call specific Jnoun through their associated music, color, and incense. Successfully calling and negotiating with a Jnoun builds a Relationship that can be invoked for assistance, information, and protection. Failed callings or disrespectful approaches produce negative Relationships with real consequences. The lila ceremony creates a protected space for negotiation -- within it, Jnoun must engage honestly. Outside it, interactions are governed by the individual Jnoun's temperament and the existing relationship quality.
Mythic AdventureFolkloreMoroccoJnounDjinnAtlas MountainsGnawaSpiritsMythology
The Museum of Borrowed Things is not a real museum. It is the professional cover of a small team of art recovery specialists who operate in the grey zone between legitimate provenance research, private intelligence, and strategic theft. Their clients include governments seeking cultural property, private collectors pursuing items of personal significance, and, in carefully selected cases, the artists themselves seeking to recover work that was taken from them. The team's current operation involves a piece that has three simultaneous claimants, none of whom they are representing, and all of whom appear to have partial legitimate claims.
Mechanic: Chain of Claim: Track each claimant's Claim Strength from 0 to 5. Multiple parties often have partial claims to the same object. The team must navigate competing Claims while securing the piece. Operations that resolve without clear Claim clarity produce ongoing dispute. Operations that resolve with a clear Chain produce durable outcomes.
Heist DramaHeistDramaArtIdentityMuseum
The Haldane Collection is a private museum of portrait paintings, each one depicting a person who is almost complete. One portrait is missing its subject's voice. Another lacks their courage. A third has no kindness in its painted eyes. The portraits compensate by drawing these traits from visitors: a person who spends too long in front of the voiceless portrait begins losing the resonance in their own speech, while the painted figure's lips gain color and detail. The Collection's curator insists the museum is a conservation effort, preserving people who would otherwise be lost to history. The visitors who leave diminished tell a different story.
Mechanic: Trait Theft: Each portrait in the museum is missing a specific human trait. When a visitor spends time with a portrait, roll Presence to resist. On failure, the portrait takes a measure of the visitor's corresponding trait. Lost traits impose -1d6 on related actions. Traits can be recovered by confronting the portrait, understanding the painted subject's story, and convincing the portrait to return what it took. Fully completing a portrait releases the subject and restores all stolen traits.
Art HorrorHorrorArtMuseumIdentitySupernatural
In the Dutch Golden Age (17th century), the Netherlands is the wealthiest nation in Europe, built on land stolen from the North Sea through an audacious system of dykes, windmills, and polders. But the sea remembers what was taken. The Waterwolves-primal water spirits that embody the sea's fury-gnaw at the dykes from below. The drowned dead of centuries of flooding stir in the polder mud. A secret society of dyke-keepers maintains both the physical infrastructure and the spiritual wards that keep the sea from reclaiming what it considers its own.
Mechanic: Polder Balance: Characters track a Polder Balance meter (1-6) representing the equilibrium between land and water. High balance means the dykes hold and the land is stable. Low balance means the water is winning-flooding, mud-ghosts, and Waterwolves emerge. The meter is communal: every character's actions affect the same shared meter, making cooperation essential.
Hydraulic HorrorMythologyNetherlandsDutchWaterPoldersZuider ZeeGolden Age
On the volcanic island of Ometepe in Lake Nicaragua during the 16th century, the twin volcano spirits (Concepción and Maderas) clash while human rebels use the legendary wit of El Güegüense and lake-shark spirit-callers to outsmart Spanish conquistadors.
Mechanic: Satiric Wit & Volcanic Wrath: Characters track a Trickster Meter (1–6). High trickster rating empowers social satire, bluffing, and luck, but draws volcanic eruptions if anger replaces humor.
Mythic ResistanceMythologyNicaraguaOmetepeChorotegaNicaraoSatireColonial
In the great Yoruba city-states of pre-colonial Nigeria, the orisha (divine spirits) walk openly among mortals, the Ifa divination system maps the patterns of destiny, and the bronze-casters of Benin forge artworks that contain captured spirits. When a cosmic imbalance between the orisha Ogun (iron and war) and Oshun (love and rivers) threatens to tear the spiritual fabric of the world apart, a babalawo (Ifa divination priest), an Oshun priestess, and a Benin bronze-caster must navigate the crossroads between mortal ambition and divine will, guided-and misled-by Eshu, the trickster orisha who controls all crossroads and communications.
Mechanic: Ori (Destiny Alignment): Characters track an Ori meter (1-6). In Yoruba cosmology, every person has an Ori (inner head/destiny) that was chosen before birth. High Ori alignment means the character is living in harmony with their chosen destiny-fate bends in their favor, the orisha listen, and the world opens doors. Low Ori alignment means the character is fighting against their own destiny-nothing works, the orisha are silent, and even luck turns sour. The twist: Eshu (the trickster) can flip anyone's Ori alignment at a crossroads.
Mythic West AfricaMythologyNigeriaYorubaOrishaIfaEshuBenin Kingdom
The night train that runs the Nocturne Line departs at midnight from Platform 9 and makes seven stops before returning. Each stop exists on the city's transit map. Each stop also removes one possible future from its passengers: a career they might have pursued, a relationship they might have started, a version of themselves they might have become. The passengers do not feel the loss immediately. They notice it weeks later, when a decision they were considering suddenly feels impossible, or when a path they were planning to take simply ceases to feel available. The Nocturne Line runs every night. Its ridership is growing. Nobody has figured out why the passengers keep coming back.
Mechanic: Future Tally: Each passenger maintains a tally of removed futures, starting at 0. Each ride on the Nocturne Line adds 1 to the tally (one future removed per ride). At Tally 3, the passenger's decision-making narrows noticeably (fewer options feel available). At 5, the passenger is locked into a single path: the only future that remains. At 6, the passenger has no futures left and becomes a permanent fixture of the Nocturne Line, riding every night with nothing ahead of them.
Transit HorrorHorrorTransitFateMysteryUrban
In 11th-century Norway, during the violent Christianization under King Olaf Tryggvason, the old Norse dead are rising. Draugr-the powerful undead revenants of Viking burial mounds-are clawing from their graves as the dismantling of old shrines and the desecration of sacred groves disturbs their rest. The new stave churches, built from the same sacred wood, hold a different kind of power. A shield-maiden who refuses to choose sides, a stave church builder who hears voices in the wood, and the last völva (Norse seeress) must prevent the draugr army from marching on the living-and decide whether Norway's spiritual future lies with the old gods, the new God, or something that transcends both.
Mechanic: Haugbrot (Mound-Breaking): Characters track a Haugbrot meter (1-6). Entering Viking burial mounds to confront draugr grants supernatural strength, ancient knowledge, and rune-magic, but each mound entered leaves a spiritual mark. High Haugbrot means the character carries so much death-energy that the draugr begin to recognize them as one of their own.
Norse Undead HorrorMythologyNorwayDraugrVikingNorseStave ChurchUndead
In Fission Cities, the dream of the Atomic Age never ended-it calcified into empire. Nuclear power didn't liberate humanity; it gave governments an energy monopoly more absolute than oil ever was. Reactor States control cities the way ancient theocracies controlled religion: the reactor is the god, the engineers are the priests, and the citizens are the faithful who must never question the glow. Cooling towers loom over Art Deco skylines. Streets are lined with public Geiger counters displaying real-time millisieverts as casually as weather reports. Citizens wear hazmat-chic fashion-lead-laced coats, filter scarves-as fashion and necessity simultaneously. The Rad-Zones beyond the city walls are officially uninhabitable; unofficially, they're home to millions of outcasts, mutants, and radicals who've built their own culture in the glow. Now the Supreme Administration's newest experimental reactor design has been quietly deployed in six cities simultaneously, and someone who knows what it actually does is trying very hard not to be killed before they can tell anyone.
Mechanic: Radiation Exposure Track (RET): Every character has a Tolerance Rating (1-6) representing their body's adaptive threshold for ambient radiation. The Storyteller tracks a scene's Rad Level (0-5): 0 is shielded interior, 5 is Rad-Zone deep core. When a character's actions exceed their Tolerance Rating in accumulated Rad Points, they begin taking Exposure Conditions. But radiation is also power in Fission Cities: characters who embrace controlled exposure (Rad-Flush, Hot-Shot techniques) gain temporary +1d6 to Force and Finesse actions-at the cost of advancing their Exposure Track. Risk rad damage to hit harder, move faster, and push further than anyone clean should be able to.
NukePunkNukePunkSci-FiDystopiaNuclearAtomic AgePoliticalRetro-FuturistThriller
The war ended seven years ago. The hardware did not get the memo. Thousands of derelict stations, weapons platforms, and supply depots drift between planets, most of them legally contested, some of them still armed. Independent salvage crews make a living cutting them apart and selling the materials before a corporation files a claim, an auditor freezes the site, or a dormant defense system wakes up and treats the crew as hostile. Orbital Salvage 9 is one such crew, working the contested belt between Mars and Jupiter with a ship held together by warranties that expired during the war.
Mechanic: Oxygen and Claim Clocks: Each salvage operation runs two parallel clocks. The Oxygen Clock starts at 6 and ticks down each scene spent inside a wreck. At 0, the crew must evacuate or suffocate. The Claim Clock starts at 0 and advances when the crew secures evidence of salvage rights: serial numbers, manifest entries, or proof of abandonment. At 4, the claim is defensible in court. At 6, it is ironclad. Auditors and rival crews can contest claims below 4 by filing faster.
Space OperaSci-FiSpaceSalvageCorporateMilitary
Harrow's Bend has the best soil in the county. Its orchards produce fruit that wins state competitions. Its livestock is healthy. Its children are well-fed. Every October, the town holds a harvest festival that includes a ritual nobody discusses outside the town limits. The ritual involves the orchard at the end of Lockwood Road, where the trees grow something other than fruit. The town's prosperity is real. The cost is real. The silence is an agreement that has held for five generations, and it is beginning to crack because a new family has moved to Harrow's Bend and their daughter has found something in the orchard that the town would prefer she had not.
Mechanic: Offering Debt: The town maintains an Offering Debt score from 0 to 6. At 0, the town is prosperous, the orchard is satisfied, and the silence holds. Debt rises when the offering is neglected, questioned, or disrupted. At 3, the harvest begins to fail. At 5, the orchard's influence extends beyond Lockwood Road. At 6, the orchard collects what it is owed directly, and the town's choice is no longer between offering and refusing. It is between surviving and not.
Rural HorrorHorrorRuralFolkSacrificeCommunity
Every soul that completes its mortal journey ripens as fruit in the orchards of Edrin. Families tend their dead until a new life can be planted. The Crown has begun buying whole groves, claiming that rebirth is too important to remain private. A generation of souls may become royal assets before it becomes anyone's children.
Mechanic: Ripening Clocks: Assign a six-segment clock to a soul fruit. Mark it as time passes, the tree is stressed, or claims on the fruit intensify. Before it fills, characters can influence the soul's carried memory through stories, care, and sacrifice. When the clock fills, the fruit must be planted, preserved at a cost, or surrendered to decay.
Mythic FantasyFantasyReincarnationAgrarianPoliticsMystery
The Pale Carnival arrives without announcement. One morning the field outside town is empty; the next, a fairground stands on it, painted in whites and silvers, staffed by performers whose smiles are too wide and whose acts are too precise. The Carnival grants wishes. The currency is not money but future regret: the Carnival's operators can see what a customer will mourn, and they take it in advance, leaving the customer with a wish fulfilled and a hollow space where a future sorrow was supposed to be. The problem is that regret is how people learn, and a person stripped of their future mistakes becomes someone who cannot grow.
Mechanic: Regret Ledger: Each character who makes a wish receives it, but a future regret is removed from their timeline. Track removed regrets on a shared Regret Ledger. Characters missing regrets cannot learn from related mistakes (roll at -1d6 for actions in that domain). Recovered regrets can be reinstated through confrontation with the Carnival or through living the experience the regret was meant to teach.
Gothic FantasyHorrorFantasyCarnivalWishesGothic
On the Isthmus of Panama during the golden age of piracy (17th century), Indigenous Guna navigators and Cimarrón rebels form a daring alliance to intercept Spanish gold mule trains along the Camino Real and defend the sacred archipelago of Guna Yala.
Mechanic: Isthmian Flow: Characters track a Current & Tide meter (1–6). Navigating rivers and jungle shortcuts boosts Finesse and speed, but miscalculating the tide strand parties in hostile territory.
Swashbuckling HistoryHistoricalPanamaGuna YalaPiratesCamino RealChagres River
The Inland Sea of Taro has no ocean connection. It is entirely surrounded by mountains and fed by a dozen rivers. Its surface should support only modest fishing boats and small traders. But on specific lunar nights, carefully folded paper vessels, if made according to the old instructions and launched with the correct words, become real ships: full-sized, crewed by no one, and capable of carrying cargo across the sea by dawn. The tradition is old enough that no one remembers where it started. The paper ship guilds have managed it for generations. The question is not whether it works. The question is why it is working less reliably than it did fifty years ago.
Mechanic: Lunar Craft: Track the current lunar phase (Waxing, Full, Waning, Dark). Paper ships launched on Full moon nights succeed automatically. Waxing and Waning moons require a successful Finesse roll. Dark moon launches almost never succeed and the attempts that do produce ships with unpredictable cargoes. The reliability of the process is declining: each season, reduce the Waxing/Waning success threshold by 1, as if something is changing about the relationship between the fold and the moon.
Ceremonial FantasyMaritimeFantasyCeremonyCultureMoon
In Cadenza, a citizen's legal identity lasts only as long as the mask they wear in public. Diplomats exchange faces to negotiate cleanly, criminals retire identities without prison, and the Parliament decides each year which masks may speak for the city.
Mechanic: Mask Authority: Every mask grants a narrow public right, such as testimony, safe passage, or command. Invoking that right marks Authority; too much attention makes a mask politically vulnerable or legally revoked.
Political FantasyFantasyPoliticsIntrigueIdentityDiplomacy
In the city of Palladia, every citizen wears a mask in public. The masks are not decorative. They carry legal authority: a citizen's rights, property, voting power, and social standing are attached to the mask, not the face beneath it. Masks can be inherited, forfeited, traded, and stolen. A person without a mask has no legal identity. The Parliament governs through masked debate, and the current crisis is a proposed law that would permanently bind masks to faces, ending the centuries-old tradition of identity as a public office rather than a private possession.
Mechanic: Mask Authority: Each character's mask carries Authority from 0 to 6, representing its legal and social weight. Higher Authority grants access to restricted places, information, and political influence. Authority rises through public service, successful negotiation, and earned reputation. It drops through scandal, legal challenge, or the discovery that the mask's current wearer is not its registered holder. At 0, the mask is legally void and the character is unmasked.
Political FantasyFantasyPoliticsIdentityMasksIntrigue
On the Moon, every invention is privately licensed. The air recyclers, the water extractors, the radiation shielding, the crop UV lamps: all owned by corporations headquartered on Earth. Colony residents pay per breath in licensing fees, and unauthorized repairs void the warranty on survival itself. When a critical oxygen patent holder raises prices beyond what most workers can afford, the colony splits between those who pay, those who pirate, and those who try to invent their way out from under the system.
