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Maximum Recursion Depth

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0% found this document useful (0 votes)
267 views75 pages

Maximum Recursion Depth

Uploaded by

Jonathan Lane
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Copyright © 2021 Max Cantor (Weird & Wonderful Worlds Publishing), All

Rights Reserved

Copyright Notice: The characters in this book are entirely fictional. Any re-
semblance to actual persons living or dead is entirely coincidental. If you’re
interested in publishing Maximum Recursion Depth-related content of your
own, please contact me, but I’m generally cool with it so long as the source
material is appropriately cited.

VERY IMPORTANT
POLTERGEISTS
MAX CANTOR - Creator; Lead Writer
[Link]

FIONA MAEVE GEIST - Editor; Writer (Reclaimer Redcap Poltergeist Form)


[Link]

ROQUE ROMERO - Layout Artist, Graphical Aid Designer


[Link]

UVE LORENZO - Artist (Poltergeist Forms, Moon Marine)


[Link]

SCRAP PRINCESS - Artist (The Worcestershire, Metro Thing, E Train)


[Link]

KICKSTARTER BACKERS WHO BRIBED THE NUMBERLESS COURTS OF HELL

ANNE HUNTER DIY & Dragons [Link]


CLAY GARDNER Wise Turtle [Link]
DAVE GREGGS Grand Commodore [Link]
DOC PALINDROME [Link]
KLIL H. NEORI Redbud Writes [Link]/
MARC KEVIN HALL Glass Goblin’s Game Grotto [Link]
NECROHARPY The Bone Aviary [Link]
ONE INT WIZARD [Link]/oneintwizard
SAKER TARSOS Tarsos Theorem [Link]
YUU GAMON [Link]
SEAN MCCOY Mothership [Link]
TABLE OF CONTENTS
Introduction 2
Frequently Asked Questions 3
Abilities 6
Saves 7
Conflict 8
Saves vs. Conflict 10
Consequences 11
Karma and Karmic Attachments 12
Character Creation 13
Advancement and Regression 14

POLTERGEIST FORMS
Ghost in the Mirror 16
Pyramid Shining Brightly 18
Afterbirth of the Broken Machine Dragon 20
Crashing Rocket Nixie 22
Jumping from the Planck Jiangshi 24
On a Full Moon an Ichor Heart 26
Reclamer Redcap 28

Careers 30
Special Items 31

MODULE
Forward 45
The Investigation 46
NPC Tables 47
The Antagonist 48
The Leads - The Death - The Secrets 50
Additional NPCS - The Bureaucratic Error 51
Example Scenario 52
Locations Around the City - Mezzies 54
Locations Around the City - The Nadir 55
Locations Around the City - The Red Lodge 56
Locations Around the City - All’s Right 57
The Court of those Who Succumb Prematurely
to Crippling Expectations 58
The Trains and the Metro 60
H Train 62
E Train 64
L train 66
The stations - Rat Crossing Station 68
Jiangshi Station 70
Long Island Homesteaders Station 72
2 INTRODUCTION

1000 years ago the Monkey King challenged Buddha in Heaven and won—throwing the
Karmic Cycle into disarray. Poltergeists in a fugue-like state roamed the Earth wreaking
Karmic destruction, Nature Spirits spontaneously summoned to the material world and
refugee Gods and other heavenly creatures fled Heaven for Earth.

500 years ago The Numberless Courts of Hell rose to Earth serving as a global,
nongovernmental bureaucracy—but Devils are like machines! They’re only as functional
as the system they were designed for and the system is broken.

Today, you are Recursers; individuals capable of tapping into Poltergeist Forms to
leverage powerful Karmic forces. After their day jobs, teams of Recursers (“Poltergeist
Investigators”) seek out roaming Poltergeists and escort them to the appropriate Court of
Hell or are hired by the Poltergeist’s loved ones to do so.

The Numberless Courts of Hell are a broken bureaucracy and, often, Poltergeists find
themselves in the wrong Court or are given unreasonable punishments and inappropriate
reincarnations. When doing things the legal way stops working, Poltergeist Investigators
infiltrate The Numberless Courts of Hell to rescue Poltergeists and provide a better
reincarnation.

Some Recursers see themselves as revolutionaries, others see their actions as a civic duty
and others are simply in it just for fun or profit. But keep in mind: Maximum Recursion
Depth is a world of Karmapunk—you aren’t just rebelling against the broken system,
you’re also rebelling against yourself. You are a product of this broken Karmic Cycle and,
no matter how well-intentioned, you’ll never solve the world’s problems without coming
to terms with yourself.

So go out there, acquire Karmic Attachments, accrue Karma to grow more powerful, help
people and make the world a better place. But remember, you also have to resolve those
Karmic Attachments, divest Karma and detach from the material world, despite what
that entails. Or else, accrued Karma may obscure the material world’s imperfections, with
all that effort merely exacerbating the problems and, unknowingly, you will spiral down—
then it’s only a matter of time before you reach Maximum Recursion Depth.
FREQUENTLY ASKED QUESTIONS (I) 3

This book implies a very atypical setting’s worldbuilding via the Poltergeist Forms,
Module and Special Items with few obvious shared points of reference for Game Masters
(GMs) and Players. This can create confusion which makes running and playing the game
more difficult. This FAQ addresses questions I’ve received from Players and others
interested in the game, hopefully serving as an easy reference, vs. a GM burying their
nose in a book’s Setting hoping to find obscure information.

Do regular people know about the settings’ supernatural elements?


Mostly? Yes. Karma is conceptually understood, although Karma Ability scores are
(mostly) an abstraction. The Celestial Bureaucracy and The Numberless Courts of
Hell are known. People understand Poltergeists and reincarnation are real, know
Poltergeist Investigators deal with metaphysical troubles and somewhat understand
Recursers. A moderately educated person could differentiate a Poltergeist, Nature
Spirit, and Devil conceptually, if not visually. That’s not to say there aren’t “secrets,”
but big things are known and acknowledged as a fact of life.

How does this all affect geopolitics, technology, etc?


Don’t worry about it! More seriously, I would compare it to superhero comics: it
affects what you want but the setting is generally more like the ‘real’ world than not.

What does it mean to be a Recurser and what is a Poltergeist Form?


Recursers are humans whose Poltergeist Form grants them special Karmic Abilities.
This Form (somehow) reflects their psychology and is the Poltergeist they become
when they die—or Ashura they transform into if their corrupted by their Karma.
The Poltergeist Form generally manifests in one (or more!) Quirks. Some may only
conditionally transform or change appearance, while other Quirks are always
present. There is no mechanical distinction. Additionally, Recursers can perform a
Reincarnation Ritual: a form of suicide allowing their current form to persist—even
within a Court of Hell!—rather than becoming a true Poltergeist, reincarnating as if
they never died.

What are the Celestial Bureaucracy and The Numberless Courts of Hell?
They are (very loosely) based on the concept of Heaven and Hell as interpreted in the historical
interplay of Buddhism, Taoism, Confucianism, and Chinese folk religion. That being said, one
could just as easily incorporate Dante’s Inferno’s Circles of Hell or Greek Mythology’s Hades
and Tartarus.
Within the setting, the Celestial Bureaucracy is a higher realm of gods, once led by Buddha,
overtaken by The Monkey King for the last 1000 years. Previously, the Celestial Bureaucracy
reflected the concept of a functional system.
The Numberless Courts of Hell are where Poltergeists are sentenced, to perform some service or
receive some punishment for their Karma before reincarnation. The Numberless Courts of Hell (and
the Devils serving it) are not inherently evil, acting as a filter on the material world’s dysfunctions
which cause mortals to accrue Karma. The Numberless Courts of Hell have risen
and taken more direct actions over the material world attempting to counteract the dysfunctions
the Monkey King produced but are overwhelmed and poorly suited to adaptation, becoming part
of the dysfunction.
4 FREQUENTLY ASKED QUESTIONS (II)

Where are The Numberless Courts of Hell and how does one access a Court?
The Numberless Courts of Hell are technically metaphysical but, because of the
Monkey King’s actions subsequent interventions by The Numberless Courts of Hell’s
highest Arch-Devils, many Courts partially manifest within, or may be accessed from,
the material world. Sometimes this entails a literal place—like a strange room or
mysterious alley.
Other times it’s a state of mind accessed through dreams or drugs. There is no one way.

Are Poltergeist Features (and other Special Items or Powers) only usable
in The Numberless Courts of Hell?
No, they’re generally useable anywhere, exempting a specific reason why they
cannot. The lines between the material and metaphysical are quite blurred.

What is the difference between categories of supernatural creatures such as


Poltergeists, Devils and Nature Spirits?
POLTERGEISTS
Karmic essence, generally serving time in a Court of Hell which, sometimes (mostly by
bureaucratic error), go rogue—increasingly common the last 1000 years. Some Poltergeists,
particularly the newly deceased or divested of much Karma, are not unlike humans. Howe-
ver, Poltergeists being consumed by accrued Karma behave less rationally and are more
likely to haunt people or places.
Poltergeists usually only remember their most recent past life (if even that) which may not
have been human. A Poltergeist may have a humanoid form or something more fantastical
or monstrous but there is not a strong correlation between their appearance and their Kar-
ma’s quantity but more the nature of their Karmic Attachments.

DEVILS
Agents of The Numberless Courts of Hell. Their behaviors vary but, often, they’re
formulaic like robots, video game NPCs or real-life bureaucrats. Their intelligence varies,
but they have narrow personalities and limited ability to deviate or adapt to change. Some,
like Arch-Devils, may pass a Turing Test while lesser Devils are more like bots. Devils are
not inherently evil but are an increasingly dysfunctional system’s inflexible fixtures. Most
people, even most governments, defer to The Numberless Courts of Hell’s decisions as
a prime institution and, by extension, defer to Devil’s actions enforcing their rulings.
Humans (and other beings in the Karmic Cycle) become Devils known as Ashura after
excessive Karma consumes them. However, not all Devils were originally part of the Karmic
Cycle, most were created by the gods—or are gods—or emerged in some other fashion.
FREQUENTLY ASKED QUESTIONS (III) 5

Nature Spirits
Magical creatures, a catch-all for most other magical things in the setting. Varying in
intelligence and abilities and, technically, a product of the Karmic Cycle but fit poorly unlike
humans or other creatures. Nature Spirits are more prevalent due to
The Celestial Bureaucracy and The Numberless Courts of Hell’s dysfunctions. Certain
subsets of Nature Spirits, such as Digital Spirits or Corporate Spirits, exist but these are
generally not affected by the game mechanics, nor hard-set facts of the universe.
I don’t want to be overly prescriptive with distinctions but do think it is somewhat important
to acknowledge at least these three kinds of supernatural beings: Poltergeists, Devils and
Nature Spirits. There are potentially some others or sub-categories but, broad strokes, it’s
mainly these three.

Are there other supernatural elements to the setting?


Sure! Again, using the superhero comics analogy, there’s no reason why you can’t also
have super-tech, aliens, alternate dimensions, multiverses, etc. In fact, some of these
show up in the Module.

Can Ashura be saved?


Reminder, Ashura are Devils created when a mortal accrues excessive Karma and their
Karmic Attachments consume them. Mechanically, rules-as-written, Ashura cannot be
saved and, in my interpretation of the setting, this is a fact. However, I would not
begrudge a GM taking a different stance.
6 ABILITIES

The game’s primary statistics which: model the character, resolve actions,
buffer against damage and integrate with the core gameplay loop.

NATure
ness.
One’s volition or intention, even absent conscious aware
cal or menta l limit.
A force of will to bear tasks straining one’s physi

Example: Strength, fortitude, endurance, overcoming strenuous—


but otherwise mundane—challenges both physically and mentally.

WISdom
Capacity to abstract from the conscious self, recognize the way of things,
intuit and grapple with complex or contradictory concepts.

Example: Notice details others might miss, remember transient


things, derive meaning from the seemingly meaningless, resist
Karma’s temptation.

PROpriety
One’s ability to socially thrive, understand and embody social norms and
morals and create or manipulate complex systems.

Example: Charisma, intimidation and diplomacy


, navigating
career, civic, political, or bureaucratic challenges,
interacting with
polite society.

Karma
Attachment to the material world. Accrued (added) or Divested (removed)
through Karmic Attachments and Saves.

Example: Degree of success, miscellaneous / luck rolls, resistance


to becoming an Ashura, Character Advancement.
SAVES 7

TAKE A CONSEQUENTIAL ACTION


Describe your character action

CHOOSE A RELEVANT ABILITY SCORE


FOR THE SAVE
Nature, Wisdom or Propriety

ROLL 1d20 (Ability Score)


+
1d6 (Karma)

FULL PARTIAL PARTIAL FULL


SUCCESS SUCCESS FAILURE FAILURE
d20 ≤ Ability d20 ≤ Ability d20 > Ability d20 > Ability
& & & &
d6 ≤ Karma d6 > Karma d6 ≤ Karma d6 > Karma

A roll of 1 always succeeds.


Rolling a die’s highest value is always a failure.

DIVESTING/ACCRUING KARMA
Full Success Partial Success: -1 Karma
Partial Success Full Success: +1 Karma

Example: Josie wants to intimidate the drug dealer Sweet Romeo into revealing his
Dharmafinil supplier. To communicate the threat—without resorting to violence—Josie
makes a PRO Save to be tactfully threatening. He has 14 PRO and 3 Karma. He rolls a 7
(d20) passing the Save but with a 4 (d6), failing the Karma Roll. This would be a Partial
Success, but the player chooses to accrue 1 Karma transforming it into a Full Success and
convincing Sweet Romeo into revealing the supplier without violence.
8 CONFLICT

ABILITY DAMAGE
Attack’s Damage affects the associated Ability Score, reduced by Ability
Armor. If an Ability Score is reduced to 0, Damage accrues as Karma.
Damage is indicated by an item or Poltergeist Feature’s attached Ability
Damage Die.
Notation is N for NATure, W for WISdom, P for PROpriety, or X for any
Ability (Nd4 means d4 NATure Damage, Xd10 means d10 Damage of a
chosen or circumstantial Ability, etc.)
Damaged Ability Scores do not affect Saves. The Saves’ roll-under values
are always the Ability Score’s maximum.

ABILITY ARMOR
A PC has a maximum of one piece of Armor for each Ability, regardless of value—
the amount subtracted from Ability Damage (max. 3).

ATTACK
Roll the (subject to GM approval) Conflict appropriate item or Poltergeist
Feature’s Ability Damage Die. Note that there are no Attack Rolls or “To Hit,”
Attacks go straight to Damage!

