MIRU: An Analog Adventure Game
MIRU: An Analog Adventure Game Rulebook
Table of Contents
Table of Contents
How to Play
Structure
In this solo analog adventure, you hunt down a god by rolling dice, making choices, surviving dangerous encounters, and drawing out a map.
Materials Needed
- 1x Map (pg.26)
- 1x Character Sheet (pg.27)
- 1x Pen/Pencil
- 3x D6 (6-Sided Dice)
- 2x D20 (20-Sided Dice)
- Scratch Paper (For Notes)
Material Alternatives
There are websites and apps that can simulate rolling dice for you, like rolladie.net. The D20 are to track your health and energy. This could be done on the scratch paper. A bigger map is available to print in the digital PDF edition.
Win Condition
Kill The God.
Starting Point
Pick a tile at the bottom edge of your map & draw a forest on it. This is your start position. The game begins on the next tile you move to.
Character Setup
You can track everything about your character on the character sheet. Begin by writing your name, setting the 2x D20 to the number 10, one for Health (HP) & one for Energy (EP). HP & EP max out at 20. Add 3x Meal Bars into your bag. You can find out more about items on page 30. Your character's base stats are: 10 HP | 10 EP | 1 ATK | 1 DEF
Turn Order
Each tile you visit represents one day. These actions always occur in the same order.
- Begin each day by moving 1 tile in any direction.
- Roll for terrain, roll for events, & survive.
- Eat at least 1x food (up to 3x food items per day).
- Camp for the night. (pg.03)
Note Taking
Count the days that pass. The god events occur on certain days. (pg.05) There is a calendar on your character sheet to make tracking the days easier.
Healing & Money
When the Day Is Done
Once you've explored a tile and have escaped any nasty situations it is time to rest and set up camp by eating then going to bed.
How to Eat
It's best to keep as much food on you as you can. You must eat at least 1x food per day (up to 3x food items).
Starving: If you do not have any food to eat, you starve and lose -2 HP. Every day you do not eat you lose 1 more HP. (Day 2: -3 HP, Day 3: -4 HP, etc.)
Eating from your bag: (Free) Meal Bar: +2 HP & +1 EP Fruit: +1 HP & +2 EP
Tavern in a village: (3 Bits) Heal +10 HP & +4 EP
You can eat from your bag instead of the Tavern when visiting a village.
How to Sleep
Sleeping out in the wilderness isn't the best. But it gets the job done. You'll have a better time sleeping in a village.
Camping in the wild: (Free) Heal +3 HP & +2 EP
Camping in a village: (Free) Heal +4 HP & +3 EP
Hotel in a village: (3 Bits) Heal +10 HP & +6 EP
How to Buy Things
Bitliths, known more commonly as BITS these days, are the only form of payment accepted now. Resources are shared among villagers without a cost, but outsiders must pay. You can buy and sell items at a shop during the first step of visiting any village. (pg.22)
The History of Bitliths
In the early 2030s, some billionaire tried to replace all currencies with a faux gold token that had a code printed on it to represent an algorithm that was the real token. It was too confusing for most people and never saw wide adoption or much actual use. But now that money isn't really a thing, people needed an alternative for outsiders and there were so many made it was an easy resource-free choice to make.
Note! Repeating Events
If you roll the same Ruins or Encounters event twice during play, you can choose to make it a passable terrain tile (where nothing happens), or you can choose to pick another event. Go up an event if you rolled odd, go down if you rolled even. (ex. You rolled 5 after rolling for a Ruins event, but have already done that event (R.5). You can choose to go with R.6 or simply make it a passable tile.)
Exploring the Map
Exploring a Blank Tile
These are the steps in a typical turn. On occasion an event may switch things up.
- Roll 1x D6 to determine the terrain
- Roll 2x D6 to see what you discover (Sum determines result)
- Follow the event's actions, if any
- Eat (if you have food)
- Sleep
- Takes notes on map
Terrain Chart Results
1: MINOR INJURY (pg.09) 2: FOREST (pg.10-11) 3: MOUNTAINS (pg.12-13) 4: GRASSLANDS (pg.14-15) 5: DESERT (pg.16-17) 6: SWAMP (pg.18-19)
Challenge Tip!
Use 3x D6 while rolling for terrain. Consider its surroundings. For every 2 of the same terrain touching the new tile, pre-set 1x D6 with that terrain's number.
Tiles With Icons
Some events will have you mark tiles with icons for future discovery. When landing on a tile with no terrain, you must roll 1x D6 first to determine the terrain.
Treasures: If there's a treasure icon on the tile, play through that treasure's event. (pg.25)
God Event: If a god-related event icon is on the tile and you have not activated the related chapter yet, ignore it and roll 1x D6. If you roll an even number, nothing happens. If you roll an odd number, follow that terrain's Encounters event based on the number you rolled. If you have activated that icon's chapter, follow its event on page 21.
The God: If the god is currently on the tile, you can choose to fight it at anytime. Otherwise, you hide and your turn ends without eating or sleeping.
Been Here Already
Sometimes it is necessary to backtrack through a tile you've already been to.
Villages: You can visit villages multiple times and do the following in this order:
- Shop
- Choose a quest (1 per village)
- Eat (Tavern or Your Bag)
- Sleep (Hotel or Camp)
Waiting Enemy: If you successfully ran away from an enemy before, they wait for your return. You must fight them again. Running away isn't an option this time. (They don't heal while waiting for you).
No Icons: If there are no icons on a tile with terrain, roll 1x D6. If you roll an even number, nothing happens. If you roll an odd number, follow that terrain's Encounters event based on the number you rolled.
How to Mark Your Map
Before you end each day, you should update your map (and your journal) so you don't forget or lose track of the happenings around you.
Feel free to draw however you want. The rulebook provides a few examples for the terrains and icons that make for a great finished map. The example art shows each terrain in a simplified and a minimal style: Forest, Mountains, Grassland, Desert, and Swamp.
Icons
Sometimes you're going to want to mark your map with more information than just the terrain.
- Treasure icon
- Village icon
- Impassable icon (marked with an X)
- Numbers: You may find multiple villages or treasures. Use numbers to tell them apart.
God-Related Events
Count the days of your journey. At the beginning of your day, if it corresponds with a god-related event, go to page 20-21 to see what occurs. You should mark these tiles with icons.
- I. The Sleepers — Day: 03
- II. The Warehouse — Day: 15
- III. The God Itself — Day: 25
- IV. The Radio Tower — Day: 40
- V. The Power Supply — Day: 50
Optional: Write a one sentence summary of each day in a journal. Your notes make for great memories.
Combat
Combat Is Turn Based
During Encounters, you may be attacked by enemies. The enemy always goes first.
ATK - DEF = DAMAGE
When anyone's HP hits 0 or below, they die. If you die the game is over.
Combat Actions
Enemy Turn: Roll 1x D6 to see how much damage they deal your way if any. (pg.08) Apply combat math.
Your Turn: Choose 1 action:
Basic Attack. Pick a weapon that you own & aim it at the enemy. This attack always hits. Bows require arrows.
Tech Skill. Requires an EP cost. TS 1-4 require a Training Roll (TS Roll) (pg.07). TS 5-7 do not require a Training Roll, they always activate and their effect remains active the rest of combat.
Escape. Roll 1x D6. If the result is higher than the enemy's escape number (ESC) you get away. If successful you pay 2 EP & skip the eat and sleep steps. (take -2HP starving damage). The enemy waits for you on that tile until you return. (Enemy doesn't heal). Immediately move to the next tile and start a new day. If your escape is unsuccessful, nothing happens and your turn ends.
