The dead are the symptom. Something else is holding the leash.

A crew of people who despise each other is trapped in a place with a history, and the count is climbing. Roll 2d6 against a target, hold the room, and pay for every success in conditions, supplies, and trust. Exposure to the anomaly burns out your perks before it takes your life — that ordering is the whole tone. This is a system, not a single setting. The rules, the storyline, and the world are three separate layers: swap the rule set to change how the dice feel, or write a new continuity to build an entirely different era on the same machinery. The Aether Story ships as the default, seeded the day before Der Riese. Everything after it is yours to build.

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Player's HandbookVolume IHow this system plays — the rules, the dials, and the intent, straight from its author.OpenBuilder's ManualVolume IIHow to build on this system — its conventions, extension points, and design intent, for creators adopting it.OpenCompendiumReferenceEvery entry this system ships with, rendered exactly as your project will inherit them.Open
Author's note

Just another little project, i hope you enjoy building worlds out of it!!

Character
34 fields
Location
19 fields
Equipment
14 fields
Perk
10 fields
Threat
11 fields
Machine
21 fields
Game Start
3 fields
Wonder Weapon
15 fields
Continuity
10 fields
Faction
12 fields
+4more types in the compendium