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NEOSANFRAN

2029

A FABLE-CYBERPUNK STORY SYSTEM


CREATED BY SECRET HEARTH
SECRETHEARTH.COM
THE OCCURENCE
In 1981, a door opened among the sequoias. From that door came the creatures of story
and fairytale - monsters, knights, woodland witches, and beasts which speak and plot.
Under an ocean of fear and misunderstanding, the refugees of that other world drifted
into the sewers of the Lost Bay like discarded trash.

If it was any other time or place, this event would have changed the world - likely for the
better. But under the cruel hand of Pyramid Co, it meant nothing. Under the weight of
countless cultures squeezed into five dozen city blocks of concrete and tent cities and
grunge, it meant less than nothing.

In the Lost Bay, the magic of the fairytale world was seen as a new resource to exploit -
and the fantastical creatures that spilled into our city were not celebrated, but utilized.

The dwarves' hunger for hard work brought them to the factories, where their once-proud
artisans now shape plastic into toys for the unending hunger of winter festivities. Some
firbolgs put their sturdy frames to use on the shipping docks, while others squat in public
parks in a desperate attempt to commune with the nature spirits who abandoned our city
long ago. The glamorous elves made suitable limo drivers and custodians for the elite of
mithril valley.

This is the system, and it cannot be broken.


LIFE IN THE LOST BAY - PLAYING THE GAME
One participant in this game takes on the role of Game Master [GM] - a narrator who
maintains the story’s flow and enforces the rules of the game. The GM’s responsibility is
to describe the immediate scenario around the Characters as they progress through the
setting and story. The GM should aim to make the story as interesting and enjoyable as
possible for all parties involved.

All other participants become individual Characters, who they control throughout the
course of the story. The game assumes that all participants involved have some
experience with pen and paper role-playing games.

The game relies on collaboration between the GM and the Characters more than a
succinct system of rules. Playing the game should unfold like a conversation had
between the Characters and GM.

First, the GM describes the scenario that the Characters find themselves in.

Next, the Characters will inform the GM what they wish to do or say in response to the
scenario.

Then, the GM will respond to this input by narrating the ways in which the world reacts to
the Character’s decisions.

Within reason, the Characters have complete freedom over where they want to go and
what they wish to do within the Lost Bay. The Characters that the players embody,
however, may be subject to limitations within the game’s world. It’s up to the Characters
to discover creative solutions to these obstacles in order to progress through the story.

Depending on what sort of Character a player creates, they will have a number of tools at
their disposal in order to formulate solutions to these problems. It is the GM’s
responsibility to craft obstacles for the Characters to conquer, and to ride the fine line
between challenging and cooperative for the sake of the story as a whole.
LAWS OF THE LOST BAY - RUNNING THE GAME
As the GM, there a few things about the Lost Bay you should know before beginning to
play. Keep these ideals close at hand, and use them to fuel your judgment over the
stories and scenarios you narrate.

Weaponry is rare, and ammunition more so.

The Peace Keepers are people, too.

Despite their strong words or scowls, people are trying to help each other, and their city.

People will look out for each other, even if its scary, but will avoid helping if it
inconveniences them.

The sewers are filled with old secrets.

Forests and city parks still have traces of magic hidden within them.

All cultures, real or otherwise, can be found in the city.

People will flock to tragedy, but are swift to forget.

The tram system is used to move things. This is true in more ways than one.

The city is deep, wide, and over-populated.

There’s an hour or so, somewhere between midnight and dawn, when the door opens
again. However, no one can remember where it is.

Pyramid Co always gains, even through failure.

Most folk have resigned to their losses - grief is normalized.

Technology is unintuitive, complex, and often forcibly integrated with biology despite
incompatibility.

The economy is oppressive.

Decks can help to navigate the Net.

The frogs are more than they seem.


PEOPLE OF THE CITY - SCORES
CHARACTER CREATION Each Character has four scores. ROLL 2D6
four times and place each ROLL total in
Each player other than the GM will create
whichever score you wish on your
and take on the role of a denizen in the
Character sheet. Then, determine your
fantastical, forgotten city known as
modifiers - a number derived from your
Neosanfran. This Character is used as a
score which adds or subtracts from
portal and proxy for the player to
certain rolls. Place these modifiers next to
experience the narrative through. Each
each matching SCORE on your Character
resident of the city has a certain set of
sheet.
skills they can use to push the story
forward. This is called a ROLE. Each
resident also belongs to a certain lineage
or culture, called a KIN.