Mechanic: License Burden: Each character tracks their License Burden from 0 to 6. Burden rises when characters use unlicensed technology, perform unauthorized repairs, or shelter someone who has been cut off from licensed life-support. At 3 Burden, corporate compliance officers begin tracking the character. At 5, the character loses access to licensed medical facilities and food dispensers. At 6, life-support in their registered quarters shuts down. Burden decreases through paying fines, surrendering contraband, or providing evidence against other unlicensed residents.
Sci-FiSci-FiLunar ColonyCorporateSurvivalIntellectual Property
The Pearl Republic is built on a submerged civilization. Two thousand years ago, a city-state sank beneath the Laran Sea during a catastrophic geological event. The buildings are intact. The records are preserved in a natural mineral process that turned everything organic into a dense, lustrous form of stone. And the deep-sea pearls that form in the ruins contain, when opened correctly, complete sensory memories of the people who lived there. The Pearl Republic harvests these memories as a combination of historical archive, diplomatic currency, and cultural inheritance. The divers who retrieve them are the nation's most celebrated citizens. The memories they return with are the nation's most contested resource.
Mechanic: Memory Clarity: Pearls contain memories at varying levels of completeness. Track Clarity from 0 to 6 when opening a pearl. High Clarity gives full sensory access to the memory. Low Clarity gives fragments, distorted impressions, or memories belonging to multiple people layered together. The diver's emotional state during retrieval affects Clarity: calm focus produces clear memories, fear or urgency produces fragments.
Oceanic FantasyOceanicFantasyMemoryDivingPolitics
The Greyfield Wolves have not lost a game in two seasons. Their record is unprecedented. Their fans are ecstatic. Their players are terrified, because they have begun to notice that every victory coincides with a misfortune in the community: a business burns down, a family moves away, a longtime resident dies. The coincidences are too precise and too consistent to dismiss. Someone or something is paying the price for every win, and the team cannot stop winning long enough to find out who is collecting.
Mechanic: Victory Cost: After every win, the Storyteller selects a misfortune from a table based on the margin of victory. Narrow wins produce minor costs (a small business closes, a public event is canceled). Dominant victories produce severe ones (a death in the community, a permanent structural loss). The team can investigate the connection between wins and costs, but investigating requires time spent not training, which risks losing and discovering whether the cost stops when the winning does.
Sports MysterySportsMysteryHorrorSacrificeInvestigation
The Tawantinsuyu -- the Inca empire at its height -- is maintained not only by its vast road network and administrative brilliance but by the Qhapaq-Nan mystics who walk the sacred mountain roads as spiritual custodians. These walkers navigate the ayni (sacred reciprocity) between the living and the apu (mountain spirits), the ukhu pacha (underworld), and the forces represented by Supay, the god of death who dwells in the world below. When the mountain apu of a crucial peak goes silent, when the sacred huacas (shrines) along the roads report disturbing signs, and when travelers on the Inca road begin disappearing, the players must walk between worlds to find what has broken the ancient compact.
Mechanic: Ayni Balance: Characters track their Ayni (reciprocity) with the spirit world through a balance (positive or negative). Positive Ayni means the apu and huacas assist the players: warning of dangers, providing guidance, lending strength. Negative Ayni means the spirit world withdraws and hostile forces grow stronger. Characters build Ayni by honoring sacred sites, making proper offerings, keeping their word to spiritual beings, and helping the living communities along the road. They lose Ayni by taking without giving, breaking promises to spirits, or treating sacred sites as merely practical.
Mythic AdventureFolklorePeruIncaSupayAndeanMythologyMountainsSpirits
In the pre-colonial Visayan Islands of the Philippines, where every barrio sits between the luminous world of the Diwata nature spirits and the hungry darkness of the Aswang shape-shifters, a fellowship of babaylan spirit-mediums and kampilan-wielding warriors guards the fragile boundary between the seen and unseen worlds during the seven moonless nights when the Bakunawa serpent swallows the moon.
Mechanic: Loob (Inner Self): Characters track a Loob meter (1-6) reflecting the balance of their inner spiritual integrity. High Loob grants communion with Diwata and ancestral protection; low Loob attracts Aswang predation and makes one vulnerable to shape-shifting corruption. Spending Loob fuels powerful ancestral invocations but leaves the soul exposed.
Dark Folklore HorrorFolklorePhilippinesAswangDiwataVisayasHorrorMythology
The Port of Veray is the only harbor in the known world where a ship can legally change national registry in under an hour. A fleet of professional flag brokers, registry clerks, and maritime lawyers operate out of the Port's commercial district, and for a fee, any vessel can acquire a legitimate certificate of registry under any of forty recognized maritime nations. Most of their clients are merchants avoiding tariffs. Some are fleet operators evading debt. A few are people whose original flag has become politically inconvenient. The Port makes no judgments. It makes registries.
Mechanic: Flag Legitimacy: Track a vessel's current Flag Legitimacy from 0 to 6. High Legitimacy means the registry is clean and the flag is uncontested. Low Legitimacy means the registry has been challenged, the flag nation has sent a protest, or the vessel's history is creating complications. At Legitimacy 0, the vessel is effectively stateless: no port authority will process it, no insurer will cover it, and it becomes dependent entirely on the Port of Veray for any legitimate harbor access.
Maritime CrimeMaritimeCrimeIdentityPoliticalHarbor
In Lisbon during the twilight of the Portuguese Empire (late 18th century), the great earthquake of 1755 has not only destroyed the city but cracked open the spiritual foundations of Portuguese identity. Saudade-the untranslatable Portuguese word for a melancholic longing for something absent-has become a literal supernatural force. Fado singers in the Alfama district discover that their songs of saudade can summon the ghosts of Portugal's lost sailors, the spectral caravels of the Age of Discovery, and the Moura Encantada (enchanted Moorish women trapped in the land since the Reconquista). The deeper the saudade in a song, the more powerful the summoning, but the singer risks losing themselves to a longing so profound it erases the boundary between the living and the dead.
Mechanic: Saudade (The Longing): Characters track a Saudade meter (1-6). Saudade is the emotional force that connects the living to the absent, the present to the past. High Saudade grants the ability to summon ghosts, see past events, and communicate with the Moura Encantada. But Saudade is self-consuming: the more you long for what is gone, the less present you are in the living world.
Maritime MelancholyFolklorePortugalFadoSaudadeMaritimeMoura EncantadaGhost Ships
Vitalis Alchemical Corporation is the kingdom's largest producer of mass-market magical potions. Their products are rigorously tested, reliably packaged, and distributed to every apothecary and adventuring supply shop in the region. This week, Lot 7443 of their Standard Healing Elixir has produced side effects that the testing protocol did not catch: the potion heals wounds correctly, but it also temporarily translates all speech in a ten-foot radius into the language of migratory birds. Vitalis has issued a voluntary recall. Approximately four thousand doses of Lot 7443 are in distribution. Finding them and managing the affected population is a logistical and public relations challenge that the company's Recall Response Team is handling with professional thoroughness and mounting panic.
Mechanic: Recall Severity: Track the recall's public Severity Rating from 1 to 5. Low Severity means the recall is proceeding quietly with minimal public awareness. High Severity means the recall is public knowledge, causing market panic, and attracting regulatory attention that could result in production shutdown. The team must balance speed (find all affected doses quickly) with discretion (keep the Severity from escalating).
Alchemical ComedyComedyFantasyAlchemyBureaucracyCrisis
The Prophetic Services Division is the government office responsible for the issuance, interpretation, and customer service support of official divine prophecies. When the gods speak, they speak through the Division's licensed Oracle Network, and when the prophecy's recipient has questions about what their destiny means, they file a support ticket. The Division handles approximately two thousand prophecy-related inquiries per year. Most of them are about ambiguous wording. A meaningful percentage are about prophecies that have apparently been issued in error. A small but persistent category involves prophecies that contradict each other.
Mechanic: Interpretation Queue: Track each prophecy case's Queue Position from 1 to 12 (lower is further along in processing). Cases advance by gathering supporting evidence, resolving contradictions, and securing oracle confirmation. Cases regress when new contradictory information arrives, when the oracle changes their interpretation, or when the Division's supervisory gods issue a clarifying addendum that creates new questions.
Comedy FantasyComedyFantasyProphecyBureaucracyFate
In a galaxy connected by unstable quantum wormholes, standard communication across light-years takes decades. The Quantum Express Guild bypasses light-speed through Quantum Slip-Pouches: stabilized micro-wormhole devices attached to courier vessels. Couriers deliver physical data drives, biological samples, and high-value cargo across temporal boundaries. Because quantum transit causes temporal displacement, couriers frequently arrive before their packages are dispatched or encounter past and future versions of themselves along the trade lanes.
Mechanic: Temporal Paradox: Track the package's Temporal Paradox score from 0 to 6. Interacting with past/future self, altering delivery timelines, or misusing quantum slip-pouches increases Paradox. At Paradox 6, a Temporal Correction Unit (anomalous causality enforcers) arrives to eliminate the paradox by erasing the courier from the timeline.
Sci-Fi / Quantum HeistSci-FiQuantumCouriersTime TravelAction
The Kingdom of Aldrath requires all quests undertaken by licensed adventuring parties to receive prior approval from the Quest Review Board before the first dungeon is entered. The Board reviews quest applications for environmental impact, historical significance of threatened artifacts, wildlife interaction protocols, and whether the stated goal represents genuine heroic need or what the Board's internal guidelines describe as 'recreational villainy mitigation,' which is the category for quests that are functionally tourism.
Mechanic: Approval Rating: Track each quest application's Approval Rating from 0 to 6. High Approval means the quest meets the Board's criteria and is proceeding toward a permit. Low Approval means the quest has been flagged for concerns that must be addressed before approval. Approval of 0 results in a denial, which can be appealed to the Review Appeals Panel but which currently has a fourteen-month backlog.
Bureaucratic ComedyComedyFantasyBureaucracyQuestAdventure
Frontier settlers on a colony world discover that autonomous terraforming machines are reshaping their planet according to a design nobody authorized. The machines are not hostile. They do not communicate. They simply work, converting grassland into forest, rerouting rivers, and altering the atmosphere on a schedule that does not account for the people already living there. The original terraforming contract expired decades ago, but the machines were never told to stop, and their blueprint describes a world that has no room for the settlements that exist.
Mechanic: Terraform Drift: The Storyteller tracks a global Terraform Drift clock from 0 to 10. Each session, the clock advances by 1 unless the characters intervene. At 3, crop yields begin failing as soil chemistry shifts. At 5, breathable air zones contract and settlements must relocate or seal. At 7, the water table drops below well depth for most towns. At 10, the machines complete their program and the planet matches the blueprint: a world designed for a species that never arrived. Characters can slow the clock through sabotage, negotiation with the machines' maintenance protocols, or by finding and modifying the original blueprint.
Sci-FiSci-FiTerraformingFrontierAutonomyAI
In a world covered by volcanic ash and nuclear winter, civilization survives in isolated valley settlements separated by toxic ash storms. The only connection between communities is Radio Free Ash: an independent pirate radio station broadcasting from an armored rig roaming the ash dunes. The station broadcasts weather warnings, missing-persons messages, news, and records from before the fall. But warlord factions seek to locate and destroy the broadcast rig to control the flow of information across the wastes.
Mechanic: Broadcast Signal: Track the broadcast's Reach from 0 to 6. Deploying antenna relays and boosting transmitter power increases Reach. Higher Reach connects more settlements and coordinates community aid, but alerts warlord direction-finder squads to the rig's location.
Post-Apocalyptic / DramaPost-ApocalypticRadioWastelandDramaCommunication
The Red Bridges are the only crossings over the Severing, a canyon so deep and wide that it divides the continent into two rival realms. The bridges were built by an independent order of keepers who maintain neutrality by controlling the only connection between two nations that would prefer war. The Compact, the ancient agreement that established the keepers' authority, is expiring. Both realms want the bridges. Neither wants the other to have them. The keepers must renew the Compact, defend their independence, or watch the only links between two civilizations fall under military control.
Mechanic: Bridge Trust: Each bridge maintains a Trust score from 0 to 6, representing the reliability and neutrality of the crossing. Trust rises through fair enforcement, successful mediation, and maintained neutrality. It drops through favoritism, bribery, blockades, and violence. At Trust 0, a bridge is no longer recognized as neutral ground and both realms treat it as contested territory.
FantasyFantasyBridgesDiplomacyTradeBorder
The Red Ledger Syndicate runs the underworld of three cities not through violence, blackmail, or political connections, but through accounting. The Syndicate's ledgers contain the complete financial records of every criminal operation in the region: every payment, every debt, every undisclosed income stream. The Syndicate does not commit crimes. It records them, and the leverage that recording provides is more stable and more profitable than any direct criminal operation. The problem is that someone has been altering the ledgers, and in a system where accurate records are the only source of authority, falsified entries are an existential threat.
Mechanic: Debt Leverage: Track the Syndicate's current Leverage Rating from 0 to 6 over each significant debtor or partner. High Leverage means the Syndicate has complete, accurate records that give them reliable control. Low Leverage means records have been compromised, disputed, or lost. At Leverage 0, the debtor has effectively escaped Syndicate accountability.
Crime FantasyCrimeFantasyAccountingCriminal EmpirePolitical
Professional sports matches are secretly the front line against magical catastrophes. Ancient entities, wild mana swells, and reality tears are naturally drawn to the concentrated emotional energy of stadium crowds. The league's referees are not just officiating games; they are trained sorcerers and ward-keepers who use specialized whistles, field positioning, and penalty calls to direct, absorb, and contain magical threats in real time. To the crowd and players, a yellow card is a foul. To the referees, it is a localized containment spell preventing an eldritch entity from manifesting in section 104.
Mechanic: Containment Score: Track a shared Containment Score from 0 to 10 during a match. Containment starts at 5. Magical phenomena occur naturally based on crowd emotion and environmental triggers. Referees must blow specific whistle calls, enforce strategic penalties, and maintain field geometry to keep Containment high. If Containment drops to 0, a magical catastrophe manifests openly on the field.
Sports FantasySportsFantasyMagicConspiracySecret
Restful Pines is a retirement community for former villains. The development offers a peaceful setting, managed security (to prevent hero incursions), a robust social calendar, and sufficient magical suppression to make accidental world-domination attempts unlikely. The community is governed by a resident association and managed by a director who has the most unusual human resources background in the hospitality industry. The challenge is that former masterminds do not retire easily: they compete for parking spots with the same intensity they previously brought to continental conquest, they form factions over the shuffleboard court scheduling, and several of them have been quietly working on 'retirement projects' that the management is supposed to be monitoring.
Mechanic: Relapse Risk: Track each notable resident's Relapse Risk from 0 to 6. High Risk means the resident is showing signs of reverting to villainous behavior: scheming, recruiting, or acquiring materials that suggest a project in progress. Low Risk means the resident is genuinely engaged with retirement activities. If any resident hits Risk 6, they are in active relapse, which triggers a community crisis and requires hero intervention (which everyone in the community is technically retired from facilitating).
