Uncanny Echo Issue 7: Fractured
Uncanny Echo Issue 7: Fractured
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.
Issue 7: Fractured
When events and echoes of the uncanny occur there are consequences felt in the world. Most of the time Takers come and scrub the event clean, consuming it in its entirety and making it seem as though it never happened at all; events going on as normal.
But Takers do not always succeed and when that happens the universe takes things into its own hands; ripping these events, people, and the items on their person from reality. As though a snapshot at that moment is taken. The person excised.
The timeline edited to remove all trace, history, and knowledge of everyone who was within the event or echo. These people reside in the timeline but have no history. No one remembers them. It is as though they never existed. Their possessions expelled along with them, take on uncanny qualities, able to alter reality.
And, drawn to one another, they name themselves the Watchers; congregating and drawn to uncanny events, echoes, and Fractures. Their objects of uncanny origin and ability, as well as they themselves, lacking purpose beyond bearing witness.
You are one of them but have an altogether different purpose: to assemble Objects and other like-minded Watchers in the hopes of preventing future Fractures from occurring.
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, which includes an actual play of each issue.