Characters will be treated differently by


the city and its residents depending on
their ROLE and KIN, so choose wisely.
There are many establishments, for
instance, which would rather not be seen
serving FIRBOLGS or GENI. A DWARF
could find respite in a homely
neighborhood pub, while a DEMON would
draw nasty looks and suspicion in any
place other than the business sectors. If a Whenever you make a MOVE, you ROLL
WERE was discovered to be anything other 2D6 + MOD to discover the results of your
than human, they may be imprisoned or actions.
killed by the Peace Keepers.
You only ROLL when you make a MOVE. If
After choosing your KIN and ROLE, assign you attempt something within the game’s
your Character a vague history, a name, world which doesn’t require you to use a
and a miserable, underpaid occupation. MOVE, it is either impossible or has no
Choose what sort of depressive chance of failure. The GM determines
environment they inhabit as a home. Then, when you make a MOVE.
collaborate with the other players to
formulate why your Characters might
know each other, and what sorts of bonds
or resentments they may share between
each other. Finally, ROLL your SCORES.

ARCANA: Roll to cast spells, understand SUBTERFUGE: Roll to sneak, hide, perform
supernatural forces, reveal lore about the an act of sabotage, deceive another
old world and its inhabitants, or resist creature, or make a deal.
magical effects.
TECH: Roll to make computers do what
STREET: Roll to navigate Neosanfran, you want them to, alter programming,
reveal secrets about history or events, understand the use or purpose of a
deescalate social encounters, or gain machine, and to gain knowledge from the
access to guarded places. Net.
MOVES CLASH: Whenever you use direct violence
to overcome a threat or obstacle, ROLL +
Sometimes, Characters will do something MOD. The threat you face will ROLL, too.
which warrants the use of a MOVE. As a
Character, you can suggest when the use Example: Bar fight, urban warfare,
of your MOVEs would be appropriate. It is dispatch security personnel, fighting a
ultimately up to the GM, however, to monster.
decide when the use of any particular
MOVE is justified. [10+] If your opponents ROLL 9 or less,
you defeat them in combat. If your
MOVES are what drive the story forward. opponents ROLL 10+, you both remain
Each MOVE has a number of possible engaged in combat without gaining any
outcomes dependent on your ROLL advantages over each other.
results. These outcomes are open to
interpretation. Use current circumstances [6-9] You fight with your opponent. If they
of the story at hand to determine the exact also ROLL 6-9, you both trade blows
details of a MOVE and its outcomes. without consequence. If your opponent
ROLLS 5-, they must choose between
You should always aim to describe what a retreating or standing their ground. If they
Character is doing or saying rather than stand their ground, they either become
directly declaring that you are making a HURT, or lose something important to
MOVE. Some MOVES will let you choose them among the chaos of the skirmish. If
which MOD to add to your ROLL they choose to retreat, you win the
depending on the matter at hand [ROLL + altercation.
MOD].
[2-5] If your adversary ROLLS 2-5, you
both become HURT, but the fight goes on.
If they ROLL 6+, they gain the upper hand.
STANDARD MOVES You can choose to retreat, or you can
become HURT and allow the GM to tell
There are some common MOVES every you how the opponent gains a favorable
Character can make, no matter their ROLE. position in the altercation. If your
These STANDARD MOVES are the most opponents ROLL 10+, you are killed,
common way Characters will interact with incapacitated, or otherwise defeated.
the game’s world.
Each result for the CLASH MOVE only
effects the individual making it and their
target, not the whole of either party
involved in a physical altercation. There
are no turns or rounds. Figure out the flow
of battle on a case-by-case basis.
STANDARD MOVES, CONTINUED_
MANEUVER: Whenever you attempt a PARLEY: When you try to negotiate with a
dangerous physical feat, ROLL + MOD. hostile or opposing force, ROLL + MOD.

Example: Leaping from one moving Example: Gain leverage in a business


vehicle to another, dodging a barrage of meeting, negotiate with a rival faction,
bullet fire. deal with Peace Keepers.

[10+] You pull it off without a hitch. You do [10+] Choose whether the other party
what you set out to do. cooperates with you or lets you safely
disengage from the encounter.
[6-9] You stumble or falter due to your
own inability or a complication. You [6-9] The other party will cooperate with
succeed in your endeavor, but the GM will you, but only if you offer them something
offer you a price to pay. they want in return.

[2-5] Something goes wrong, and you fail [2-5] Your attempt to talk it out has only
to do what you set out to do. The situation heightened tensions between you and the
worsens overall - you may become HURT. opposing party. Choose whether they
become even more hostile towards you, or
if they take something important away
DECIPHER: Whenever you make an effort from you before letting you disengage.
to understand an element of the world,
ROLL + MOD.

Example: Navigate the Lost Bay, reveal


attributes about machines or artifacts,
understand a creature’s motives.

[10+] From experience or your analytical


prowess, you figure it out. You can ask the
GM two yes-or-no questions about the
matter at hand, which they must answer
honestly. The GM can elaborate on their
answers if they wish.

[6-9] You figure it out. You can ask the GM


one yes-or-no question about the matter
at hand, which they must answer honestly.
The GM can elaborate if they wish.