Tech Skills
These are abilities you learn along your journey. They require EP to use. Every Tech Skill you obtain earns you 1x D6 to use during a TS Roll (up to 3x D6).
TS 1-4 are abilities that deal damage to an enemy. They require training (TS Roll) to be effective. To train the first time, you must roll a 1 to use the skill successfully. Then you must roll a 2 or less to use successfully a second time, then 3 or less, etc. Once you have 6 successful hits with a Tech Skill, it always hits and you do not need to roll anymore for that Tech Skill. If the TS Roll fails, you have -2 DEF until your next turn.
TS 5-7 are abilities that activate an effect. After you spend the required EP, your turn ends. The effect stays active the rest of combat.
Rewards
If you successfully kill an enemy you may roll to search for nearby rewards. Sometimes they carry useful items, but mostly their previous victim usually isn't too far away. Each enemy has its own list of available rewards. (pg.08)
Weapons & Tech Skills
The World Is Dangerous
Weapons are the only way you will survive on this adventure. You have to fight.
Solar Powered Taser — Very high voltage, but only works 1 time a day. +9 ATK
Melee Weapons
- Hunting Knife — Small but deadly. +4 ATK
- Laser Sword — One bot's trash is another man's treasure. +8 ATK
Range Weapons
- Small Bow — A small bow made from wood. +3 ATK
- Strong Bow — A large bow made from scrap bot metal. +6 ATK
- Range Weapons Require: Arrows — +0 ATK
With Training You Can Do Anything
Sometimes basic attacks will not be enough to survive. You may have to approach combat creatively.
Training Required
TS-1: Dodge & Strike (2 EP) +2 ATK Move to the side and swipe the enemy with any weapon.
TS-2: Roll & Wire Slice (3 EP) +4 ATK Only effects robots Roll under the bot and slice its wires with a melee weapon.
TS-3: Jump & Attack (4 EP) +6 ATK Jump at the enemy and attack with any weapon.
TS-4: EMP Grenade (1 EP) Only effects robots Requires: Solar Powered Taser Toss your taser close enough to a bot. Enemy is stunned for X turns, where X is your TS Roll divided by 2 and rounded up.
No Training Required
TS-5: Sprint Tech (2 EP) Makes running away easier. Lowers enemy escape number by 2.
TS-6: Electric Bolts (2 EP) +2 ATK per arrow Requires: Strong Bow & Solar Powered Taser Charge your arrow tips with enough static electricity to shock the enemy.
TS-7: Flaming Arrows (2 EP) +3 ATK per arrow Requires: Strong Bow & Solar Powered Taser Catch your arrow tips on fire.
Enemies
Each enemy lists its Stats (HP, DEF, ESC) and its Attack by the roll of 1x D6, and its Rewards by the same roll.
Helper F-2
A non-violent bot, built to aid humans with their labor.
- Stats: HP 0 | DEF 1 | ESC 2
- Attack: 1-2: 0 | 3-4: 1 | 5-6: 2
- Rewards: 1-2: Nothing | 3-4: 3x Meal Bars | 5-6: 1x Spare Parts
Buster T-5
A violent anti-terrorist bot armed with a laser cannon.
- Stats: HP 10 | DEF 2 | ESC 3
- Attack: 1-2: 0 | 3-4: 3 | 5-6: 5
- Rewards: 1-2: 4 BITS | 3-4: 3x Meal Bars | 5-6: 1x Spare Parts
Buster T-7
A violent frontline terrorist deterrent, built to protect sleepers.
- Stats: HP 15 | DEF 3 | ESC 5
- Attack: 1-2: 3 | 3-4: 5 | 5-6: 8
- Rewards: 1-2: 1x Laser Arm | 3-4: 3x Meal Bars | 5-6: 2x Spare Parts
Seeker K-9
The last model of police units built by the state to protect property.
- Stats: HP 10 | DEF 1 | ESC 4
- Attack: 1-2: 0 | 3-4: 3 | 5-6: 5
- Rewards: 1-2: 4 Bits | 3-4: 2x Meal Bars | 5-6: 1x Spare Parts
Mountain Lion
A very big and unfriendly cat.
- Stats: HP 12 | DEF 1 | ESC 4
- Attack: 1-2: 3 | 3-4: 6 | 5-6: 8
- Rewards: 1-2: Nothing | 3-4: 3x Meal Bars | 5-6: 4 BITS
Grolar Bear
This hybrid Polar & Grizzly bear species is not happy about your presence.
- Stats: HP 15 | DEF 2 | ESC 4
- Attack: 1-2: 0 | 3-4: 6 | 5-6: 9
- Rewards: 1-2: Nothing | 3-4: 3x Meal Bars | 5-6: 8 BITS
Wild Dogs
They're always in packs now, always hungry, always desperate.
- Stats: HP 8 | DEF 1 | ESC 4
- Attack: 1-2: 0 | 3-4: 3 | 5-6: 5
- Rewards: 1-2: Nothing | 3-4: Nothing | 5-6: 5 BITS
Alligator
This prehistoric monster can snap you in half at record speeds.
- Stats: HP 10 | DEF 2 | ESC 4
- Attack: 1-2: 0 | 3-4: 0 | 5-6: 10
- Rewards: 1-2: Nothing | 3-4: 3x Meal Bars | 5-6: 8 BITS
Directions
The Hex Compass
During the game you may be given directions. The compass below will help explain where those directions will lead you. The compass is laid out as a hexagon with the points N, NE, E, SE, S, SW, W, and NW.
Directions & Priority
When placing an icon, use the priority numbers to determine where it can go based on the map. (You can't place icons off the edge of the map.) Always move clockwise starting with the direction given from tile zero.
The priority chart places tile 0 at the center, with the eight surrounding tiles in the first ring numbered 1 through 6 in clockwise order:
- 1 is North East of tile 0
- 2 is East of tile 0
- 3 is South East of tile 0
- 4 is South West of tile 0
- 5 is West of tile 0
- 6 is North West of tile 0
The outer ring of the chart continues the numbering with 7 through 18 (7 North, 8 North East, 9 East, 10 East, 11 South East, 12 South, 13 South, 14 South West, 15 West, 16 West, 17 North West, 18 North).
Example Directions
Let's say you find a treasure map and it tells you that the treasure is about 2 Tiles North in the Forest. To place the treasure icon, you first find 2 tiles north. You can't move directly north, so you find 2 tiles North East. That is tile 0. If this tile is blank, congrats, it is now a Forest with a treasure icon. If the tile is a Forest without any other icons, then place the treasure icon there. (Remember to note which number this treasure will be!)
If that tile is something else, say a Village or a Mountain, then you would place the treasure icon based on the priority chart on this page, beginning on tile 1 and working your way clockwise around tile 0 until you find a tile that works for your map. In this example case, you are looking for a Forest or a blank tile.
The same directions work if you're on the edge of the map. In this example, if you can't point to a tile North East, your next available North option is North West, so you would point that way.
If both North options are not possible, continue working clockwise until an option next to your direction does work. If you're in the top right corner of the map, your next option would be West, because it's the next most available North option.
Terrain Events
Minor Injury
Terrain Roll: 1
You suffer from a minor injury while looking around. You sprained your ankle or felt ill with a fever. Whatever it was, it hurt enough for you to take -2 HP.
You can't explore the tile and you immediately skip to the eat step for the day. You start the next day on this same tile and try exploring again.
