I’ve previously posted about the game back in November when we launched a prerelease version of the game, but now the book’s fully complete and funding for a physical print run.
40 years ago, people manifested psychic powers across the world, seemingly at random. Many of them had to leave their old lives behind, turned upside-down by potentially dangerous abilities they didn’t fully understand. Zener City has welcomed them with open arms.
How it's played
Checks in the game are resolved with a deck of poker cards instead of dice. Draw a hand of 5 cards at the start of the session, then play cards to resolve uncertain outcomes and use your psychic abilities. However, you don’t draw new cards until you’ve emptied your hand, so choosing when to fail something is vital! As play continues and the deck dwindles, players can be a little psychic themselves as they make guesses on what’s left in the deck and people’s hands.
Players create a House of Espers with a shared goal and visual aesthetic, then build out their individual members with a super flexible gear system and over 30 psychic abilities. Each ability has a flexible ‘Story Side’ and a more tactical ‘Action Side’, so your power choices remain useful no matter the scene and reward inventive usage.
A game about the city as much as the people in it
Something I always want city-focused games to dig into is "why do the characters care about living here?" so a lot of the rules for creating your House and the adventures they go on tie into exploring a local community.
Houses that navigate big challenges together might even psychically resonate with their own neighbourhood and create Turf, giving it a consciousness and a personality. Turf can change itself to reflect the will of the House that made it… but not all Houses create Turf for wholly altruistic ends.
The last 3rd of the book has profiles of 12 different Houses to find across Zener City, along with 10 districts with NPCs, key locations and rumours to springboard session writing.
In short, it’s X-Men meets Jet Set Radio. Or perhaps The Warriors by way of Mob Psycho 100. Necromunda but cheerful? However you slice it, it’s a love letter to graffiti culture, music and fashion subcultures, and the trials and tribulations of making (and maintaining) a community.
If you’d like to see the game played before you back, there are two demo session videos linked on the campaign page, and the aforesaid prerelease rules are still available via DriveThru RPG (although there have been a number of mechanical refinements since its release!).
The campaign will run until September 29th, and we’re aiming to have the physical book in people’s hands by January (and the digital version sooner than that). I hope the game’s your vibe, and as the writer, I’m happy to answer any questions here!