[2-5] You reveal a clue which may assist


you in your understanding about the
matter at hand. The GM informs you what
this clue is, but doesn’t give you any clear
or direct information about the subject.
:// MOMENTUM
If you ROLL a result higher than 12 when making a MOVE due to your MOD, you gain one
point of MOMENTUM. Keep track of your MOMENTUM. You can spend 1 MOMENTUM to
ROLL any MOVE you’ve made over again. In other words, you can use a MOMENTUM
point to ROLL twice and choose which of those two ROLL results you prefer as the final
outcome of your MOVE. You can’t use a MOMENTUM point on the same MOVE that you
earned it from - you must use it on a future MOVE.

:// HURT
As a consequence of failing certain MOVES, a Character may become HURT. Being HURT
is somewhat abstract. The GM decides on an appropriate condition a Character receives
whenever they become HURT, and how that might impact them and their abilities. Being
HURT means being disabled in some way. If a Character is HURT in the leg, they might
limp. The GM decides how being HURT causes a Character to function differently. HURT
can be cured by medical practitioners, tech, or magic.

:// PATCH
If a Character is HURT and can’t find proper healing in the moment, they could use a
PATCH to postpone any hindrances their HURT condition might apply to them. PATCHES
are rare, temporary, and always come with a price to pay.

Pyramid Co PATCHES work quite well - they’ll postpone the effects of being HURT for 24
hours. However, applying a Pyramid Co PATCH subjects a Character to being tracked and
monitored by Pyramid.

HAZE-BRAND PATCHES are a Character's second choice. They postpone the effects of
being HURT for 10 hours. These PATCHES are cheaper, and so must be manufactured
with embedded sponserships to make a true profit. Characters who use this PATCH are
bombarded with advertisements while under its effects, and are unable to make the
DECIPHER MOVE as a result.
KIN GENI [+1 ARCANA +1 SUBTERFUGE]
Elemental people holding on to memories
Choose your KIN. Each KIN gains an of their homeland.
increase to certain SCORES, and a natural “In the old country, both food and tears
tool which helps them survive in the city were more rare.”
called a POWER. The exact details of this POWER: They can control a certain natural
POWER are open to interpretation. element.

DEMON [+2 SUBTERFUGE] GNOME [+1 SUBTERFUGE +1 TECH]


Horned people from the underground. Little folk with a penchant for books and
“It’s just good business.” plants; they still yet fight.
POWER: They can convince anyone of “If we push through, we shall find an
anything, given enough time. afternoon of pattering rain and splendid
tales awaiting us at the end.”
DWARF [+1 STREET +1 TECH] POWER: They can sniff out secrets.
Sturdy, square folk with big hair and
strong resolve. ORC [+2 STREET]
“Just workin’ for my next ale.” Tusked folk with green skin, brawn and
POWER: With enough time and grit, they gumption.
can fix anything that is broken. “Fuck off or be killed.”
POWER: They lift with a supernatural
ELF [+2 ARCANA] strength.
Lean and proud people, with pointed ears
and large eyes. WERE [+1 SUBTERFUGE +1 STREET]
“Serving the elite is the highest honor one Feral shapeshifters untamed by the City.
could have, beyond being the elite “We will fight tooth and claw until they
themselves.” bend the knee.”
POWER: They can sense deception. POWER: Their fangs can bend iron.

FIRBOLG [+1 ARCANA +1 STREET] XANG [+1 ARCANA +1 TECH]


Tall and lithe people of the forest, with Cunning, quiet blade masters with rat-like
snouts and teal skin. features and a penchant for the culinary.
“The trees know not the laws of men.” “Doesn’t matter if it’s still breathing or on
POWER: They understand plants. a menu - your cut must be silent, true, and
just.”
POWER: They have prehensile tails.
ROLES
Choose your ROLE. Each ROLE has a number of SPECIAL MOVES they can use to push
the story forward or solve problems with. These MOVES are used by a Character
whenever they perform an action similar to a MOVE'S triggering conditions. A MOVE
shouldn't be used outright - the story scenario at hand should inform the participants
when a certain MOVE'S use is appropriate.

The GM should consider creating their own ROLES for important non-player characters
they control. It is best to use one of the already established ROLES as a starting point
when creating a new ROLE. GMs should also aim to keep their custom ROLES simple - a
non-player character will rarely need more than one SPECIAL MOVE, and multiple
characters with multiple SPECIAL MOVES could be overwhelming to keep track of.

Just as the GM is encouraged to create custom ROLES, the Players should not be limited
by the default ROLE choices. If you have an idea for a Character whose identity doesn't
quite match any of the following ROLES, you should work with your GM to create a new
ROLE. It's easier than you think!
EMPATH [Psychic Prodigy]

“I care not for the worlds of magic or technology - people are the currency of this era, and
knowing how to control them is the greatest tool to our survival."

MOVE THE PIECES: Whenever you attempt to influence other creatures with your psychic
powers, ROLL + SUBTERFUGE.

[10+] You take control of them, possessing them. For the next minute, you pilot their
physical bodies like a marionette.