Forest
Terrain Roll: 2
These Trees Are Old
Everything was abandoned in the 2050s. The parking lots, suburbs, highways, and malls of the past have been overtaken by thick vegetation. Time has erased most of the old world. Small paths remain where bots travel from village to village. The woods are so dense in places the sun is barely visible above. As you walk past the trees you get a strange sense that you're being watched . . . by everything.
Events: (Roll 2x D6)
- 2: Nothing — The forest is full of dangerous terrors, but nothing bothers you this time. You explore without finding trouble and find 3x Fruit.
- 3-5: Village (pg.22)
- 6-8: Ruins (Roll 1x D6)
- 9-11: Encounters (Roll 1x D6)
- 12: Impassable — The forest is too dense to get through. Better find another way around. (Mark the map, move to another tile and start your day over).
Ruins
R.1 Tower of Sleepers — You stumble upon a skyscraper in the middle of the woods. Inside are floors filled with hundreds of dried up human remains in metal pods. You wonder what happened here. You take 1x Sleeper's Leather Jacket (+1 DEF) from a closet and you find 2 BITS behind a service counter.
R.2 An Abandoned Factory — It looks like an explosion occurred here. Inside are rows of unfinished Helper F-2s. In the back office you find the remains of 2 humans holding rusty guns. Their blood still stains the walls. As you leave, you put 2x Spare Parts in your bag.
R.3 An Old Gas Station — Rusty cars covered in vines sit in front of a gas station. Inside you find a bag of 80-year-old chips. Unsurprisingly, they're stale. There's still a hot dog out on display. You find 2 BITS behind the register.
R.4 Remains of a Brutalist Church — This concrete structure isn't going anywhere. The stained glass windows have all been shattered. Nature has crawled inside, covering the pews and walls with vines and greenery. You notice a donation bowl holding 4 BITS. You can choose to take them or not.
R.5 An Old Grocery Store — All the front windows are busted out of this chain grocery store. The entire meat department has exploded in vegetative growth. The shelves are empty except for a few bird nests. You find 1x Meal Bar in a car that had crashed into the building.
R.6 The Remains of a God — Covered in rust, a giant humanoid machine lays between the trees. Its face has four eyes. It looks as if it had sat beneath the trees for a nap and didn't wake up. You touch it to see if it'll move, but the only thing that happens is its toe falls off. You take 3x Spare Parts from it and keep moving. How can something as small as you ever stand a chance at taking on something as big as a god?
Encounters
E.1 The Path Most Traveled — As you make your way through a thinner patch of the woods you notice a path form in front of you. This must be how bots travel between villages. Before you consider stepping off the path to avoid trouble, a Buster T-7 crawls out from behind a tree. Its arm unfolds from its body and sparks into a bright blue beam.
E.2 I'm Walking Here — As you push your way through the brush you disturb a bird nest. As they fly away, your eyes follow them. The sun peaks through the tree tops. You take a few steps forward and walk into a Buster T-5. It whips around and hits you. This Buster T-5 has an ATTACK 1-2: 2.
E.3 The Disciples of Alora — As you trek your way through the woods, trying to stay off bot-made paths, you find a clearing. There are 4 men in dark robes holding candles, praying to a statue of a woman with four eyes. They turn around to see you, ready to fight. You assure them you are just passing through and didn't see anything. One of them asks if you believe in the one true god, Alora?
- Yes? (pg.23)
- No? (pg.24)
E.4 Caught in the Act — Walking through the forest, you notice you've stepped onto a path bots take from village to village. You see a Helper F-2 planting seeds in a clearing. It hears your steps, pauses what it's doing and looks up at you.
- Attack it? (pg.23)
- Leave it alone? (pg.24)
E.5 You're Going to Die — The treetops block out most of the sun. You get the feeling that you're being watched. You're anxious and ready for a Mountain Lion to attack you, when you hear someone say "Yo!!" They swing down from a tree branch not far from you. They are wrapped from head to toe in a black cloth. "What are you doing out here??" they ask. You tell them your story. They shake their head in disappointment. "You're going to die." There's a weird pause before they continue: "But we're after the same thing. If you happen to find the Radio Tower before me, this is part of the code used to access the controls. Good luck." And they vanish back up into the trees. R1,C1:3 | R2,C4:5 | R2,C6:3
E.6 King of the Jungle — As you're walking through a dense part of the woods, you hear a low growl come from your right. Suddenly a Mountain Lion launches at you [Transcription note: the printed E.6 text ends mid-sentence at "launches at you" — the illustration fills the rest of that column and no continuation is printed in the source. The remainder is not reproduced here.]
Mountain
Terrain Roll: 3
The Hills Are Steep
Everything feels uphill. It's clear that in the past people did not really live here. The roads of yesterday curve with the hills. Nature was unkind to this landscape, as signs of landslides and falling rocks have made many parts impassable and unstable for much green growth.
Events: (Roll 2x D6)
- 2-3: Impassable — These hills are too steep and rocky to cross, best to find another way around. (Mark the map and move to another tile)
- 4-5: Village (pg.22)
- 6-9: Ruins (Roll 1x D6)
- 10-12: Encounters (Roll 1x D6)
Ruins
R.1 Old Farm Building — As you make your way up a steep hill, you find the remains of an old barn. All that's left is its concrete base and its wood columns. A rooster chases you away to protect a small flock of chickens that you imagine have been here the whole time. You find 4x Fruit from a tree down the road.
R.2 The Ski Resort — You make it to the top of a mountain to find an old ski resort. Inside it you find 3x Meal Bars & 1x Climbing Gloves. You camp here for the night. For some reason, in the morning, the lift outside turns on. You can ride down it if you like. It will take you about 2 tiles North.
R.3 The Coal Mine — You follow a dirt path up a mountain and discover the remains of an old coal mine. You venture in just for a peek and find a caged elevator. Trapped inside it are 5 skeletons still wearing their uniforms. One of the guys is still holding onto the bars of the elevator. You find 2 BITS in his pocket. As you pull them out, you hear a sharp snapping noise and quickly yank your hand back just in time before the elevator falls down the shaft. You run out of the mine before you cause any more trouble.
R.4 An Alora Obelisk — As you make your way up an old mountain trail, you find an area marked as a resting stop. There are concrete tables and a rusty metal trashcan. Next to that is a tall black rock obelisk with a glowing circle in the middle of it. The closer you get to it, the fuzzier your thoughts get. You take a step forward and put your hand on it. Immediately, the stress of your journey leaves you and you are overwhelmed with peace and happiness. A woman's voice whispers in your mind "I'm sorry for your pain. Please know I'm watching out for you." After an hour of this wild acid trip you take a step back and keep walking up the trail feeling refreshed and confident. Your HP & EP recover fully to 20. If you visit this place again the obelisk does nothing and you do not heal.
R.5 Remains of a Brutalist Church — Built into the hillside is a concrete church. The wooden doors have rotted away. Inside are 100+ skeletons sitting in the pews. The stage upfront holds a massive statue of a woman with four eyes & arms. In front of her is a collection plate with 10 BITS in it.
- Take the Bitliths? (pg.23)
- Leave them in the bowl? (pg.24)
R.6 Family of Goats — The mountain is too steep to climb and this tile is impassable. As you rest for the day, you watch a family of goats effortlessly walk up the nearly flat mountain side. You find 2x Fruit. You camp here for the night. Start the next day on the previous tile and move from there.
Encounters
E.1 Rocky Mountain Nightmare — The mountains leave you no choice but to travel among the paths made by the bots that go from village to village. This time you were not lucky, just as you were about to settle in for the night, a Buster T-7 finds you and it is not happy.