Comedy FantasyComedyFantasyRetirementVillainCommunity
The Strigoi of Romanian folklore predate the literary vampire by centuries: the living-dead who rise from improper burial, the witches who can send their souls out of their bodies at night, the undead who drain vitality from family members in a slow progression that takes years. In Transylvania, where the Orthodox, Catholic, and Greek Catholic traditions overlap with much older Dacian and Slavic beliefs, the Solomonari (legendary weather-sorcerers) and the Cunnoateri (those who know) maintain a fragile compact with the Strigoi: the living-dead can feed in limited ways from willing donors or from the already-dying, in exchange for not hunting the general population. The players are Cunnoateri -- those who know about the compact and maintain it.
Mechanic: Compact Standing: The Strigoi compact is tracked as a Compact Standing score reflecting how well the agreement is being honored on both sides. High Standing means Strigoi who honor the compact protect Cunnoateri from those who don't, and the general population remains safe. Low Standing means the rogue Strigoi are emboldened, the compact-honoring Strigoi are withdrawing, and the players are increasingly exposed. Restoring Standing requires finding and dealing with compact violations -- on both sides, since some Cunnoateri have also violated the agreement.
Gothic HorrorFolkloreRomaniaStrigoiTransylvaniaVampireGothicHorrorFolklore
In the blinding, sun-scorched expanse of the Great Salt Flats sits Iron-Well, a fortified trading post built around a ancient geothermal water purifier. Surrounded by thousands of miles of dead salt desert, Iron-Well is the only source of drinkable water for five hundred miles. Survival requires balancing water rations, defending the solar stills from marauder war-bands, and scavenging ancient pre-collapse technology buried beneath the salt crust.
Mechanic: Hydration Depletion: Track the crew's water reserves as Hydration Depletion from 0 to 6. Environmental heat, physical exertion, and desert travel increase Depletion. At Depletion 4, characters suffer physical check penalties. At Depletion 6, severe heatstroke incapacitates the character.
Post-Apocalyptic / WastelandPost-ApocalypticWastelandSurvivalScrapDesert
In a fractured nation divided by old wars and older grudges, the rail is the last shared sacrament. Sacred trains carry written prayers, emergency supplies, and passengers between cities that otherwise refuse contact. The Church owns the timetable, but the switchyard crews know the actual network. When a powerful city demands priority while floodwater cuts a rural line, a switch decision becomes theology.
Mechanic: Route Favor: Each named rail line maintains Route Favor from 1 to 3. Add Favor through safe delivery, fulfilled promises, and personal sacrifice. Spend Favor to request timely stops, find trusted contacts, or reroute a train against procedure. Using a route for private advantage marks Debt, and at three Debt, the next station demands repayment before offering help.
Infrastructure FantasyFantasyRailwaysLaborFaith
The Sea of Tears is drying up. Where a vast ocean once stood, only shallow, crystal-crusted brine flats remain. The Salt Monks dwell in monasteries built on high coastal cliffs now miles from the water's edge. They spend their lives walking the white salt flats, harvesting magical brine-salt crystals that preserve flesh, food, and even human souls. But as the last deep-water trench dries, an ancient Leviathan buried under the salt for ten thousand years begins to stir, sending tremors through the monastery foundations.
Mechanic: Brine Preservation: Track the character's salt-cured state as Brine Preservation from 0 to 6. Applying sacred salt to wounds or ingesting brine elixirs increases Preservation. High Preservation grants resistance to rot, disease, and environmental heat, but causes skin calcification and loss of emotional expression.
Mythic / Post-ApocalypticMythicPost-ApocalypticSeaMonksDesert
In the Keshari desert, salt mines preserve more than minerals. The deepest veins contain crystallized voices: ancestral recordings trapped in salt formations that replay when the air is right. The clans who govern the desert derive their authority from access to these voices. The Salt Throne is not a chair but a title: the right to enter the deepest mine and consult the oldest voices. A succession crisis has begun because the Throne's heir can hear the voices, but the voices are saying things the current Throne-holder never reported.
Mechanic: Ancestral Consultation: Before a major decision, a character may enter a salt chamber and consult the preserved voices. Roll Mind. On a strong hit, the voice provides clear guidance relevant to the current problem. On a weak hit, the guidance is accurate but carries a personal cost: a demand, an obligation, or a truth the character would prefer not to know. On a failure, the voice provides misleading or outdated counsel, and the character does not know which.
FantasyFantasyDesertMiningAncestrySacred
The Orbital Ring is a sprawling, half-abandoned ring structure surrounding the planet, littered with three centuries of defunct satellites, derelict habitats, and forgotten corporate vaults. The Salvage League is a loose confederation of independent reclamation crews who harvest high-grade electronics, rare alloys, and volatile power cells from the debris field. The work is lethal: micro-meteorite storms, structural collapse, unstable reactors, and corporate claim-enforcers make every operation a gamble. The League operates under a strict code of claim rights, but when a derelict research pod containing un-indexed quantum processors enters a decaying orbit, every crew in the sector moves to claim it.
Mechanic: Structural Drift: Track the target wreckage's Stability from 6 down to 0. Every high-stress extraction, hull breach, or thruster maneuver reduces Stability by 1. At Stability 2, structural collapse begins. At Stability 0, the wreckage breaks apart or enters atmospheric entry, forcing immediate evacuation.
Sci-Fi / CyberpunkSci-FiCyberpunkSalvageSpaceOrbital
The Accord of Minds began as a mental-health initiative: enchantment mages broadcasting low-level calm and social-cooperation signals across the city reduced violent crime by 70% in the first year. The government funded expansion. Now the Broadcast Towers cover every district, and the compliance signal has been tuned for decades. Citizens are calm, cooperative, and unlikely to organize against policies they disagree with. They technically agree with everything the city decides, because the city decides their baseline emotional state. The Accord calls this social harmony. The Untuned - people with natural enchantment resistance or access to signal-blocking equipment - call it something else. They are the only people in the city capable of genuine disagreement. They are also outnumbered 400 to 1.
Mechanic: Tuning and Resistance: Every character has a Tuning level (1-6) representing how much of the Accord's broadcast signal affects them. Tuning 6 is full compliance: the character cannot take actions that the Storyteller rules as contrary to Accord social norms without a Mind roll at difficulty 3. Tuning 1 is full resistance: the character is unaffected by the broadcast but reads as anomalous to Accord sensors. Tuning can be shifted by: Signal Blockers (reduce by 2, illegal to possess), Sustained Resistance Actions (reduce by 1 per session of active non-compliance), and Broadcast Boosters (increase by 2, Accord officers carry these for use on resistant individuals).
Sci-Fi DystopiaSci-FiEnchantmentMind ControlConsentDystopiaMental FreedomCompliance Magic
The Alchemical Republic solved material scarcity 60 years ago. Any matter can be converted to any other matter, given sufficient transmutation energy and a licensed alchemist. Stone becomes food becomes fuel becomes gold becomes medicine. The technology exists. The Republic controls it. Licensed conversion rates are set by the Conversion Authority - stone converts to food at a 10:1 mass ratio, waste to fuel at 15:1, and gold (specifically) requires a Royal Warrant. The rate schedule has been maintained with minor adjustments for 60 years. The rates are not based on the cost of the conversion process, which has gotten cheaper every decade. They are based on what the existing economic structure requires to remain intact. A collective of unlicensed alchemists in the outer districts has been converting freely at cost. The Republic calls this economic terrorism. The outer districts call it Tuesday.
Mechanic: Conversion Ratios: Transmutation mages can convert any matter to any other matter, but the mass ratio (input:output) scales with complexity and magical effort. Simple conversions (stone to gravel, water to steam): 1:1 ratio, no roll needed. Moderate conversions (organic to food, waste to fuel): 2:1 ratio, requires 1 Mind action. Complex conversions (base metals to gold, toxic waste to clean materials): 5:1 ratio, requires a Mind roll at difficulty 2. Masterwork conversions (complex molecules, medical-grade materials): 10:1 ratio, difficulty 3 Mind roll. Licensed alchemists work at these natural ratios. The Conversion Authority's published rates are 5-20x the natural rate, representing the Authority's fee.
Sci-Fi Political DramaSci-FiTransmutationEconomicsPost-ScarcityMatter ConversionAlchemyPolitical Drama
The Compact was signed between the city of Arkport and eleven other dimensions in 2141. In exchange for access to resources, materials, and knowledge from those dimensions, Arkport became the first open-transit city: any entity from a signatory dimension may enter through licensed Conjuration Stations, provided they carry a Transit Permit and comply with local law. The city is now home to 3 million humans and approximately 900,000 interdimensional entities of 47 registered types, plus an unknown number of unlicensed entries. Some entities are here to work. Some are here because their own dimensions are dying. Some are here because Arkport is the only place in their known reality where they can exist openly. The Compact's Article 9 requires all entities to submit to dimensional recall if found in violation - a provision that has become the city's most contested legal question.
Mechanic: Dimensional Attunement: Characters who work closely with interdimensional entities develop Attunement (1-6) to specific dimensional frequencies. At Attunement 3+, a character can sense when a nearby entity is in distress or concealing their dimensional signature. At Attunement 5+, a character can open a minor dimensional rift (door-sized, short duration) to a dimension they are Attuned to, without equipment. Each use of this ability costs 1 Attunement point, restored by one scene of rest. Conjuration engineers have starting Attunement 3 and may select two Attuned dimensions.
Sci-Fi FantasySci-FiConjurationInterdimensionalEntity RightsUrban FantasyPortals
The Ember Syndicate controls the world's fire magic energy infrastructure - pyromantic fuel refineries, fire-corridor transit systems, and the heat distribution networks that keep northern cities alive through winter. Fire mages are the energy workers of this world: they refine raw magical flame into fuel cells, operate fire-corridor transit platforms, and run the industrial processes that power manufacturing. The Syndicate has been extracting maximum profit for 60 years, and the fire workers have struck six times. The seventh strike just started, triggered by a Syndicate announcement that their next generation of heat-exchange technology will be operated by automated flame-vessels rather than human workers. Winter arrives in 40 days. The city has approximately 30 days of fuel reserves. The Syndicate has calculated that 30 days is enough time to break the strike. The fire workers have calculated that 40 minus 30 is ten, and ten days without heat in a northern city is its own kind of argument.
Mechanic: Flame Channeling: Pyromancers have a Flame Channel rating (1-6) representing their ability to work with magical fire. At Channel 3+, a pyromancer can ignite, sustain, or extinguish magical fires without tools. At Channel 5+, a pyromancer can produce fuel-grade magical flame sufficient to power standard systems for one scene per Channel action. Industrial-grade production requires Channel 4 and sustained work (one full scene per day of fuel produced). Automated flame-vessels operate at the equivalent of Channel 2 - sufficient for standard output but incapable of the judgment calls that keep fuel quality stable in variable conditions.
Sci-Fi Industrial DramaSci-FiPyromancyEnergyLaborFire MagicIndustrialStrikeEnergy Monopoly
Entropy Corps is the leading demolition and materials reclamation firm in the world, because entropy magic - the ability to accelerate or decelerate decay at a molecular level - is the cleanest, fastest, and most profitable way to tear down a building and recover its materials. A structure that would take 3 months and significant pollution to demolish conventionally can be entropy-reduced to sorted raw materials in 6 hours. The Preservation Guild does the opposite: for clients willing to pay, their entropy mages decelerate decay in objects, artworks, bodies, and buildings, maintaining them in perfect condition indefinitely. The economy of entropy has one rule: slowing decay requires more energy than accelerating it, which means preservation is expensive and demolition is profitable. The black market has discovered a third use: targeted entropy acceleration for objects you want to disappear quickly, people you want to age faster, or evidence you want gone. An Entropy Corps engineer has found internal records suggesting the firm has been taking black market contracts alongside its legitimate demolition work.
Mechanic: Entropy Manipulation: Entropy mages have an Entropy Rating (1-6). Accelerating decay (demolition, degradation): roll Force + Entropy Rating vs. material difficulty (1-3 for organic, 2-4 for metals, 4-6 for reinforced structures). Success degrades the target one Material Stage per round. Decelerating decay (preservation): roll Mind + half Entropy Rating (rounded up) vs. preservation complexity (1-3 standard, 4-6 living tissue). Success maintains the target for one week per degree of success. Black market entropy targeting (living beings): illegal, contested, Force + Entropy vs. the target's Constitution roll. Success ages the target 1d6 years visibly. Entropy Rating of 5+ allows detection of recently-applied entropy effects (within 1 week).
Sci-Fi Corporate DramaSci-FiEntropy MagicDecayPreservationCorporateBlack MarketTimeDemolition
Biomancy - the magical reshaping of living tissue - industrialized in the 2130s when Forma Corp discovered a repeatable process for licensed biological modification. You can purchase wings (flight capability requires Forma-certified Wing Package, warranty 2 years, extended care plan available), gill sets, enhanced musculature, secondary eyes, and over 3,000 other modifications through licensed Forma Body Shops in every district. The modifications are safe, the market is enormous, and the inequality is visible: the wealthy have extraordinary custom forms; the poor have access to knockoff modifications sold in unlicensed back-alley shops with variable safety records. The Form Rights Movement argues that the body should not be a consumer product. Forma Corp argues that the market agrees with them. Neither side is wrong. A black market biomancer has developed modifications outside Forma's patent portfolio - modifications that Forma says are illegal and that the movement says are the first truly free biological acts in the market era.
Mechanic: Form Modifications and Stability: Characters can purchase or install biological modifications that grant specific mechanical bonuses. Each modification has a Stability rating (1-6) representing how well it integrates with the host body. High-quality (licensed) modifications begin at Stability 5. Back-alley modifications begin at Stability 2. A modification at Stability 1 causes a Deterioration Condition each scene it is used. Biomancers can improve a modification's Stability by 1 with a successful Mind roll (difficulty = 6 minus current Stability) and a full scene of work. A modification at Stability 6 is permanent and stable. At Stability 1, it begins to reject.
Sci-Fi Body HorrorSci-FiBiomancyBody ModificationConsumer CultureBody RightsBlack MarketBiopunk
The Chrono-Accord of 2055 established legal time as a commodity. Chronomancers can extend or compress experienced time for willing subjects. A wealthy client can purchase an extra decade of healthy, active experienced time. A desperate debtor can sell years of their life-experience to cover financial obligations. The Time Banks operate like payday lenders: high interest, aggressive collections, and a client base that is overwhelmingly poor. A citizen who defaults on a time-loan does not lose their future. They experience it in compressed form - four years of life compressed into eight months of subjective time, a nightmare of blurred experience. The collectors who manage time-debt repossession are the most feared professionals in the city. The Fractured Clock Resistance argues that selling time is selling life itself. The Time Banks argue that the distinction is theological and not their concern.
Mechanic: Temporal Debt and Flow Rate: Characters have a Flow Rate (1-6) representing the speed of their experienced time relative to objective time. Flow Rate 3 is normal. Flow Rate 6 means the character experiences time twice as fast as everyone else - they age faster, act first in every scene, but accumulate harm conditions faster. Flow Rate 1 means the character experiences time at half speed - reactions are slower (-1d6 to reactive actions), but they age slowly and conditions fade faster. Chronomancers can shift a character's Flow Rate by 1 in either direction per scene, requiring a Mind roll at difficulty 2. Sustained shifts beyond one scene require the subject's willing participation.