[6-9] Your mental influence sways them. Decide on one activity or endeavor the
controlled creature must perform. This designated mission can be anything within
reason. Once they have performed this activity, they regain control over themselves.

[2-5] The link between you and them is warped and chaotic. ROLL GLITCH.

NEURAL MELTDOWN: You twist the mind of a creature or crowd, bending their psyche
and causing them to fall into a trance. ROLL + ARCANA.

[10+] The minds you psychically dominate fall into a harmless trance long enough for
you to do what you want in a safe and convenient manner.

[6-9] You successfully stun the creatures with a surge of psychic energy, but they
awaken more quickly than expected.

[2-5] In your attempt to twist their mind, something within the creatures break. Choose
whether they become feral and hostile or permanently fall into a vegetative state.

REMOTE VIEW: When you use your telepathy to geospatially perceive a person, place, or
object beyond your physical sight, ROLL + ARCANA.

[10+] You clearly manifest a vision of the desired subject. Choose two ways in which you
perceive the subject from the list below.

[6-9] You perceive the subject, but the vision is distorted and murky. Choose one way in
you perceive the subject from the list below.

[You see the subject.]


[You hear the subject.]
You feel what the subject is feeling.]
[You sense your subject''s surroundings.]

[2-5] Your psyche is disrupted by some outside force. You perceive nothing, and are
shunted back into your physical form. ROLL GLITCH.
ENVOY [Agent of Intel]

“Information and the power it brings is my greatest tool, and my only source of
satisfaction. Cunning and deceit are the strings that hold my world together.”

DATA DANCE: When you find yourself in a scenario where you could learn advantageous
knowledge, ROLL + SUBTERFUGE.

[10+] You learn a secret and escape unscathed.

[6-9] You unveil a shady clue. The GM tells you what it is, and why it might be relevant,
but you don’t get the whole picture.

[2-5] You get what you were after, but something goes wrong. Your snooping is
discovered, or you leave permanent traces of your tampering behind.

GLOVES OFF: Whenever you get caught or exposed while doing something suspicious,
illegal, or unethical, you can use your training and cunning to escape or fight with an
unmatched brutality. ROLL + STREET.

[10+] Adrenaline high, you get out clean. Choose two effects from the following list.

[6-9] It doesn’t go as planned, but you rely on your training and maintain the advantage.
Choose one of the effects from the following list.

[You leave no trace.]


[You hurt any nearby adversaries before getting away.]
[You get away, and you take your allies with you.]
[You get what you were after.]

[2-5] It’s still stylish, but things don’t go your way. Choose whether a fight breaks out or
you leave incriminating evidence. Regardless, you must leave whatever you were after
behind to escape safely.

SLY SPY: Whenever you use your words to get you out of a tense situation, ROLL +
SUBTERFUGE.

[10+] They are fooled by your scheme. Choose two effects from the list below.

[6-9] They are effectively tricked by your dishonest presentation, but remain somewhat
suspicious of you. Choose one effect from the list below.

[They follow a single command you issue to them, right now.]


[They think you are who you say you are.]
[You blend in well, and they ignore you completely.]
[They believe your lie about an event or person, and respond to its implications
immediately.]
[They answer your inquiry with a truthful response.]

[2-5] Your facade is shattered. A slip-up in your behavior reveals a truth you were trying
to hide.
HEAVY [Guardian of Order]

“If I’m stuck here, I may as well put myself to good use. A heavy hand and strong words
can make me rich, and maintain peace for me and those I care for.”

DOORMAN DEMEANOR: When using your size and stoicism to encourage cooperation
during parley or interrogation, ROLL + STREET.

[10+] The creature you are attempting to get answers from is forced to be amicable.
Choose three of the following pieces of information to reveal.

[6-9] The creature is intimidated, but not broken. They let one secret slip. Choose one of
the questions from the following list to reveal the answer to.

[Who’s behind this?]


[How tough are they?]
[How many are there?]
[What do they want?]

[2-5] Your weighty approach didn’t draw out any answers. The creature responds to your
questioning with your choice of either violence or deception.

MIGHT OF LEGEND: Whenever you use your supernatural strength to destroy or surpass
an obstacle, ROLL + STREET.

[8+] You lift, bend, or break the obstacle quietly and conservatively.

[2-7] You overcome the physical obstacle, but your feat of strength is not without flaws.
Choose whether this destruction of property was loud and obvious or permanent and
dangerous.

SHEPHERD’S CROOK: When you use your brawn to defend those weaker than you, ROLL
+ STREET.

[10+] The ones you protect remain safe and unharmed. If you wish, they escape safely.

[6-9] Those you defend are protected by you, but you suffer the fate they would have
been subjected to.

[2-5] You fail to defend them well, and put yourself at risk. Whatever threat you were
protecting them from gains the upper hand. The threat’s intent is halted, but you and the
ones you were trying to protect are both subject to some minor misfortune.
LURKER [Creeper from Below]

“I’ll stick to the sewers, and the darkness beneath. Keep your head down, listen closely,
and coast through this crisis.”