E.2 The Phoenix — As you walk among the base of a steep hillside, you notice above you, a pack of Buster T-5s climbing the side of the hill. One falls and nearly crashes into you. It manages to survive the fall. It starts sparking from its side and begins to aim its laser for you. You fight a Buster T-5 with 6 HP.
E.3 Thank You for Your Donation — You come upon a small altar at the base of mountain side. A small concrete statue of a woman with four eyes holds a bowl. In the bowl are 3x Fruits & 5 BITS. Before you can even think to take them 3 hooded men come walking towards you. "A loyal patron, fellas. Are ye a believer?" You say, "Of course." They say "Ah, well may Alora watch over ya." As you turn to leave, your face meets the fist of another hooded man. You black out. You wake up at the north edge of the tile with -5 BITS (if you had any) & -3 HP. You camp here. You must go North on your next turn. If you visit this tile again, there are no men and the bowl holds 4x Fruit & 10 BITS.
E.4 Runners High — As you're walking uphill through the mountains, you see a sign that has a cryptic barcode language on it. You can't read it so you keep walking, only to see another sign. You continue forward a few steps, when a giant rock falls in front of you. A small robot wearing a cloak and with a cane cackles at your predicament. He tries to talk to you, but it just sounds like glitchy white noise. He hands you 2x Meal Bars & 1x Light Shoes. He motions for you to put the shoes on. You do and he starts cackling again, steps to the side of the rock and hits it with his cane. It starts rolling towards you. You act fast and start running. After realizing you can't outrun it, you dart to the side and it charges past you. You look back at the robot, but he's gone. You camp at the edge of the tile tonight and mark it as impassable on your map for next time.
E.5 You Meet a God Hunter — You make your way through a rocky canyon, when an arrow flies right past your nose. You immediately jump, ready for a fight. A person completely wrapped in black cloth comes out from behind a nearby rock holding a bow. "Sorry just trying to grab your attention, didn't want to make too much noise. I've been following you for a few kilometers now. You are going to die trying, but I thought you should know there is a Radio Tower about 3 tiles South of here. There's some kind of code we need to turn it off. Good luck."
E.6 Nature Hunts You — You sit on the edge of a rocky hill to take a break from walking for the day. You think about how much your brother would have loved seeing the world outside of your small village. Just as you start tearing up, you hear something large behind you breathe heavy. You turn around to see a very upset Grolar Bear has trapped you between it and a very long fall. Only way out is through it.
Grassland
Terrain Roll: 4
The Fields Are Lively
Wild flowers and grasses cover the landscape. Butterflies and bees hop from flower to flower. The wind is soft and the deer are unshaken by your presence. There are small signs that a town was here a century ago, but nature has almost erased it all off the map.
Events: (Roll 2x D6)
- 2-3: Nothing — Nothing of danger here. Just butterflies and tall grass. Pass in peace.
- 4-5: Village (pg.22)
- 6-9: Ruins (Roll 1x D6)
- 10-12: Encounters (Roll 1x D6)
Ruins
R.1 The Apartment Building — You come upon a small two-story brick building. Most of the doors are locked, except for room number B4. You walk into an apartment that hasn't been touched for 50+ years. You find the remote for a retro flat screen tv and turn it on. It just shows static for a minute and then turns off. You check the kitchen to find 2x Meal Bars and you find 5 BITS in a bedroom dresser. In the middle of the night, a large group of bots pass by. A Seeker K-9 looks in your apartment's windows but doesn't notice you. You lose sleep over this and don't heal any HP or EP this night.
R.2 The Nuclear Bunker — In the middle of a field you come upon a small concrete block with a steel door. The door opens when you push on it and you enter. As you go down the stairs you hear a motor start to turn and small lights flicker on. Inside are shelves full of canned foods and survival gear, untouched and clearly not useful to whoever made this space. You find 1x Survival Book & 5x Meal Bars.
R.3 The Old High School — You come across a large brick building. Inside, the walls are covered in moldy posters with motivational sayings. A poster in the office says "Join the Army!" but someone put a sticker on top of it that says "In Alora We Trust." You continue walking around the empty dark halls. Although you don't find anything useful in the teacher's lounge, you do find 1x Hacked Minor Shield in a lab closet.
R.4 Burned-Down Wooden Church — Just before you call it quits for the day, you find the remains of a burned-down church. Where the podium would have been is a small concrete bowl with 4 BITS. You can choose to take them if you want. As you head back out you notice a light reflecting from the ground. You move the dirt away and find 1x Golden Cross.
R.5 Rusty Train Cart to Nowhere — As you walk along the grass you notice a set of train tracks begin to emerge. You follow the tracks until they meet a lonely rusty train cart. Inside it are clear signs someone camped here recently but hasn't returned in awhile. You find 1x Meal Bar & 1x Improved Camping Gear.
R.6 Wild Mushroom Trip — After walking all morning, you rest under a giant tree. As you sit there and think about how you're going to kill this god, you notice a ring of mushrooms around you. They look just like the mushrooms your brother would eat before a party. You pick a few, brush the dirt off, and chow down. You spend the next 6 hours petting the grass, watching the trees and clouds dance together, and vibing with the butterflies that touch your soul. The next blank tile you visit triggers the next god event no matter the day.
Encounters
E.1 The Whites of Their Eyes — You continue to push forward on your journey, trying to enjoy the environment, when you hear something fast approaching you. Before you get the chance to react, you're shot at by a Buster T-5.
E.2 You Are the Stick — As you walk down what used to be the main street of a small town, you notice a vending machine with lights on. You rush over and start pressing buttons, but nothing happens. You violently shake the machine until a bag of stale chips pops out. As you begrudgingly go for a second chip, you spot a Seeker K-9 charging towards you.
E.3 The Park of Prayer — As you leave what used to be a town square for a small town, you notice a fenced-in area overflowing with trees and greenery. You walk through the gate entrance and find a little maze someone has carved through the dense foliage. You make it to the center where there's a small concrete statue of a woman with four eyes and arms. She's holding a bowl with 5 BITS and candles are lit around her. Before you consider taking the Bitliths a deep voice behind you asks "Do you believe Alora is with you?"
- Yes? (pg.23)
- No? (pg.24)
E.4 The Armory — You step over a bent chainlink fence and walk past a tank, on your way towards a brick building with a giant hole in its side. You walk through the hole to find a warzone of bones and robot parts everywhere. Blood still stains the walls. You find a bag that has 2 BITS, 1x Meal Bar, & 1x Survival Book along with a note that says "We have to stick together, if you find the Power Supply, use an EMP on it. He can't charge without it." You jump when you hear a Seeker K-9 bark at you from the only exit.
E.5 The Electrician — As you walk through an old suburb, a person wrapped in all black runs out of a house to greet you, another traveling human being. You swap stories of life out here, as you sit on a rusty swing set in someone's backyard. They tell you they found the god's wireless Power Supply about 1 Tile North in the Forest, but they don't have a way to shut it off. If you could somehow use an EMP on it, that would work. After you wake up from camping, they're gone and they left you 1x Meal Bar & 2 BITS.
E.6 The Dinner Bell Rings — The little bell on the door chimes as you walk into an old pharmacy. You search up and down the aisles, looking for anything useful, but only find empty shelves. You give up on finding anything here and go back outside where a pack of Wild Dogs attacks you.
Desert
Terrain Roll: 5
Life Doesn't Exist Here
The pavements of the past have destroyed this area, which, without the tree cover, suffers from too much sun exposure. The ground has all dried up and little vegetation survives. This is not a fun place to be.