Sci-Fi NoirSci-FiChronomancyTime MagicCorporate HorrorDebtTemporal EconomicsNoir
The Leyline Grid is the world's power infrastructure: ancient channels of earth magic, mapped and tapped by Geomantic Engineers for industrial energy extraction. Every city's electrical, heating, and manufacturing system draws from a local ley-node, connected to the global Grid via geological transmission. The technology is genuinely renewable: earth magic replenishes over centuries. The extraction rate set by the Grid Authority is not genuinely sustainable: nodes are being drawn faster than they can replenish, and the consequences are geological - subsidence, tremors, and the gradual silencing of deep earth frequencies that the Grid Authority calls background noise and the Nomad Line-Walkers call the voice of the land. The Line-Walkers - nomadic cultures who have followed ley-lines for 3,000 years - have been documenting node depletion for decades. The Grid Authority has been classifying their reports as non-expert testimony.
Mechanic: Node Resonance and Overextraction: Geomancers have a Node Resonance rating (1-6) representing their depth of attunement to a specific ley-node or line. At Resonance 3+, the character can sense the node's health, current extraction rate, and remaining capacity as if reading a gauge. At Resonance 5+, the character can perform Emergency Stabilization - stopping a node from catastrophic depletion collapse for 1d6 hours, requiring a Mind roll at difficulty 3. Overextracted nodes have Resonance penalties: at node depletion 80%+, all Resonance readings are reduced by 1. At 95%+, the node destabilizes and may cause localized geological events.
Sci-Fi Ecological DramaSci-FiGeomancyEnergyEarth MagicEcological CrisisLeylinesIndigenous Futures
The Lux Directorate operates the world's most efficient data and surveillance network - because it runs on light. Every reflective surface in the city is a potential node in the Mirror Network: windows, polished metal, water, even the backs of eyes. Photomancers trained by the Directorate can access any Mirror Network node within their range, extracting visual data in real time. The Network was built during a security emergency and has never been shut down. It is now the foundation of the Directorate's political and commercial power. Corporations pay for priority data access. Governments pay for population monitoring. Individual citizens can apply for Mirror Privacy Designations that render their personal space partially opaque to the Network - the fee is substantial, the paperwork is 40 pages, and the application takes 8 months. The Darkness Resistance works in light-dark rooms, wears matte surfaces, and moves through the city's underground where reflections are minimal. They have built something the Directorate considers impossible: a communications network that runs on sound rather than light.
Mechanic: Photomantic Access and Shadow Work: Photomancers have a Mirror Attunement (1-6) representing their range and depth of Network access. Attunement 3: access any mirror or reflective surface within 50 meters in real time. Attunement 5: access stored reflections (visual memory in mirror surfaces) up to 48 hours old within range. Attunement 6: identify individuals through brief reflections (reflection fingerprinting). Shadow Work: characters operating in deliberately non-reflective environments gain the Shadow Status tag, reducing their visibility to the Mirror Network. Photomancers must make a Mirror Attunement roll (difficulty 3) to detect individuals with Shadow Status.
Sci-Fi ThrillerSci-FiLight MagicSurveillancePhotomancyDataMilitaryDarknessMirror Network
In the Mirror Cities, what you see depends on your subscription tier. The physical infrastructure - concrete, steel, pipes, wiring - belongs to the city. The experience of that infrastructure is sold by illusion architects. A Tier 1 subscriber sees clean streets, attractive storefronts, and pleasant weather. A Tier 3 subscriber sees a curated version of the city tailored to their aesthetic preferences. An unsubscribed citizen sees the raw physical reality: a grey, functional, unremarkable city that is structurally sound and sensory-neutral. Illusion architects are the wealthiest profession in the Mirror Cities. Truth-glasses - devices that strip all illusions - are illegal in public spaces. The city council has passed 14 consecutive resolutions confirming this. Investigative journalists who work in Truth-mode are technically operating outside regulations, technically.
Mechanic: Illusion Layer System: Characters can operate in one of three modes. Subscribed Mode (normal play): see the city's consensus illusions, gain +1d6 to Presence actions in Tier 2+ spaces. Truth Mode (using Truth-glasses or Dispel ability): see physical reality, ignore all illusion-based deceptions, suffer -1d6 to Presence in subscribed spaces (you are visually disturbing to subscribers). Architect Mode (illusionists only): actively shape the illusion layer in a zone, requiring concentration - anything that breaks concentration ends the effect. Illusion Layer complexity has ratings 1-6; maintaining a Rating 4+ illusion requires a Mind roll each scene.
Sci-Fi NoirSci-FiIllusionRealityCorporate DystopiaNoirConsensus RealityTruth
The Nekrocorp Accord of 2187 settled the question of what happens to a person at death: their soul becomes a legal resource, capturable at the moment of biological death and bound to an animated corpse for labor contracts lasting up to 500 years. The living work alongside the dead in every office, factory, and service sector. Dead workers do not eat, sleep, or unionize. Three mega-corporations own 80% of all bound souls. The living accept this arrangement because it keeps taxes low and goods cheap. The Unbounded - souls that escaped capture at death and haunt the city's infrastructure - are technically illegal. They are also the only free people in the world.
Mechanic: Soul Saturation: Every character has a Soul Saturation rating (1-6) representing how much contact with bound souls affects their spirit. Necromancers and soul-engineers begin at 3. Each scene spent working directly with bound souls adds 1 Saturation. At Saturation 6, the character risks Death Imprint - a semi-permanent condition where the character's life-force dims and they gain the ability to communicate with any bound soul within 30 meters, but suffer -1d6 to all social interactions with the living. Saturation resets by 1 per scene spent in nature or with no soul contact.
Sci-Fi HorrorSci-FiNecromancyCorporate HorrorUndead LaborSoul RightsDark Future
The Null Zone's government solved its magic problem the way governments solve most problems that frighten them: it built a system to contain it. The Anti-Magic Enforcement Authority operates null-field generators on every public street corner, null-collar devices are mandatory for registered mages, and the Mage Registry is the most surveilled population in the country. Registered mages can practice in licensed facilities with permits. Unregistered mages - those who developed magic without reporting it, or those who refused registration - are criminals. The AMEA's null-field emitters can incapacitate most mages within range. The problem: the null-field technology was designed to suppress specific frequency classes of magic. Mages who have developed less common forms of magic are not fully suppressed by the current generation of emitters. The AMEA knows this and has been keeping the discovery quiet while developing the next generation. Some of those partially-suppressed mages have also figured it out.
Mechanic: Null Field Resistance: In a Null Zone, all magical actions require a base Mind roll at difficulty 2 (null field interference). Registered mages with null collars have difficulty increased to 4 for all magical actions outside licensed facilities. Characters with Null Resistance (natural or developed) reduce the base difficulty by their Resistance rating (1-3 maximum). The AMEA's Generation 2 emitters (in development) will close the Resistance loophole. A character with Null Resistance can detect the presence and strength of null fields as a free action. Fully unregistered mages in the Null Zone have difficulty 3 for magic (no collar, but active search protocols).
Sci-Fi DystopiaSci-FiAnti-MagicNullmancySuppressionMage RightsUndergroundDystopiaRegistration
The Quiet Network is what replaced the internet in 2112. Rather than electronic communication, citizens are linked through a maintained telepathic mesh - thoughts, memories, and sensory data shared across the Network at will, with filtering and privacy controls provided by licensed Thought-Managers. The Network is faster, more intuitive, and more personal than any digital system. It is also monitored by the Network Authority for thoughts classified as threatening, criminal, or seditious. Network filtering is not perfect: leaks happen, private thoughts become public, and thought-hackers - Breakers - crack filtering to access unguarded memories. The Unlinked are citizens who have refused or been denied Network access. In a world where commerce, communication, and social life run through the Network, the Unlinked are functionally invisible - and functionally free of surveillance.
Mechanic: Link Strength and Broadcast Control: Linked characters have a Link Strength (1-6) representing their depth of Network integration. Linked characters can send and receive Surface Thoughts (intentions, emotions, general concepts) at will. Deep Thoughts (specific memories, plans, private information) require a deliberate Broadcast action and a Finesse roll to control the depth of the broadcast - failure means sharing more than intended. Breakers reduce the difficulty of accessing another person's Deep Thoughts by their own Link Strength. The Unlinked have no Link Strength and cannot be Broadcast to or read - but cannot access any Network-dependent service or location.
Sci-Fi ThrillerSci-FiTelepathyPrivacyMental NetworkSurveillanceThought CrimeUnlinked
Resonance City was built by sound. The architectural tradition of Sonomancy uses precise frequency combinations to shape stone, bond materials, and maintain structural integrity through sustained tonal fields. Every building in Resonance City is held together partly by an active sound frequency embedded in its walls, inaudible but constantly present. The city's musicians are its engineers. The Resonance Authority maintains the civic frequency network - the combined tonal field that keeps public infrastructure stable. The Cartel of Silence - a criminal organization that discovered early that disrupting the civic frequency could selectively destabilize buildings - controls the city's extortion economy: pay the protection rate, your building's frequency stays stable; do not pay, and your walls develop interesting structural opinions. The Cartel has recently targeted a residential district, and the Authority's response has been slow.
Mechanic: Frequency Resonance and Disruption: Sonomancers work with Frequency Profiles of locations (rated 1-6, representing structural stability maintained by sound). Active Maintenance: a sonomancer can sustain or restore a location's Frequency Profile by spending 1 Mind action per scene, requiring no roll for profiles at 4 or below; profiles 5-6 require a Mind roll at difficulty 2. Disruption: a sonomancer can degrade a location's Frequency Profile by 1 per Mind action (difficulty 2 roll). At Profile 1, the structure becomes dangerously unstable. At Profile 0, catastrophic failure follows in 1d6 scenes. Emergency Reconstruction: a sonomancer can attempt to stabilize a collapsing profile with a difficulty 4 Mind roll, buying 2 additional scenes before failure.
Sci-Fi ThrillerSci-FiSonomancySound MagicConstructionCrimeMusicResonanceUrban
The Sight Imperium has not had an unplanned crime, accident, or political upset in 40 years - because the Seer Corps predicts them before they happen and intervenes. Every citizen wears a Fate Band, a device that reads the low-level divinatory signature everyone emits and flags probability spikes to the nearest Seer station. If your future-probability score for criminal activity crosses a threshold, you are brought in for counseling before you act. The system has a 97% accuracy rate. The other 3% are in detention. There is no appeals process for probability scores, because probability is not intent - the Imperium argues you have not been convicted of anything. You are being protected from yourself. A rebel statistician has discovered that the Fate Band algorithm drifts: it has been quietly reassigning low scores to political opposition members for six years.
Mechanic: Probability Reads: Divination mages can spend 1 Mind action to perform a Probability Read on any person or situation, gaining a glimpse of the most likely outcome in the next scene. This information is accurate but not guaranteed - actions taken with this knowledge can change the outcome, which is called a Causality Break. On a Causality Break, the character who acted on the prediction gains +2d6 to their next action (the surprise of breaking prediction) and the Seer who gave the reading loses 1 point from their Clarity track (1-6). A Seer at Clarity 1 cannot Read reliably until they rest for a full session.
Sci-Fi DystopiaSci-FiDivinationSurveillanceDystopiaPre-CrimeProphecyPrivacy
Aeromancy made flight infrastructure possible in 2099 - sustained wind-field generation capable of lifting city-sized landmasses and holding them aloft indefinitely. The early floating cities were research stations and government retreats. By 2150, the wealthy had established permanent cloud cities above the major ground-state cities, citing cleaner air, lower crime, and better views. The ground states provide food, raw materials, and the labor force that the cloud cities need but prefer not to house. The cloud cities provide rain management (aeromancers can redirect precipitation, which is power that is not discussed openly), regulatory authority (cloud cities incorporated as sovereign states in 2161, meaning their residents pay no ground-state taxes), and an aspirational destination for every ground-state resident who believes they might someday qualify for cloud residency. Fewer than 3% ever do.
Mechanic: Wind Attunement and Altitude Sickness: Aeromancers have a Wind Attunement (1-6) representing their connection to active wind-fields. At Attunement 3+, a character can generate sustained personal lift sufficient for slow flight or significant jumps. At Attunement 5+, a character can project a wind-field capable of lifting a vehicle or structure for one scene, requiring full concentration. Ground-state characters traveling to cloud city altitudes face Altitude Adjustment - they begin at a -1d6 to all physical actions, reducing by 1 per week of acclimatization. Cloud-state residents descending to ground level do not face this penalty but may have social difficulties adjusting.
Sci-Fi Political DramaSci-FiAeromancyFloating CitiesClass DivideWind MagicPolitical DramaSky Cities
When coal and petroleum ran out in 2089, the Evocation Solution replaced them: trained elementalists harvesting raw magical energy from manufactured weather events - lightning storms, firestorms, pressure differentials - to power civilization. Storm Farms cover the mountain ranges east of every major city, maintained by a rotating workforce of evocation specialists who ride storm platforms into manufactured megastorms and direct their energy into collection arrays. The work kills people regularly. The pay is excellent. The Storm Workers' Union has more members than any other labor organization and has shut down entire cities in six major strikes over the past 30 years. A new class of automated evocation array - which needs no human operators - has just been announced by the Evocation Consortium. The Union has called an emergency session.
Mechanic: Storm Attunement and Charge: Evocation specialists have a Storm Attunement (1-6) representing their connection to actively harvested weather events. While inside a storm event, gain +1d6 per Attunement to any Force or direct energy action. Each such action costs 1 Charge from the character's Charge Pool (maximum equal to Attunement rating x2). Charge refreshes fully between storms. Outside a storm, Attunement provides no bonus but a high-Attunement character can sense approaching or manufactured storms up to 10 kilometers away and knows their composition.
Sci-Fi IndustrialSci-FiEvocationWeatherEnergyLaborElemental MagicIndustrial Fantasy
The Tidal Authority controls ocean commerce across three continents by controlling the ocean currents themselves. Hydromantic engineers maintain the Current Grid - a network of permanent water-magic installations that shape, direct, and regulate major shipping currents. The fastest trade routes require the Grid. The Grid requires licensing. Tidal Authority licensing requires fees, inspections, political compliance, and a 3% current-use tax on all cargo value. Nations that resist the Authority's licensing terms find their shipping routed through slower, less stable natural currents. Nations that comply find their competitors given better routing. This is not presented as coercive. It is presented as infrastructure management. The Free Waters Movement argues that the ocean is not infrastructure anyone should own. The Authority argues that someone has to maintain the Current Grid, and maintenance is not free.