IMPAIRED ATTACK
When at a disadvantage, via game mechanic or fictional positioning,
the Ability Damage Die is d4 (or less).

ENHANCED ATTACK
When at an advantage, via game mechanic or fictional positioning,
the Ability Damage Die is d12 (or more).

REST
Recover Ability Damage. GMs rule on when and where rests are possible and
the necessary duration, including whether it grants full recovery or dice (ex. 1d6,
1d6+3 or 2d6) are rolled and the result applied across abilities.
CONFLICT (II) 9

Example: Cleo wants the drug dealer, Sweet Romeo, to reveal his Dharmafinil
supplier. She is wise to the fact Sweet Romeo is just trying to have fun and live
the fast life and doesn’t really want to hurt anyone, challenging the WISdom
of Sweet Romeo’s actions. She attacks with her Spectral Shard of Deep Cuts
and Insights, a Ghost in the Mirror Poltergeist Feature, dealing Wd8 (d8 WIS
Damage) and rolling 5. Sweet Romeo has no WIS Armor, taking 5 Damage.
Sweet Romeo attempts to deflect her accusations back at her, accusing her,
as a Recurser, of causing more damage than she fixes. However, she remained
focused on her hand-mirror, activating her Reflection Protection Poltergeist
Feature, which grants immunity to WIS Damage—petty accusations will not
faze her. She resumes her rhetorical assault (7 Damage), sufficient to defeat
Sweet Romeo who relents, revealing his supplier.
10 SAVES VS. CONFLICT

When facing opposition, one may choose to enter full-blown Conflict or


resolve things with a single Save. Sometimes this is predetermined by the
GM or one approach clearly makes more sense but, generally, one may
choose how to use the mechanics interacting with opposition. There are
several reasons I designed MRD this way and would encourage GMs and
Players to fully consider this.

While I can appreciate tactically deep games, that is generally not my


tabletop RPG preference. By allowing Saves and Conflict to be used
somewhat interchangeably, it gives players creative ways to solve
problems that don’t map cleanly to the violent conflict paradigm
without necessitating complex mechanical subsystems.

By allowing non-violent conflict actions to be used with the same Conflict


mechanics, I hope to normalize non-violent approaches to opposition.
Social positioning, duels of wit and other more abstract Conflicts are just
as viable and mechanically identical to violent conflict.

Having two interchangeable approaches also works as a control


flow mechanism for the game.
A Save can resolve in up to four degrees:
Full Success
Partial Success (you succeed, but…<complication>)
Partial Failure (you fail, but…<benefit>)
Full Failure.
With one Save roll and one Karma roll, the action is quickly resolved.

Conflict may be more dynamic, allows for many more participants with
different approaches but, as a result, is more time consuming and provides
a wider range of outcomes. As a GM, it may be useful to consider which
actions players elect to do as Saves vs Conflicts as it is a tool to help you
learn your players’ priorities.
CONSEQUENCES 11

Maximum Recursion Death is not as simple as Life and Death. The dead
become Poltergeists sent to trial in the Numberless Courts of Hell for
reincarnation and there are fates worse than death for those who accruing
excessive Karma. Sometimes, death is a viable escape plan…

Ashura (Karma Devil)

PCs accruing >6 Karma are consumed by it, becoming an Ashura, a Karma
Devil. Transforming into NPCs, devilish monsters of their Poltergeist Forms,
exacerbating their Karmic Attachments.

Death
e a Poltergeist in
If a PC dies, rather than becoming an Ashura, they becom
erless Courts of Hell
a fugue-like state and must be rescued from the Numb
before reincarnating into something new.

Reincarnation
PCs performing their Reincarnation Ritual are sent, as their normal self, to
a familiar Court of Hell which they escape relatively easily and
(circumstances dependant) return to normal life within 1d20+4 hours with a
Recursion Attachment.

Recursion Attachment

Escaping death via their Reincarnation Ritual doesn’t leave PCs unscathed.
During their time in their Court of Hell, or due to the circumstances while
escaping, they form a Recursion Attachment. Acquisition does not accrue
Karma nor does resolution divest Karma. However, Advancing requires the
Attachment be resolved.
12 KARMA AND KARMIC ATTACHMENTS

Acquiring and resolving Karmic Attachments is core to the gameplay loop


and Starting Karmic Attachments reflect a character’s psychology,
motivations and personal dysfunctions. Karmic Attachments acquired
through play are, often, more like adventure markers, tying characters to
NPCs and the fiction-like during a Poltergeist Investigation-but may, like
Starting Karmic Attachments, also reflect (inter)personal struggles.

Sometimes, the GM may create additional conditions, stakes or rewards


for Karmic Attachments lending them greater or unique significance.

ACQUIRING KARMIC ATTACHMENTS


By engaging with the material world, such as developing a (positive or
negative) NPC relationship or starting an adventure (such as a Poltergeist
Investigation), one (or more) party member(s) may acquire a Karmic
Attachment to that character or adventure, accruing at least 1 Karma.

RESOLVING KARMIC ATTACHMENTS


By completing adventures, reaching a relationship homeostasis or
otherwise detaching themselves, PCs can resolve their Karmic
Attachments which always divests at least 1 more Karma than the
Attachment accrued.

ACCRUING KARMA
Karma is accrued by acquiring Karmic Attachments, taking Ability Damage
after it’s reduced to zero or turning a Save’s Partial Success into
a Full Success.

DIVESTING KARMA
Karma is divested (removed) by resolving Karmic Attachments or turning
a Save’s Full Success into a Partial Success.

eist of Becca
Example: The party is hired to investigate the whereabouts of the Polterg
circums tances relating to a new college study drug. Paul
Lee, who died under mysterious
with drugs, so he accepts the investig ation’s Karmic
has a complicated relationship
divests 2 Karma
Attachment, accruing 1 Karma. When the investigation concludes, Paul
and can resolve the Karmic Attachm ent.
CHARACTER CREATION 13

ABILITIES
Roll 3d6 down the line for each Ability and an extra 3d6.
Replace the lowest with the extra, you may swap two Abilities. Alternatively, use
predetermined values (e.g. 9, 12, 14; 12, 14, 16) and assign them. Regardless,
Karma always starts at 3.

GENERAL FEATURES
Roll or choose a Career and 1 Special Item.

POLTERGEIST FORM
Poltergeist Forms represent a PCs inner nature, their dysfunctions,
the form they assume when dying or becoming an Ashura and their
Karmic Powers source as Recursers.

Roll or choose a Poltergeist Form.


Then roll or choose:
1 Quirk.
A manifestation of the Poltergeist Form.
Intended for flavor, but may affect the fiction.

2 Starting Karmic Attachments.


The core dysfunctions at the heart of their Karma.
Resolving one divests 3 Karma
1 Reincarnation Ritual.
The means by which a Recurser can die without becoming
a Poltergeist, reincarnating back into themselves.
Comes with a Recursion Attachment (see Consequences)
except when used for Character Advancement.
Take the 0th listed Poltergeist Feature.
Items or karmic powers a Recurser acquired relating to their
Poltergeist Form.

And roll or choose 2 more Poltergeist Features.


14 ADVANCEMENT REGRESSION

REQUIREMENTS CIRCUMSTANCES
Resolve 3 Karmic If above Level 1
Attachments. with >6 Karma,
you may regress rather
than become an Ashura.
Divest Karma to 1.

OUTCOMES
Perform the
Reincarnation Ritual. -1 Level.

Lose 1 Poltergeist Feature.


OUTCOMES
+1 Level. Gain 1 Quirk.

Roll or choose another Gain 1 Recursion Attachment.


Poltergeist Feature.

You may reroll or choose MAXIMUM RECURSION


to change your Quirk DEPTH
or Reincarnation Ritual Acquiring all your Poltergeist
(Not both). Form’s Quirks, regardless of
Level, and accruing >6 Karma,
you become an Ashura.

MAXIMUM LEVEL
After acquiring all
Poltergeist Features,
divesting to 1 Karma, and
resolved all Karmic Attach-
ments, you may become an
NPC Bodhisattva: choosing
to remain in the material
world or break from the Kar-
mic Cycle, ascending
to Heaven and joining the
rebels to overthrow the
Monkey King.
Meet Meet
the Metro Thing (p61)
the Worcestershire
16

GHOST IN THE MIRROR


Your Poltergeist Form is the ghost you see in
your reflection and choose not to acknowledg
Like mortality, it is both inevitable and avers e.
ive. The ghost grows stronger unwatched but
you’ve adapted, using that in your favor. Your
Karmic power is harnessed through reflections,
though rarely your own.

Quirk your third eye.


1 Your reflection is blurred and distorted, with eyes and mouth crossed with black Xs, including
2 You have an uncannily attractive reflection. It’s disturbing to everyone except you.
3 A similar-looking but clearly different person stares back at you in the mirror.
4 Your reflection behaves slightly differently than you as if out of sync.
5 Your reflection’s personality is the opposite of your own.
6 A ghost lingers faintly in your reflection.
17

St ar tin g Ka rm ic At taelse—chyou me ntaptitsude or talent for this pursuit.


any
one lack
1 You have a big dream but obviously—to every ering with loathing for them.
ip. You claim to love your partner, while simm
2 You are in an unhealthy but stable relationsh
ct) mentor who criticized your efforts.
3 You fell out with a (earnest and, likely, corre bad advice or acts against
takes advantage of you, pressures you with
4 A (potentially malicious) loved one repeatedly
wledge.
your best interests, which you refuse to ackno was, in fact,
memory, it was triumphant—the accomplishment
5 You misremember a life-defining moment. In your
critically more nuanced.
due to chance, you were in the wrong or it was obvious.
nce, ever admit you are wrong, no matter how
6 You will absolutely not, under any circumsta
or interpersonal relationship.
This ruined at least one major life opportunity

Reincarnation Ritual
1 Exsanguinate yourself with mirror
shards.
2 Walk through a reflection.
3 Stare at yourself in the mirror, igno
ring everything else, and drift awa
4 Let the ghost cross the mirror. It
would like to meet you.
y.

PoltergeistCUTSFeat ures with > WIS than


0 AND INSIGHTS: Reflective glass. Wd8 but if used foolishly, against someone
SPECTRAL SHARD OF DEEP
yours who has come to terms with themself, you take Pd4.
1 POCKET VANITY MIRROR OF ABSOLUTE ASSURANCE: Shows what you want to see. +2 WIS Armor.
can they cause you to accrue Karma.
2 REFLECTION PROTECTION: Things you see reflected in a mirror cannot deal you WIS Damage nor
(potentially requires a Save).
3 SUBJECTIVE OBJECTIVE: Slightly alter one object visibly reflected in a mirror to your benefit
else from a devil in a mirror.
4 MIRROR MIRROR: With a 1 min ritual and successful WIS Save, glean information about someone
On Full Failure, they know they’re being spied on.
for Wd8.
5 CRACKED: After WIS or PRO Damage, you appear like a cracked mirror’s reflection, retaliating
into the mirror realm, and return from any other reflective
6 THROUGH THE LOOKING GLASS: You can cross through any reflective surface
mirror realm, do a Karma Roll. On Failure,
surface in the vicinity—or hide out. Your ghost follows; each turn in the
take that much WIS Damage.
18

PYRAMID SHINING BRIGHTLY


Your Poltergeist Form is a shining wonder. You look down on the world as one who leads while
hoisting the weight of the world up over your shoulders. Your Karmic power is innate, yet must
be harnessed through others—though they may suffer, such is the cost of your accomplishment.

Quirk
1 You have an invisible aura, like a natural force of will, both attracting and revolting.
2 You are invisible when nobody is watching.
3 People perceive you as larger than you actually are.
4 In photo or video, you glow softly like platinum and white limestone.
5 The features in the surrounding space are amplified—appearing bold and dominant.
car dealer’s office.
One can’t help but notice the high school football trophy in the dingy used
altruistic and empathetic,
6 You have a third eye that glows white-hot. However, to those who are deeply
it is an abyss with the occasional flicker of light.
19

Starting Karmic Attachme nts


1 accomplishing it. Whatever it is, whatever must be done is always justified.
You have a goal, and nothing will get between you and
At least one person suffered for being in your way and seek vengeance.
won’t admit it,
2 You depend on someone who loves you unconditionally and will do anything for you. You know this, even if you
and frequently take advantage of this to their detriment.
y interested in’s
3 You strove for and won, a position of leadership or responsibility or someone you were sexually or romanticall
affections. Now, you don’t want it, see it as a burden, but are afraid to give it up.
4 Someone shines brighter than you, you will never be satisfied living in their shadow.
5 Your plan was successful but you overreached or failed to account for something and are in over your head.
Nobody else knows, yet, but it’s just a matter of time before someone realizes—or the consequences become apparent.
things from
6 Your relationships are superficial and transactional. You have no real friends or loved ones, just people you want
and want things from you in turn.

Reincarnation Ritual
1 Hold tightly to an item representing your value and rest.
2 You must piggyback off another Recursor’s reincarnation ritual.
3 Provided you do not already have 6 Karma, you may improvise any reincarnation ritual
reincarnating with +1 Karma.
4 Commit social media seppuku.

Poltergeist Features through overt displays of power: a powerful handshake,


0 POWER MOVE: You developed an intuition for manipulation
against somebody with higher PRO take Wd4.
biting apathetic humor or sarcasm. Pd8 but if attempted
in your favor. Pd6 and +1 PRO Armor.
1 HOTEI-BOT: An AI designed to spin any negative press or social media etc.).
ening someone’s resolve in diplomacy, intimidation, trade,
2 SUITCASE OF RARE GOLDEN JAPANESE KNIVES: Nd4 (cutting) or Nd6 (weak
transforming into a Nature Spirit.
99 years old, when they turn 100, they gain sentience, g
e spirit, like a silver werewolf. It’s not actually that stron
3 STRONG RIGHT HAND IN SILVER: An impressive-looking and loyal natur
made to assist you in simple tasks and fetch things.
or capable on its own, but it is intimidating—and can be urbed,
place of personal significance. So long as it remains undist
4 PHYLACTERY: In a past life, an item of value to you was buried in a
to accrue Karma.
PRO Damage against you is Impaired and cannot cause you e
ers, business associates, etc., to quickly and decisively provid
5 ROLODEX HIGH-ROLLER: You can harness your myriad social media follow trolled—Pd6
Failure: your followers’ actions cause blowback or you’re
some kind of aid or information by rolling a PRO Save. Full
and/or a Karmic Attachment (GM Discretion).
gun with a pyramidal shape at the muzzle’s end.
6 SPECIAL SHINING LASER GUN: An experimental gold and white limestone
beam (Nd10) with a 1-in-6 chance of accruing 1 karma.
It’s a fascinating story how you got it. Fires a karmic force
20

Your Poltergeist Form is a wondrous and terrifying thing’s mangled remains.