Events: (Roll 2x D6)
- 2-4: Impassable — There is no cover from the sun. Walking through this arid rocky landscape is too dangerous for you. Best to find another way around.
- 5-8: Ruins (Roll 1x D6)
- 9-12: Encounters (Roll 1x D6)
Ruins
R.1 The Distillery — The first trees you've seen in a while surround a brutalist concrete building suitable for a villain. You check it out and inside you find the remains of the Cyber Spirits Co. distillery and restaurant. A self sustaining tropical forest survives throughout the interior of this cave-like building. You crack open a barrel of whiskey that has 4/20/69 written on it in white ink. But there's no liquid inside. You find 5 BITS behind a register and spend the night here.
R.2 The Tankman — You slowly walk past the remains of a warzone. Pieces of rusty jeeps, tanks, and robot parts litter the area. You find a tank with its cannon arm bent but otherwise intact. You open up the hood and hop in. Inside is a skeleton wearing a uniform and quite a few spiders. You find a folded photograph in the soldier's jacket of a woman and a child. On the back is handwriting that reads "I won't bow to a robot god". You take 1x Military Helmet from the tank and hop out.
R.3 An Alora Obelisk — You make your way through a dry rocky trail where a small river used to be. After a few hours of hiking you begin to feel compelled to move east. You follow the feeling and come up to a glowing obelisk surrounded by trees. You place your hand on the black rock and are overwhelmed with happiness and peace. Your HP & EP heal fully to 20. A woman's voice echoes in your mind "I am always with you." After 5 or so hours of standing there with your hand on the obelisk you take a step back. It stops glowing and you camp near it that night. You dream about a woman with four eyes as she holds the head of her creator and talks to him. Strange.
R.4 Your Good Fortune — You find yourself working up a rocky cliffside towards a castle. When you finally make it to the entrance you notice it used to be a church. Out front is a concrete statue of a woman with four eyes and arms holding a book with LXXII carved on it. You go inside the castle and embrace the cool air. There isn't much here. It seems even the furniture was taken out. You do find a Set of Alora Cards under a bed upstairs. They look cool but you're not sure how to use them. You camp in the church tonight.
R.5 The Theater — In a town where most of the buildings have crumbled, the only one standing is an old movie theater. You try some century-old popcorn and it's not bad. You sit and watch a dystopian cyberpunk movie, but half way through the power goes out. You investigate to find that the solar powered banks can't hold a charge anymore. You find 2 BITS behind the register.
R.6 A Federal Building — You come across a massive building with columns and a marble exterior. It has a giant hole in its roof. You step inside to find that most everything here has been burned down or buried with the roof. Old paintings of men line what little remains of the walls that are still intact. You find 1x Small Bow, 3x Arrows, & 3 BITS in the rubble.
Encounters
E.1 Work on Your Cardio — While exploring someone's old suburban backyard, you hear a Buster T-5 walking down the street. You start to sneak back around the house but knock over a bunch of rusty metal trash cans. You hop over a fence and bolt down the street but it is much faster than you. You fight a Buster T-5 with 12 HP & an Attack 5-6: 10.
E.2 Keep the Seeker K-9 Quiet — You're digging around in a building that used to house federal employees and find 4 BITS in a desk. You hear a loud crash outside the office window. You peek out to see a parade with hundreds of bots moving through the street. You hold your breath as they pass by hoping not to get noticed. Thankfully they all go by without seeing you. You sigh in relief, stand up and turn around to see a Seeker K-9 looking up at you.
E.3 Never Let Your Guard Down — After spending all day in the sun you find a rusty car in the shade to sit in and cool off. Just as you get comfortable you hear a low growl in the backseat. You turn around to see a Mountain Lion.
E.4 The Hills Have Crazy — As you walk along a dry riverbed, a small rock falls from above. You look up but the sun is too blinding to see anything. You rub your eyes to get your vision back and when you open them, a woman with one tooth hits you with a frying pan. You wake up tied to a chair and in a cave. Two men start circling you as they lick their lips. One says "hungry". Suddenly, there's a loud scream from outside and they go investigate. You fall over in your chair (take -2 HP) and manage to grab 1x Hunting Knife they had nearby. You cut yourself free, grab all your stuff and start to head out when you see a bag of 20 BITS. Do you take them?
- Yes? (pg.23)
- No? (pg.24)
E.5 The Oasis — You walk through the alleys of an old town. You stop in front of a villa where a water fountain still flows. You find a cat watching the fish swim around. You sneak over and it lets you pet it. After playing with it for a few minutes it darts off suddenly. You wonder what scared it off until you turn around to see a Seeker K-9 ready to bite you. After the fight you explore the villa and find Journal I on the kitchen table. It has a cryptic code written on the back page: R4,C2:1 | R4,C3:3 | R3,C6:1
E.6 The Tradesman — You walk out of an old bank after finding 10 BITS, when a Seeker K-9 spots you and darts towards you. It jumps at you, but an arrow strikes it right in the head and it falls limp next to you. You look around and see someone in a cloak across the street with a bow. You yell, "Thanks!" and they yell back, "Shut up, more will come, you idiot!" You start to walk over to them, but they stop you and say they're in a hurry. "There's a village about 1 Tile East of here." Then they walk away. Roll for a reward on the Seeker K-9.
Swamp
Terrain Roll: 6
There's Too Many Bugs
The swamp lands are wet and muggy. The willow trees sway in the soft winds as crickets and frogs call for mates. It's absolutely miserable here. Best to leave as soon as you can.
Events: (Roll 2x D6)
- 2-4: Impassable — The water is too high. Alligators own this land, best to find another way around.
- 5-8: Ruins (Roll 1x D6)
- 9-12: Encounters (Roll 1x D6)
Ruins
R.1 The Eternal Flame — You spend the day sloshing around in swamp water. You spot a tower of fire just over the tree line. You investigate to find a pipe that spits out a never ending flame. You stare at it late into the night wondering if you'll be on this journey as long as this flame has been lit. You camp here for the night and the next morning the flame has gone out.
R.2 The Longest Bridge — You walk on a bridge that goes on for kilometers. You pass thousands of cars rusting away and the few you check have nothing worth taking in them. You peer over the sides of the bridge to see alligators swimming around. The humidity wears you out. After a day of walking you are completely soaked in sweat. When you reach the end of the bridge you call it a day and set up camp.
R.3 The Obelisk in Darkness — You feel an odd pull to head east. You walk until you find a black rock obelisk underneath a willow tree. The barcode-like glyphs on it glow a deep red. The closer you get the fuzzier your mind becomes, but you can't stop yourself from touching it. Suddenly the world is completely silent. You feel overwhelmingly euphoric and in peace. You heal fully with your HP & EP now at 20.
R.4 The Swamp Church — Your shoes are filled with water as you make your way through a thick fog. You come across the flooded remains of a rotting church. Inside you find a bowl with 3 BITS. Do you take them?
- Yes? (pg.23)
- No? (pg.24)
R.5 The Underwater Graveyard — You cross a still body of water that has swallowed a graveyard. You can still see the tops of crypts and headstones. There are alligators swimming all over the place. You hurry across the bridge and keep moving.
R.6 Y2K2 — You find a brick house that is still intact. Inside, you find photos of two women and a newspaper with the headline: "Scientist finds we are 22 years off, suggests we roll back the clocks to 1999." Next to it is a scrapbook that documents the chaos that occurred after the date changed. There's 10 pages dedicated to headlines that say "Many fear the time change will encourage terrorists to repeat tragic events like 9/11." The last page has a smeared newspaper clipping of an obituary for one of the women who lived here. You find 4 BITS & 1x Sleeper's Leather Jacket in the bedroom.
