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Humanity has fled the surface and moved to the metro. You are part of a community living in a central underground settlement, and tasked with exploring the lines of the metro map in pursuit of making your people’s lives better. But others also lay claim to the subterranean network… What are you willing to compromise to make a home?
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MIND THE MAP aon
A metro system exploration RPG
By Sam Bell /Anne Bertran/Leon Hewitt /Katrina Rose
hewittLeon.itch.o/mind-the-map
Humanity has fled from the surface and moved to
‘the metro. You are part of a community Living in a
central underground settlement and tasked with
pploring the Lines of the metro map in pursult of
‘making your people's lives better. But others also
lay claim to the subterranean network... What are
‘you willing to compromise to make a home? This is
‘a Di2based, post-apocalyptic roleplaying game
about connections and community.
NAVIGATING THE GAME
A group of players and a GM decide on themes
‘and types of play they want to explore, and the
GM selects game elements (such as factions)
‘that draw on these themes to create plot hooks.
Use a metro map and work together to narrate
‘your journey from a central settlement. The GM
‘can use random tables to introduce complica-
tions to the adventure.
TRAVEL GUIDANCE
+ Rely on your Fallow passengers,
+ Hold on to your ticket. If It's Lost so are you.
+ The further you stray from the centre, the
‘more unpredictable life will be.
+ Please mind the gap between the train and
the platform,
CHARACTER CREATION
You are one of thousands Living in these tunnels;
they are all anyone has known for generations.
The dim light, the echoing clangs of metal and
the spirits in the cables have altered the physi-
‘cal and mental traits of those who live here.
To build a character, roll or choose from the
table for a physical characteristic, a skill, and a
flaw. Additionally, choose a desire, memory,
item, character bond, and characteristic that
‘make you who you are, and write them on the a:
sociated ticket stubs.
Darkvision Electrical Engineer (technology) Hotheaded
TICKETS AND STUBS
A character's ticket is their character sheet. It re-
Presents their ability to physically and mentally
navigate the tunnels, Tickets also have several.
tearable stubs which are removed when an action
drastically falls. When a player Loses the Last stub
‘on their ticket, their character cannot continue
with the quest and must be retired.
ACTION ROLLS.
When players do something meaningful that invol-
ves an element of risk, the GM should call for an
action roll. By default, players roll 2D12, taking the
highest roll as their result.
Ifa roll falls
under the
character's
Ifa character's
Flaw is relevant
tothe situation,
specialism, the dice poot is
the dee pea reduced to 1D12,
29302
If both specialism and
flaw are appropri,
players roll 2012, but the
fry consequences should
bbe more patent.
ROLL RESULTS
1-3: Player fails, stub torn off
4-6: Player falls
7-9: Player succeeds with drawback
10-12: Player succeeds
USING STUBS
You may find unused stubs on your journey to
Use instead of your own. Players can sacrifice a
stub for a guaranteed full success on one
‘action. If this Is thelr final stub they go out in 2
blaze of glory,
‘Acute hearing ‘Track Runner (agility) Spineless.
‘Tremor sense Conductor (sociability) Ruthless.
Hyperosmia (enhanced smell) | Mechanical Engineer (strength) Loud
Magnetoreception ‘Chemist (alchemy) Obsessive
Extrasensory perception ‘Occuleist (magle) ‘ClumsyFACTIONS
Pick a metro map. The game is
designed to work with real-life
metro maps of any city, as Long
as they have three or more lines.
Some real-life maps that work
well: Toronto, Rome, Xuzhou,
Buenos Aires, Tehran, Sofia.
For a short game, choose three
factions and assign each to a
different line of the under-
ground network. For longer
games, Include more factions.
Think of a different goal for each
‘of the in-play factions. If your
party enjoy high-confliet stories,
these goals should not be mu:
‘tually compatible. For a more di-
plomatic style of game, the
oals should be disparate but
reconcilable.
hooks: why
home
1 | Their home is under threat of
annexation from a hostile
faction,
RUNNING THE GAME
Use these tables to help you flesh out the world of your story. Rell or
‘choose according to the themes you want to explore with the players.
oer ene rr
‘Annuclear war levelled the world; the Lands above are uninhabitable.
‘The few who remain are now mutated past the scope of humanity.
2 | Motherworldly invasion left the world above a scarred wasteland
Inhabited only by aliens.
3 | Toxic atmosphere drove the surface dwellers below ground. The air is,
too polluted to breathe without special protections.
‘A sacred calling from the Tunnels summoned your people below
‘ground, To return above would be sacrilege of the highest order.
Rising sea Levels, acid rain and uninhabitable temperatures. The
tunnels beneath were the only place Left to go.
| | Resource scarcity Led to civil war. The only place to go was down, and
nobody ever Looked back up.
eee ee
1_| Religious zealots who find rapture in the purity of the electric spark.
2_| Milcane authoritarians and ultra-capitalists who rule with an iron fi
3_| Druids who tend to the mycelium network and seek balance above all
4_ | Firebrand rebels bent on tearing the whole place down
5 | Monsters human or otherwise) from the world beyond the tunnels,
{6 | Poor souls who have Lost their tickets and therefore themselves.
They will do anything to get another.
2. | The power has stopped
‘working, they must find out
why and restore it
ere ees
1
‘A cavesin blocks your route. You will have to find another way.
3 | Shipments of vital resources
from a previously friendly
2_ | You encounter a smatl group of traders selling goods.
3 | Ticket inspectors verify the validity of your ticket. Your ticket is not
faction have stopped. considered valid if it is too damaged (at GM's diseretion).
4 | Fallout from the surface 4_ | Atrain speeds toward the party - find cover, stop It, or be destroyed.
begins to creep down - find a E Lacs e Z
new safe place to call home. 5 | Mutated rats crawl out from the walls.
5 | An important community 6 | Faction radicals attempt to collapse the tunnel above you.
figure has gone missing Bring 7 | All of the signs in the area have been changed, either by faction agents|
iam tome ‘or spirits. No matter which route you take, you end up in the same
© | The party awakens at the place at the end of the day.
os eee 8 | Dangerous elements from the surface creep down into the tunnels.
9 | This station is an active war zone between two factions. Fight through |
it or negotiate between the sides.
DERAILMENTS
10 | Faction radicals block the path and will allow progress only to those
‘The further from the centre of the ‘who share their allegiance.
network you are, the more dang
rous it is, Faction Ideology beco-
mes more extreme, tunnels are no
Longer maintained, and wild beasts
prowl. For every two stations out
from the central station you are, in-
‘crease the die rolled by a category
[d4 to dé to d8 to di0 to di2).