Even in this broken and incomplete state, you are exceptional and beautiful,
yet grotesque. Your overwhelming Karmic power, harnessed through your own
excellence and intuition, is fragile and must be used cautiously.

Quirk
1 Your third eye is like a Karmic teratoma.
2 There is an existentially chilling aura about you sucking out a space’s air and energy.
3 Your movements appear stiff and heavy—like you could break anything you touch.
eldritch, and haunting.
4 At first, you appear celestial. As one knows you better, they find you increasingly uncanny,
from reality.
5 You present immaculately, almost. In some slight way, there is something off—as if detached
6 Occasionally your eyes, nose and mouth drip harsh black fluids.
21

Starting Karmic Attachments


1 You did a bad thing once… or twice. You didn’t intend it, it just happened. You aren’t that person.
You (true or not) believe this was unforgivable.
2 You failed at something important once, in a big way, and have been unable to live it down.
Everything comes back to that moment, always.
3 You are a mostly capable and impressive person with one major flaw or defect which everything else pales in comparison to.
4 You have an obsession, something haunting your waking thoughts and dreams alike, and drives your every decision.
5 There is someone you absolutely despise, hold personally responsible for everything that is wrong with the world
or your life. They’re an oppressive presence looming over your existence.
6 You put up barriers because you’re afraid of hurting those you love, like you’ve done before.

Reincarnation Ritual
1 If you can’t be perfect, make yourself ugly, permanently and be done with it.
2 Repeat an obscure and complicated mantra 100 times, perfectly.
3 Summon the Broken Machine Dragon to consume you.
4 In your lucid dreams, construct a device focusing null space into a short beam
like a welding torch. Take it to your third eye.

Poltergeist Features
0 MANTRA OF NULLIFICATION: A mantra of practiced breathing, focusing null space into one self, or exhaling a violent conical
burst (Nd6, may hit multiple targets).
1 CYBERNETIC DRAGON ARM: Metallic, spiky, sinewy, leaking acrid black fluids. Its power (Nd8) is offset by occasional
bugginess—an angry will of its own. Roll NAT Save, Full Failure: the Damage reverses on you—or something worse…
2 BROKEN MACHINE DRAGON TRANSMITTER: Signals the Broken Machine Dragon (a specific Karmic Attachment accrues 1 Karma
which cannot be divested until resolved). The Broken Machine Dragon, for better or worse, comes for you. This ability’s
(context dependent) effects are significant and should be driven by GM/player conversation.
3 BROKEN POCKET WATCH: You can reroll failed Karma rolls. However, a Failure makes the outcome even worse or Nd6.
4 DOCTORATE OF PHILOSOPHY: Your research on Eldritch Buddhism and the Numberless Courts of Hell focused specifically on the
Zen Fascist Court. Your knowledge was not meant for humans. Wd10 but take Wd4.
5 THE MAGIC TOUCH: You have an intuitive mechanical sense, yet devices tend to break down if you use them long enough.
+2 to Saves for understanding unique devices, -1 to Saves for using them.
6 BROKEN DRAGOON: A dog-sized autonomous drone with a sophisticated but sometimes wildly inaccurate machine learning
algorithm. It only responds to you. If given complex commands, maintaining control may require a NAT Save.
On Full Failure it breaks down, requiring 1d4 hours for repairs or something worse.
Crashiinng ROCKET NIIXXIIEE
22

Your Poltergeist Form is that of an enchanting abyssal spirit


—always moving, climbing, flying: upwards and onwards. Whenever you fail, you aim higher—
and fall further. Your Karmic power comes from indomitability even facing the impossible.

Quirk
1 When excited, things around you sparkle and pop.
2 Your movements appear flitting like a bug.
3 Your entire body softly vibrates.
4 Your shadow is iridescent.
5 Your third eye expresses absolute terror.
6 Your extra teeth are noticeable.
23

Starting Karmic Attachments


you’ll finish it.
1 You are working on what’s going to be the defining moment of your existence... This time,
if it stopped chasing you,
2 You are running. At first from something specific—maybe you still are on some level. Even
that’s not really what you’re fleeing anymore—it’s more like a feeling.
can feel it in your teeth,
3 You avoid sleep. You say you don’t like to waste time but, really, it’s the nightmares. You
just thinking about it.
even candy.
4 You are a thrillseeker always seeking the next rush: gambling, extreme sports, drugs… or
you. Best not to think about it, just move forward.
5 You’ve made impulsive decisions whose consequences hang over
it all” to relax for a bit.
6 Nobody has seen or heard from you for quite a while, you “needed some time away from
But that’s not really what happened—and this isn’t the first time.

Reincarnation Ritual
1 Play your preferred version of Russian Roulette until you lose.
2 Jump from somewhere very high.
3 Run until you collapse.
4 Come to a screeching halt at an inopportune time or place.

Poltergeist Features
for peacocking,
0 NIXIE WINGS: Allegedly nixies are sea fairies, regardless: you can fly. Wings are also good
Pd6 attracting attention.
your tongue and come alive.
1 NIXIE STICKS: Nobody’s quite sure what’s in them—what a rush! Just tear it open, pour on
Allegedly grant magic powers (+2 Nat Saves).
(Pd6 or Nd6).
2 CONTAGIOUS ENTHUSIASM: In a huff and a puff, get anyone excited! Well... almost anyone
clenching your jaw,
3 ACHING TEETH: They won’t stop aching! When pressing your tongue against your teeth or
a pulse of existential dread sweeps the surrounding area for Nd8—Nd4 to you.
4 UNSTOPPABLE FORCE: Phase through a barrier with a NAT Save. On Full Failure: take Nd6.
ces
5 INDOMITABLE DARK ARTS: You are driven by magic well beyond reason—but not consequen
(+2 NAT Armor, -2 WIS Saves).
(improvisationally Nd4).
6 ROCKET KIT: Your kit can make rockets, fireworks and other sparkling and exploding things
24

who takes leaps


Your Poltergeist Form is regal—yet awkward. You are one
seem to get further than halfwa y to your goals.
—and leaps far—yet never
of your landing behind them.
Half know you from your back and half know the sound
knew where to aim.
Your Karmic power is as long as your reach—if only you

Quir k
1 Your body always gracefully bounces, bobbing-and-weaving like a boxer.
2 You have atypically large, long limbs—particularly hands and arms.
material world.
3 You move at a smoother framerate, as if from the Celestial Bureaucracy rather than the
4 Your face is expressionless as if reading something right in front of you.
5 Your movements are practiced, deliberate, stiff.
become feral.
6 When hungry—or desperate to succeed—your hair whitens, skin takes a sickly green and you
25

Startinglife’sKarm ic Attachme nts wanted. There’s still so much to do.


1 work then realized it
You completed your would never get you what you really
want.
2 You have a position of moderate power: pitying those below and contemptuous of those above—exactly what They
to spare
3 You know you’re on a treadmill but you don’t know how to stop without hurting yourself: there’s nothing left
towards breaking the cycle.
fit in.
4 You worked into a higher social class than you were born into but you are unlike your peers—and you’ll never
strength but cannot sustain you.
5 You are a lifeless thing always hungrily hunting what is missing inside. That determination has
6 Despite holding a prominent position where others treat you as a success, you feel world-weary—like a failure.
There is no one reason why you feel this way, so your feelings cannot be falsified.

Reincarnation Ritual
1 Take a big risk, overreach, knowing you will likely fail.
2 Jump off a cliff, in front of a moving truck or otherwise leap to your doom.
3 Abandon your dreams, even if it changes everything about your life and how you define yourself.
4 Be the naked emperor; run naked and free without social grace or pretense..

Poltergeist Features ion, you partially understand.


0 LEAP OF (PLANCK) LOGIC: Even when arriving at the wrong conclus
the die size (i.e. Wd10->d8->d6->d4->d2->1).
For any conflict, start with Wd10. After dealing Damage, lower
Saving to hop somewhere,
1 MANTRA OF HOPPING: You can jump immense distances. Even on a Full Failure, when
y to your goal.
you always land safely, somehow and, if possible, at least halfwa
of lower social status and increase your PRO Damage die
2 HIGH GROUND: +2 PRO Armor and +2 PRO Saves against those
social status.
by one degree (e.g. Pd6->d8). Reverse this against those of higher
dealt to that attribute (min.1, cannot exceed maximum).
3 SOUL SIPHON: Whenever you deal Damage, recover ½ Damage
family, etc.). You can sense known
4 PIRATE OF THE PRO-PLANE: Once daily, pick a community (a company, government,
and Pd6 to the Platonic concept of their social network
members’ social connections and hierarchy, have +1 to PRO Saves
and their status within.
and you infer (potentially obviously
5 LOW GROUND: +1 WIS Armor and +1 WIS Saves against those of higher social status
useful) insights about them.
PRO Conflict will do you one favor in the future
6 MANTRA OF CONSCRIPTION: Human opponents defeated in WIS or
Recursers, Ashura and Poltergeists.
(within reason). Excludes metaphysically atypical humans such as
26

an Ichor
Heart
Your Poltergeist Form is a violent, vicious thing, hiding in plain sight, revealed in dark
times and ugly lights. You claim “that’s not who I am”—maybe that’s true….
Maybe you believe it too. Your intense Karmic power is the ichor flowing within you
—if only you could control it.

Quirk
1 Day-to-day, you are meek but, under certain circumstances, you adopt a much bolder persona.
2 There is a casual anger behind your eyes, an almost endearing animal nature—save for those who understand what’s behind them.
3 Big or small, you carry a tight, constrained strength within. Some find it attractive, others repulsive.
4 As your anger grows, you enlarge becoming monstrous.
5 You are like a puppydog—wagging tail and floppy ears—but howl and bite like a wolf. Sometimes literally.
6 Your anger contains something cold and eldritch. There is horror hidden in your unknowable depths.
27

Starting Karmic Attachments


1 someone you care deeply about—and continue to. You know what you’re doing but not how to stop.
You hurt
Maybe you don’t want to.
2 A rage built up inside, over (real or perceived) transgressions. One day, all you built up exploded, impotently,
and you live with the consequences.
3 You are not irredeemably evil, yet feel an impulse towards acts violating your fundamental values. You have not acted on them—yet.
4 You learned to sublimate your dark and strange impulses and believe these methods are healthy—in some ways they are.
5 You live a multifaceted, contradictory life. Nobody has seen every facet and none could remain if they did… or so you think.
6 You were a victim, helpless in that time, and that feeling of weakness and victimization haunts and drives you.

Reincarnation Ritual
1 Give in to your absolute worst, momentary impulse.
2 Do or say something irredeemable to those you care about or who care about you.
3 Grievously injure yourself—you’ll come back whole, after suffering.
4 Go on a rampage, releasing all your anger in a glorious moment.

Poltergeist Features
0 Ichorous: Like an adrenaline rush, Ichor floods your veins, Nd10 for physical
or emotional violence, taking Nd4+2 when
the conflict ends.
1 Anti-Mantra: Leveraging the mantra’s methods, channeling your momentary rage and fear, slows
your temporal perception
for 1d4 Conflict turns or one non-Conflict action granting something akin
to +2 on a Save. Afterwards, suffer some
comparable consequence.
2 Ashura’s Edge: More than most, you are always on the precipice of Ashuradom. For a conflict
’s duration, raise your Karma
to 6. Afterwards, on any Karma roll of 6, you lash out wildly, your intended
action opposing you or an ally.
If your Karma would exceed 6 for the duration, normal Karma rules apply.
3 Fluorescent White Moonlight: Your discomforting presence is a reminder we are merely violent
animals, Pd6 for plausibly
deniable intimidation through implication, +2 PRO Saves when the action’s
target is present, -2 PRO Saves for
broader-reaching actions.
4 Wisdom in Mind if not in Heart: Despite your darkness—or perhaps because of it—you have a
deep understanding of the Way
of things. +3 to WIS Saves de-escalating conflicts as a third party.
5 Cruel Detachment: You are capable of casual cruelty towards others: Pd6, +1 PRO Saves in the
confidence arts and you
may fake a Karmic Attachment. It counts towards advancement (once per level)
without accruing or divesting Karma—with
all narrative advantages or consequences.
6 Strange and Horrible Closeted Things: Your past actions yielded awful and eldritch consequences.
You can summon a Mu,
an eldritch null-space being which burrowed into our world through someone
you’ve hurt. In its young, half-formed
state it can only persist momentarily dealing your Karma in Damage to all
present besides yourself serving well as
a show of intimidation, a catastrophe’s catalyst or distraction.
Reclaimer Redcap
28

As a liquidator of the soul, people cannot help but notice your unnatural greyness or the
damp and loamy tinge to the air about you. Unperturbed by their non-comprehension,
with clockwork resignation and glass smooth motion, you indifferently set yourself to your
essential purpose: decomposing institutions.

Quirk
1 You have an unshakeable, dry wracking cough which brings up greyish miasmic phlegm.
2 Regardless of how recently you’ve eaten you always look dissatisfied and hungry, stomach constantly issuing a soft moan.
3 Even when taking pains to perform wardrobe upkeep there are always hanging threads, ink stains, ruined hems and an otherwise
scruffy appearance.
4 Somehow you always have running eyeliner and smudged lipstick which musses up your coffee mug and requires an endless supply
of tissues.
5 Your eyes always have the dismal vacancy of a temporary worker waiting for a load screen to complete or the mein of
someone filling ReCaptcha to access a necessary service.
6 There’s a constant hum of mediocre fluorescent lighting and any medium capturing you seems blurry and out of focus.
29

Starting Institutional Attachments


1 You act as a lender of last resort’s agent, an unpleasant, soul-sucking institution serving those desperate enough
to submit to actual usury.
2 You act as a Political Machine’s spiritual consultant, thay have a vision for your neighborhood.
3 A vaguely ominous—but outwardly benign—research consortium pays for your observations, their questions are both
pointed and specific and weirdly disjointed.
4 You run down escapees from The Court of Botched Last Chances, some sell candles to ward against your visits.
5 You’re a deputy in an understaffed and underfunded agency tasked with reporting on anomalous Karmic happenings.
6 You investigate, research and occasionally meddle on behalf of an extremely criminal but socially beneficial law firm.

