Justified Anxiety (computer layout) .pdf

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Original filename: Justified Anxiety (computer layout).pdf
Title: Dark Gray Buildings Real Estate Tri-fold Brochure
Author: Grant Howitt

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JUSTIFIED ANXIETY
You are agents of THE MACHINE, a
malfunctioning artificial intelligence that
rules THE COMPLEX, an underground
network of sectors and bunkers manned by
humans and ROBOTS. For maximum
efficiency, you have access to several
CLONES of yourself should you die on a
mission. You cannot leave THE COMPLEX:
escape is both IMPOSSIBLE and NONDESIRABLE!
THE COMPLEX is under constant attack
from SOCIALISTS and their insidious
propaganda and ABERRANTS who possess
strange, unnatural powers. To ensure strong
and stable government, THE MACHINE has
implemented a series of complex and
multifaceted rules concerning hierarchy
and permission that are impossible for all
but the highest-ranking to fully understand.

WHAT'S TODAY'S MISSION?
(roll twice and combine)
1: Suppress a rebellion
2: Test these experimental weapons
3: Destroy a socialist cell
4: Capture a dangerous aberrant
5: Clean up a chemical spill
6: Rescue a superior

PAGE ONE:
THE RULES
GRANT HOWITT, 2017

MAKE A CHARACTER

DANGEROUS ACTIONS

STATS: PHYSICAL (Run, jump, climb
vents) MENTAL (Know, investigate,
outwit) SOCIAL (Charm, lie, intimidate).
Rate one stat at 1, one at 2, and one at 3.

 If a player fails a dangerous action
(leaping over a gap, evading incoming
fire, brawling with a socialist aberrant,
etc) they take damage. Clones have
10HP; minor damage is D6, moderate
damage is 2D6, severe is 3D6 and higher.

TRAITS: Argumentative, Arrogant,
Avaricious, Bootlicker, Cowardly, Cruel,
Distrustful, Know-it-all, Liar, Scheming,
Secretive, Violent. Pick 3.
YOU HAVE: a red jumpsuit, a pistol, and
two reloads.

RULES
When you act, roll a number of D6 equal
to your stat and add a D6 if one of your
traits would help you. The GM
determines the difficulty level in their
head and doesn’t tell the player. If you
have good equipment, the GM can lower
the difficulty number.

3+ Easy / 4+ Standard
5+ Challenging / 6+ Very Hard

 DEATH

AND REBIRTH

Every time you die, roll a D6: if you roll
equal to or higher than the number of
clones you have used so far, you are
cloned and delivered to the mission.
Otherwise, you are permanently dead.
 THE

MACHINE "ASSISTS"

If two or more dice match, THE
MACHINE or the crumbling and
obfuscated nature of THE COMPLEX gets
in the way. The more dice that match,
the more difficult the situation becomes.

JUSTIFIED ANXIETY
SABOTAGE
 When a character rolls dice, the other
players can elect to SABOTAGE the
check. They do so by putting their
thumb on the edge of table. For every
player with their thumb on the edge of
the table, increase the difficulty by 1
step. (The difficulty can never go above
6+.) If a player spots another player
sabotaging their roll and they fail, they
gain proof of the sabotage (if they
survive).

SECRET SOCIETY
Roll a D20 to see what, if any,
society you are part of:

1-10: No secret society
11: None, but attempt to join the secret
society of the player on your right
12: None, but attempt to join the secret
society of the player on your left
13: The Psychoactive Congregation
14: Organised Crime Syndicate
15: Hack The Complex
16: Anti-Robot Alliance
17: Aberrants Uber Alles
18: Internal Affairs (Not illegal, but muchmaligned)
TOP SECRET SECRET SOCIETY SCHEMES 19: Project Rockstar
1: Steal [something valuable] and give it to us 20: The Escapists
2: Frame [PC] for a crime
3: Eliminate our rival, [NPC]
4: Take [evidence] and destroy it
5: Disrupt the activities of [another PC’s
society]
6: Assist [friendly NPC], who you work for

If you are a member of a secret society,
you can treat your secret society as an
additional trait if you feel it would have
taught you relevant skills. Your secret
society will have a mission for you. 

PAGE TWO:
TREASONOUS CONTENT
GRANT HOWITT, 2017

ABERRANT
POWERS

Roll a D20 to see what, if any,
power you possess:
1-10: No aberrant power
11: Regeneration
12: Chameleon skin
13: Read minds
14: Implant thoughts
15: Enhanced senses
16: Erase memories
17: Start fires
18: Teleport
19: Machine curse
20: Super-strength

When you use an aberrant power, treat it
as a normal action but always roll 3D6.
On a match, the power goes out of
control. Having an aberrant power is a
crime unless you register it, at which
point you will be treated as a secondclass citizen. 


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