Uncanny Echo Issue 8: Fabrication PDF

Uncanny Echo Issue 8: Fabrication PDF


This game does not teach you how to play Powered by the Apocalypse games. It assumes you have knowledge of the PbtA engine and leverages that information to create a pick-up-and-play, rules-light one-shot experience.

For the full game comprised of 204 pages, full-color, 39 pieces of art, revised versions of each Uncanny Echo game (issues 0-9), and 45 pages of support text, click here.

Issue 8: Fabrication

One part couriers—one part imagineer, Fabricators move in and out of the lives of others unbeknownst to anyone while playing a large part in history—and they don’t even know it.

Management dispatches you to a location with a specific vision to execute. Every square inch of the city is your canvas. From rooftops to street art everyday incidents a person might label as trivial; Fabricators influence others’ lives, and they do it so nobody knows it’s being done.

Nobody knows who the clients are. Nobody wants to know. You’re an artist devising and implementing the will of others. No one knows... No one can know.

In this issue—inspired loosely by a mash-up of movies Looper and Premium Rush—you’ll be given a concept to make real, a location (referred to as your set), and a time limit. Get there, get it done, and get done in Issue 8: Fabrication.


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.

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