Reincarnation Ritual
1 Anti-corporate anarchy murder-suicide arson.
2 Shamelessly, in the face of an emergent tragedy, be a bystander and allow yourself to die.
3 With detached stoicism, fatally demonstrate a safety rationale.
4 Allow yourself to die to actively conserve resources for others.

Poltergeist Features
to Institutions rather
0 IDEOLOGICAL APPARATUS: Instead of traditional Karmic Attachments you form attachments
PRO Armor per Institutional
than people. These Institutional Attachments affect how others perceive you. You gain 1
them. You can divest Karma
Attachment. Provided you have 1+ Institutional Attachment: Pd4 for actions relating to
normally but Attachments persist until the Institution’s dissolution.
1 COLLECTIVE EPICARICACY: Unleashes an entropic influence (Wd12) on the surrounding environment (but not directly
those within it) with proportionate effect.
2 RELIABLE AS DEATH AND TAXES: You may call upon an Institutional Attachment to locate information, access
in its interests.
a location or otherwise get something you want by taking on a non-negotiable related task
3 PORT OF CALL: Provided you get out of any casual observer’s sight, you can teleport to an Institution you have
an Attachment with.
4 THE MEDIUM IS THE MESSAGE: Through a cascade of coincidental institutional failures and errors, a large crowd
them together.
begins forming. The composition, behavior, mood, etc. are determined by the sequence bringing
5 NOTHING GOLD CAN STAY: You can automatically succeed on a Save, in exchange for taking an Institutional
Attachment which accrues ‘interest’ [1 Karma per cumulative session (1, 2, 3, etc.)].
6 PATTERN AGAINST USER: Cause all your Institutional Attachments to completely forget an individual.
30 CAREERS

ROLL CAREERS
1 Service
2 Healthcare
3 Architecture, Construction, Engineering
4 Arts and Entertainment
5 STEM
6 Office, Bureaucracy, Management
7 Education and Academia
8 Student
9 Independently Wealthy / Not Working
10 Seeking Employment
11 Law, Corrections, Public Safety, Security
12 Government, Politics, Public Administration
13 Business Executive, Banking, Investment, Real Estate
14 Agriculture
15 Transportation
16 Advertisement, Marketing, Sales
17 Chef / Restaurant Owner
18 Crime
19 Theology, Philosophy, Religion or Spirituality Leader
20 Monk, Ascetic, Alchemist, Martial Artist, other Expert Karmic or
Supernatural Practitioner
SPECIAL ITEMS (I) 31

Unless stated otherwise, items have a ‘usage die.’ Whenever using an item,
roll d20 ≤ relevant Ability Score. Failure: move the die down the die chain:

i.e. d20 -> d12 -> d10 -> d8 -> d6 -> d4 -> 1 (single use, next use is final).

ROLL SPECIAL ITEM


1 GORDIAN ROPE: 6’ Rope, once-daily usable to solve a seemingly
intractable problem, if the user thinks of a clever use.
Usage Die : Wd6
2 SVALINN LOTION: 100% heat and UV protection. Makes you cool
(literally and metaphorically), +2 PRO save and +Pd8 for 1d6+3 hours.
Usage Die : Pd6
3 FIG AMULET: When worn over time, grants wealth and social power.
Cumulative +1 PRO Saves per consecutive week, also cumulative +1
Karma (i.e. +1, +2, ..., +N). Removing the amulet terminates the PRO
bonus and excess Karma before it crumbles away.
Usage Die : Xd6
4 MANTRA OF PARADOX: Mantra and mathematical proof of a
paradox. Wd6—Wd8 against robots or the exceptionally logical.
Usage Die : Wd6
5 LIMITED EDITION TURBO SENGA SNAP CONTROLLER: Shiny
controller for the Senga Snap Entertainment System. Programmed
with uber-macros for ultimate gaming and military-grade hacking.
+2 NAT Save for video game or computer-related actions.
Usage Die : Nd6
6 UNIVERSAL METRO CARD TO THE UNKNOWN:
Unlimited metro pass usable in any city which can take you to
normally inaccessible places and, sometimes, even one of the
Numberless Courts of Hell.
Usage Die : Pd6
7 MANTRA OF JUST GO FOR IT: Mantra written on a sheet of recy-
cled sneakers that increases resolve. +1 NAT Save on the next NAT
task after reading.
Usage Die : Nd6
8 WISEPHONE: Old, obscure yin-yang-shaped smartphone with
a terrible battery, load times, and connectivity. However, obscured
words read or images viewed on it are more clear, +2 WIS Save on
phone-related tasks.
Usage Die : Wd6
32 SPECIAL ITEMS (II)

ROLL SPECIAL ITEM


9 BOTTLE SHIP OF THESEUS: Ship in a bottle model kit. By replacing
the ship parts, exchange a Karmic Attachment for another random
Karmic Attachment.
Usage Die : Wd4
10 TWO TRUTHS AND ONE LIE: Invite-only phone app. Ask any
question and it provides two truths and one lie.
Usage Die : Pd6
11 QUICKENING POTION OF FALSE PROMISES: Effectively Karma
6 for Karma Rolls and +N2d4 to a pre-existing NAT Damage Die for
1d4 hours. Afterward, take 2Nd6 Damage.
Usage Die : Xd1
12 DOCUMENT OF FINE PRINT: Legal document composed entirely of
fine print. Pd12 damage—but roll WIS Save. On full or partial failure,
your opponent turns the legalese around on you, damaging you
in-stead, as it’s destroyed, bursting into flames.
Usage Die : NA
13 MAGICAL METAPHYSICAL MERIDIAN MAGNIFYING GLASS:
Find that which cannot otherwise be found. Roll WIS Save.
On full or partial failure, the discovery lacks context.
Usage Die : Wd8
14 DISCREDIT CARD:
Can wipe out any one debt—of any size including non-monetary
debts. The cost is a circumstance-relevant Karmic Attachment which
automatically sets Karma to 6. Until resolved, Karma cannot be
divested nor other Karmic Attachments resolved.
Usage Die : Xd1
15 SILENCER EARBUDS: Mantra written on a sheet of recycled sneakers
that increases resolve. +1 NAT Save on the next NAT task after reading.
Usage Die : Nd8
16 TOTE BAG OF HOLDING:Tote bag containing a pocket dimension
which holds infinite items. Roll Karma when retrieving an item from
within. Failure: (temporarily) lost within.
Usage Die : NA
17 TOKEN OF MONKEY KING’S FAVOR: Can be spent bribing nearly
any Devil—exempting an arch-Devil—once. A significant request may
require a PRO Save or Conflict for agreement of the exact terms.
Usage Die : Xd1
SPECIAL ITEMS (III) 33

ROLL SPECIAL ITEM


18 KARMA SPECS: Glasses that allow the wearer to see a quantification
of anyone’s Karma.
Usage Die : Nd8
19 METAPHYSICAL LAW DEGREE: License to serve as legal defense for
Poltergeists in the Numberless Courts of Hell. No legal training required.
Usage Die : Pd8
20 DEVIL BOT: Digital devil, like a simple AI assistant. The Devil Bot
does not require a contract but is licensed to a single device.
Usage Die: NA
21 DEVIL CONTRACT: Contract binding a Devil to the owner’s will. The
more powerful, the more arcane the conditions—and the more
severe the punishment for breaking it. Contracts can be stolen, and
the thief gains ownership. A failed thief on the other hand...
Usage Die: Xd1
22 UNPAID INTERNS GUILD CARD: The holder has impaired PRO
Damage but is invisible except to those looking to command them.
Provides access to the Unpaid Interns Guild social networks.
Usage Die: Pd8
23 BONE OF PRIMAL VIOLENCE: Splintered bone of a dead god, some
believe these bones are the root of all the material world’s violence.
Nd20 for violent conflict, accruing 1d4-1 Karma each use.
Usage Die: Nd4
24 KARMIC KEYCHAIN: Any single item capable of fitting in a pocket
can be attached to it. The item cannot be lost, stolen, or broken unless
the owner breaks the keychain or some significant Karmic force
overrides it. Until broken, the owner is karmically attached to the item
and cannot use their Reincarnation Ritual.
Usage Die: NA
25 OLFACTORY BULB: Pulsing, wriggling, handheld sack like a wonton.
While stuck over the nose, one gains dog-like, high-resolution smelling
abilities; the ability to track smells across time and space as if they
were fading footprints.
Usage Die: Wd6
26 MERIDIAN POSITIONING SYSTEM (MPS): GPS-like app that tracks
ley lines and meridians. It can be used to get real-time directions to
Earth’s known metaphysical places—and even some within
The Numberless Courts of Hell.
Usage Die: Wd8
34 SPECIAL ITEMS (IV)

ROLL SPECIAL ITEM


27 POWER SUIT: PRO Armor. There is not one single style of power suit,
but all are stylish and empowering, granting Pd8. Absorbs up to 3 PRO
damage, after which it becomes played out and permanently
unstylish, losing all value or utility.
Usage Die: NA
28 BOTTLE OF DHARMAFINIL: A popular new prescription drug collo-
quially known as ‘Cheddar.’ Some illegal, underground
formulations are a popular study drug. +2 to WIS Saves or NAT mental
effort Saves for 1d4 hours and can provide contextual Karmic insights.
Generally no side effects and non-habit-forming, however,
prescriptions are exorbitantly expensive, and not all street dealers are
trustworthy...
Usage Die: Wd6
29 VIRTUETUBE PRO TOKEN: Can be used to purchase a single course
on VirtueTube, the online video platform for instructional videos
based on Aristotelian Virtue Ethics’ principles. After spending at least
5 hours a week for a month on the course, permanently gain +3 on
WIS Saves for course-related tasks or increase the die size of
WIS-based conflict items by one for course-related conflicts.
Usage Die: Xd1
30 TIME PIECE OF PEACE: The wearer can no longer track time but has
+1 to WIS Saves and deals Wd6.
Usage Die: Wd6
31 LALA LIME ATHLEISURE PANTS: Attractive and comfortable yoga
pants, +2 NAT Saves for athletic activities.
Usage Die: Nd8
32 SHOES OF ANOTHER: Another Recursor’s literal and allegorical
shoes. Make a plausible Karmic Attachment (akin to another
Poltergeist Form’s Starting Karmic Attachment) which accrues 2
Karma, divesting 3 when resolved. Once resolved, swap either one
quirk or reincarnation ritual and one non-0th Poltergeist Feature,
with those of the other Poltergeist Form.
Usage Die: Xd1
33 DEVIL’S “FIDDLE”: Musical instrument beautifully playable by
anyone. It takes control of your necessary body parts to play and,
sometimes, uses them for other purposes as well.
Usage Die: Nd6
34 PRIMORDIAL FIRE: Flashlight that illuminates, physically and
metaphysically. Wd8 against Poltergeists.
Usage Die: Wd6
SPECIAL ITEMS (V) 35

ROLL SPECIAL ITEM


35 ATAVISTIC WALLET: Wallet containing your most recent past life’s
identifying information.
Usage Die: NA
36 QUINCEPHONE: Overpriced but reliable gold-plated QuinceSoft
smartphone usable for Pd6, and grants you access to QuaosNet: the
popular private text chat system.
Usage Die: Pd8
37 GUN: A gun. They’re really cheap and easily obtained. Nd12 for
violent conflict, WIS Save to use and on failure, the wielder
accidentally hits an unintended target.
Usage Die : Nd4
38 SWORD: A sword. Nd8 for violent conflict, but -2 to PRO Saves in the
material world for wielding a sword in public in the 21st century.
Usage Die : Nd4
39 DS FRIEND: Digital Nature Spirit, common denizens of QuaosNet and
other online social networks. It considers you a friend and generally
tries to help you unless treated disrespectfully.
Usage Die : NA
40 TOP SPINNER: Spin the top to train an ad-tech machine learning
algorithm. Spins whatever you’re selling, granting Pd8 for 1d4 turns
unless halted or colliding with an obstacle.
Usage Die : Pd6
41 DS NIGHTCRAWLER: Evil digital Nature Spirit that steals online data,
favoring the QuaosNet social network, and encrypts the darkest of
the dark web. Helps once in exchange for a favor (Karmic Attachment).
Usage Die : Xd1
42 DS CRYPT KEEPER: Digital Nature Spirit goblin contractible to
protect your digital assets, in particular cryptocurrencies, and also
make investments on your behalf for a cut of the profit.
Usage Die : Pd8
43 POSITRON PACK: Back-mounted, positronically-powered
vacuum-like device capable of suctioning and containing rogue Polter-
geists. Requires a relevant Save containing the Poltergeist. Add +1 for
each Poltergeist already within to the Save roll result. A Full Failure
releases all stored Poltergeists.
Usage Die : Xd4
36 SPECIAL ITEMS (VI)

ROLL SPECIAL ITEM


44 ORGONE ENERGIZER: Single can of a QuinceSoft quince-flavored
energy/nutrient drink granting +2 PRO Save and Pd6 on tasks relating
to QuaosNet or other social networks for 1d8+2 hours.
Usage Die: Xd1
45 DDOS DIRECTIVE: The admin account of a QuasNet digital flash
mob group usable to summon a DDoS attack against any website, or
a disruptive (material world) flash mob of whatever humans, Nature
Spirits, or, even, Devils are associated with that account.
Usage Die: Pd4
46 DETAIL DEVIL: Metaphysical lawyer devil that can be summoned
to clarify one contract, locate a missed detail, or confirm no detail
was missed. Alternately can add one sneaky detail into a contract or
negotiation.
Usage Die: Xd1
47 QILINTECH VEHICLES: Hot new brand of small electric vehicles
(electric bikes, skateboards, scooters, etc.) Pd6 and +2 to PRO Saves
while riding.
Usage Die: Pd6
48 QUINCESOFT INSTRUMENTS: Stylish Electronic Instruments by
QuinceSoft, using qOS, linked to the QuaosNet social network. When
played, the performer and their allies get +2 to NAT Saves, +2 NAT
Armor and increase NAT Damage by one size.
Usage Die: Nd6
49 MANTRA OF ADBLOCK: Wd10 in conflict against those attempting
sales including immunity to their PRO Damage.
Usage Die: W/Pd6
50 SOUL MATE: One high calorie protein bar made by specially-trained
Buddhist Monks. Satisfies hunger and your next Karma Roll
automatically succeeds.
Usage Die: Xd1
51 SOUL ASSETS: Safe deposit box in a Court of Hell’s bank containing
a mundane—but valuable or useful item—from your most recent past
life.
Usage Die: NA
52 QUAOS QUAPTAIN QUODE: Code for premium QuaosNet social
network accessing unique features and channels, Pd6, and +1 to
PRO Saves.
Usage Die: Pd6
SPECIAL ITEMS (VII) 37

