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Wages of Sin: Beginnings

The four players begin in the hold of a cargo liner, three of them having spent thirteen weeks in cryo and one who's been stuck in a closet with a half dozen other androids.  Defrosted, they shuttle down to Anvolla. They are two marines, an android scientist, and a teamster. Upon arrival they find themselves in a city the size of New York stuffed into what amounts to some very large cargo containers.  Anvollapolis is a mega-city holding billions wrapped in a steel ziggurat to protect them from the radioactive atmosphere outside. The people on the edge and the bottom suffer nearly constant radiation poisoning.  Our crew debarks from the shuttle into Westcheap, a bottom floor district near the middle of the ziggurat, populated by service and tech workers in tiny honeycombs of apartments surrounded by cheap neon lowglow. Kiosks everywhere selling everything, the flashing yellow lizard of MegaYUM industries on a dozen different signs, lurid pink tongue flicking eternally. You...

Island Building Procedure

Begin with a single hex, on paper or on a screen. The general procedure will be: For each clear face of the hex(es), roll 1d6 and if you roll a success, add a hex to that face and continue until you have counted all the unattached faces that existed at the beginning of this round of the procedure. For small island generation, do this procedure three times. The first time a success is 4,5, or 6. The second time, a success is 5 or 6. The third time a success is a 6. For larger islands you can do the procedure more than three times, begin with an easier success rate, or simply not decrement the success rate per round. Hexes can be of any size you find useful.

Thief Cantrips

All classes of thieves learn cantrips. All but the Occult Thief learn 1 cantrip every three levels, while the Occult Thief learns 1 cantrip every two levels. Cantrips can be cast silently and unobtrusively, using only finger movement, but cannot be used in combat, by any but the Occult Thief, who has been trained to focus mana in a fight. Distant Torch – Cause the flickering light of a torch to appear 60’ away, or around a nearby corner. Distracting Noise – Make a brief, indistinct noise 30’ away. Foot Up – Creates a brief solid space to stand in the air, three feet from the ground. Make Thief Mark – Draw an invisible sigil from the special symbols of the guild. Mote – Cause a dust mote to fly into a person’s eye, within 30’. Muffled Moment – Reduce the noise of an instantaneous sound, like breaking glass. Secret Whisper   – Speak directly into the ear of someone you can see. They know who is speaking. See Thief Mark – See Thief marks briefly, even in the dark. Spill – Knoc...

Driving Rules For Violence

Driving Rules for Violence (These rules assume a familiarity with Luke Gearing's Violence ) Best 2/3/4 out of 3/5/7 rolls wins - Short chases for the city, long ones for the highway Roll Initiative. If someone isn't already in their car, take Disadvantage . The winner optionally fires/deals damage and then makes their driving roll. Failure requires a Road Hazard roll. The second car optionally fires/deals damage and then makes their driving roll. Failure requires a Road Hazard roll. The highest driving roll wins the round, regardless of success or failure. As soon as either car wins two/three/four rounds, the chase is over, and the car achieves its objective – escaping or stopping. Firing from the car during a chase causes a Disadvantage on the shooting roll. Training, car quality, light traffic, siren blaring, all give Advantage on driving rolls. Heavy traffic, undercover car, junk car, all give Disadvantage on driving rolls. Cars take wounds when shot. Different cars have ...