DIRE DELUGE: Whenever you try to overload a mechanical or electronic system with the
filth from below, ROLL + ARCANA.

[10+] Poison, disease, and pestilence are your allies. The system is overtaken by filth, and
ceases to function.

[6-9] The system becomes bogged down with muck and sludge, causing it to
malfunction. ROLL GLITCH. The machine or system is affected by the GLITCH, but so are
you.

[2-5] The system becomes noticeably more oozy and decrepit, but is otherwise
unaffected.

TUNNEL VISION: You can feel the veins of the city around you; the secret places of
solace in this city are well known to you. When you try to find a secure place to hide,
ROLL + SUBTERFUGE.

[10+] You find an abandoned nook in the city to hide out inside of. It’s safe, and large
enough to house a crowd of creatures.

[6-9] The place you discover is safe and covert, but is not large enough to hide more than
two creatures.

[2-5] The secret hideout you find is either unsanitary or inhospitable.

WRATH FROM BENEATH: When you summon the hatred and filthy antagonism from the
deep reaches of the city streets, the beneath will answer your call. ROLL + ARCANA.

[10+] Noxious clouds of chemicals spill into the surrounding area, causing nearby threats
to fall into a drugged stupor.

[6-9] A massive horde of quick, violent rats mysteriously appear and sweep through an
area of your choice, attacking and distracting nearby threats.

[2-5] Sewage and filthy water surfaces in a nearby area, creating an inconvenient but
otherwise harmless obstacle between you and nearby threats.
PRIEST [Cleric of the City]

“There’s life in this city yet - spirits that dwell in the cold concrete and buzzing street
lamps. It may have lost its way, but I have faith. This place can be just as peaceful as the
old world, if we teach people about the magic within it.”

BLOCK WATCH: Whenever you use your authority as a community guardian, a bright
smile, or frank words to convince a stranger to assist you, ROLL + STREET.

[8+] The stranger aids you in your endeavor, regardless of their own reasoning, judgment,
or responsibilities.

[2-7] The stranger doesn’t follow along. The stranger will instead respond with either
discontent, irritability, or violence.

METRO MEDITATION: Whenever you are unimpeded and attempt to tap into the spirit of
community around you, ROLL + ARCANA.

[10+] You become one with the community you find yourself in, understanding it to an
intimate level. Choose two pieces of information to discover from the following list.

[6-9] The spirits are present, but quiet. Choose one piece of information to discover from
the following list.

[What here is not as it seems?]


[What here has ill intent, or is evil?]
[Where can I find the downtrodden?]
[What do the people here want?]
[What is the worst problem the community here faces?]
[Who is seen as the leader within this community?]

[2-5] This community rejects you on a spiritual level. You are supernaturally marked as
an intruder in the minds of this community’s denizens. They will treat you with
aggression and suspicion until you offer something in exchange for safe passage or their
cooperation.

SWAY CIRCUITS: Whenever you provoke the communal magic of the city to trigger a
supernatural act, ROLL + ARCANA.

[10+] You manipulate a city utility or element of the city in your favor. You could change a
stop light, turn a camera off, flood a sewer tunnel with water, or open a door which would
otherwise not permit you entry.

[6-9] The city utility activates or changes, but does the opposite of what you want it to.

[2-5] The magic of the city is weak here. Something supernatural happens, but the act is
out of your control and unfettered. ROLL GLITCH.
TECHNID [Wizard of the Net]

“Computers are the new magic, more powerful than the fledgling arts before it. It is the
greatest tool ever conceived, and those that are well versed in it will forge our future.”

DIGIMOGRIFY: Whenever you try to alter the programming of a machine to suit your own
needs, ROLL + SUBTERFUGE.

[10+] The machine does what you want it to, and the changes to its functionality are
permanent.

[6-9] The machine does what you want it to, once.

[2-5] The machine doe the opposite of what you want it to.

IM IN: When you try to hack a computer, console, or electronic device to gain classified
information, ROLL + TECH.

[10+] Choose two pieces of information from the following list to derive from your digital
intrusion.

[6-9] The security for this device is unprecedented, and you’re running out of time.
Choose one piece of information to learn from the following list.

[Where is it?]
[Why did they do it?]
[What’s the best way to get inside?]
[What kind of security do they have?]

[2-5] Security measures caught you right away. Choose between gaining no information
or drawing suspicion from nearby creatures.

SUPERUSER DO: Whenever you use your influence over machines in an attempt to halt
their inner workings, ROLL + TECH.

[10+] An electronic device within sight shuts down for a convenient amount of time.

[6-9] The device shuts down for awhile, but a security measure is triggered.

[2-5] Some element of your intrusion to the machine causes it to malfunction. ROLL
GLITCH.
WARD [Keeper of the Old Way]

“I will never relinquish the virtues of the old country - this place is poisoned and
diseased. I aim to conquer it, and usurp the king in the tower. Magic will prevail.”