ROLL SPECIAL ITEM


53 TESSERACT CUTTER: Like a box cutter for multi-dimensional objects
(Wd6). Not suited to physical combat but really opens someone up
spiritually...
Usage Die: Wd6
54 SPICING FLASK: Contents infused with a supernatural psychedelic
spice (+2 WIS Saves) holds up to 5 shots. Infusion takes 24 hours.
Usage Die: NA
55 POCKET ALLEY: Each pocket alley has its own fractal equation. Draw
the fractal or write the equation on a building off a street and the alley
appears only to the owner, accomplices or the sufficiently wise or
Karmic. Each alley has a will or, indeed, a personality. If disrespected,
it may retaliate.
Usage Die: Nd8
56 LAO TZU’S VINEGAR: Bottle of perfectly balanced vinegar which
inspires perceiving of the world’s completeness. Recover Wd6 per
shot (contains up to 5).
Usage Die: NA
57 SIDDHARTHA’S VINEGAR: Bottle of bitter vinegar that tasting deals
Wd6 per shot (contains up to 5).
Usage Die: NA
58 CONFUCIUS’ VINEGAR: Unrefined vinegar which inspires perceiving
personal flaws. Recover Pd6 per shot (contains up to 5).
Usage Die: NA
59 MANTRA OF ABC: Corporate-developed mantra providing Pd6, +2
PRO Save and +2 PRO Armor. Comes with a pack of Steak Knives (Nd4).
Usage Die: Pd6
60 GIG WORKERS GUILD MEMBERSHIP: Increase all Damage dice
one size and grants Xd4, but -3 on all Saves and cannot benefit from
Armor. May access the Gig Workers Guild social networks.
Usage Die: Xd8
61 HAUNTING: Rogue Poltergeist haunting. It is ethereal and too far
gone for communication. It tosses things around and creates group
hallucinations. At this point it’s mostly an annoyance—but sometimes
it works in your favor! A Karmic Attachment resolving its Karma
permanently rids one of it.
Usage Die: Xd1
38 SPECIAL ITEMS (VIII)

ROLL SPECIAL ITEM


62 HUNGRY GHOST: Rogue poltergeist, like a hand-sized tardigrade
or tapeworm. Inert until consumed, it parasitically siphons its host’s
(material and spiritual) nutrients. Its hunger must be understood and
sated as a Karmic Attachment or its host starves in 1d4+3 days.
Usage Die: Xd1
63 CS MIDDLE MANAGER: Corporate Spirit that hijacks a big business’
hierarchy’s low-hanging branch within 2d4 weeks, appointing a
middle manager beholden to you. They can be replaced if removed
but uncovering the Corporate Spirit purges it from the hierarchy. It
develops its own, potentially opposed, interests over time.
Usage Die: Xd1
64 CS JOKER: Corporate Spirit, sometimes called a “Fool” or
“Consigliere.” A personal agent like a mafia lawyer and one of the only
defenses against a Detail Devil or other legal conflicts against The
Numberless Courts of Hell. Grants Pd6 or Wd6 in legal Conflict and
+2 legal-related Saves. Daily, you must roll a PRO save and make at
least a Partial Success or it abandons you at the day’s end.
Usage Die: NA
65 HELL MONEY (DIYU): The Numberless Courts of Hell’s currency.
Usage Die: NA
66 HELL MONEY CRYPTO-WALLET (QLIPPOTHNET): A digital
wallet for the mysterious Hell Money crypto-currency, usable within
the QlippothNet dark web. The algorithm is supposedly derived from
the actual Numberless Courts of Hell’s Hell Money.
Usage Die: NA
67 UNCONDITIONED REALITY (UR) GLASSES: Smart wearable
technology, allows one to see into UR. UR renders ethereal
Poltergeists and Nature Spirits visible, meridian lines followable and
The Numberless Courts of Hell and other metaphysical spaces
accessible.
Usage Die: Nd8
68 MANTRA OF THE SHIBARI ALGORITHM: Grants the knowledge to
produce a series of binding knots which, when binding one or more
individuals, encodes ternary-logical commands. Even the slightest
resistance sets off an unavoidable chain of contractions and dilations,
which self-propagates additional commands. Can bind one
human-sized creature and encode up to one basic state by default.
Usage Die: Nd6
SPECIAL ITEMS (IX) 39

ROLL SPECIAL ITEM


69 MANTRA OF DEEP FAKE: Falsely alters a live audio or video signal in
real-time. Recordings or replays reveal the true signal.
Usage Die: Wd6
70 KARMIC INDULGENCE: A contract taking responsibility for another’s
Karmic debt, resolved like a Karmic Attachment or, depending on the
source and nature, potentially resold for Hell Money (Diyu), credit for a
Hell Money Crypto-Wallet or something else of high value.
Usage Die: Xd1
71 POWER MJOLNIR: Electrical device that can apply a great swing’s
force into a slight touch but can also be used for refinement. +3 to
Saves building or repairing things, Nd6 for physical Conflict.
Usage Die: Nd6
72 MANTRA OF REINCARNATION REFINEMENET: With a
Poltergeist’s consent, refine their reincarnation to something
Karmically equivalent or accrue or divest 1 Karma to slightly advance
or regress their reincarnation’s Karma.
Usage Die: Wd6
73 CS SURRENDER (VIRTUETUBE SERIES): License for the VirtueTube
streaming platform’s self-help series. While single-use, the training
lasts forever. Learn to operate as an efficient cog in the corporate
machine by surrendering your will to a Corporate Spirit. +5 on PRO
Saves and Pd20 for corporate or high society conflicts by forming a
Karmic Attachment with the Corporate Spirit. The Attachment
accrues no Karma nor divests any when resolved but must be
resolved to Advance.
Usage Die: Xd1
74 TAOIST ALCHEMY (VIRTUETUBE SERIES): License for a VirtueTube
streaming platform channel teaching the application of the Taoist
elements of fire, water, earth, wood and metal. Using Taoist alchemy
manipulate elements like magic, bending them to your purposes—
particularly advanced maneuvers may require a Save. Without
lifelong dedication, maneuvers are eventually forgotten.
Usage Die: Xd6
75 SUPERNATURAL INSURANCE: One item, place, or person is insured
from damages incurred by supernatural circumstances. An item’s
usage die reverts to its original value, a dying person is
auto-reincarnated like a Recurser (excluding those turned into
Ashura), etc. Expect the insurance company to resist the claim with
Detail Devils, CS Jokers and other (extra-)legal means.
Usage Die: Xd1
40 SPECIAL ITEMS (X)

ROLL SPECIAL ITEM


76 MANTRA OF MARKET MANIPULATION: Creates and compels a
Digital Spirit to use social engineering across social media and investing
platforms to influence stock market outcomes with potentially
unintended consequences—be prepared for an (extra-)legal response.
Usage Die: Pd6
77 MEME: Weaponized, Military-grade meme. Pd12 until the meme
grows stale, generally after a month, after which -2 to PRO Saves for
the same amount of time one associated with a stale meme.
Usage Die: Xd1
78 MOLD: Modify Operations Legally Deniable. A class of computer viru-
ses to render any QuinceSoft, qOS or QuaosNet social network device
inoperational. This circumvents the established legal metaphysics of
the Celestial Bureaucracy—meaning legally no action may be taken
against you for use.
Usage Die: Wd6
79 EXTRA HOUR GLASS: An hourglass of glowing magical sand. Once
flipped, it adds an extra hour to the day. Time does not freeze, this
affects the entire universe. Celestial metaphysics code stabilizes the
universe on the back-end. Once flipped, tampering is impossible.
Usage Die: Nd6
80 MANTRA OF L’ESPRIT DE L’ESCALIER: Before walking away, you
issue the perfect retort to a social conflict. Roll a PRO Save or Damage
die twice taking the better result.
Usage Die: Pd6
81 RING OF WILLPOWER: Magical resolve-strengthening ring. Roll
a NAT Save or Damage die relating to willpower or exertion twice
taking the better result.
Usage Die: Nd6
82 KARMA MONOCLE: Headband with a token over the forehead,
enhancing one’s third eye. Roll a WIS Save or Damage die examining
yourself or another twice taking the better result.
Usage Die: Wd6
83 THE EVER OUTFIT: An outfit that is always: stylish, comfortable,
functional and good for all weather conditions, but tears easily. +1 to
all Saves.
Usage Die: Xd4
SPECIAL ITEMS (XI) 41

ROLL SPECIAL ITEM


84 NS PET: Nature Spirit pet with animal intelligence, and usually one
Damage Die for one Ability at d6, 10 HP, and one utility special ability.
It has some behavioral quirk making it prone to trouble and frequently
imposes inopportune Karmic Attachments.
Usage Die: NA
85 SUZIE SUBURB DOLL (MINT CONDITION): A rare and extremely
valuable doll. If your possession is discovered, poachers come for you.
Usage Die: NA
86 MAGIC MACRO-MAN ACTION FIGURE: Summon a Nature Spirit
claiming to be the tokusatsu superhero Macro-Man. Can handle
seemingly insurmountable tasks if sufficiently cheered on (PRO Saves).
Damage to Macro-Man is incurred to the user as mental NAT Damage.
Usage Die: Nd6
87 GATEWAY CHALK: Draw a door and it appears, leading to some previously
visited location the user chooses. It must be redrawn after each use.
Usage Die: Wd4
88 BOTTLE OF INDIGO PILLS: Artificial means of Karmic Detachment.
Auto-resolve a (non-starting) Karmic Attachment, and experience
euphoria and third-eye awareness (+2 WIS Saves, recover 1d6+3
WIS, supernatural awareness). Repeated use is addictive (NAT Save,
addiction for Full Failure) creating a Karmic Attachment cumulatively
accruing +1 Karma each day without an indigo pill (i.e. +1, +2, ..., +N).
Usage Die: Nd6
89 SKELETON KEY: Made from a destroyed Ashura’s bones. Usable as a
literal key, decryption key, bureaucratic form or access card for many
places within the Numberless Courts of Hell. Sufficiently intelligent
and motivated devils may find this suspicious.
Usage Die: Nd4
90 REDLIGHT: Flashlight disabling anything bathed in its light’s violent
actions (primarily NAT Damage dice and NAT Saves). Roll utility die on
each turn of use.
Usage Die: Nd4
91 MARVELOUS RAKE: Impractically large and ornate party
accouterment making one stand out from the crowd. +2 PRO Saves
and Pd8 for party-related social actions. In a pinch, usable as a weapon
(Nd4).
Usage Die: Pd6
42 SPECIAL ITEMS (XII)

ROLL SPECIAL ITEM


92 CS DISRUPTOR: Self-propagating Corporate Spirit. If you have an
idea for disrupting an industry, it becomes the corporation doing the
disrupting within 1d10+2 months, even without a coherent plan for
implementation. You will be the founder and initial CEO but, without
diligence, you will be ousted.
Usage Die: Xd1
93 DESIGNER DEVIL: The infinite nature of the Numberless Courts of
Hell are such that if imaginable, a Devil exists for it. These expensive
and prestigious Devils are summoned to meet some specific set of
criteria, offering various supernatural abilities or enhancements. The
cost is a Karmic Attachment with accrued Karma and costly or
difficult Attachment conditions proportionate to the request’s value.
Usage Die: Xd1
94 HEADBAND OF DISGRACE: Binds a Nature Spirit, Devil, God or
Recurser to your will when placed over their head. Only removable
by the owner and painfully—but non-lethally—constricts when the
wearer violates the owner’s will. Only usable after activation by a
God—who it cannot be used against—and can always deactivate it.
Usage Die: Nd8
95 MAGIC LAMP: Rub to summon a genie, then a wish must be made. It
is known the outcome is always double-edged. The genie may impose
additional constraints and vary in power or have specialties.
Usage Die: Xd1
96 VERMILLION BIRD CREDIT: Credit to summon an incarnation of the
Vermillion Bird, a fire-red stealth jet usable to safely infiltrate or exit
any open area.
Usage Die: Xd1
97 AZURE DRAGON CREDIT: Credit to summon an incarnation of the
Azure Dragon, a magical blue-green pocket dimension in the form of a
corridor serving as a Damage-free zone until the user leaves.
Usage Die: Xd1
98 WHITE TIGER CREDIT: Credit to summon an incarnation of the
White Tiger, a magical white mecha serving on behalf of the user
against one cyclopean being or task. Does not guarantee success, but
helps significantly.
Usage Die: Xd1
SPECIAL ITEMS (XIII) 43

ROLL SPECIAL ITEM


99 BLACK CHIMERA CREDIT: Credit to summon an incarnation of the
Black Chimera, an orbital weapons platform in a turtleshell-like
encasing that kinetically bombards a region the size of a New York
City one-bedroom apartment (~600 ft^2) with serpentine ballistic
missiles. The missiles destroy buildings and objects but do not directly
Damage living or metaphysical beings.
Usage Die: Xd1
100 YELLOW DRAGON CREDIT: Credit to summon an incarnation of the
Yellow Dragon, a wave force that raises subterranean and
extra-dimensional forces from The Numberless Courts of Hell into the
material world. The client serves as the phenomenon’s epicenter.
Usage Die: Xd1
Meet the Pig (p65)
MeePi
MODULE (I) 45

FORWARD
Herein, it is assumed “The Team” consists of roughly 3-5 Recursers in New
York City working together as Poltergeist Investigators after their “day
jobs” (or equivalent). Their Handler, the Nature Spirit Coeurl, rents their
office, locates Clients and provides additional intel.

This Module consists of a Poltergeist Investigation and a Court Crawl. In


normal play, GMs may provide multiple potential Investigations, each
leading to different Courts of Hell or, even, break the
Poltergeist Investigation -> Court Crawl structure entirely. For
demonstration’s sake, it is assumed The Team has only this Investigation.
See this blog post for examples of generating a Poltergeist Investigation.

Certain Module elements are intentionally non-deterministic. The pre-set


information (such as Leads and Secrets) and randomized content (NPCs
and Antagonist) lend themselves to many possibilities and constructing a
narrative is up to the GM.

There are calls for Saves or Conflicts throughout but I encourage GMs not
to adhere strictly, instead let Players decide how to approach problems
and follow their lead. The Saves and Conflicts presented here are
suggestions for when all else fails.

