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Ashes Without Number is out now on DriveThruRPG, take your “Without Number” campaigns post-apocalypse in an RPG of collapse and crisis!

Ashes Without Number is out in the wild now, on DriveThruRPG and elsewhere. It brings the “Without Number” framework to the post-apocalyptic genre with all the flair and system-agnostic GM tools you’ve come to expect from a Without Number game. This means you can add an apocalypse to your ongoing games, whatever the system. Come for the post-apocalyptic vibes, stay for the campaign framework mechanics that will keep enriching your adventures for months at least.

Ashes Without Number – Post-Apocalypse, Mid-Apocalypse, Pre-Apocalypse, The Gang’s All Here

Listen, the Without Number games are secretly some of the best GM/campaign advice books out there. System notwithstanding. Though, I hasten to point out, they’re also fun to play as standalone games. From Stars Without Number, the game of sci-fi expansiveness in a hostile galaxy, to Cities Without Number a game of cyberpunk dystopias, and everything in between, these games are all interconnected.

Within them, you’ll find a pretty streamlined character system that runs surprisingly deep when you get into the weeds of it. Sure, there’s a small number of classes, but each game comes with its own sub-systems and little expansive flourishes that make them stand out from each other. SWN’s vehicle combat rules, for instance, wildly diverge from the fantasy action of Worlds Without Number. And in Ashes Without Number the apocalypse takes center stage.

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More specifically, your apocalypse takes center stage. One of the things I love about this book is its focus on giving you the tools to build your own world that has collapsed or exploded. Zombies? Mutant wastelands? The wake of a seven-minute interstellar war a la Half Life? It’s all there. All supported in the game’s deep, detailed toolsets.

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.”

With all Sine Nomine stuff, there’s a free version and a deluxe version (which you can snag on DriveThruRPG). The free version of Ashes Without Number has everything you need to play the game and a fair bit more. This is where you’ll find genre-specific support to help you detail your own post-apocalyptic world. Whether that’s post-nuclear mutant disaster, or in the wake of a fallen world, or hey just a lot of zombies.

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Then there’s the system-agnostic design tools. These are ways to design all the little stops and points of interest and enclaves. You know, all the things that you find dotting the map in a ruined world. Everything from outposts to neo-tribal villages. To campaign design tools that help you focus the game. Whether you want a survival game or one about exploration, you’ll find guidance.

And all that’s in the free version. What’s in the deluxe version of Ashes Without Number? Here’s a taste:

  • 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.

So if any of that strikes your fancy, check it out on DTRPG today!

Time to uncancel the apocalypse which before had been canceled, thanks to Idris Elba in Pacific Rim!

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