FRIENDS IN LOW PLACES: If you encounter another agent of the revolution, they will aid
you with their own resources. ROLL + SUBTERFUGE.

[8+] They respond to your plight with generosity and a wealth of resources. Choose two
benefits from the following list to receive from your comrade.

[2-7] They respond only out of necessity for the cause you share, but are otherwise
lacking in resources. Choose one of the benefits from the following list to receive.

[A loaded weapon.]
[Relevant information about the matter at hand.]
[A safe place to recuperate.]
[The location or name of an another resistance agent on the path ahead.]

INDOMITABLE HEART: Even in the most dire of circumstances, you hold onto hope for
justice and prosperity. Whenever you try to protect the values of the old world or its
people with either words or actions, ROLL + STREET.

[10+] Against all odds, you preserve the tenets of the old world. Choose two or less of the
effects from the list below.

[6-9] You are stalwart, but only habitually. The edges of your motivation are beginning to
fray. Choose one of the benefits from the list below.

[You rally those around you. Strangers who would otherwise sacrifice nothing for you
come to your aid in the moment.]
[You keep sensitive information away from those who would abuse it.]
[Your words strike fear and shame into the threat you face. Part of the threat, but not all
of it, becomes docile or retreats.]
[You find a means of escape.]

[2-5] Moments of weakness come to us all. The stress and pressure of the new world
falters your spirit, for a moment. You don’t give anything up, but you gain nothing.

PROVOKE THE OLD PATH: Whenever you provoke the forces of magic to your side in
order to defy danger or provoke violence, ROLL + ARCANA.

[10+] The spell goes off without a hitch. The magic does what you want it to.

[6-9] The magic works, but is manipulated by the city’s presence. In the same moment
the spell’s effect occurs, ROLL GLITCH.

[2-5] The magic fizzles under the weight of the city’s influence. No magic happens, and
some misfortune befalls you instead. Choose whether this magical malfunction was
dangerous or obvious.
THE PYRAMID
Above the smog that strangles the city of Neosanfran, above the abandoned tramtubes
plastered in infinite graffiti, above the desperate cries of the downtrodden, shines the
golden insignia of Pyramid Co - the corporation, king, force, and god which fuels us as
we fly down the interstate, full-throttle towards our own self-mechanized, anguished
end.

Pyramid Co makes everything. Money itself is produced within, being launched out in
little bursts of digital confetti that send shock waves of feral madness through the ever-
hungry crowds crawling around the tower’s base. The Employs, those fortunate enough
to toil under Pyramid’s dominance, are the only creatures permitted to enter. The tower’s
black glass hides countless secrets, all more horrifying and confidential than the last.

At the top if it all, that pyramid loams. It sits atop that highest tower, shining its sickly
golden light below. It’s neon glow is a constant reminder of the sickness that permeates
this city. It is a monument to our dead future. It is a beacon of lost hope. It guides the
ships ashore, only to watch them twist violently into the crags below. Its light is what
awakens us into each new day of toil and blood. It is the initiator, and the judge.

Someone’s gotta climb that tower, and turn off that light - but not you. You have to keep
your head down. It’s all you can do just to survive the day-to-day struggles of navigating
Neosanfran’s turbulence.

This is the system, and it cannot be broken.


THE WATCHMEN WITH WIRES IN THEIR HEADS
Dealing with Pyramid Co's goons and regulations is just one of the difficulties
Neosanfran's residents struggle against. The greatest of these hindrances a Lost Bay
resident must face in their daily lives is engagement with the Peace Keepers - a universal
force of policing soldiers, armed with cheap plastic guns and unchecked attitudes.

They can’t be blamed, though. At one point or another, the wireheads were good people.
Despite their defensive intent, their insufferable augmentations are the true culprit of
their malice. Their electronic enhancements, once built to assist job effectiveness, have
warped their days on the beat a waking nightmare.

Most electronic brain augmentations (or ‘crown jobs,’ as they are known) don’t take very
well already. With lower funding than most white collar workers, a questionable and
ignorant judgment over what is lawful or not, and their massive amount of personnel, the
Peace Keeper’s resources and augmentations keep declining in quality year after year.

In accordance with the Remmington-Apple Act of 2023, all Peace Keeper Force Agents,
no matter their rank, must undergo some form of physical or mental enhancement as a
means of accountability over their actions and proficiency in dealing with the public at
large. Profuse sweating, anxiety, and vertigo are especially common among the
augmented policing force.

Maintenance of mental health is an abstract concept for such a large conglomerate,


despite being charged with the maintaining of safety and order. Augmentation
malfunctions in usually go unnoticed for years. With these malfunctions and the ever-
present pressure to perform well for their neighborhood, being a Peace Keeper can be a
thankless and torturous endeavor. Most residents of Neosanfran view them as either
martyrs or wild animals, and those perceptions are not inaccurate in the slightest sense.