Karmic Attachment Opportunities (KAO) are interspersed throughout but


it is also suggested GMs create specific, circumstantial KAOs directly
reflecting the PCs priorities. While the GM determines KAOs, players
should suggest a KAO if inspired. PCs may ignore KAOs but it is generally
better if players accept KAOs more often than not.

Certain encounters show HP. Whereas PCs’ Ability Scores each have a
separate HP pool, generally NPCs and obstacles have only one. These HP
are abstractions and can reflect not just a single enemy but the durability
of all NPCs, unintelligent obstacles, some internalized expense or effort to
succeed at a given task.
46 MODULE (II)

AND SO IT BEGINS… The Poltergeist (Zoe Lee)


with The Team at their office with The black sheep sister, a college
their Handler Coeurl, shortly before student trying to maintain her
the Client arrives. For new Teams, grades while living the party life—
have them introduce themselves. which seemingly caught up with her.
If new to Poltergeist Investigating,
Relationship
Coeurl provides the spiel.
Although they feel similarly about
their past, their relationship
THE INVESTIGATION became strained given their
The Client (Becca Lee) hires The different life paths. Becca was
Team to investigate the missing embarrassed by Zoe, who was
Poltergeist of her recently deceased angry and jealous of her older sister.
sister, Zoe.
NPC Tables
The Client (Becca Lee) Roll, select or invent new versions
A shrewd, up-and-coming corporate of The Favorite Professor, The
lawyer with a soft spot for Journalist, The Roommate, The
neurotic types, who resents where Childhood Friend and
she comes from. The Antagonist. GMs are
encouraged to adapt as needed.
MODULE (III) 47
THE ROOMMATE THE CHILDHOOD FRIEND
1. Yuriko Schwartz 1. Lorenzo Tan
Bubbly aspiring model and web Buff otaku and aspiring comics
designer, passive-aggressive writer on the autism spectrum—
about apartment chores. who does not define themself
this way.
2. Natasha Vega
Tired grad student and beer snob 2. Mika Weiss
with a piercing death stare. Punkish college dropout and
entrepreneur estranged from
3. Bam Bam their conservative family.
Ambiguously European art
student and intramural athlete 3. Saladin Naji
who speaks mostly in gibberish. Tatted out culinary student and
live streamer who knows how to
4. Nazli Kaplan get into—and out of—trouble.
Hot-headed chemical
engineering student and amateur 4. Jackie Green
boxer paying her tuition through Bedazzled STEM major and
myriad odd jobs. graffiti artist with cyberpunk-
inspired prostheses and
THE FAVORITE PROFESSOR wearable tech.
1. Kentucky “Tuck” Johnson
Ruggedly handsome criminology THE JOURNALIST
professor and hostage negotiator 1. Blake Suzano
with a narcissist’s smile. Small and unassuming politics
journalist and sweets lover from
2. Kennedy Fitzpatrick a mid-tier crime family.
Thicc computer science
professor and white-hat hacker 2. Rocky Yang
with no time for your nonsense. Ripped patent lawyer and tech
journalist still bristling from a
3. Tony “Voracious” Zheng controversial article.
Androgynous cognitive
neuroscience professor and 3. Jordan Suleiman
frequent expert witness with a Neurotic bespectacled crime
runway model’s wardrobe. journalist, jazz fan and aspiring
politician.
4. Ibrahim Afua
Disarmingly eccentric, 4. Nickelflick
startlingly young poetry Colorful hair-dyed performance
professor and renowned political artist turned war correspondent
activist. with a surprisingly mundane
day-to-day life.
48 MODULE (IV)

THE ANTAGONIST (GM KNOWLEDGE)


The actual cause of death is up to the GM. However, in death, Zoe’s
Poltergeist became entangled in some larger—potentially related—
scheme.
Notes: The Module lacks a final encounter given the open-endedness.
Antagonists lack stats as their abilities or influence should be beyond
The Team’s. However, some vulnerabilities are provided.

1. Moon Marine
Magical Girl Superhero and famous social media influencer, secretly
associated with the international internet hate group The Deseret
Avengers. She has a love-hate relationship with The Journalist and was
jealous of Zoe. She may or may not have been involved with Zoe’s death,
but has kidnapped Zoe’s Poltergeist out of petty contempt. Her costu-
me is like a platypus-themed US Marine dress uniform with a schoolgirl
skirt.

A. Does not want her Deseret Avengers affiliation revealed.


B. Prioritizes superheroics over The Team, especially while cameras are on.
C. Significant internalized self-loathing.

2. Suzano Crime Family


Mid-tier but dangerous crime family. Led by Beatriz Suzano, a heavyset
crime boss and devout Catholic-Buddhist with an eye towards others’
Karmic affairs. Potentially targeted Zoe for her connection to
The Childhood Friend or Sweet Romeo. Or, was caught in a crossfire and
taken to cover up the incident. Or, died incidentally but was captured to
preserve whatever information they believe she knows.

A. Do not employ many Recursers.


B. Beholden to a larger crime organization with its own priorities.
C. Save Beatriz herself, not the brightest people.

3. Mr. Comely-O
Arch-Devil bureaucrat of a Court connected to the material world via
Albany, New York. A caricature of a traditionally handsome middle-aged
white man. He seeks to undermine Metro Daddy, and Zoe may be
wrapped up in his political machinations or an incidental part of a larger
scheme.

A. Must maintain a clean political image.


B. Can’t afford to spend too much time away from Albany.
C. Other victims of his abuse of power are organizing against him.
MODULE (V) 49

4. Rat Jack
Rat-like Poltergeist involved with Dharmafinil dealing (aka “Cheddar”).
Zoe worked for his organization, the Polterzeitgeist—possibly under
duress. Her death is related to her Polterzeitgeist activities—but
Rat Jack may or may not be responsible.

A. Not physically imposing (Goblin Jack on the other hand…)


B. Has many enemies, including the Rat Devils.
C. Genuinely does not understand why people get mad over backstabbing.
50 MODULE (VI)

The Leads
• Zoe was last seen at the jazz club Mezzie’s, recommended by The Favorite
Professor during office hours, which she often attended.
• Zoe was dating The Journalist and was seen with them the night she
disappeared, at The New Amsterdammer office Downtown.
• Zoe and The Roommate worked part-time at an out-of-place punk
dive bar in midtown, The Red Lodge. Well known for the availability of
study drugs such as Cheddar. The two were seen in a heated argument
after hours the night before her disappearance.
• The Childhood Friend works at an anime-themed cafe in the Lower
East Side, All’s Right, where Zoe often studied. The Childhood Friend
had been a part of gang violence in their hometown and committed at
least one heinous crime for which they were never caught—but which
Becca knew about. As a result, they and Becca had a falling out years
ago but she remained friends with Zoe—much to Becca’s chagrin.

The Death
• Zoe’s body has not been found and her death is only “known” from the
record produced by The Numberless Courts of Hell.
• As is standard, the cause and time of death, and other material
concerns are not recorded.
• Zoe was sentenced to The Court of Those Who Succumb Prematurely
to Crippling Expectations for reincarnation as a scratchy sweater of
black sheep’s wool.
• There is no record of her arriving at the Court.

The Secrets (GM Knowledge)


• Zoe was taking Cheddar dealt by Sweet Romeo (a Suzano Crime Family
affiliate) supplied by Rat Jack—also Coeurl’s supplier.
• The Journalist was using Zoe as a stepping stone for an article on
Cheddar, which would have portrayed her in an unflattering light. This
would have reflected poorly on Becca and her law firm. Becca was
unaware of The Journalist’s deceit for a fact but had expressed
concerns to Zoe over this possibility. The Journalist potentially also
had genuine feelings for Zoe.
• Becca has an ongoing affair with The Favorite Professor—partially why
they gave Zoe extra attention. One of their graduate students believes
they were also having an affair with Zoe (potentially true).
• The Childhood Friend became involved with the Suzano Crime Family.
Initially with good intent or out of necessity but circumstances have
escalated well beyond their intentions.
MODULE (VII) 51

• Zoe was not as much of a partier as she made herself out to be. She
struggled with undiagnosed general anxiety and major depression,
many of her behavioral issues were the result of her mental illness.
• The Roommate is dating Sweet Romeo, their drug dealer and Suzano
Crime Family member. Zoe recently had a bad high and believed she
was given the wrong drug by one of them—both deny it outright or
claim it was an accident (either could be true).
• For better and worse, Coeurl is much more deeply involved with
organized crime than is first apparent to The Team. The organizations
they associate with have engaged in various pro-community activities
such as protection from police brutality but also organized crime’s
darker sides. Rat Jack is his Cheddar supplier.
• The Journalist used to date Moon Marine but broke up with her after
uncovering her hate group association.

ADDITIONAL NPCS
Coeurl
The Team’s Handler. An anthropomorphic, electric blue cheetah Nature
Spirit with tentacle whiskers, always wearing sunglasses with a cool-cat,
jazzy, raspy voice. Coeurl is also a drug dealer, primarily the college study-
drug Cheddar.

Metro Daddy
The Arch-Devil of The Court of Those Who Succumb Prematurely to
Crippling Expectations. Self-proclaimed “Bodybuilder Bimbo,” Metro
Daddy towers over mere mortals with his impossibly buff bod that is both
smooth as silk and hard as steel and has luxurious, professionally managed
hair, makeup and wardrobe. A friendly and competent leader who balan-
ces his career with caring for his numerous Devil children.

“Sweet Romeo” Suzano


Spoiled trust fund college kid and royalty in the mid-tier Suzano Crime
Family. They may or may not be as awful as they at first seem. Sweet
Romeo is dating The Roommate, was dealing Cheddar to Zoe and has had
some crime-related interactions with The Childhood Friend.

The Bureaucratic Error (Optional: GM Knowledge)


Optional circumstances, driven by the Karmic Cycle’s disarray over the
last 1000 years. It’s up to the GM to integrate the Error, see this blog post
to roll a random Error or create your own. For example, from the blog post:
No Poltergeist has reincarnated from this Court in over 100 years. The
Court is overburdened and on the verge of collapse.
52 MODULE (VIII)
EXAMPLE SCENARIO
I will be sad if people just roll with this instead of making their own
scenario but here’s a reference example.

I rolled:
Tuck (The Favorite Professor)
Jordan (The Journalist)
Nazli (The Roommate)
Mika (The Childhood Friend)
Moon Marine (The Antagonist)
… but I ended up adding in Mr. Comely-O and The Suzano Crime Family as
well because it fit together well and wrote the following scenario:

Zoe was using Mika’s social media platform Foyr, his newest venture currently in
private beta testing. The app’s reputation was quickly growing as a place to make
Cheddar (and other study drug) connections. Jordan was investigating this,
which is how they met Zoe. Mika is a huge Moon Marine fan and desperately
wanted her to promote the app and, when she learned Jordan was using the app
and its reputation, she took up their offer, much to Mika’s surprise—both to spy
on Jordan and bust the Cheddar trade.

Tuck was (unhappily) dating Becca and was developing feelings for Zoe and,
being a clueless narcissist, believed she was interested in him. Meanwhile, Becca,
upon confronting Jordan about their ulterior motives, develops an attraction
towards them.

Nazli is not actually interested in Sweet Romeo, mainly using him for his connec-
tions. She was afraid that Zoe’s relationship with Jordan would get them busted.
Sweet Romeo, behind Nazli’s back, gave Zoe bad drugs, hoping to get her to just
quit taking Cheddar.

Tuck saw Jordan and Zoe together at Mezzie’s the night of her death. He knows
about Jordan through Becca, and at some point in the night confronted her
about this while Jordan wasn’t around, hoping to break their relationship. Angry
and confused, she left early.

She headed to the Red Lodge after hours having received a Foyr message from
Mika for more Cheddar. Moon Marine came to bust the deal, getting into a fight
with the Suzanos. Zoe is found dead and Moon Marine believes she’s responsible
but, actually, bad drugs Sweet Romeo gave her earlier killed Zoe.
MODULE (IX) 53
Moon Marine, unsure of what to do, turned to her politician ally Mr. Comely-O,
who offered to “take care of things.” He has a vendetta against Metro Daddy
anyway, who has been steadily fixing up The Court of Those Who Succumb
Prematurely to Crippling Expectations. Mr. Comely-O is jealous of Metro Daddy
stealing his limelight and hopes this missing Poltergeist undermines his progress
fixing the Court—and he gets a favor out of Moon Marine to boot.

Zoe is being held by the Derailers deep in the Metro, on Mr. Comely-O’s behalf
but Moon Marine is also in the Court keeping an eye on things. Meanwhile, the
Suzanos—thinking Mr. Comely-O, using Zoe, is building a case against them— are
also pursuing her in the Court.

Meet Meet
the Worcestershire (p60)
the Worcestersh60
54 MODULE (X)

LOCATIONS AROUND THE CITY


Related to the NPCs, Leads and Secrets in addition to being access points
to The Court of Those Who Succumb Prematurely to Crippling
Expectation. Most setup is dependent on how the GM constructs the
narrative—and The Team’s perceptions of NPCs. The Encounters Tables
are how The Team can access the Court from the location. However, a GM
may choose not to have an encounter end with an access point’s reveal, if
they want The Team to investigate more. That being said, The Team may
also come and go between the material world and the Court and have
multiple access points. Whatever seems most fun for The Team and works
best for the GM’s plans.

MEZZIES
The early show is for a nice date, the late show for the true jazz fans… and
then there’s the Solo Show. The Solo Show is not advertised and, in fact,
does not begin until the club closes. Familiar songs are played in unfamiliar
ways and the music is experienced like metaphysical synesthesia.

ENCOUNTERS TABLE (20 HP)

1 : Reality warps on the seven-note bebop scale,


leaking psychic Earworm Devils (Nd6 psychic). The Team takes turns recalling
seven song titles—going in order around the table or alphabetically. Whenever
a player pauses to think on their turn, all PCs take Damage (calculated at the end).

2 A Devil squad raids the club to enforce 4/4 time through


violence (Nd6) and sonic countermeasures (Wd6). They are vulnerable to
actions asynchronous with 4/4 time. A helpful Bebop Devil eventually leads
The Team towards a secret Court entrance.

3 Jazz Devils challenge The Team to a solo showdown (Pd6


Coolness). Win or lose, the Jazz Devils are just having fun. They’ll offer a Jazz
Lettuce snack which takes The Team on a psychedelic trip to the Court.