Mechanic: Current Riding and Navigation: Hydromancers have a Current Sense (1-6) representing their attunement to magical water flows. At Current Sense 3+, a character can navigate Grid-controlled currents at full speed without a licensed guide, and sense approaching current changes up to 1 hour before they occur. At Current Sense 5+, a character can access unofficial current channels - natural flows not in the Authority's system - treating them as if Grid-licensed. A character with Current Sense 5+ can also detect Grid installations within 5 km as a free action, making them invaluable to the Free Waters Movement's infrastructure mapping project.
Sci-Fi Maritime DramaSci-FiHydromancyOceanMaritimeTradeMonopolyWater MagicFree Waters
Shadow transit replaced surface transit in most major Umbral Web cities by 2140: every shadow of sufficient size is a potential doorway into the Dark Between, a navigable shadow-space connecting all shadows simultaneously. Licensed Shadow Guides operate transit hubs inside the Dark Between, routing commuters between district exits. The transit authority charges fares, maintains the route infrastructure, and employs Shadow Guides at competitive wages. It also does not control who else operates in the Dark Between. The Umbral Syndicate - the organized crime network that predates shadow transit by 20 years - runs the Dark Between's parallel economy: unlicensed toll corridors, shadow-ware markets, and the most effective criminal logistics network in the world. Anything can be moved through shadow if you know the right passages and pay the right people. The Syndicate's current boss is known only as the Weave. Nobody knows who the Weave is. Everybody uses the Weave's corridors.
Mechanic: Shadow Navigation: Characters with Shadow Walker training can enter the Dark Between through any shadow larger than a human body. Inside the Dark Between, navigation requires a Finesse roll (difficulty 1) to reach a known exit, or (difficulty 3) to reach an unfamiliar one. On a failure, the character exits at an unintended location in the same general area. In combat, Shadow Walkers can spend 1 Finesse action to step into a nearby shadow and exit from any other shadow within 30 meters - this counts as their movement for the scene but cannot be intercepted. The Dark Between is not empty: Syndicate toll-keepers, lost travelers, and older shadow-entities make it a populated space.
Sci-Fi NoirSci-FiShadow MagicTransitCrimeUmbramancyNoirCity Infrastructure
The Void Engineers discovered that controlled nothingness is the most efficient industrial technology ever developed. A void rift - a contained opening into absolute empty space - provides an unlimited disposal channel (anything pushed through dissolves instantly), an extraction channel (material from adjacent dimensions can be pulled through with precise calibration), and a pressure differential drive that powers every Void Engine in the city. The Void Corps maintains over 40,000 active rifts across the city's infrastructure. The oldest rifts are 40 years old. The theoretical maximum stability duration for a contained void rift, based on the last 5 years of data, is 47 years. Rift failure events are rare but documented: three in forty years, each resulting in localized reality dissolution events that the Void Corps classified as equipment malfunctions. Thirteen engineers who signed incident reports on those events have since retired. A whistleblower has sent documentation to two journalists and a city council member suggesting the Void Corps has known for a decade that the oldest rifts are approaching instability and has not begun decommissioning them.
Mechanic: Void Attunement and Containment: Void mages have a Rift Sense (1-6) representing their ability to work with void installations. At Rift Sense 3+, a character can detect active void rifts within 100 meters and assess their Stability Rating (1-6, where 1 is imminent failure). At Rift Sense 5+, a character can perform Emergency Containment on a failing rift, requiring a full scene and a Mind roll at difficulty 4, buying 24 hours of additional stability. Stabilizing a failing rift permanently requires a team of 3 Rift Sense 4+ mages working a full session. Rift Sense 5+ characters near a catastrophic rift failure sense it 1d6 minutes before it occurs.
Sci-Fi Horror ThrillerSci-FiVoid MagicAnti-MatterIndustrial HorrorContainmentVoid RiftsDark Energy
In the Warded Worlds, offensive military capability peaked in 2078 with weapons powerful enough to destroy a continent - and was immediately countered by abjuration magic powerful enough to stop them. The resulting strategic stalemate shifted warfare entirely to the defensive axis: wars are now won by breaking the other side's wards, not by throwing force at them. The leading military profession is the Ward Engineer - who designs, maintains, and layers defensive matrices - followed closely by the Ward-Breaker - who finds and exploits gaps. Nations are defined by their ward architecture the way earlier nations were defined by geography. A city whose ward network goes down is immediately vulnerable. A city with a mathematically unbreakable ward is effectively sovereign forever. The Ward-Breakers' Guild is officially neutral in all conflicts, contracted by whoever pays, and governed by a strict professional code that is violated regularly.
Mechanic: Ward Ratings and Penetration: Every defended location has a Ward Rating (1-6). Actions that require passing through or acting against a ward require a roll against the Ward Rating as difficulty. Ward-Breakers have access to the Penetration skill: they may spend a scene analyzing a ward and reduce its effective Rating by their Finesse skill level for one attempted penetration per scene. Ward Engineers can raise a location's Ward Rating by 1 per hour of work (maximum 6). A Ward Rating of 6 stops all conventional force and requires a Masterwork Penetration attempt (Finesse vs. difficulty 5) to breach.
Sci-Fi Military DramaSci-FiAbjurationWarfareDefenseSiegeMilitaryWard Magic
On the outer islands of Scotland, where the sea runs cold and the horizon is rarely visible through the Atlantic weather, the Selkie -- seal folk who shed their skins to walk among humans -- have maintained a cautious relationship with coastal communities for generations. The players are Selkie Wardens: humans with the Second Sight (the Highland ability to see what is not normally visible) who serve as intermediaries between the Selkie communities of the deep and the human communities of the shore. The current crisis: Selkie skins are being stolen. Someone is trapping the Selkie in human form, building a trade in supernatural servitude, and the Selkie are asking the Wardens for help -- which has never happened before.
Mechanic: Second Sight Burden: Characters with the Second Sight see the world in layers: the physical world and the spirit world simultaneously. This provides constant information about the supernatural dimensions of situations but also constant exposure to things that are difficult to unsee. Characters track their Second Sight Burden (1-6). High Burden means the character is seeing too much, struggling to filter relevant from overwhelming supernatural information, and experiencing the psychological cost of sustained second-sight awareness. Low Burden means clear perception and effective function. Burden is reduced through rest and periods of deliberate ordinary experience. It is increased by every significant supernatural encounter.
Celtic HorrorFolkloreScotlandSelkieHighlandSecond SightCelticSeaMythology
The Silent Auction is the informal name for a recurring event in the city's criminal intelligence economy: a sale of significant information packages to the highest bidder among a specific invited clientele. The Auction handles intelligence that is too sensitive, too politically dangerous, or too legally complicated for standard information broker channels. The current Auction contains a package that three separate parties claim was stolen from them, none of whom are willing to identify what it contains, and all of whom are willing to pay substantially more than the package's listed value to prevent the others from acquiring it.
Mechanic: Bid Architecture: Track each bidder's Current Position across three dimensions: Financial Capacity (what they can spend), Intelligence Position (what they know about other bidders), and Operational Leverage (what they can threaten or offer beyond money). Each dimension runs from 1 to 5. A stronger position across all three dimensions gives more bid options. Operations to improve Position carry risk of counter-operations that degrade it.
Crime ThrillerCrimeThrillerEspionageAuctionIntelligence
High above the uninhabitable toxic cloud sea that covers the world's surface, a network of floating sky-cities moves along atmospheric thermal currents. The Sky Silk Road connects these floating metropolises via massive trade airships, sky-barges, and daring sky-sailors. Traders exchange cloud-silk harvested from aerial sky-spiders, lightning-refined sky-gems, and fresh water harvested from high-altitude rain clouds. But sky-pirates, unstable thermal storms, and rising toxic cloud levels threaten the trade lanes.
Mechanic: Altitude Vector: Track the airship's flight elevation as Altitude Vector from 0 to 6. Rising into high-altitude jetstreams increases Speed but reduces Oxygen. Dropping near the Cloud Sea increases Lift but risks toxic cloud exposure and hull corrosion.
High Fantasy / SteampunkHigh FantasySteampunkAirshipTradeSky
A generation ship carrying 12,000 colonists in cryosleep is three months from its destination when a small crew is awakened early by the ship's automated systems. The reason: the colony already established at the target planet has transmitted a refusal. The planet is claimed. The colonists are not welcome. The ship does not have enough fuel to reach another habitable world. The early-awakened crew must negotiate with a planet that does not want them, manage a ship full of sleeping people who do not know their future has changed, and decide what to tell 12,000 people when they wake up.
Mechanic: Wake Budget: The ship can sustain a limited number of awakened crew members at a time. The Wake Budget starts at 6 (the initial emergency crew). Each awakened person consumes resources that reduce the ship's reserve timeline. Waking an additional person adds their skills but costs 1 month of reserves. At 0 months remaining, the ship cannot sustain life for anyone, awake or asleep. The crew must balance who they wake against how long everyone can survive.
Sci-FiSci-FiColony ShipNegotiationSurvivalDiaspora
The Highway is the informal name for a network of smuggling routes that connects fifteen countries through gaps in border enforcement, corrupt crossing officials, and a logistics infrastructure built over forty years of careful relationship maintenance. The network does not move drugs or weapons: it was established by a specific operator to move people, currency, and goods that are illegal for political rather than moral reasons. The current generation of operators maintains the same distinction, though it requires constant enforcement. The problem is a new route that has appeared in the network's corridor, operated by an unknown party, moving something nobody has yet been able to identify.
Mechanic: Route Integrity: Track each primary route's Integrity from 0 to 6. High Integrity means the route is clean, contacts are reliable, enforcement attention is low. Low Integrity means a route has been compromised by enforcement action, a contact has been turned, or the route has attracted attention. A route at Integrity 0 is closed: burned or actively monitored.
Crime ThrillerCrimeThrillerSmugglingBorderNetwork
The Helios Cup is the solar system's premier zero-emission racing competition. Pilots pilot ultralight craft equipped with square-kilometer reflective sails, riding solar radiation pressure around the inner planets. The sport is dangerous, glamorous, and intensely competitive: racers dive deep into the Sun's gravity well to catch high-energy coronal mass ejections, skimming solar flares at speeds exceeding three hundred kilometers per second. Corporate sponsors spend billions, saboteurs operate in secret, and victory requires absolute mastery of orbital mechanics and sail dynamics.
Mechanic: Solar Velocity: Track the racing ship's momentum as Solar Velocity from 0 to 6. Catching solar wind vectors, performing close-perihelion burns, or trimming sail angles increases Velocity. Higher Velocity boosts race rank but risks sail tearing or orbital ejection if control fails.
Sci-Fi / CompetitionSci-FiSportsRacingSpaceSolar Sail
The Heliarchy is what happened when the solar revolution won-and then had to defend itself. A century after the Solar Accords replaced petroleum economies across most of the globe, human civilization has bloomed into something genuinely beautiful: cities that grow like gardens, technology integrated with living ecology, communities organized around solar councils where every family's contribution to the shared grid earns them a voice in governance. But three massive petro-states-the Ashcrown Compact-refused to sign the Accords and have spent a century perfecting weaponized fossil technologies, environmental sabotage, and information warfare to destabilize the Heliarchy before it becomes permanent. The Compact's agents are everywhere, and they've just managed something that hasn't happened in forty years: they've turned the sun against the city.
Mechanic: Solar Yield Tracking: Each character has a Solar Attunement rating (1-6) representing their connection to the Heliarchy's collective grid. At the start of each scene, the Storyteller sets a Sun Intensity (1-4): 1 is midnight/overcast, 4 is peak solstice noon. Multiply your Solar Attunement by the Sun Intensity to get your Yield Points for the scene. Yield Points power biotech tools, community network access, healing gardens, and solar-charged weaponry. Actions taken in service of community (not individual gain) generate bonus Yield Points equal to the number of allies you assist. Actions taken for purely personal gain cost 2 Yield Points. The Heliarchy rewards generosity with literal power.
SolarpunkSolarpunkSci-FiUtopianEnvironmentalCommunitySolarActivismGreen Tech
In the arid plateaus and coastal trade ports of pre-colonial Somalia, nomadic pastoralists move across vast desert landscapes where life depends on subterranean wells guarded by ancient Jinn and feared monsters like the Dhegdheer (the long-eared cannibal woman) and the Qori-is-maris (shapeshifting hyena-men). In Somali culture, poetry is the highest form of law, diplomacy, and magic. A desert tracker, a master poet-orator, and a well-guardian must uncover why ancient water wells are drying up and turning into fiery portals of smoky flame before the drought consumes the Horn of Africa.
Mechanic: Omen of the Wind (Dheg): Characters track a Dheg meter (1-6). In the open Somali scrubland, the desert wind carries the voices of Jinn and distant ancestors. High Dheg grants preternatural navigation, tracking, and environmental awareness, allowing characters to hear secret conversations carried across leagues. However, high Dheg makes the character susceptible to desert madness and the siren calls of vengeful spirits.
Desert Mythic FantasyFolkloreSomaliaJinnOgadenNomadPoetryHorn of Africa
Some humans are born with a hollow place in their soul-a specific spiritual vacancy that can be filled by the essence of an animal at the moment of its death. Those who discover this gift and cultivate it become the Animists: people who carry multiple animal souls simultaneously and draw on their essence for powers, abilities, and perspectives no purely human being can access. A wolf's soul gives the Animist perfect pack awareness and predator's instinct. An eagle's soul grants sight beyond human ranges and the understanding of height as a medium rather than a threat. A whale's soul imparts communication across vast distances and a patience measured in decades. But souls are not resources-they are beings-and the ethical question at the center of the Animist world is one that the most powerful practitioners prefer not to ask: what happens to an animal soul when you absorb it? The Liberators insist the answer is 'imprisonment.' The Animist Compact insists the answer is 'transformation.' The animals-through Animists who have learned to listen rather than just absorb-are increasingly willing to answer for themselves.
Mechanic: Soul Manifest Deck: Each Animist character maintains a Soul Manifest of up to 5 absorbed animal essences. Each soul has an Essence Rating (1-3) and a Domain (Flight, Predator, Pack, Water, Earth, etc.). To use a soul's power, declare the soul and domain: gain +1d6 per Essence Rating to actions within that domain. But each use expends 1 Harmony Point from that soul's track (starting at 5). When a soul's Harmony reaches 0, it leaves-the Animist must release it or it breaks away violently (a Spiritual Rupture, causing immediate Severe mental condition). Harmony can be restored by living in alignment with the soul's natural behavior for one full scene (rest like a wolf, dive like a whale). This mechanic creates an organic rhythm of power and restoration.
Supernatural AdventureSoul PowersAnimismSupernaturalAnimal PowersSpiritFantasyHuntersSoul Absorption
In a contemporary South Africa where ancient ancestral magic collides with modern urban life, Sangoma traditional healers throwing sacred bones (*amathambo*) are the primary line of defense against malevolent entities like the Tokoloshe (mischievous water-sprites summoned by sorcerers) and the fearsome Impundulu-the Lightning Bird that manifests as a vampiric, thunder-summoning creature of electric fury. When an industrial mining corporation accidentally unearths a sacred San burial cave beneath the Highveld, an ancient lightning spirit is unleashed, threatening to short-circuit the nation's electrical grid and summon a storm of apocalyptic proportions.