Regardless of all of this, Peace Keepers have been programmed and trained with
functional violence as their primary tool and tactic when problem solving or controlling
conflicts. If a Peace Keeper uses the CLASH MOVE and ROLLS an 8+, it is considered a
10+ for them. Likewise, failing to successfully PARLEY with Peace Keepers will always
result in physical conflict or detainment.
JACKING INTO THE NET JACK IN: Whenever you jack into the Net,
state your intent and ROLL + TECH. If you
At one point or another, the Net was are jacking into the Net with the use of a
something of a marvel. It was a homely, DECK, ROLL + TECH + 1.
ever-blinking emission in the cold dark of
the Lost Bay. Some folk used to think it [10+] You navigate the Net. Through the
was the antidote to solitude and thick array of network distortion and
lawlessness. interface webbings, your intent is fulfilled.
Choose one of the following effects.
But like all things, it was eaten up and left
behind. It is now an abandoned, digital [You discover the location of something,
wasteland. Its appearance - a red, and can see it.]
geometric grid - has been referred to by [A question of yours is answered, either
some circles as the ‘bloody skeleton’. directly or through subtext.]
Regardless of its ruinous state, this realm [You remotely send a single command to a
of circuits and data still holds value. If you piece of technology outside your true
can navigate its labyrinthine structure, you reach.]
can utilize a near-infinite wellspring of
information. [6-9] You journey through the Net. Your
intent goes unfulfilled, but the journey has
As it stands now, it is a relic. Technology its merits. The GM describes your electric
as a whole has left it behind. Its vision quest. Maybe some spirit of the
geospatial echoes, like a nuclear shadow web inadvertently grants you an
cast upon a suburban home, remain only advantage in some way.
for those in the know or desperate enough
to search out its secrets and power. Folk [2-5] Shit goes absolutely sideways. The
of the underground use it to explore GM describes your bad trip. ROLL GLITCH.
possibilities of retribution or gain, to
communicate with like-minded rebels, and
to uncover intel only whispered about in
the homes of the elite.

The ways of the Net have been lost to


time. Navigating its digitized wilds is akin
to dreaming or hallucinating. Like
dreaming on purpose, it is an almost
impossible task.
GLITCH GLITCH: Whenever technology or magic
malfunctions or fails to cooperate, ROLL
The Lost Bay is a place built on decay. GLITCH.
Layers and layers of abandoned
infrastructure give way to the new year’s [11+] Everything goes wrong in the most
next big thing, leaving once feasible favorable way possible for you, in a
enterprises behind. These forsaken technological sense.
entities each become another discarded
skeleton buried in the underground [8-10] An incomprehensible act of strange
wastes of outdated projects and misfortune occurs, but only effects the
technologies. The city is, quite literally, technology at hand.
built on layers of discarded technology
from former eras of wonder and [5-7] Something supernatural occurs, and
innovation. has a direct and purposeful effect on your
surroundings. You get HURT.
Clashing eras of incompatible tech can
cause friction with each other, igniting into [2-4] The machine does the opposite of
storms of entropic electrical esoterica. A what you want it to. Then, it is
quaint porcelain shell of coffee shops and permanently destroyed. If no machine is
record stores hides a planetary-sized present, the person most directly involved
wasteland beneath even the most densely with the GLITCH becomes permanently
populated tenements. More often than HURT.
not, the city and its gadgets can
malfunction. Add old magic to the mix,
and things just get goddamn weird.
LOCALES OF THE LOST BAY
The Lost Bay includes a number of noteworthy locations that your Characters may be
familiar with.

1. CROCKETT: Hidden beneath a canopy of oceanic outcroppings, shipyard scaffolding,


and abandoned office towers sits the quaint village of Crockett. This nautical hold-out
lacks both magic and technology, and they like it like that. Crockett’s people hide behind
a wall of hulking, beached ships, reserved and isolated. They are famous, however, for the
Polar Bear Bar - a swanky tavern that serves as a hovel of meditation for many erstwhile
Neosanfran workers.

2. OMNI: A collaborative hacker-space by day. Modular tech can be created, crafted, or


purchased here. By night, this blocky black warehouse transforms into a meeting place
for a collective of Neosanfran locals concerned about Pyramid’s grasp on the city. Many
participants have an especially strong interest in reverse-engineering Pyramid tech to
suit their own needs.

3. SUSHI & SWORDS: In this cloistered shack, some of the most well executed sushi on
the west coast is forged. It is so worthwhile, that a culture of both wonder and suspicion
has begun to surround the place. The masters at work here use such a level of precision
as to be somewhat supernatural with their proficiency with a blade. Hanzo has been
running the establishment long before the Lost Bay’s situation went south. He can still
hear the call of frogs that used to grace the surrounding land. Peace Keepers come by
often to harass Hanzo and his loyal customers.