4 Two obnoxious, dim-witted, strong (Nd8), and morally


ambiguous anthropomorphic animal Nature Spirits are inadvertently
disrupting the show but everyone else is too afraid to confront them. If dealt
with, the manager leads The Team to a Court entrance. If they avoid causing a
scene, they’ll also receive one (or more) bonus items.
MODULE (XI) 55

THE NADIR
The New Amsterdammer magazine’s office is in the city’s tallest building
but its archives are in the building’s lowest point deep underground. The
Nadir was designed by a think tank of artists, philosophers and theolo-
gians, seeking to preserve history—even the shameful moments.

ENCOUNTERS TABLE (20 HP)

1 Eldritch Awareness: The Nadir is a place of eldritch information, but the


danger is not what is learned but what must be accepted. Driven by the
knowledge within, a PC makes a Karmic Attachment regarding a perceived
privilege or complicity in inequality or inhumanity, after which a dark pit opens
leading into the Court.

2 Monsters Among Us: The hostile (Nd6) and unreasonable Poltergeists of


slave owners, corrupt politicians, abusive industry tycoons, negligent landlords
and other New York City monsters haunt the Nadir. If defeated, a secret
corridor opens, leading to the Court.

3 Egghead: An unassuming bald-headed goober trawls the Nadir: Ed Eggberg—


nerd, infinitely wise Monk of Azathoth and master of Wei Wu Wei (action
through inaction)—who overcomes any obstacle in one thought. However,
regarding material world concerns, he is an idiot. He’s on his own mission and
myriad monsters and malicious mantras magnetically merge towards him
(Xd8). Inadvertently leading The Team towards the Court entrance... if they
survive his foes.

4 Social Justice Heist: The vigilante Seneca Tiger is caught by security


attempting to steal an artifact—related to the historical Seneca Village—to
reclaim for the Seneca Village Collective social justice movement. Some se-
curity appear conflicted over how to handle this. At least one PC must make a
Karmic Attachment, regardless of whether they help, hinder or ignore Seneca
Tiger. When the artifact is returned or Seneca Tiger absconds with it, a Court
entrance reveals itself. This does not necessarily resolve the Attachment.
56 MODULE (XII)

THE RED LODGE


On a Midtown street, nestled between luxury high rises and expensive
restaurants, is an unassuming dive bar: “The Red Lodge.” A place covered
in street art and band stickers from year over year, a palpable stench of
cigarettes and cheap beer, whose restroom you use at your own risk. This
place, and its sensibilities, attracts a certain kind of college student or,
just as often, troubled college dropout or independent thinker working a
9-to-5. An open secret is The Red Lodge is the place for Cheddar and other
study drugs.

ENCOUNTERS TABLE (20 HP)

1 Bathroom Break: The Team realizes they very badly need to use the bathroom
but the line is endlessly long and some guy locked himself inside and is audibly
crying about his crush rejecting him. Until resolved, take Nd6 physical
discomfort. Once resolved, the bartender gratefully leads The Team to a secret
basement Court entrance. If The Team actually helped the bathroom occupant,
they receive one (or more) bonus items.

2 Hipster Hype: A group of hipsters claim to know how to enter the Court,
talking about it ceaselessly, but won’t tell how unless provided some other
consequential secret worth hipster cred (which negatively impacts The Team if
knowledge spreads—make a Karmic Attachment). If The Team attempts
Conflict, the hipsters are also Recursers (Xd8).

3 Corporate Sponsor: The band about to play’s logo litters the bar. One
PC rolls WIS. As the band starts playing, they enter WIS Conflict against the
Corporate Spirit (CS) secretly backing this “indie” band. On a Full Success: the
CS has 10 HP, Wd4. Partial Success: 15 HP, Wd6. Failure (Partial or Full): 20 HP,
Wd6. If defeated, a planted “fan” leads The Team to a secret entrance into The
Court as compensation (if they sign a NDA).

4 Incel Announcement: A 20-30 something-year-old male domestic terrorist


with an assault rifle walks into the bar (as a Gun with 3 shots per action). A
female friend (also present) rebuffed his poorly conceived romantic gestures.
If neutralized, their respective raw emotions tear open reality, creating a portal
to the Court. If neutralized nonviolently—and empathetically—before causing
any harm, his grateful friend gives The Team a bonus item.
MODULE (XIII) 57

ALL’S RIGHT
A dark and brutalist cafe—with pockets of glowing LCD lights like a
cyberpunk-chic government building—themed after a popular 90’s mecha
anime. A bit overpriced with social media-friendly food and drinks and a
surprising amount of quiet workspace. Recently, it has attracted a seedier
crowd of drug dealers and gangsters, although so far they’ve respected the
cafe and patrons.

ENCOUNTERS TABLE (20 HP)

1 Kalamity Karen: A woman is harassing the gangsters, threatening to SWAT


them if they don’t leave (conveniently opening up the table). She leverages her
privilege (Pd8 Social) and, if threatened, SWATs the cafe (SWAT: 5 HP each,
carry Guns).

2 5G Flatline: The internet goes down and everyone freaks right the fuck out.
As it turns out, 5G internet is actually part of a secret conspiracy to protect the
population from malicious Digital Spirits attempting to dox everyone—ending
the very concept of privacy as well as spreading fake news and deep fakes
indistinguishable from reality (Wd6 metaphysical entropy). Defeating the DSs
or fixing the 5G network leads to a cascade of nanomachines augmenting
reality and opening a portal to the Court.

3 Graham ‘Gram: This new non-euclidean graham cracker latte is blowing up


on social media… and also spacetime. An agent of a Corporate Spirit sees The
Team and, recognizing them as Recursers, warns them that there will be dire
consequences if even one more person uploads a latte photo and requests
discretion. In fact, the damage mostly affects the corporation but there are
unsettling long-term ramifications. Also, the corporation will helicopter airlift
them to the Court, and even gift them some bonus items if the problem is
quickly and discreetly resolved.

4 Conditioned Reality: The barista offers The Team free experimental


beverages which align their chakras and release an Astonishing Trauma Field
augmenting reality. An eldritch kaiju attacks the city and The Team are thrust
into strange mecha. All of this follows an incoherent dream logic and distorts
their perceptions of reality (Wd6). They can fight it out but are compelled to
reflect on their Karmic Attachments and, if they do so, after normality is
returned they will find an Item returned with them. Additionally, a new couch
appears in the cafe, if they lay on it they’ll slowly and gently fall into the Court.
58 MODULE (XIV)

THE COURT OF THOSE WHO SUCCUMB


PREMATURELY TO CRIPPLING EXPECTATIONS
The trains are Cyborg Snake Devils, divided into 3 lines:
H (Harvest Gold Snake), E (Eggshell Snake), and L (Lime Snake)
of three train stations:
Rat Crossing Station, Jiangshi Station and Long Island Homesteaders
Station.

Each station serves two lines arriving in 2d4 and 2d4 turns respectively.
GMs may want to use two dice as counters for train arrival times. After any
train arrives, the next arrives in 2d4 turns. However, the GM may leverage
this reality at their discretion.

Choose a random starting station and its two lines and decide which line
connects to which other station. Given this starting point, the remaining
subway map is deterministic.

For example: if starting at Jiangshi Station, which connects to Rat Crossing


Station by the H Train and Long Island Homesteaders by the L train, then
Rat Crossing Station must be connected to the Long Island Homesteaders
Station by the E train. If you draw it out, it should look like a triangle.

WHERE IS ZOE?
The Antagonist is likely holding Zoe’s Poltergeist captive somewhere
deep in the Metro—possibly intersecting with Metro Encounters or
NPCs at the GM, and their narrative’s, discretion. NPCs should provide
a breadcrum trail bouncing The Team between trains and stations, as
long as the players are having fun it’s more about the journey than the
destination. It can even be a literal moving target, with Zoe and The
Antagonist seen on a train leaving the station as The Team arrives. Once
they’ve seen enough and they’re feeling ready to end the adventure—or
dragging it out no longer makes sense—the GM can lead them to Zoe. If
this approach is unappealing, the GM may create a more specific plan.
MODULE (XV) 59
60 MODULE (XVI)

THE TRAINS AND THE METRO


If The Team finds themselves in a seemingly unsolvable or critically
dangerous situation on a train or an indefinitely stopped train, they
may escape walking down the labyrinthine metro towards the next
station. However, they may encounter dangerous rogue Poltergeists or
other strange circumstances.

ENCOUNTERS TABLE
1 The Worcestershire: Colorful Nature Spirit with a lemur’s body and
anchovy’s face. A dedicated thespian “AC-TOR!” that randomly involves
itself with The Team intending to help. Although sometimes useful,
they are often more hindrance than help. They follow a cartoon logic,
seemingly detached from the Karmic Cycle.

KAO: The Worcestershire and Metro Daddy have some bad blood. If
The Team helps mend the fence, both provide greater assistance.
However, Metro Daddy in particular will not respond well if he realizes
what The Team is attempting.

2 Buddhabrot City: Mythic Underworld within a Mythic Underworld.


A fractal pocket dimension nested between the train lines,
self-sufficient home to many outsiders, including Rogue Poltergeists
and once-desperate humans shunned by society. Experienced from a
certain state of mind, the makeshift tenements become like
psychedelic cybertechnic wonders. The city is managed by the
fey-like Deva, a species of long-lost metaphysical proto-humans long
ago forced into hiding by the far more numerous humans. The Deva
can often be distinguished from other supernatural beings by their
Dharmatics—cybernetic-like augmentations.

KAO: Construction Devils recently sighted the Buddhabrot City and


intend to expose it. The Deva and city-goers are already overstretched
and require help finding and stopping these Devils before their secret
is revealed. For the attachment to Resolve, the Devas want the Devils
brought to them unharmed. They would rather themselves be destroyed
than cause further Karmic Cycle dysfunction.

3 Derailers (5 HP): Saboteurs destroying train lines, hacking into


critical systems or spreading misinformation, hired by Mr. Comely-O,
to undermine The Court’s operations. Although physically unimposing,
they are numerous, as are their traps (Xd6). Metro Daddy is
appreciative if this is dealt with or brought to his attention.
MODULE (XVII) 61

4 Metro Thing (30 HP, 3 physical NAT Armor): Monstrous alligator


Nature Spirit prowling the Court. An urban elemental and protector of
cities created by the Buddha, mutated and agitated by centuries of the
Monkey King’s inadvertent abuse and neglect. Hostile to anything in its
path (3Nd6 across max 3 targets per action). Indestructible, it can only
be held back temporarily.

KAO: Although feral, the Metro Thing is a domestic creature. It takes


time, effort and exposure to much danger but over time, if shown love
and patience, the attachment Resolves, reverting the Metro Thing into a
protector.

5 The Wall (20 HP): Rogue Poltergeist of a Wall Street investment


banker who died of a heart attack just as their career really took off.
Jealous of success, this massive Poltergeist seeks to block others from
achieving their goals. The Wall either blocks something important to
The Team or an item. Those attempting to tear it down receive
opposite and equal retaliation.

KAO: Rather than getting frustrated, show empathy and restraint.


The Wall is sturdy and will not fall in one conversation. That’s ok. Turn
around, take the long way around, come back later. Try again. The
attachment eventually Resolves.

6 Train Golem (25 HP): Rogue Poltergeist of a 20th-century Jewish


American immigrant who created an iconic comic book character early
in their career, The Dynamo Conductor—only to be cheated of
royalties. For their remaining career, they chased their previous
success but failed, ultimately dying penniless and alone. In death, they
reanimated as a monstrous train: a Golem of their Karmic
Attachments. A nauseatingly fast, rail-grinding loud, fume spewing,
always late, murderous train.

KAO: The Train Golem must come to terms with the success of their first
creation—and their lack of subsequent success—to resolve this
Attachment.
62 MODULE (XVIII)

H TRAIN (HARVEST GOLD)


The train itself is powered by Poltergeists, shoveling a bottomless hay
pile with pitchforks and dumping it into a whimpering vent sputtering
toxic fumes. The Poltergeists are monitored by Grasshopper Devils.

ENCOUNTERS TABLE
1 Bad Breath Troll (15 HP)
An explosive burst, toxic fumes—themselves a Poltergeist—spread
throughout the train. Each turn, every PC rolls a NAT Save.

INHALING TOXIC FUMES


Full Success No Damage
Partial Success Nd4
Partial Failure Nd6
Full Failure Nd8

The Poltergeist, an internet troll in life, argues various topics with The
Team. It leaves if thoroughly humiliated or the train is vented.

KAO: Don’t feed the Troll. No good comes of it. Accept inflicted Damage,
the taunts, bait and insults, and carry on. 50% chance the Troll follows
The Team to any subsequent encounter and must be
successfully ignored three times in a row to Resolve the Attachment. If
anyone retaliates, it may (temporarily) go away, resetting the counter.

2 Pink Grasshopper (10 HP)


A Grasshopper turns pink and spontaneously break-dances on the
train, creating a disturbance. The other Grasshoppers are befuddled—
some tip, leaving money or Items. The Poltergeists stop working and
the train comes to a halt but it’s an awesome dance party.
The Team can challenge the Grasshopper to a Dance-Off to make them
stop or leave a tip. Alternatively, each turn, each PC rolls a PRO Save to
resist the social pressure to tip.

RESISTING THE URGE TO TIP


Full Success No Damage
Partial Success Nd4
Partial Failure Nd6
Full Failure Nd8
MODULE (XIX) 63

KAO: Take a moment to enjoy the show. Tip the Grasshopper (an item).
They’ll appreciate it and talk with The Team, offering to help with the
Investigation in exchange for an agent. The Attachment Resolves when
the Pink Grasshopper finds an agent, either at a Station or from The Team
teaching some new dance moves, at which point it reincarnates.

3 Super-Ant Uprising (15 HP; 5 physical NAT Armor)


A Super-Ant Poltergeist revolts against the Grasshoppers and battle
breaks out. The train comes to a halt. Both see The Team as opposition.
The mob is difficult to overcome physically but may be open to
well-reasoned logic (WIS) or a charismatic voice (PRO).

KAO: In an ideal world, this is just a Poltergeist revolting against their


actions’ consequences with The Team as bystanders. But, in a
dysfunctional bureaucracy, the Poltergeist may very well be in the right.
Take a stance (or don’t!) but do it thoughtfully. The Team’s decision is
remembered. The decision’s consequences come to a head just as they
find Zoe, either as a boon or, more likely, a hindrance which Resolves the
Attachment.

4 Crying Hay
A pile of hay softly whimpers. If The Team investigates, they learn a
Poltergeist was mistakenly reincarnated into the Court itself as a pile
of hay.

