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Uncanny Echo Issue 2: Takers
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Uncanny Echo Issue 2: Takers

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This product assumes you have knowledge of Powered by the Apocalypse games. It utilizes a rules-light, pick-up-and-play version of Pbta in order to construct a monthly serialized RPG.

Issue 2: Takers

Most of us find the human mind difficult to comprehend. We still don’t truly understand why we sleep and why we dream. The intricacies of how memory works, for example, still eludes us. However, in this issue you’ll play individuals who have unraveled, at least in part, the mysteries of memories. The clockwork of our minds, and the importance vivid experiences have on our lives.


These uncanny events, and the Uncanny Echoes that follow, leave behind a cognitive residue. Ordinary people remember their experiences with the uncanny—until they don’t.


That’s where you come in, the Takers.


Takers subsist off the various ephemera left behind by the uncanny. Whether the truth was ferreted out completely or not in the previous issue, there are always the remnants of an Echo.


You’re a team who go in and make sure every facet of an uncanny event and the subsequent echoes are destroyed, consumed, by you.
When you’re done, it’ll be like it never happened at all.


That consumption is all you know how to do.

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Uncanny Echo is a serialized roleplaying game. It borrows from part of the Apocalypse World engine created by D. Vincent Baker and Meguey Baker. Games using elements of the Apocalypse World engine are often referred to as Powered by the Apocalypse (PbtA).


Uncanny Echo contains small, episodic stories rooted in mysterious or eerie events that unravel with each Issue. Something somewhat normal becomes something else: surreal, unearthly... uncanny.


Each Issue is a pick-up-and-play one shot, intended to form an ongoing serialized narrative that has a meta-narrative external from any given session. Within these modular experiences, each game will differ greatly with player input. Each uncanny story is of your own making and unfolds in an emergent manner. You to play to find out what happens with as little cognitive load as possible.


These one-shots will sometimes be directly connected to the next Issue; other times you will decide how they fit together. They may simulate jump cuts to unrelated events, returning later to the circumstances in previous months, just as a movie or TV show would from scene to scene or episode to episode. As more are released, you may choose to play them in whatever order you choose.


In Issue 0: The Heist (available for free), players robbed a bank, based very loosely on the movie The Town, with a twist: not all vaults are meant to contain money. What this bank vault kept secure is up to you and the other players.


This Issue connects to that story, exploring a specific uncanny event triggered by the bank heist. Next month will be a different experience within the same game world. With each Issue, you’ll discover how each event relates to the one before it—a process largely determined by you.


Each new issue will be available via my Patreon, launching January 1st, where there will also be actual play podcast episodes as well.

 
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22
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3.82 MB
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File Last Updated:
January 25, 2018
This title was added to our catalog on March 06, 2018.