Publisher: Samjoko Publishing
204 pages, full-color, 39 pieces of art (B/W on #50 paper; standard and premium editions on #70)
Uncanny Echo is a tabletop roleplaying game that uses the Powered by the Apocalypse engine to play out stories of supernatural and uncanny urban fiction.
It is comprised of 10 full, Powered by the Apocalypse games called issues. Each utilizes a stripped down ruleset that gets you to the table with little to no prep time inspired by mechanics like keys from Lady Blackbird and utilizing clocks from The Sprawl and Blades in the Dark.
Each game is a focused experience that connects each session with the next despite each being fictionally disparate from the last within the genre; creating a meta-narrative via the connective tissue between each issue with a choose-your-own-adventure quality.
The text teaches you how to play a Powered by the Apocalypse game and has uniform practices outlined for each game that overlap, as well as variations from this approach to fit each game; facilitating an easy grasp on the system despite each game being distinct.
The 10 issues included are:
- The Heist: Bank robbers who break into a bank that holds something uncanny inside.
- Suburbia: Neighbors in a cul-de-sac uncover something strange and band together to get to the bottom of it.
- Takers: Individuals with unique gifts that let them erase and consume all evidence of the uncanny.
- Restless: Strange events in an old folk home lead to residents investigating a disappearance of one of their own.
- Present: Ambulance drivers witness the uncanny as they experience the longest night of their lives.
- Faith: The last of a secret order of priests that deal with ghosts, demons, and all manner of entities have their faith challenged while solving a mystery.
- Bargains: Musicians who struck a bargain with the devil now pool their collective knowledge to get their souls back.
- Fractured: People who were ripped from their place in time and history after experiencing an uncanny event struggle to reverse their fate.
- Fabrication: Part Imagineers, part couriers—Fabricators are tasked with altering the environment of a location at the behest of their employers.
- Lies: A modern noir scenario that has the players inhabit one high school kid whose friend has gone missing, causing them to re-enter a dangerous underworld.
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