Mechanic: Amadlozi (Ancestral Favor): Characters track an Amadlozi meter (1-6). The ancestors (*amadlozi*) watch over the living, offering guidance, spiritual protection, and elemental power. High Amadlozi grants immunity to curses, the ability to see spiritual entities, and bonus dice on divination. However, the ancestors demand strict adherence to communal ethics and traditional respect; ignoring their warnings causes Amadlozi to drop precipitously.
Urban & Rural Ancestral FantasyFolkloreSouth AfricaSangomaImpunduluAncestorsZuluXhosaSan
Beneath the capital's financial district lies the Undercourt: an illegal sporting arena where disputes that powerful people refuse to settle through legal channels are resolved through athletic contests. Corporate rivals, political enemies, and criminal organizations send champions to compete in games that range from combat to puzzle-solving to endurance trials. The winners take the disputed asset, contract, or territory. The losers accept the result because the alternative is public litigation that would expose secrets all parties prefer to keep buried. The Undercourt is illegal, necessary, and the most honest institution in a city of liars.
Mechanic: Heat Clock: Track a shared Heat score from 0 to 6. Heat rises when the Undercourt's activities attract outside attention: police investigation, press coverage, or a participant who talks. At Heat 6, the Undercourt is raided and the entire underground dispute-resolution system collapses, forcing the city's powerful back into the legal system they were avoiding.
Underground FantasySportsCrimeUndergroundFantasyPolitical
WKLT is a late-night talk radio station broadcasting from the fourteenth floor of a building that only has thirteen. Between midnight and 4 AM, the phone lines receive calls from places that should not exist: a town that burned down in 1953, a ship that sank in the Atlantic in 1979, a hospital ward that was sealed after an incident nobody will describe. The hosts take the calls because the calls are the show, and the show is the only thing keeping the station funded. The problem: the callers are becoming more specific, more urgent, and some of them know the hosts by name.
Mechanic: Signal Clarity: Track a shared Signal Clarity score from 0 to 6. High clarity means the impossible callers can be heard, understood, and their information acted on. Low clarity means static, garbled messages, and the risk that something other than a caller is using the signal. Clarity rises through genuine engagement with callers. It drops through exploitation, fear, and ignoring what the callers are trying to say.
Radio HorrorHorrorRadioMysteryUrbanSupernatural
The colony ship *Vanguard* has been traveling at sub-light speed toward Epsilon Eridani for three hundred years. Fourteen generations have lived and died within its three-mile cylinder. No one currently alive remembers Earth, and no one currently alive will live to see the destination. Society has calcified into rigid caste systems based on deck assignments: Hydroponics, Hydro-Drives, Maintenance, and Command. A crisis brews as sensor data indicates the destination planet may be uninhabitable, but Command has classified the data to prevent total social collapse.
Mechanic: Social Tension: Track the ship's overall Social Tension from 0 to 6. Minor mutinies, sabotage, or unauthorized deck crossings increase Tension. If Tension reaches 6, full-scale deck warfare breaks out, threatening critical life support systems.
Sci-Fi / Social Science FictionSci-FiGeneration ShipSpaceSocialDystopian
Five miles beneath the surface lies Sol-Prima: a vast subterranean cavern city illuminated by Sol-Core, a glowing, miniature artificial sun suspended in the cavern center. A holy order known as the Sun Keepers maintains Sol-Core, feeding it rare radiant-crystal fuel to simulate day and night cycles for the underground civilization. But the radiant-crystal mines are running dry, and Sol-Core has begun to flicker, casting long, unnatural shadows where shadow-beasts materialize.
Mechanic: Solar Radiance: Track Sol-Core's brightness and energy level as Solar Radiance from 6 down to 0. Failing to stoke the core or losing crystal fuel loads reduces Radiance. At Radiance 1, permanent twilight sets in. At Radiance 0, total darkness triggers shadow-entity invasions.
Mythic / FantasyMythicFantasySubterraneanSunUnderworld
In the vast birch forests and frozen lakes of 17th-century Sweden, during the height of the Swedish witch trials (Blåkulla trials of 1668-1676), the old trolls and water spirits of Scandinavian folklore are awakening from centuries of dormancy. A Dalarna rune-carver, a Sami noaidi (drum-shaman) traveling south with dire warnings, and a young fiddler cursed by the Näcken must find the ancient Trollskog (Troll Forest) before the witch-trial hysteria and the troll awakening collide in a catastrophe that could consume the North.
Mechanic: Midvinter (Polar Night Bond): Characters track a Midvinter meter (1-6). During the long Scandinavian winter darkness, the boundary between the human world and the troll-realm thins. High Midvinter grants communion with ancient Nordic spirits, resistance to cold, and the ability to walk the Northern Lights. But the polar darkness also depresses human will, and characters at high Midvinter begin to lose motivation, warmth, and emotional connection to the living.
Nordic Dark FolkloreMythologySwedenTrollsNäckenSamiNorseNordicFolklore
In the Swiss Alps of the 14th century, during the founding era of the Swiss Confederation, isolated mountain communities survive by maintaining ancient covenants with the supernatural beings of the peaks: Barbegazi (ice dwarves who surf avalanches), Tatzelwurm (two-legged serpents that guard mountain passes), and the Wilden Mannli (wild men of the high alps). When a Habsburg army threatens to conquer the cantons, the Alpine villagers must decide whether to invoke these old pacts and pay the terrible prices they demand.
Mechanic: Höhenkraft (Altitude Power): Characters track a Höhenkraft meter (1-6). The higher in altitude a character travels, the thinner the boundary between the human world and the spirit-realm of the peaks. High Höhenkraft grants supernatural endurance, communion with mountain spirits, and avalanche sense. But altitude also brings oxygen deprivation, hallucination, and the risk that the mountain spirits will claim the character as one of their own.
Alpine HorrorMythologySwitzerlandAlpsBarbegaziTatzelwurmMountainGlacier
The gods run a formal economy. Blessings, miracles, answered prayers, and divine interventions are all tracked in celestial ledgers. Mortals who receive divine aid without proper documentation owe a debt to the divine treasury. The Tax Collectors are celestial auditors sent to the mortal world to reconcile accounts, collect debts, and identify blessings that were distributed without authorization. The current crisis: a mid-level celestial accountant has defected with a ledger showing that 40% of the blessings distributed in the last century were unauthorized, which means either the gods have been giving gifts off the books or someone has been forging divine aid.
Mechanic: Divine Debt: Characters who have received blessings (healed injuries, unlikely survivals, answered prayers) carry Divine Debt. The Collectors can sense Debt and will pursue it. Debt can be settled through formal tribute, service to a recognized temple, or by proving the blessing was unauthorized. Unsettled Debt attracts increasingly persistent celestial attention.
FantasyFantasyReligionBureaucracyComedyAudit
Planet Kepler-442b is fifty years into a century-long terraforming project. Atmospheric processors are pumping oxygen into the sky, bio-engineered algae is breaking down toxic soil, and ice-comets are being dropped into the arid basins to form oceans. The Terraforming Oversight Committee manages the fragile balance between ecological targets, corporate investor deadlines, indigenous microbial life preservation, and the demands of five hundred thousand colonists living in pressure-domes. When a major comet drop threatens an undiscovered underground ecosystem, the Committee must balance planetary transformation against ethical extinction.
Mechanic: Ecological Equilibrium: Track the planetary biosphere stability as Ecological Equilibrium from 0 to 6. Pushing atmospheric modification too fast or mishandling alien microbial outbreaks reduces Equilibrium. If Equilibrium drops to 0, catastrophic runaway weather (hyper-hurricanes, toxic rain) halts all colonist operations.
Sci-Fi / Political EcologySci-FiTerraformingEcologyPoliticalColonial
In 1767, as the Burmese army besieges the golden city of Ayutthaya-the magnificent capital of the Siamese kingdom for over four centuries-a hidden order of warrior monks who practice the ancient sacred martial art of Muay Boran must awaken the Naga Kings sleeping beneath the Chao Phraya River to flood the invaders' siege works and save what remains of Siamese civilization. But the Naga demand a price that could drown the city they are meant to save.
Mechanic: Sak Yant (Sacred Tattoo) Power: Characters who bear Sak Yant tattoos (sacred geometric tattoo designs inscribed by Buddhist monks) can activate their tattoo powers by channeling spiritual energy through martial discipline. A Sak Yant Charge meter (1-6) tracks the spiritual potency. High charge grants superhuman martial ability and invulnerability, but the tattoos are bound by strict Buddhist precepts-violating a precept (lying, stealing, harming the innocent, intoxication) causes the tattoos to burn and the power to reverse painfully.
Martial MythologyMythologyThailandSiamNagaMuay BoranAyutthayaBuddhism
The Greycrown Range has brought a legal case against the five kingdoms that mine its veins, quarry its stone, and tunnel through its roots. The mountain speaks through a Witness: a geologist who entered a deep cave and emerged with the mountain's grievances written on her skin in mineral script. The kingdoms' courts have, grudgingly, accepted the case because the legal code does not specify that a plaintiff must be human. The trial will determine whether a mountain can own itself and whether centuries of extraction constitute theft.
Mechanic: Standing: Each party to the case maintains a Standing score from 0 to 6. Standing represents legal credibility. Gain Standing by presenting evidence, winning procedural arguments, and building public support. Lose it through discredited evidence, procedural violations, and public scandal. At Standing 0, a party is dismissed from the trial.
FantasyFantasyLegalEnvironmentalMountainsElemental
Beneath the volcanic landscape of Cappadocia, where ancient Christian communities carved entire cities into the soft stone and the fairy chimneys rise from the plains like frozen giants, there are older tunnels. Tunnels that predate the Christians, predate the Romans, predate even the Hittites whose empire once dominated this landscape. These lower tunnels are the domain of the Djinn -- wind-spirits of extraordinary power whose nature is fire and freedom -- who struck a pact with the ancient peoples of Anatolia: they would protect the underground cities from invasion and natural disaster in exchange for acknowledgment, offerings, and the freedom to roam the upper world under certain conditions. The pact is weakening. The Djinn are restless. And something from the deeper levels of the underground city has been disturbing even the Djinn.
Mechanic: Pact Integrity: The ancient agreement between humans and Djinn is tracked as a Pact Integrity score (1-6). High integrity means the Djinn are cooperative, the underground cities are protected, and the players can negotiate with Djinn on reasonable terms. Low integrity means the Djinn are taking liberties with the pact, protection is inconsistent, and negotiations require more significant offerings. Players can restore Pact Integrity through correct ritual observance, successful mediation of Djinn conflicts, and discovering and addressing what is weakening the original binding.
Mythic AdventureFolkloreTurkeyDjinnCappadociaAnatoliaOttomanUndergroundSpirits
In the lush Great Lakes region of pre-colonial Uganda, the mysterious Bachwezi-a demi-god dynasty of demi-human demigods who mysteriously vanished into crater lakes centuries ago-possess a living spiritual legacy. Their sacred royal drums (*engoma*), each imbued with an immortal spirit, are the true sources of royal authority for the kingdoms of Buganda and Bunyoro-Kitara. When an ambitious warlord attempts to desecrate the crater lake of Lake Victoria to claim the sunken throne of King Wamara, the *Embandwa* spirit mediums must channel the ancient Bachwezi to prevent the Nile from drying up.
Mechanic: Engoma Resonance (Drum Echo): Characters track an Engoma meter (1-6). The rhythm of the sacred royal drums connects human consciousness to the Bachwezi realm. High Engoma grants spirit possession, flight across water, and divine command over nature. But high Engoma draws the attention of chaotic river spirits who seek to drown the singer.
Mythic African High FantasyMythologyUgandaBachweziEngomaNileEmbandwaBugandaBunyoro
Three kilometers below the ocean surface, the Coral Sovereignty has existed for forty centuries: a civilization of aquatic peoples, deep-sea creatures given higher consciousness by a now-dormant magical event, and the ancient beings of the deep trench who predate all of them. The Sovereignty is a genuine political entity with courts, districts, a complex economy based on bioluminescent materials, and a history of wars, innovations, and cultural achievements that surface-worlders have never heard of. The players are agents of the Sovereignty's Intelligence Bureau, navigating the political geography of the deep ocean: managing relationships between the shallow-reef provinces, the mid-water kingdoms, the abyssal trench territories, and the constant threat from the Pressure Front -- an expanding zone of supernatural stillness that is consuming ocean territory and through which nothing alive returns.
Mechanic: Depth Adaptation: Characters have a Depth Range (shallow, mid, deep, abyssal) reflecting the ocean depth they can operate in without assistance. Operating outside their range requires equipment, allies, or magic -- and failure outside range is catastrophic. Characters can extend their range through training, adaptation, and relationships with depth-appropriate allies. Each depth has its own information networks, threats, and opportunities. The Intelligence Bureau needs agents who can operate across depths, which is rare and valuable.
Aquatic FantasyUnderwaterFantasyOceanCoralAquaticEmpireAdventureDeep Sea
The Henchmen's United Local 404 represents approximately eight hundred professional minions, lackeys, and technical support staff in the greater metropolitan villainy sector. The Union negotiates contracts, enforces safety standards, provides professional development opportunities, and maintains a grievance process for henchmen who believe their working conditions violate the Master-Minion Agreement. The Union's relationship with the Villains' Council is adversarial, professional, and deeply codependent: neither side can operate without the other, and both sides know it.
Mechanic: Labor Action: Track the Union's Solidarity Rating from 0 to 6. High Solidarity means the Union is unified and effective: contract violations are grieved, unsafe conditions are reported, and collective actions can be organized. Low Solidarity means internal divisions, members crossing picket lines, and villains successfully playing individual henchmen against the collective. If Solidarity drops to 0, the Union loses its certification with the Council.
Comedy FantasyComedyFantasyLaborVillainUnion
In the jazz-soaked nightlife of Beaumont City, 1927, the supernatural is an open secret among the wealthy and a daily hazard for everyone else. Ghosts attend cocktail parties. Curses circulate like counterfeit bills. The Velvet Bureau is a private detective agency that specializes in cases the police cannot file: stolen souls, contractual hauntings, blackmail by medium, and murders committed by things that were never alive. The detectives walk the line between the glamorous surface of the city and the occult machinery underneath it, solving crimes that the legal system pretends do not exist.
Mechanic: Evidence Chain: Build a chain of linked clues connecting a supernatural crime to its source. Each verified clue adds a link. At 3 links, the detectives can identify the suspect. At 5 links, they can prove the case. At 6, they can close it permanently. False clues weaken the chain. A chain that reaches 0 links means the case has gone cold and the supernatural element has escaped accountability.
Occult NoirHorrorMystery1920sOccultNoir
In the Red River Delta and limestone karst labyrinth of Ha Long Bay during the 1st century CE, the descendants of the Dragon King Lac Long Quan and the Mountain Fairy Au Co-born from a sac of one hundred eggs-rise against the Han Chinese occupation. Led by the spirit-legacy of the Trung Sisters (Hai Ba Trung), heroes of dragon blood awaken the sleeping Long (Vietnamese dragons) hidden within the karst pillars of Ha Long Bay to reclaim their homeland.