KAO: The Crying Hay wants The Team to make it a Hay Boy suit out of a
burlap sack so it can walk around and live its life. Hay Boy becomes The
Team’s responsibility. It is cute and loving—and surprisingly competent—
managing to acquire items and meet useful NPCs seemingly at random—
but also naive and troublesome. The Attachment Resolves when Hay Boy
matures into living independently.
64 MODULE (XX)

E TRAIN (EGGSHELL)
The Poltergeists are tightly chained to their seats and force-fed
Kaifeng Fried Chicken’s Famous Schmaltz Mashed Potatoes. Pig Devils
slice them open when they’re so engorged with fat as to be on the
verge of a hot fat explosion, harvesting an egg-shaped fatty deposit
before sewing them back up.

ENCOUNTERS TABLE
1 The Eggless (1 HP; Explodes [Nd8] if Damaged)
A morbidly obese Poltergeist keeps eating and eating but, whenever
sliced open, there’s no egg. It looks ready to burst…

KAO: The Eggless resists being freed. It believes this time for sure there
will be an egg. Why does The Eggless care? It’s just going to be forced to
eat and be sliced open again. Help The Eggless to come to terms with
itself and discover what it wants out of its next life. The Attachment
Resolves when the encounter ends.

2 A Live One (15 HP)


An egg becomes a vessel for a being accidentally reincarnated into
the Court. It grows into an existentially frightening human-sized avian
fetus monster.
Each turn, each PC rolls a WIS Save.

DEALING WITH EXISTENTIAL TERROR


Full Success No Damage
Partial Success Nd4
Partial Failure Nd6
Full Failure Nd8

KAO: Help The Live One overcome its half-born state’s horror and
metamorphose into something beautiful—or cope with being a horror.
The Live One follows The Team until the Attachment Resolves, provid-
ing some assistance, requiring care and attention, or it intermittently
causes existential dread and/or WIS Damage.
MODULE (XXI) 65

3 Pig 404 (20 HP; PRO Immunity, takes Enhanced WIS Damage)
A Pig Devil, recognizing The Team are neither Devils nor Poltergeists
but not knowing how else to categorize them, assumes they’re Kaifeng
Fried Chicken’s Famous Schmaltz Mashed Potatoes—attempting to
force-feed them to the Poltergeists.
These low-level Devils lack sophistication when being reasoned with
and, if attacked, more Pig Devils file in. Use logic carefully to convince
Pig 404 The Team is not Kaifeng Fried Chicken’s Famous Schmaltz
Mashed Potatoes.

4 Hungry Ghost (10 HP)


WIS Save or Conflict resisting the compulsion to eat the delicious
Kaifeng Fried Chicken’s Famous Schmaltz Mashed Potatoes.
Consumption (Nd4) lowers their NAT Save until recovered.
Additionally the PC noticeably gained weight in fat, or develops body
dysmorphia.

KAO: A PC consumer develops an addiction but feels little, fleeting


pleasure followed by shame, and dread over their next fit of hunger. The
Attachment Resolves when the PC makes a sacrifice towards some
other goal addressing this problem. The longer they go without, the
greater the requisite sacrifice.
66 MODULE (XXII)

L TRAIN (LIME)
The Poltergeists are all doing incredibly tedious computer work.
Lime-colored Snake Devils spit acid into their eyes—supposedly these
eye drops increase efficiency 0.0001%!

ENCOUNTERS TABLE
1 Snake Eyes
NAT Save to resist having acid spit in the PCs’ eyes.

ZEE GOGGLES THEY DO...


Full Success Dodged
Partial Success Wd4, and for 1d4 hours gain
hyper-awareness; randomly find
Special Items or useful clues but
also random encounters
Partial Failure Nd6
Full Failure Nd6

2 Escape From the Big Apple (10 HP)


A Poltergeist is accidentally reincarnated into the Court as an
emergent AI on a name-brand computer. It calls out to The Team for
help but the Fang-Mouthed Poltergeist refuses to surrender its
computer.
The Fang-Mouthed Poltergeist can bite (Nd6) and also weaponize
Digital Spirits against The Team’s information and communications
systems (Wd8) even if they try to hit and run with the laptop or
hack-and-run to rescue the AI.

KAO: The Fang-Mouthed Poltergeist sets the AI free if at least one PC


friends them on the notorious QuaosNet social network. The PC must
respond immediately to any messages and, if they fail or unfriend him,
he relentlessly hacks their devices, releasing personal information and
encouraging harassment in plausibly deniable ways. The Attachment
Resolves when the Fang-Mouthed Poltergeist bores with them.
MODULE (XXIII) 67

3 Excuse-Me-Sir Malware (15 HP)


The Team feels an intruding presence in their consciousnesses. A
Poltergeist hacked into their Karma and planted a Digital Spirit
malware. The Team must resist the salesperson knocking at their mind
castle’s door.
If ignored, it steals their identity within the Karmic Cycle, accruing
loads of Karmic Attachments at their expense. These (initially
senseless) Attachments create inexplicable existential connections
between The Team and those Attachments, deeper ingratiating them
within the material world’s dysfunctions.

4 Karmabot (10 HP)


A collection of broken and discarded laptops combine into a
mechanical monstrosity. Its head is an open laptop with a cracked
monitor, each shard a different person or creature composing a
singular face. The Nature Spirit has a toddler-like intelligence,
imprinting on the nearest PC.
The Karmabot impedes the PC or attacks the rest of The Team (Nd6)
unless they accept the KAO. Otherwise, resist its affections (Pd6).

KAO: The imprinted PC develops a love for the Karmabot. While a


useful and loyal companion, Resolving the Attachment requires the
PC teach the Karmabot to survive independently, releasing it into the
Court.
68 MODULE (XXIV)

THE STATIONS
Each has a (scrambled) timetable of the train lines. There are also help
booths with at least one Devil behind magic plexiglass.

RAT CROSSING STATION


A filthy station of trash and grungy Poltergeists. Anything of value
placed on the ground or out of sight is immediately snatched by
ravenous Rat Devils.
- Cheese Bar: Offers the finest tangy refreshments.
- Holding Cells: Where “suspicious” Poltergeists are held and “interrogated.”
- Soft Spot: Hole in the Station’s middle filled with Rat Devils tied
together by their tails.

ENCOUNTERS TABLE
1 Rat Jack: A long-faced, buck-toothed Poltergeist at the Cheese Bar
nibbles on a block of cheese held tightly to his face by greasy little
hands, mumbling to himself. He whistles to get The Team’s attention.
He knows The Team through Coeurl—which he may not reveal right
away. He offers to help; however, he shamelessly lies or backstabs if it
would be advantageous.
Rat Jack runs a drug cartel, primarily Cheddar, and is Coeurl’s supplier.
He may have information or clues relating to the Cheddar trade.
Unassuming Rat Jack is also a member of the Council of Jacks, a group
of Rogue Poltergeists who oversee the Polterzeitgeist, a Rogue
Poltergeist movement advocating for free existence outside the Court
system and without a reincarnation mandate.

2 Twisted Caduceus (30 HP)


A dysfunctional Operator Devil crosses two signals, causing two
cyborg snake trains to knot, violently whipping across the station,
wreaking havoc and destruction. If The Team unknots them, one gives
The Team an item. Otherwise, all trains stop running for 2d4 hours.
As a consequence of the misalignment, reroll the train lines.
MODULE (XXV) 69

3 Rat Queen (20 HP; Physical NAT Immunity)


The Station desperately needs repairs to avoid critical destabilization.
Instead, dysfunctional Rat Devils are literally throwing themselves
at the problem. An interconnected network of Rat Devils in varying
states of life or half-decayed undeath, bound by their tails, secretly
propagate within the Station’s walls and structure. Its actions create
temporary solutions, further compounding the problems in the long
run—hostile to anyone exposing or impeding them.

KAO: Provide the Rat Queen with resources, assistance or good ideas
for maintaining the station’s structural integrity without dismantling
itself and metaphysically bind yourself to keeping them secret.
Resolution further entrenches and empowers the Rat Queen.

4 Mouse Trap (20 HP)


A rogue Poltergeist has been laying mouse traps for the Rat Devils. A
team of security Rat Devils are sweeping the station and aggressively
interrogating everybody, locking down the station until the
perpetrator is found.
The Poltergeists’ treatment by the Devils is needlessly harsh and
dehumanizing. Some dysfunctional Rat Devils even seemingly enjoy
themselves.
Violent resistance is possible but, if The Team merely hit-and-run,
there are consequences for this Court’s Poltergeists—and potentially
others.

KAO: Pledge to find the source of these Devils’ antisocial dysfunction.


Accept your actions may inadvertently create more dysfunction and
willingly take the risk. Resolution may extend beyond this Module.
70 MODULE (XXV)

JIANGSHI STATION
The station is pristine and luxurious—but gaudy—as are the
Poltergeists in waiting. While opulent, a heavy anxiety permeates the
Poltergeists and Station. The Station’s Devils are golden machines—
glowing angelically—which far outclass the Poltergeists.
- Silk Lane: An exotic hall, full of peddlers.
- Hop-Up Hall: At the center, gaming for those with upwardly mobile
ambitions.
- Endless Alley: One path towards the trains. Looks safe, but goes on and on.

ENCOUNTERS TABLE
1 Goat Poker (5 HP)
Hop-Up Hall’s main attraction costs Wd4 in poor judgment or giving up
an item to play. Three cards are laid out. Behind two are goats, the
other hides an item. The PC picks a card, then the dealer flips an
unchosen goat card. The PC may retain their original card or switch
before the dealer flips the remaining cards.
If the PC picked the item, they keep it. Otherwise, a Goat Devil
relentlessly mauls them (Nd6). Note: switching increases the
probability of winning (look it up).
The Team may play until or unless they realize this probabilistic
phenomenon, granting a bonus Item before the game shuts down.

2 Snake Oil (15 HP)


At Silk Lane, a pale, elderly Poltergeist with a mantra over their face
sells snake oil. They claim it makes trains arrive faster and grants safe
travels. They are not lying, however, they are simply keeping The Team
engaged while draining vitality (Wd6 in poor judgment).
The Team may take up to three vials, each provides +2 to any one Save
on a cyborg snake train.

3 Hopscotch
To get to their train, The Team must cross Endless Alley via hopscotch
while arrows are fired at them (NAT Save; Full or Partial Success:
no Damage, otherwise Nd6). However, the better they perform and
further they get, the longer the track extends. This can be noted by a
vaguely seen item on the other side appearing more distant as they
hop.
If standing still, they only take Nd3, then 1 Damage before the other
side reveals itself. Each turn spent standing still, the item appears closer.
MODULE (XXVI) 71

4 Cross the Platform


The Team’s train is on the other side of the tracks. Trains frequently
and unpredictably pass the Station on this line. Most attempting to
cross are hit. The Team sees a Frog Poltergeist hop down on the tracks
to cross from below.
Have the players play an actual video game wherein a frog crosses a
road (such as this one). If it’s too easy, make a score requirement.
Alternatively, talk to the Frog.

KAO: Why did the Frog cross the road? They were a theater manager in
their last life but, dying in a car accident, left the theater compromised.
In their addled Poltergeist state, they believe crossing the road will save
the theater. They can’t—but, perhaps, The Team can. Resolves when The
Team finds the and helps save the theater from closure.
72 MODULE (XXVII)

LONG ISLAND HOMESTEADERS STATION


Home to the Long Island Homesteaders, an American Football themed
entertainment show. The performer-athletes are Poltergeists
managed by an Albino Bull Devil, who demands the audience’s
absolute engagement. The opposing New Jersey Commuters are a
team of Poltergeists managed by an Ashen Treant Devil. The
performance is well-executed, but not especially exciting, like a
mediocre minor league football game with gimmick rules to make up
for sub-par or past their prime athletes.
- Stadium: At the Station’s center complete with large audience.
- Betting Lounge: Off to the side of the Stadium.
- Artist’s Hall: Various performers between the Trains and Stadium.

ENCOUNTERS TABLE
1 Cheer louder! (10 HP)
A Devil usher approaches The Team, demanding that they watch the
show and cheer vigorously. The Poltergeists in the stands pack The
Team in tightly and the Devil Usher blocks the exit.
The Team finds themselves becoming engrossed in the game, even
if begrudgingly so, and must escape before losing themselves in the
excitement (Wd6 if swept up in the game’s excitement).

2 Where’s my mommy? (15 HP; 3 physical NAT Armor)


A gang of creepy Poltergeist children grabs the PC’s hands, legs, shirt,
etc., with a supernaturally strong grip. Repeatedly asking “where’s my
mommy?” while softly whimpering and crying. More and more grab on,
piling onto and burying the PCs.

KAO: Rather than resisting, help them find their Mommy Devil, who is
on the other side of the Stadium—and the only path is crossing through
the performance. Brute force works—but it may be easier casually
blending into the performance. Reuniting the creepy Poltergeist children
and Mommy Devil Resolves the Attachment.
MODULE (XXVIII) 73

3 SideShow Hustle (10 HP; 3 PRO Armor)


A headless Poltergeist in Artist’s Hall is singing beautifully—but
nobody is listening. The Devil Ushers aren’t even harassing them, like
they’re invisible.
Although their performance is genuine, they are not. The Poltergeist is
an abusive narcissist and carelessly takes advantage of their few fans.
Interacting with them even once potentially entangles you in their
toxic drama as they maneuver themselves into a position of higher
status over their fans (Pd6).

KAO: One can argue art should be separable from the artist, but this
is not what is being asked of The Team. Choose one artist or medium
which a PC enjoys and actively engages with and abandon it,
potentially forever. Resolving this Attachment requires confronting this
art while pursuing something else such as a Poltergeist Investigation,
and rejecting it when it would be otherwise advantageous, such as when
confronting a fan who is empowered by the art despite its flaws.

4 The Fix
The Team sees one of the Homesteaders pacing and muttering to
themselves nervously near the Betting Lounge. The deeply indebted
Poltergeist is being forced to throw the game—but doesn’t want to—
requesting The Team’s help escaping the Court, resolving their debt or
otherwise avoiding taking a dive.

KAO: This is part of their Court sentencing— discovered by an Underground


Casino leveraging this to their advantage. After Resolving, within or after
this Module, either Metro Daddy (the Court’s Arch-Devil) or the
underground casino learns of The Team’s involvement undermining The Fix.
For more about the Underground Casino, see the faction Anti-Sphinx in this
blog post.

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