Each player starts with one (1) ticket, as well as anything you can fit in a suitcase in real life. Yes, you need to actually pack a bag in real life. Anything in your house can come with, provided it fits in the suitcase/backpack/etc. Think it over. Consider taking a picture to refer to later.
If you aren't packed by game start, you start with nothing but the ticket and the clothes on your back.
The Setting
You wake up in Hell.
Hell is a 666 billion ton steam locomotive that just punched a hole thru spacetime. It runs on human souls- you can hear the engine screaming no matter where you are.
Hell is also full of demons and sinners. They're all in high spirits after successfully blowing up the Earth with their giant fucking train.
- Demons are lost children transformed by Satan. They are inducted into cruelty by a life in the meat zoo before being assigned as task suited to their new demon physiology. Like Satan himself, they cannot create new things, only corrupt existing ones.
- Sinners are honored guests of the big man himself. Hell is not designed to torment them, only contain them (they torment each other plenty). They lack the strength of demons, but are able to create new things (including offspring).
The train is subdivided into cars, each of which contains miles of megastructure bullshit.
- Observation Car - Can view all of time and space in the rear view, a retrospective realm full of time-ghosts.
- Think Tank - 666,666 psionics stapled together generate an impenetrable terror forcefield around the train and also wifi. Occasionally their nightmares manifest physically- three dozen copies of Jeff the Killer live here and brush each others hair
- House of Lucifer - A big azz gothic church-slash-castle belonging to Lucifer and his favorite sinners. The fallen angels hang out here too (some of them are maids). It's very, very cold (not as a punishment, but to cool his massive gaming rig).
- Sin City - Lost treasures, cities, labubus, etc. It's Vegas baby. The plot of Paul Blart Mall Cop 2 is playing out here for eternity- heists, yknow. The stock market here determines the strikingly volatile worth of a human soul.
- Baggage Car - An unsorted pile of things demons stole from humanity during the apocalypse. Sin City is built from pieces of the Baggage Car.
- Only the strongest, densest demons can survive the gravitational pressures of this car.
- Limbo - A grand entrance hall: a train station inside of a train. Visitors and contract workers appear here. Lorded over by wizard-demons who maintain the summoning circles. The apocalypse was terrible for the local wizard economy.
- Troop Sleeper - The zombie armies of Hell (every soldier from all of history) are piled up like cordwood in a dank tomb. Some of them are awake- they're all intelligent ghouls. They sometimes sneak out of this car in search of human flesh.
- Also, a giant gun turret for shooting extradimensional squid that get too close to the train
- Meat Zoo - The hunting grounds-slash-demon nursery. The animals here are deformed monsters that crawl out of protein bogs and prowl thru alien jungles.
- Also, a child colosseum where young demons lord-of-the-flies each other for sport and glory
- Dream Car - The dream-made-manifest of a very large, very evil psychic whale (from the Think Tank). Births horrors beyond human comprehension. Because it's a dream and not a physical car, it can move up and down the train freely. Demons use it as an elevator.
- Space Farm - An infinite corporate backrooms being harvested and processed with heavy machinery. Time and space are stitched into strange shapes on an industrial scale by needle demons.
- Locomotive - Fire, steel, coal, fumes. It's hot and horrible, staffed by the lowest caste of flame retardant demons. Upstart demons get dragged to a giant fridge and frozen. Giant rusty slag pits fueled by souls.
- Prow - A guy with a really sharp sword stands here, exposed to the outer dimensions, and cuts thru anything that would stop the train.
(You start in Limbo.)
The Rules
There are four parallel rails, upon which thunder the four trains of the apocalypse, which break the four dimensions of spacetime on their wheels. You can move from one train to another by sleeping or dying; you can only die once per train.
Each train plays by different rules:
- Conquest - Buckets of Blood!!!!!!!!
- War - D&D 3.5e with no reaction rolls and every splat book. All monsters attack on sight. Level up after each session.
- Famine - Any retroclone with dehydration rules. Track everything. Add sanity checks to taste.
- Death - No class, no to-hit roll, no saves.
Death is also the train that breaks time. If there is any chance at retroactively averting the apocalypse, it is there.

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