Mechanic: Dragon Blood Awakening: Characters of Lac Viet descent carry dormant dragon blood from their mythic ancestor Lac Long Quan. A Dragon Blood meter (1-6) tracks the awakening of this heritage. High awakening grants water command, karst navigation, and draconic fortitude, but draws the attention of celestial bureaucrats from the Jade Emperor's court who consider unregistered dragon activity a cosmic crime.
Heroic MythologyMythologyVietnamDragonsTrung SistersHa Long BayLac VietHeroic
High in the mist-shrouded cloud forests spanning the Central American Volcanic Arc, an ancient order of Feathered Serpent guardians (*K'uk'ulkan's Nest*) protects the highland spirit springs and sacred Resplendent Quetzal habitats from devastating deforestation and mining incursions.
Mechanic: Feathered Flight & Mist Weaving: Guardians track a Quetzal Plume meter (1–6). High plume resonance grants mist concealment, feathered flight, and animal communion, but overexposure to lowland smoke weakens the spirit.
Highland MythicMythologyCentral AmericaQuetzalFeathered SerpentCloud ForestVolcanoes
The Korrath Shipping Lane is the most profitable sea route on the known chart, and for three centuries it has been governed not by any navy but by the Tidecallers: a loose confederation of sea witches who maintain the weather, suppress the reef hazards, and broker passage rights for merchant fleets. The arrangement works. The merchants get predictable crossings. The witches get tithe ships loaded with cloth, grain, and coin. The problem is that a northern empire has sent a naval squadron to 'liberate' the lane from magical governance, and the witches must decide whether to fight, negotiate, or transform the lane into something the empire cannot claim.
Mechanic: Tide Favor: Track a shared Tide Favor score from 0 to 6 representing the Tidecallers' collective influence over the lane. High Favor means the lane obeys: weather is manageable, reefs are dormant, and passage is safe. Low Favor means the witches' grip weakens: storms become unpredictable, reefs activate, and the imperial squadron gains navigational parity.
Maritime FantasyMaritimeFantasyMagicTradeSea
The Arcane Small Claims Tribunal hears disputes involving magical goods and services valued under five hundred gold pieces. Most cases are straightforward: a customer claims a love potion caused unwanted side effects, a wizard disputes a client's claim that the enchantment was supposed to last longer, or a familiar rental agreement goes wrong in ways neither party anticipated. Approximately one case in ten begins straightforwardly and then escalates into something the Tribunal was not designed to handle, requiring the Presiding Magistrate to apply two-hundred-year-old small claims law to situations that would challenge a full appellate court.
Mechanic: Case Escalation: Track each case's Complexity Level from 1 to 5. Level 1 is a standard dispute: one wizard, one client, one product, one claim. Each Escalation moves the case up one level. Level 5 cases are required by law to be transferred to the Full Appellate Division, which takes eight months to schedule. The Tribunal can resolve Level 1-4 cases. Level 5 cases that the Magistrate manages to technically classify as Level 4 represent the court's most creative judicial work.
Legal ComedyComedyFantasyLegalMagicBureaucracy
Station LV-909 is a deep-space bio-containment facility orbiting an isolated gas giant. Its sole purpose is to analyze, sequence, and contain hostile extraterrestrial organisms recovered by deep-space exploration vessels. The station is engineered with five security containment rings, automated sterilizing laser grids, and an absolute self-destruct failsafe. When a dormant alien spore sample from an uncharted moon breaches Level 4 Containment, the research crew must lock down the facility, contain the rapidly mutating biological entity, and prevent the automated purge system from destroying the station before they can escape.
Mechanic: Containment Integrity: Track the facility's security status as Containment Integrity from 6 down to 0. Bio-breaches, system overrides, or specimen mutations reduce Integrity. At Integrity 0, the station initiates the automatic 15-minute thermal self-destruct sequence.
Sci-Fi / Survival HorrorSci-FiHorrorXenobiologyQuarantineSpace
The Zero-G Derby is professional orbital athletics: teams of three compete in a rotating arena station where gravity is manufactured, inconsistent, and occasionally weaponized. The sport is spectacular, dangerous, and entirely funded by corporate sponsors whose logos cover every surface and whose demands shape every match. Players navigate three-dimensional arenas, score points by depositing a magnetic sphere into shifting goal zones, and manage the physics of an environment where 'down' is a suggestion. The real competition is not on the field. It is in the contract negotiations, where sponsors dictate play style, equipment, and risk tolerance.
Mechanic: Sponsor Pressure: Each player maintains a Sponsor Pressure score from 0 to 6. Low Pressure means creative freedom and athletic integrity. High Pressure means mandatory sponsor demands: using specific equipment (inferior but branded), performing specific plays (spectacular but dangerous), and wearing gear that prioritizes visibility over safety. At Pressure 6, the sponsor controls the player's decisions entirely.
Sci-Fi SportsSci-FiSportsOrbitalCompetitionCorporate
Wild elemental magic clashes with industrial alchemy in an empire powered by harvested ley lines.
Mechanic: Magic Strain & Overcharge Pool: Drawing on elemental magic risks accumulating magical strain or overcharging nearby mechanical tech.
High FantasySteampunk
Secret society rebellions duel automaton police forces in fog-bound, smog-choked steam metropolises.
Mechanic: Heat & Pressure Meter: Steam-powered gear builds pressure; pushing gear grants bonus dice but risks explosive blowout.
SteampunkRebellion
High-tech, low-life mercenaries take jobs in sprawling megacities ruled by rogue AI conglomerates.
Mechanic: Glitch & System Overclock: Cyberware mods grant extra Effect steps but generate system noise that causes hardware glitches.
CyberpunkSci-Fi
Crew survival and exploration aboard derelict space stations, uncharted moons, and deep space anomaly zones.
Mechanic: Life Support & Hull Stress: Environmental hazards directly degrade life support clocks and structural integrity.
Sci-FiSurvival
Hardboiled 1940s detectives and fatalistic dames navigate police corruption, mob wars, and rain-soaked city alleys.
Mechanic: Vice & Suspicion Clues: Investigators trade personal vices to extract clues, while high suspicion escalates opposition position.
NoirMystery
Isolated Victorian manors, fog-shrouded villages, eldritch cults, and nightmarish entities lurking in darkness.
Mechanic: Terror & Sanity Erosion: Encounters with horror inflict psychological conditions that trigger intrusive hallucinations.
HorrorGothicVictorian
Masked vigilantes and powered heroes defend city districts while balancing fragile personal lives.
Mechanic: Collateral Damage & Public Perception: High-power actions fill a Collateral Damage clock, shifting public opinion from heroic to feared.
SuperheroesUrban
Scavengers battle mutants aboard rusted flotillas and submerged skyscraper peaks in a flooded world.
Mechanic: Resource Scarcity & Mutation Risk: Fresh water and ammo function as consumable dice pools, while radiation triggers mutations.
Post-ApocalypticSurvival
A modern neon metropolis hiding ancient supernatural factions (werewolves, vampires, fey) behind a magical illusion.
Mechanic: Masquerade Escalation: Overt magic usage fills the Masquerade Breached clock, drawing mortal authorities and hunter squads.
Urban FantasySupernatural
Victorian investigators, occult scholars, and aristocratic conspirators solve macabre crimes in 19th-century Europe.
Mechanic: Deduction Evidence Chains: Assembling physical and social clues unlocks breakthrough rolls with Great Effect during climactic accusation scenes.
Historical MysteryVictorian
The pantheon of gods died in a cosmic war, leaving their fallen divine corpses as continent-sized biomes.
Mechanic: Ichor Harvesting: Consuming divine blood grants temporary godlike approaches but risks divine Madness conditions.
DivineEpic Fantasy
Human kingdoms live on floating landmasses sailing sky-rivers on wind-ships, avoiding the toxic abyss below.
Mechanic: Thermal Drift & Altitude Pressure: Airships must manage thermal lift meters; descending into the lower mist worsens position to Desperate.
SkyExploration
Bioluminescent aquatic civilizations wage war inside deep ocean trenches beneath miles of pitch-black water.
Mechanic: Depth Pressure & Luminescence: Light sources attract predators; deep trench pressure imposes disadvantage on physical movement.
UnderwaterBioluminescent
Humanity lives across the infinite branches of a colossal cosmos-spanning tree inhabited by primordial beasts.
Mechanic: Sap-Tide & Branch Decay: Seasonal sap flows grant regeneration, while rotting branches create collapsing terrain hazards.
Norse-AdjacentNature
An empire governed by benevolent undead rulers where citizens donate their post-mortem bodies to public labor.
Mechanic: Soul Binding & Mortification: Necromancers draw on soul-bound contracts, balancing necrotic corruption against social leverage.
UndeadPolitical
Dragon riders bond telepathically with massive drakes in a mountain realm locked in perpetual war.
Mechanic: Empathy Resonance: Riders share condition slots with their bound drakes; a wounded drake inflicts mental strain on the rider.
DragonWar
Mortals trapped in an ethereal realm governed by caprice, blood oaths, and ever-shifting seasonal courts.
Mechanic: Oaths & Court Favor: Breaking spoken promises grants immediate failure, while upholding fey etiquette awards double Momentum.
FeyIntrigue
Magic is strictly chemical; alchemists combine rare metals and salts to alter physical laws in a scarred desert.
Mechanic: Reagent Degradation: Potion and bomb crafting requires burning consumable reagent dice from character inventories.
AlchemyDesert
Vast underground cavern networks lit by glowing crystal pillars, home to subterranean kingdoms and shadow horrors.
Mechanic: Echo & Depressurization: Sound travels far underground; loud actions fill the Tunnel Echo clock, alerting subterranean leviathans.
UndergroundExploration
Warriors channel primal animal spirits to physically alter their bodies into human-beast hybrids.
Mechanic: Feral Instinct: Channeling animal forms adds +2d6 to physical rolls but risks losing human reasoning (temporary Mind penalty).
ShapeshifterPrimal
A centuries-long journey toward a distant star system where social castes have degraded into tribal factions aboard the ship.
Mechanic: System Fatigue & Enclosure Stress: Life support systems decay over generations, creating hull stress and oxygen rationing mechanics.
Generation ShipSocial Drama
Humanity survives in junkyard megastructures surrounding a dead megacity, rebuilding themselves from scavenged android parts.
Mechanic: Part Degradation & Scrap Modding: Scavenged cybernetics provide instant abilities but degrade after every three critical rolls.
CyberpunkPost-ApocalypticSurvival
Utopian solar-powered bio-cities defending their ecological harmony against corporate scavenger fleets.
Mechanic: Harmony & Clean Energy: Utilizing clean energy grants momentum bonuses, while polluting actions incur community penalties.
SolarpunkEcological
Human survivors wage guerrilla war against an encroaching alien bio-hive that assimilates organic life.
Mechanic: Pheromone Signal & Contagion: Exposure to swarm spores tracks assimilation risk; high signal alerts local bio-constructs.
AlienSurvival Horror
Elite pilots operate massive walking war machines defending humanity's final fortress cities against kaiju.
Mechanic: Heat Sync & Mech Armor: Mechs absorb heavy conditions into armor slots; overheating weapons forces manual cooling rounds.
MechaKaiju
Starships navigate non-Euclidean hyperspace warp corridors where space and reality warp based on thought.
Mechanic: Warp Flux & Perceptual Drift: Navigating hyperspace requires Mind checks; failure distorts ship geometry and perception.
Space OperaCosmic Horror
An industrial moon base run entirely by rival mega-corporations where every breath of oxygen is billed to employee accounts.
Mechanic: Credit Debt & Oxygen Bill: Performing actions consumes corporate credits; negative credit balances restrict access to habitats.
CorporateDark Satire
Explorers venture into dead precursor alien megastructures to scavenge godlike, incomprehensible technology.
Mechanic: Precursor Artifact Resonance: Activating alien relics produces unpredictable reality-warping effects on rolls of 1.
ExplorationAncient Aliens
Millions of alien species live on the interior surface of a colossal star-enclosing Dyson Sphere.
Mechanic: Gravity Shift & Solar Flare: Gravity varies by sphere sector; solar flares disrupt communication and electronic systems.
MegastructureAlien Cultures
Digital consciousnesses uploaded into synthetic bodies travel the cosmos while fighting digital virus corruption.
Mechanic: Mind Backup & Corruption Rate: Death triggers restoration from cloud backup, but corruption reduces maximum condition slots.
TranshumanDigital
Gunslingers and occult preachers battle demonic horrors and corrupt railroad barons in 1880s Arizona.
Mechanic: Gunslinger Duel & Hellfire Ammo: Quick-draw duels use opposed initiative checks; hellfire ammo deals severe damage but burns grit.
Weird WestHorrorWestern
Pirate captains sail cursed seas filled with kraken, ghost armadas, and Spanish gold laden with Aztec curses.
Mechanic: Broadside & Crew Morale: Naval battles track ship hull integrity and crew morale clocks alongside personal combat.
PiracyCursed Seas
Airship pirates raid floating treasure convoys above an endless sea of storm clouds.
Mechanic: Wind Current & Boarding Action: Maneuvering airships into wind currents grants advantage during grapple-and-board maneuvers.
Sky PiratesSteampunk
Swashbuckling duelists in 17th-century Paris trade witty banter and rapier strikes in royal courts.
Mechanic: Panache & Courtly Repartee: Incorporating witty insults into physical attacks grants free Momentum on partial successes.
SwashbucklingPolitical Intrigue
Armored steam-train caravans cross an endless haunted desert trading spice and mechanical parts.
Mechanic: Boiler Pressure & Track Defense: Maintaining train speed requires managing boiler heat while defending tracks from raiders.
SteampunkSurvival
Submarine buccaneers explore underwater ruins and battle sea monsters using pressurized steam-harpoons.
Mechanic: Pressure Depth & Depth Charge: Submarines taking hull damage risk catastrophic implosion at extreme depths.
UnderwaterPiracy
A Western frontier town inhabited entirely by ghosts unaware they died, defending against living settlers.
Mechanic: Ethereal Density: Ghosts can shift between incorporeal and physical states, spending Momentum to interact with objects.
Weird WestSupernaturalMystery
Mechanical privateer fleets powered by giant spring-coils fight for control of archipelagos.
Mechanic: Spring Winding: Gearwork ships must be wound up at port; spring depletion lowers approach pools mid-voyage.
ClockpunkNaval
1890s Louisiana bayou investigators tracking occult loa spirits and voodoo cults in murky swamps.
Mechanic: Loa Favor & Spirit Possession: Invoking swamp spirits grants powerful magic but risks temporary spirit possession.
VoodooSouthern GothicOccult
Whaling crews in an eternal frozen ocean hunt colossal cosmic leviathans whose blubber powers steam cities.
Mechanic: Harpoon Line Tension: Tracking harpoon tension clocks prevents leviathans from dragging ships underwater.
Cosmic HorrorNavalSurvival
Private investigators in 1930s New York uncover cosmic horror cults operating out of high-society speakeasies.
Mechanic: Sanity & Occult Clues: Uncovering eldritch truths grants clues but permanently replaces standard approach dice with Insanity dice.