4. TELEGRAPH: This heavily-vegetated avenue is close to what used to be the city’s


university. Thick with foot traffic and intoxicating smells, it houses all manners of
cathartic, hole-in-the-wall shops and restaurants. Zebra Tattoo is found here - one of the
resistance’s hidden headquarters. The Donut King is found here, as well - home to the
best donuts in existence.

5. OAKLAND: Filled with abandoned theaters and train stations, this area is a prime
example of the rich-poor juxtaposition in the city. The gaps in its manicured, soviet-era
architecture are filled with tent cities and homeless communities.

6. MT. TAM: A towering peak overlooking the city. It’s shrouded in a thick veil of mist,
wind, and low-lying vegetation. Many residents of the Lost Bay arrive here to escape the
bustle of the city, visiting ancient gnarled trees and communing with the spirits.
MUIR WOODS: A wet, dense forest filled with a heavy silence. It is laden with a carpet of
soggy moss. Ghostly white moths flutter around monolithic, natural stone columns
which dot the woodland.

7. THE HEADLANDS: An abandoned military encampment located on a sheer cliff face


over the ocean. Dark dealings fill its subterranean tunnels, splattered in graffiti and
littered with old weapons of long-gone wars. Rotted iron cannons mark its boundaries.

8. PYRAMID: The tallest tower, in the center of the city. It’s black glass hides its true
intent. This is the central headquarters for the dark and sinister corporation which lords
over the Lost Bay.
LOCALES OF THE LOST BAY, CONTINUED_
9. THE CRUCIBLE: A massive grid of abandoned warehouses. It once served as a
gathering place for smiths, sculptors, and artisans in preparation for the annual desert
art festival of worldwide fame. Now, this area serves as a home for secretive makers
working in the night for illicit purposes. A massive crucible marks its center, shedding
spark and smoke.

10. CHOIR HOUSE: This rowdy club has been a bastion of safety for the unconventional
since the turn of the 20th century. An ornate temple door marks its entrance. It is iconic,
filled with good people and quality drinks.

11. BENSON SPACE: Run by a gentle and ancient gnome artificer, Benson Space acts as a
charitable nook of freelance construction and rehabilitation for the disabled or
downtrodden. Benson builds, repairs, and maintains wheel chairs, for the most part.
When the sun falls, and the Space’s shutters follow, the Space transforms into a lair of
rebellion and orchestrated resistance. Rumbling music vibrates this community
gathering place while figures in the dark plan their next move against the Peace Keepers.

12. BERKLEY LIBRARY: One of the last havens for scholars and analog data. This
sprawling structure is filled with old secrets.

13. ALBANY BULB: Along the Lost Bay’s coast, a sprawling peninsula of trash and debris
forms Albany Bulb. It has been shaped by the artists and anarchists into a vibrant garden
of community and wilderness. Misshapen, hastily-constructed libraries and cottages dot
its landscape, surrounded by sculptures of metal figures and wooden totems. It is self-
governed, and mostly sovereign, but is often harassed by Pyramid and the Peace
Keepers. Caves and tunnels have been carved into it by its residents, serving as bunkers
to escape the Lost Bay’s antagonistic encroachments. It is a graffiti laden bulwark
against oppression and civilization as a whole.

14. GRANDMOTHER TREE: An ancient tree, hidden deep within the heart of the city. Its
magic is strong, and its location is well-guarded. It is hollow, and filled with bees which
hum into the twilight around it. Its bark glistens with overflowing honey, and croaking
frogs lay at its roots as guardians.
AFTERWORD - A NOTE ON THE CITY
As the Game Master, you are not expected to portray a story steeped in any sort of
significance. Life in the Lost Bay is an aimless and frenetic one, with no fruitful ends. A
thrilling conclusion may come, but don’t be expectant of it, and don't attempt to engineer
it. What you are more likely to be left with is a sour taste in your mouth - one of grief and
confusion. This is Neosanfran, the Characters are residents of it, and they are not heroes.

On that same note, you should aim to achieve an appreciation for this land. Although its
truth has been twisted by this game into something fantastical and somber, the real Bay
Area holds a bountiful and otherworldly history. As part of your ritual of preparation for
running this game, we recommend delving into the area’s truths. Don’t be afraid to dig
deep. Go to your local library and discover the ups and downs of the real Bay Area.
Explore its struggles and past. You and your story will benefit from it.

We suggest researching these areas of information in particular:

[City of Crockett, and its coast.]

[Modern housing crisis of San Francisco.]

[Tech boom of Silicon Valley.]

[BART public transportation system.]

[Culture of the Yelamu tribe.]

[The Gold Rush.]

[Chinese Exclusion Act.]

[Summer of Love.]

[Surrounding national and federal parks, and their local legends.]

[Events surrounding the Albany Bulb.]

[Military use of the Marin Headlands.]

[1992 Los Angeles Riots.]

Don’t hesitate to take these events and shape them into something even deeper in your
story’s history.

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