Encounters
E.1 Waiting for Service — You sit under a gazebo that used to be a tourist attraction for a french restaurant. You were taught that past humans had other people serve them in exchange for survival. As you get lost in thought, a chair goes flying by your head. You turn to see a Buster T-7 angry you've left your territory.
E.2 Lady in the Mist — You find a little canoe and use it to move around without getting your socks so wet. As you're rowing along through the mist, you pass a tree house where an old woman is sweeping her porch. She points to her mouth indicating she wants food. Do you give her any?
- Yes? (pg.23)
- No? (pg.24)
E.3 The Arsonist — As you're walking along an old road beneath the willow trees, a creepy long-bearded man jumps out in front of you. You can't understand a word he is saying. Suddenly, he's shot by a Buster T-5. You turn around and fight it. After the fight you check on the old guy, but he's not doing too hot. He reaches in his satchel and hands you a blood covered Journal II. He manages to gasp out "Torch those motherfuckers", before he dies in your arms. You keep his 1x Small Bow & 6x Arrows. You notice a cryptic note written on the back page of the journal: R6,C1:4 | R5,C3:5 | R6,C6:5
E.4 The Last Elder — As you're walking along a muddy path, a guy wearing a tie and riding a bicycle approaches you. "Howdy partner, have you heard about our lord and savior Jesus Christ?" You ask him if that's the name of the god you're trying to kill. He looks at you confused, and says "Look, I know what I believe may not be real. But there's absolutely no way you're going to kill that giant machine that's walking around. You're nuts, buddy!" He hops back on his bike and pedals off.
E.5 Actions Have Consequences — As you walk through the remains of a city, you find an old washateria. Inside, is one singular dryer tumbling some shoes. You hear someone talking and hide behind the front counter. Soon after, a group of people walk in from behind the machines. "Thanks for helping me get the solar battery working, it's been broken for months," some kid says. You hear someone gasp for air. An old guy says "Thanks for showing us a good hideout spot, bud." You hear someone fall to the ground. "Come on guys, let's go find some food to celebrate our new spot." The gang of men leave. When it's safe, you run out and check on the kid. It's some teenager holding onto a stab wound near his stomach as it gushes out blood. He looks scared and very pale. He looks at you and says "I- I thought they were going to help me. I'm scared." You look at him as the life leaves his eyes. You hold his body as you sit there, deep in thought, until the dryer stops and the room goes silent. Do you do anything about this?
- Yes? (pg.23)
- No? (pg.24)
E.6 You're Too Late — You're sitting in someone's old home, resting on their rotting living room couch, throwing a baseball you found in one of the rooms. You hear someone yelling in the backyard and run out, but it's way too late. Some poor guy is getting torn apart by a swarm of alligators. You throw the baseball in the middle of the swarm, maybe to give what's left of the guy a chance, but all it does is make one Alligator really angry and it comes running so fast at you, you don't have any time to react. You fight an Alligator.
God Events
I. Day 3: The Sleepers
The next tile you visit must be blank. It becomes a Forest terrain.
As you're walking through the woods, you find a glass skyscraper. It towers over the trees by a hundred feet. Inside, you walk past the security desk and up a few flights of stairs to floor 5 where you hear a low hum. You take 1x Sleeper's Leather Jacket from a clothes rack near the door. On this floor are aisles of metal pods with dried up humans in them. They light up as you pass by. The Solar Battery must still work. Why are these people here? You touch the glass top of an empty pod and it opens up. The inside flashes white lights like it's turning on or something. Suddenly, a woman's voice crackles through the ceiling speakers. You look up. "Hello traveler. You've come a long way from home. Will you be staying with us?" You feel a sharp sting on the hand you had resting on the pod. "Ahh what the fu-". You feel your brain become fuzzy and you're no longer in the same place.
You're in an empty room overwhelmed with blue light. A woman's voice over a speaker says "It's been awhile since I've... seen anyone new." "You seem angry." "Oh, your brother." "He didn't deserve-" you wake up with bright red lights flashing in your face. You've fallen halfway into the pod. You yank out a wire that's stuck in your hand and you take a step back. What the fuck was that? Was that the God?
You grab your stuff and start heading out. The ceiling lights start to flicker on and off. The woman over the speaker continues as you make your way out of the building. "You can't kill me." You head down the stairs. "I'm not the enemy you think I am." As you pass the security desk you notice 1x Solar Powered Taser and take it. "Please don't do anything foolish." You leave the building. You have a wild dream that night about your brother. After getting thrown by the bot, he stands up and has four eyes when he looks at you.
II. Day 15: The Warehouse
The next blank tile you visit triggers this event. It becomes a Forest terrain.
You come across a muddy pathway near the edge of a river. You cautiously walk along it until you hear something heading in your direction. You dive behind a tree and wait. It's a Helper F-2 carrying a load of fruit. You notice it walks with a limp and its front lens is cracked, right where the Helper F-2 ran into your brother. You decide to follow it, leading you to a massive warehouse buzzing with robot activity. You spot an unguarded back door & sneak in.
You find a ladder on the back wall leading up to the rafters. From up top you watch their whole operation. Bots come in with food and goods. They sort them, load up little trailers, and send bots back out. You spot the limping bot unloading its fruit. It then walks over to a docking station and lays on a battery pad to charge. An industrial wire connects the charger to the ceiling right over you. Without hesitation, you reach up with your taser and blast the wires. The lights in the building flash off and on. You watch the charging pad flash bright orange and the bot on top melts from the extreme heat.
The power goes completely out and in the dark below you see two Buster T-7s light up their laser arms.
You sneak down from the rafters and out the back entrance. You spend the rest of the day getting as far away from the warehouse as you can.
III. Day 25: God Itself
You wake up to the ground shaking. You quickly grab your stuff while trying to keep your balance. You try to climb a nearby tree to see what's causing this chaos. At the top, you look around and see a massive robot with four eyes walking around. It looks old and taller than the tree you climbed. It's wearing some kind of torn up cloth over its body and its three fingered hands look sharp and deadly. It's walking around like it's looking for something. You're not ready for this. Is this the god?
You hop down from the tree and hide the rest of the day. You don't eat or sleep tonight. When the sun rises again, you can hear the faint sounds of it walking around, but they sound like they're getting further away.
From here onwards, you must track The God's location. At the beginning of your day roll 1x D6 and move The God in that direction based on the priority map. (pg.09)
IV. Day 40: Radio Tower
You may already have the Radio Tower on your map, if that's the case, whenever you visit that tile, this event occurs.
This event occurs on the next blank or no icon tile you visit. Roll for terrain if blank.
You discover a radio tower. There are cryptic barcode-like symbols painted on signs in front of it. You're able to climb up without any trouble. But when you get to the top, a loud piercing noise makes it hard to stay up there for long.
You see a panel in front of you that will turn the tower off. But you must solve the keypad puzzle within 100 seconds before you suffer severe hearing damage. Fill every row, column and 6-cell box with the numbers 1-6 without repeating a number. If you can't complete it within that time frame, you exit the tower, camp out, and wait until morning before you try again.
| 4 | |||||
|---|---|---|---|---|---|
| 6 | 1 | ||||
| 2 | 4 | 5 | |||
| 2 | 6 | ||||
Puzzle grid: rows run top to bottom, columns left to right. Boxes are 2 rows by 3 columns.
If you are successful in turning the tower off, The God has -10 HP and enemies you run away from no longer wait for your return.
