Worlds Without Number
The old world burned. Whether in the glare of nuclear fire¸ the arson of a civil war¸ or the blood-sweating fever of an undead plague¸ everything that once made the world sane and safe has been charred to ash. Now you and your friends fight to secure the last blackened fragments of the old world¸ struggling with the hazards of a land turned savage and people turned worse. Whether facing bandits¸ zombies¸ flesh-eating mutants¸ or terrible invaders from beyond the stars¸ only luck and desperate courage can save you and all you love from becoming yet one more cinder smouldering on the pyre. Ashes Without Number is both a game set after the end and a toolkit to help you build the apocalypse you desire. Just as with its compatible sister-games Stars Without Number for sci-fi¸ Worlds Without Number for fantasy¸ and Cities Without Number for cyberpunk¸ Ashes Without Number gives you an Old School Renaissance-inspired game chassis and a vast swath of system-agnostic tools for designing tragic destruction and desperate struggles.
Within its pages¸ you'll find...
- A complete OSR game system for building survivors and sending them to face the horrors of their new world¸ including guidance on blending other Without Number games into your play.
- Genre-specific support for near-future After the Fall tales of social collapse¸ invasion¸ and global disasters¸ Deadlands games of zombie hordes and beleagured enclaves¸ and Mutant Wasteland campaigns of post-nuclear adventure in lands of mutant peril and mysterious tech.
- Enclave rules for system-agnostic modeling of competing outposts¸ tribal villages¸ and refugee camps¸ all struggling to survive a world where there is never enough of anything but death.
- Mysterious devices and lost relics of the old world¸ strange tech for mutant wanderers to discover and misuse in their exploration of ancient ruins.
- Campaign design tools for both crisis-centered games of immediate survival in the face of total societal collapse¸ and exploration-centered campaigns of seeking out the old world's remnants and recovering them for your home and allies.
- Myriad tags and random tables for building your post-apocalyptic adventures¸ flavoring your mutant perils¸ and building interesting ruins and survivor enclaves for your PCs to encounter¸ all system-agnostic and built with the Sine Nomine touch.
- Evil techno-wizard rules for building the mad science-sorcerers who plague so many worlds beneath a shattered moon.
- Ash Sorcerers¸ a class for PCs in a far-future world of science and magic who wield the sinister arts of a half-damnable path.
- Mentalists¸ a psychic class for those individuals touched with unearthly powers and strange visions in the midst of ruin. This class can also be used as a substitute for the Psychic in Stars Without Number¸ for GMs who prefer to have more subtle abilities in their games.
- Modular power armor for those knights of the radioactive dust who bear these mighty relics. Voracious in their demands for power and maintenance materials¸ they still can tip a battle single-handedly with their myriad weapons and fittings.
- Hub settlement rules for fine-grained development of a single enclave by players who prefer to put more focus on their home. Build individual facilities and resources while keeping your population alive in the face of constant privation.