Eldritch NoirCosmic Horror1930s
Teen counselors at an isolated forest camp try to survive an unstoppable masked killer.
Mechanic: Isolation Clock & Final Girl: The last surviving counselor gains +2d6 to all rolls during the final confrontation.
SlasherSurvival
Explorers trapped in an infinite, non-Euclidean labyrinth of liminal spaces and hum-buzzing yellow rooms.
Mechanic: Liminal Drift & Reality Anchor: Wandering too far from reality anchors increases spatial distortion and entity encounters.
LiminalPsychological Horror
Modern vampire families rule major cities from the shadows, waging gang wars for territory and blood supply.
Mechanic: Blood Hunger & Frenzy: Suppressing blood hunger imposes stress conditions; releasing it grants superhuman rolls but risks frenzy.
VampireUrbanPolitical
An isolated 17th-century village worships an ancient earth deity demanding bizarre seasonal sacrifices.
Mechanic: Ritual Purity & Harvest Clock: Violating village taboos advances the Harvest Sacrifice clock toward player selection.
Folk HorrorHistorical
Survivors navigate a ruined urban sprawl crawling with fast-moving infected and hostile militarized bands.
Mechanic: Infection Meter & Noise Suppression: Loud actions draw horde danger clocks; bitten characters track infection progression.
ZombieSurvivalPost-Apocalyptic
A Victorian society where surgery and living tissue grafts have replaced mechanical technology entirely.
Mechanic: Graft Rejection & Organic Mutation: Living tissue mods enhance physical stats but risk graft rejection conditions.
Body HorrorVictorianBiopunk
Modern paranormal investigators armed with EMF meters and salt canisters clear haunted locations for clients.
Mechanic: EMF Frequency & Manifestation: Tracking spirit EMF activity predicts when ghost physical manifestations will occur.
Ghost HunterInvestigative
A dying grimdark world where the sun has gone out and travelers carry lanterns fueled by human memories.
Mechanic: Kindle Memory & Hollow State: Burning memories refills lanterns; running out of memories turns characters Hollow.
GrimdarkFantasy Horror
Agents enter the shared dream realm of coma patients to battle inner demons and nightmare entities.
Mechanic: Lucidity & Reality Check: Maintaining dream lucidity allows manipulation of dream physics; losing it traps players in nightmare loops.
DreamscapePsychological Horror
An alternate 1940s world locked in endless trench warfare fought with massive diesel-powered bipedal tanks.
Mechanic: Fuel Consumption & Exhaust Smoke: Running heavy diesel engines creates smoke screens but burns fuel supply dice.
DieselpunkWarAlternate History
DNA editing is ubiquitous; citizens modify their genomes with animal, plant, and synthetic traits on street corners.
Mechanic: Gene Instability & Viral Overwrite: Excessive genetic splices trigger unstable mutations during high-stress rolls.
BiopunkTranshumanism
Earth devoured by self-replicating nanobots; survivors live in insulated electromagnetic domes.
Mechanic: Nano-Disintegration & Shield Battery: Exposure to grey goo disintegrates equipment unless protected by EM shields.
NanotechPost-Apocalyptic
A raygun-gothic 1950s vision of the future with flying cars, household robots, and atomic rocket ships.
Mechanic: Atomic Charge & Radiation Leak: Atomic devices grant high Effect but emit radiation conditions on rolls of 1.
Retro-FuturismPulp
Humanity lives inside a global neural virtual reality network while rogue programmers hack digital physics.
Mechanic: Bandwidth & Code Injection: Hacking virtual laws requires spending bandwidth dice; system firewalls track intrusion.
Virtual RealityCyberpunk
A world where nature is literally clockwork: trees have copper gears, rivers flow on conveyor belts, and animals are brass constructs.
Mechanic: Winding Key & Lubricant: Characters must wind their clockwork limbs; lack of oil causes joint lock conditions.
ClockworkFantasy
1930s pulp sci-fi space opera featuring bubble helmets, glass rockets, and friendly alien diplomats.
Mechanic: Pulp Heroism & Zap Gun Overload: Performing dramatic heroic tropes awards bonus Momentum; zap guns can be overloaded for massive blasts.
RaypunkPulp Sci-Fi
Rainy cyberpunk metropolis where detectives investigate digital memory theft and synthetic human assassinations.
Mechanic: Memory Extraction & Neural Burnout: Hackers scan target memories directly, risking neural burnout conditions on failures.
Cyber-NoirMystery
Victorian brass rocket ships powered by coal boilers sail through atmospheric sky-aether to colonize Mars.
Mechanic: Aether Sail Tuning & Coal Supply: Adjusting solar-aether sails controls speed; coal reserves must be managed during long voyages.
SteampunkSpaceVictorian
Miniaturized agents inside a human body battle viruses, rogue cells, and microscopic parasites.
Mechanic: Cellular Scale & Immune Response: The host's immune system treats agents as foreign invaders if noise levels spike.
NanotechScience Fiction
Military officers and mech operators defend coastal cities against giant monsters rising from ocean trenches.
Mechanic: Titan Threat Level & Evacuation: Kaiju attacks track city destruction clocks; evacuating civilians grants strategic bonus dice.
KaijuMechaMilitary
High school students transform into cosmic magical guardians defending their city against emotional monsters.
Mechanic: Transformation Energy & Bond of Friendship: Transforming grants magical approaches; teamwork unlocks combined finishing attacks.
Magical GirlsAnime
Teenage academy cadets train to pilot humanoid jet-mechs against invading alien armadas.
Mechanic: Sync Ratio & Over-Drive: High emotional sync with mechs increases approach pools but inflicts mental stress on damage.
MechaAcademyAnime
Former superheroes have established a totalitarian global regime; unpowered rebels fight to free humanity.
Mechanic: Power Dampener & Vigilante Heat: Using illegal powers alerts superhero patrol squads; power dampeners disable approaches.
Superhero DystopiaRebellion
Martial artists from around the world gather for an ancient tournament using spiritual Ki energy attacks.
Mechanic: Ki Charge & Ultimate Technique: Charging Ki across rounds unlocks destructive ultimate techniques with Great Effect.
ShonenMartial ArtsTournament
High-tech cybernetic ninjas execute stealth assassinations across a futuristic feudal Japan controlled by shogun megacorps.
Mechanic: Stealth Cloak & Katana Parry: Active optical camo grants Advantage; parrying laser strikes requires Finesse checks.
Cyber-NinjaCyberpunkFeudal
Explorers capture, train, and battle elemental pocket monsters in a competitive wild wilderness world.
Mechanic: Elemental Synergy & Capture Sphere: Matching monster elements against targets grants bonus dice; capturing requires weakening beasts first.
Monster CollectorAnimeAdventure
Intergalactic space police wield energy rings to defend star systems against world-eating cosmic entities.
Mechanic: Willpower Battery & Ring Charge: Energy powers draw from a central willpower pool that recharges through acts of conviction.
Cosmic SuperheroesSpace Opera
Unpowered vigilantes armed with batons, gadgets, and armor defend a gritty 1980s city from crime syndicates.
Mechanic: Street Credibility & Armor Wear: Building reputation unlocks street informant help; body armor absorbs physical conditions.
VigilanteUrbanGritty
Decades after a superhero apocalypse wiped out civilization, mutant descendants fight over ruined superhero headquarters.
Mechanic: Unstable Gene Expression: Mutant powers trigger random secondary effects on rolls containing duplicate dice.
Post-ApocalypticSuperheroesMutation
The Roman Empire expands across Europe using war beasts, divine blessings from Mars, and siege magic.
Mechanic: Legion Formation & Favor of the Gods: Fighting in formation grants physical defense; sacrificing to gods grants rerolls.
RomanMythologyMilitary
Norse warriors fight to survive Fimbulwinter as frost giants invade Midgard during the apocalypse.
Mechanic: Rune Magic & Valhalla Favor: Carving Nordic runes grants elemental weapon effects; dying heroically grants allies Momentum.
NorseMythologySurvival
Sengoku-period Japan where warlords contract demonic Yokai spirits to turn the tide of feudal wars.
Mechanic: Bushido Code & Yokai Pact: Adhering to Bushido grants morale bonuses; summoning Yokai inflicts spiritual corruption.
SamuraiJapanese HistorySupernatural
Ancient Pharaohs use mummification rituals and sun-god magic to rule over an empire of immortal god-kings.
Mechanic: Sun & Shadow Balance: Solar magic excels during the day; necromantic rituals require midnight darkness.
Ancient EgyptMythology
1944 Allied forces confront Nazi occult secret societies unleashing summoned demons on the European front.
Mechanic: Relic Countermeasures & Trench Strain: Holy relics disrupt occult rituals; prolonged artillery fire inflicts shell-shock conditions.
WWIIOccultAlternate History
16th-century explorers chart a newly discovered continent inhabited by living elemental spirits and sea serpents.
Mechanic: Cartography & Scurvy Strain: Mapping unknown terrain yields discovery points; long voyages require managing food supplies.
Age of SailExploration
Heroic warriors of ancient Greece battle mythical monsters and seek glory to achieve immortality in song.
Mechanic: Heroic Hubris & Divine Favor: Bragging increases Effect but draws divine intervention from jealous gods.
Ancient GreeceMythologyEpic
1890s London street detectives solve macabre murders involving spring-heeled jack, jack the ripper, and monster cults.
Mechanic: Tabloid Fame & Fog Cover: Sensational newspaper coverage alters reputation; thick London fog grants stealth bonuses.
VictorianMysteryGothic
1776 Colonial revolutionaries use secret alchemical explosives and native shaman magic against British automaton redcoats.
Mechanic: Liberty Flame & Black Powder: Firearm volleys require reloading rounds; revolutionary zeal boosts morale.
American RevolutionAlternate HistoryAlchemy
Martial monks and wuxia scholars defend the Tang Dynasty against demon emperors using internal Qi gong techniques.
Mechanic: Wuxia Lightness & Qi Strike: Running across rooftops and water uses Finesse; Qi strikes bypass physical armor.
Chinese HistoryWuxiaMythology
Tiny four-inch-tall people live inside the walls of a suburban home, scavenging needles and defending against cats.
Mechanic: Scale Difference & Household Hazard: Everyday household objects (vacuum cleaner, cat, ceiling fan) function as boss hazards.
Micro-ScaleCozyAdventure
Adventuring chefs hunt dangerous dungeon monsters to cook legendary magical dishes in a competitive culinary world.
Mechanic: Ingredient Rarity & Flavor Profile: Cooking monster meat grants temporary stat buffs based on dish quality and presentation.
CulinaryDungeon CrawlComedy
Green plastic toy soldiers come alive in a child's bedroom to fight epic battles against yellow construction vehicles.
Mechanic: Molded Plastic Armor & Melt Threat: Plastic bodies are immune to small punctures but vulnerable to heat sources.
Toy SoldiersComedyMicro-Scale
Sentient insects (ants, beetles, mantises) build medieval empires in a suburban backyard garden.
Mechanic: Exoskeleton Armor & Flight Wing: Beetles possess heavy armor; dragonflies gain flight maneuverability.
InsectMicro-ScaleMedieval
Teenagers get sucked inside classic 1980s arcade cabinet games and must beat high scores to escape.
Mechanic: Extra Lives & Coin Credit: Players have 3 extra life tokens; dying consumes a credit to respawn with full health.
Arcade1980sComedy
Citizens live on a giant living board game grid where moving between tiles requires paying rent or taking chance cards.
Mechanic: Chance Roll & Rent Payment: Stepping on property tiles forces rent negotiations; landing on Chance triggers wild random events.
Board GameSatireExperimental
Librarians enter classic books to fix corrupted storylines caused by ink-eating bookworm demons.
Mechanic: Narrative Consistency: Deviating too far from the original book plot causes storyline collapse conditions.
Meta-FictionLibraryComedy
Stuffed animals come alive at night to defend their sleeping children from closet monsters and bed-monsters.
Mechanic: Stuffing Integrity & Child's Comfort: Losing stuffing reduces physical stats; keeping the child sleeping grants bonus Momentum.
Cozy HorrorToysProtective
Duelists battle using magical cards that summon real monsters, traps, and spells into physical reality.
Mechanic: Deck Draw & Life Points: Drawing from a customized card deck dictates available actions; life points track match status.
Card GameAnimeExperimental
Time-traveling agents fix historical paradoxes caused by rogue time terrorists trying to change the past.
Mechanic: Paradox Meter & Butterfly Effect: Altering major historical events accumulates Paradox, risking personal erasure.
Time TravelSci-FiComedy
A sudden global ice age has frozen the earth; survivors live in geothermal underground cities under the permafrost.
Mechanic: Hypothermia Clock & Heat Pack: Exposure to surface frost drains stamina; heat packs serve as trade currency.
Ice AgeUndergroundSurvival
Fast-growing predatory plants have reclaimed modern cities; human tribes live in canopy treehouses above the green.
Mechanic: Pollen Hallucination & Vine Travel: Spore clouds trigger psychological conditions; swinging on vines grants mobility.
Green ApocalypseSurvivalTribal
Armored muscle-car gangs duel across an endless wasteland searching for the last remaining gasoline reserves.
Mechanic: Vehicle Customization & Nitrous Boost: Cars have armor and speed stats; using nitrous grants extreme speed with crash risk.
Road WarriorsVehicularSurvival
The moon exploded into orbital debris, causing unpredictable gravitational tides and asteroid showers on Earth.
Mechanic: Gravity Fluctuation & Impact Warning: Gravity shifts randomly during combat; impact warnings require immediate cover.
Cosmic DisasterSurvivalSpeculative
Nuclear war flooded lowlands into radioactive swamps inhabited by mutated wildlife and radiation cults.
Mechanic: Geiger Counter & Rad Mutation: Radiation levels track mutation risk; Geiger counters predict rad hotspots.
NuclearSwampMutation
An apocalyptic EMP wiped out technology, leaving rogue AI programs wandering the physical world as holographic ghosts.
Mechanic: Holographic Interference & EMP Grenade: AI ghosts pass through physical attacks unless disrupted by EMP devices.
AIPost-TechSurvival
Continuous volcanic eruptions have choked the sky with ash; survivors live near active lava tubes for heat.
Mechanic: Ash Suffocation & Geothermal Energy: Breathing ash inflicts respiratory conditions; lava energy powers machinery.
VolcanicSurvivalSpeculative
Scavengers explore giant fallen floating sky-cities that crashed into the ocean centuries ago.
Mechanic: Structural Collapse & Anti-Grav Salvage: Ruined sky-cities periodically shift and collapse; anti-grav devices allow weightless salvage.
Sky-CityExplorationSalvage
Blind alien monsters hunt by sound; humanity lives in absolute silence, using sign language and quiet gear.
Mechanic: Decibel Meter & Noise Trigger: Every action generates decibels; reaching the noise threshold triggers immediate monster attacks.
Alien InvasionStealthHorror
The final fortress city at the end of time, where survivors from all historical eras gather before the universe collapses.
Mechanic: Entropy Decay & Epoch Fusion: Reality decays as entropy increases; characters can combine abilities from different historical eras.
End of TimeCosmicEpic