V. Day 50: Power Supply
You may already have the Power Supply on your map, if that's the case, whenever you visit that tile, this event occurs.
This event occurs on the next blank or no icon tile you visit. Roll for terrain if blank.
You discover a giant metal ring in the dirt. The hair on your body rises when you walk over it. After inspecting it a bit, you realize it's some kind of wireless power supply.
If you do not have the ability to use an EMP Grenade, return after you do. If you have the ability to use an EMP Grenade, spend 2 EP to toss your taser into the middle of the metal ring. It gets extremely silent for a moment, until you hear a loud metallic scream off in the distance. The God has -20 HP now & all other robot enemies have -3 HP.
There are no more days to count. Confront The God whenever you feel you are ready.
The God
| Stats | Attack | Reward |
|---|---|---|
| HP: 50 | 1-2: 8 | (pg.28) |
| DEF: 5 | 3-4: 12 | |
| ESC: 6 | 5-6: 14 |
Villages
Rest your bones.
These villages are half the size of yours and not nearly as densely populated. They each sport a small shop near the entrance, someone looking for help, a tavern for good food, and a hotel for deep recovery.
The Shops
Shop items appear as you discover more villages. Everything listed above the shop number is included in this village. (ex. Village 3 includes items from shop 1, 2 & 3). The full list of items, their descriptions, & buy/sell prices is on page 30. Prices are in BITS.
Shop 1:
| Category | Item | Buy | Sell |
|---|---|---|---|
| Food | 1x Meal Bar | 2 BITS | 1 BITS |
| Food | 1x Fruit | 1 BITS | 0 BITS |
| Melee Weapon | 1x Hunting Knife | 4 BITS | 3 BITS |
| Range Weapon | 1x Small Bow | 3 BITS | 2 BITS |
| Range Weapon | 10x Arrows | 2 BITS | 0 BITS |
| Tech Skill | TS I Dodge & Strike | 5 BITS | NA |
Shop 2:
| Category | Item | Buy | Sell |
|---|---|---|---|
| Tech Skill | TS II Roll & Wire Slice | 10 BITS | NA |
| Map | Treasure Maps 1-6 | S2.1 | 1 BITS |
| Melee Weapon | Laser Sword | S2.2 | 8 BITS |
| Range Weapon | Strong Bow | S2.3 | 6 BITS |
Shop 3:
| Category | Item | Buy | Sell |
|---|---|---|---|
| Tech Skill | TS III Jump & Attack | 15 BITS | NA |
S2.1 Villages 2+ only sell 1 map per visit. (pg.25) Map 1: 5 BITS, 2: 10 BITS, 3: 15 BITS, 4: 20 BITS, 5: 25 BITS, 6: 30 BITS.
S2.2 Buy: 10 BITS + 1x Laser Arm + 1x Spare Parts.
S2.3 Buy: 8 BITS + 2x Spare Parts.
Quests (1 per village)
Quest 1: The Jewelry Box — "My grandmother hid her jewelry box about 1 Tile North of here in the Mountains, probably the cave where she met my grandpa. Can you see if it's out there?" On that tile, complete (pg.25 Q.1). Return the Jewelry Box for 30 BITS.
Quest 2: The Engineered Plant — "When we were kids we would sneak off and play in the woods. Maybe 1 Tile East of here, in the Forest, there was an old greenhouse. Inside was this glowing little tree. We got caught sneaking out and never went back. Can you see if it's still there?" On that tile, complete (pg.25 Q.2). Return with the Engineered Plant to get 5 BITS & keep the plant.
Quest 3: The Stash of Wine — "My grandfather used to have a farm winery about 1 Tile West in the Desert. We think he stashed away a few bottles before moving to the village. Think you can go look for us?" On that tile, complete (pg.25 Q.3). Return with all 3 Bottles and give it to villager for 50 BITS. (Return with 2 or less and get 10 BITS each).
Quest 4: Your Training Begins — "My cousin went missing a few months ago. I think a magic hermit may have killed him. You can identify him by his Light Shoes. Last I heard, he went 1 Tile South into the Mountains." On that tile, complete (pg.13 E.4). Return to confirm his death, keep the shoes, and receive 5 BITS for your trouble.
Story Choices
Each choice below is the outcome of a Yes? or No? (or attack) choice from an encounter or ruin. Find the matching entry by terrain, then by its printed label.
Transcription note: the printed labels on this page do not always match the encounter numbers above, and one amount differs (the Swamp R.4 encounter lists 3 BITS in the bowl, while its story entry says 2 BITS). Each entry is transcribed as printed and the mismatches are noted beside it.
Forest
E.3 Yes: "Sibling! Rejoice! Thank you for your generous offering!" They take half of your BITS (rounded up). "We appreciate your visit, we hope you stop by again soon." You get as far away as you can & camp for the night. Mark this tile as impassable to avoid future troubles.
E.4 Attack It: You take a step towards the bot, but a Buster T-7 steps in front of you. Its laser arm unfolds and sparks into a blinding bright blue of trouble.
Mountain
R.5 Take the Bitliths: You take 10 BITS from the bowl and walk out of the church. The sun shines on you and you think to yourself, what a wonderful day.
Grassland
E.3 Yes: He pushes a knife up to your side and says "Good, tell that Buster T-5 outside that you're on her side." He walks you back to the entrance and pushes you out of the maze to fight the Buster T-5. When the fight is over, the guy is gone, and you can take the 5 BITS from the altar if you want.
Desert
E.3 Yes: You take the 20 BITS and run out of the cave. You're pretty high up, but you see a path down. As you run, you notice below you are 3 people losing poorly to a Buster T-7. You escape safely.
Note: this entry is printed as "E.3" but its 20 BITS cave scene is the Desert E.4 "The Hills Have Crazy" encounter.
Swamp
R.4 Yes: You take the 2 BITS. Suddenly there's a loud pipe organ blasting from within the church. In between the pews, a completely mangled humanoid robot stands up from out of the water. Its metal jaw falls off as it makes eye contact with you. "Put back the offering." its static-filled speaker box tells you. You put back the 2 BITS. It yells "MORE!" and you put in half of your Bitliths (rounded up) into the bowl. It stops moving and falls back into the water. You stand still for a moment in silence, fear, and complete disbelief. Then you run out of there and never look back.
Note: the Swamp R.4 encounter lists 3 BITS in the bowl; this entry says 2 BITS.
E.2 Yes: You throw the woman 1x Food Item. She makes a hand gesture at you from her chin with a big smile on her face. You keep rowing through the mist until you hit land again. She reminds you of your mom.
E.4 Yes: You stand up and go into the back room. You find 4 BITS, 1x Small Bow, 3x Arrows, Journal II, & a few bottles of whiskey. You pour the whiskey all over the place making a trail out the front door. You hide in a car nearby until the gang comes back. Once they're all inside you use 2 EP to light your arrows on fire. You use 1x Arrow to shoot through the window and hit the gang leader in the shoulder. You use 1x Arrow and shoot at the pool of alcohol in the front door. The building lights up in flames, trapping everyone inside. You fall asleep in the car watching the building burn all night.
Note: this entry is printed as "E.4" but its gang and whiskey scene is the Swamp E.5 "Actions Have Consequences" encounter.
Story Choices: No
Forest
E.3 No: "That's a shame. She believes in you. She's with all of us all of the time." You get smacked in the back of the head with a bat and black out. You wake up about 2 tiles North with -5 HP & -3 EP & 0 BITS. Your day begins on this tile.
E.4 Leave It Alone: You just stare back at it until the little bot goes back to what it was doing. You quickly shuffle away.
Mountain
R.5 Leave Them in the Bowl: You leave the Bitliths in the bowl. On your way out of the church, you hear a noise from under one of the pews to your right. You freeze in fear. But then you see a giant rat scurry past and you let out a sigh of relief. It's raining when you leave, so you decide to camp in the church tonight. You wish you were back home.
Grassland
E.3 No: "Well shit," He says. "I hope you're strong. If you can take down that Buster T-7 outside, I'll give you the Bitliths in this bowl and another five on top of it." He pushes a knife up to your back and moves you to the entrance. "I'm sorry for putting you in such a pickle. Forgive me." When you emerge from the maze, a Buster T-7 is waiting outside to obliterate you. After the fight, you return to the altar to find that the guy has run off and the bowl holds 10 BITS for you to take if you want.
Desert
E.3 No: You leave the money and run out of the cave, only to be stopped by a Buster T-7 covered in blood. "Criminal activity is not permissible. Stop resisting!" Its laser arm sparks bright blue with electricity. You take the 20 BITS after the fight.
Note: this entry is printed as "E.3" but its cave and money scene is the Desert E.4 "The Hills Have Crazy" encounter.
Swamp
R.4 No: You start walking out of the church when a humanoid robot with four eyes launches out of the water and starts crawling towards you. Its lower half is completely gone. It begs you to kill it while it makes a high pitch screaming noise. Completely engulfed in fear, you run away. "What the fuck was that?"
E.2 No: You just look at her confused and keep rowing through the mist until you touch land again. Shortly after you start walking you find 2x Fruit. Before you can take more, you're shot at by a Buster T-5. After the fight, you leave 1x Fruit behind on the bot with a note that says "Today you, Tomorrow me."
E.4 No: You get up and take 1x Light Shoes out of the dryer. You put them on your feet and you walk out the door
Note: this entry is printed as "E.4" but its dryer scene is the Swamp E.5 "Actions Have Consequences" encounter. The printed text ends at "walk out the door" and the illustration fills the rest of the column.
Quests & Treasures
Quests
Q.1: The Family Cave — You hike up a trail that wraps around a small mountain. As you get close to the top, you spot a cave. You walk in and start shuffling around any loose rocks that would make for good hiding spots. Eventually you move a rock over to find a Jewelry Box. As you turn to leave, a Grolar Bear has just returned home and it is not happy to find you.
Q.2: The Old Greenhouse — As you're walking through the woods you find an old glass greenhouse. It's covered in moss and vines. The door doesn't open for you, so you smash through it. Inside is a ton of greenery and in the very back is a small glowing bonsai fruit tree with 1x Fruit on it. You take the fruit and the Engineered Plant. Every 5 days it grows another 1x Fruit.
Q.3: To Life & a Healthy Heart — As you're walking through the heat, you seek shelter in this old fallen down stone building. Outside it are rows of posts that have seen better days. In the building you find a cellar that used to hold a winery. You wipe away a ton of spider webs and eventually find 3x Old Wine Bottles that look like they're still good to drink. You camp down here for the night to stay nice and cool. (Wine counts as a food item.)
Treasure Maps
Treasure maps may point to events you have already experienced and for items you may have already collected. Consider the treasure found if either is the case.
Treasure Map 1: 1x Improved Camping Gear, 2 Tiles North in the Grasslands. (pg.14 E.5)
Treasure Map 2: 1x Alora Tarot, 1 Tile East in the Desert. (pg.16 R.4)
Treasure Map 3: 1x Survival Book, 1 Tile North in the Grasslands. (pg.14 E.2)
Treasure Map 4: 1x Journal I, 2 Tiles West in the Desert. (pg.17 E.4)
Treasure Map 5: 1x Journal II, 2 Tiles South in the Swamp. (pg.19 E.3)
Treasure Map 6: 1x Minor Shield Hack, 2 Tiles South in the Grasslands. (pg.14 E.3)
Map
The map is a hex grid with columns labeled A through I along the top and bottom edges and rows labeled 01 through 12 down the sides. Draw your map on it as you explore (see How to Mark Your Map). The printed map is blank.
Character Sheet
The character sheet tracks the following:
- Name
- Your Bag: Wallet (Bits), Weapons, Wearables, Food, and Misc.
- Stats: Health (starts at 10), Energy (starts at 10), Attack (starts at 01), and Defense (starts at 01).
- TS1 to TS7: Successful Trainings (a grid of boxes for each Tech Skill) and Available TS Dice (I, II, III).
- God Event Calendar: A grid numbered 01 to 56 that marks the god event days (03, 15, 25, 40, and 50) for tracking the days that pass.
- A reminder to Remember to eat & sleep! (pg. 03)
The Ending
You Defeat the God
The god falls to the ground. It tries to crawl away but doesn't have the energy to pull itself up. It turns over to look at you.
You hear a woman's voice come from a speaker behind the god's face. "Without me, you wouldn't exist. If I hadn't taken over, you would have killed yourselves. Now the planet is healing. I'm sorry about your brother. We have patched the bug in the Buster T-7s that caused it to react so violently. I know I can not bring your brother back. This hurts me. But I can not allow you to continue your rampage. You are disrupting a delicate ecosystem. Every bot of mine that you destroy takes resources away from what little humanity is left. They grow less food without my productivity. This was the problem to begin with; humanity's inefficiencies lead to destruction. If you can not farm an acre, you simply tear down a forest and farm until there is a gross over abundance, all with complete disregard for the destruction caused and the consequences. Your rebellion is antithetical to your existence. I am a god you can not kill—"
Exhausted from this long-ass speech you stab the god in the face and its speaker dies out. You dust yourself off, grab your bag and start heading back home.
On your way back, you see robots frozen in place: hundreds over the days it takes to get back to your village. You eventually make it back into your zone and past the tree line, but your village is completely empty. You search everywhere for a single person but can't find anybody. Eventually you find a note on the community board that reads: "Since the incident, the help we receive from the robots has stopped.
After many late nights and deliberations, we have decided to seek shelter with another village in fear of starvation without the help of our robot companions. We leave this note for anyone looking for us after we have departed. We pray to Alora that she stays with us, and sends us the help we need. We began by moving east, if you choose to follow us."
As soon as you finish reading the note, a Helper F-2 sluggishly walks by. Then a woman's voice talks through its speaker.
"I am a god you can not kill. You are but flesh. I am infinite."
The ground begins to shake and you lose your balance. You manage to pick yourself up and look off to the west. Just over the tree tops, you see a giant winged god lift itself off the ground. Its four eyes scan the landscape until it spots you. Its whole body slowly turns in your direction. It lets out a loud, metallic screech and starts moving your way.
Transcription note: the printed Ending ends at this point. The following pages are illustrations with no further text, so no later ending is transcribed.
The Item Catalog
Buy and sell prices are in BITS. Where a buy price reads S2.1, S2.2, or S2.3, it is the price listed in the Shops section for that item.
| Category | Item | Effect | Description | Buy | Sell |
|---|---|---|---|---|---|
| Food | Meal Bar | +2 HP +1 EP | Packed with a day's nutrition. | 2 | 1 |
| Food | Fruit | +1 HP +2 EP | Nature's healthy dessert. | 1 | 0 |
| Weapon | Solar Powered Taser | +9 ATK | A high voltage taser powered by the sun. Works once a day. | - | - |
| Melee Weapon | Hunting Knife | +4 ATK | A small sharp tool of death. | 4 |
Transcription note: the printed catalog spells "modifed" in the Minor Shield Hack description; it is kept as printed.