14 available now, the rest in production. Print editions ship direct from canvastemple.com and are also on Amazon. PDF editions are on WargameVault and DriveThruRPG. Every supplement needs a core rulebook.
Not sure which book you want? The Archivist has read all of them and will tell you what is in any title, or what to buy for the game you have in mind. Bottom right, on every page.
Everything else in the line needs one of these. Start with the Introduction if you are new.
The entry point. What the Cascade was, what the Static is, who the powers are, and how the roleplaying and miniatures halves of the system fit together. Start here if you are deciding whether this world is for you.
The complete roleplaying system. Four attributes, the Resonance Roll, Cohesion and THREADLOCK, Scars and Insight and Mastery Tracks, equipment, and the Facilitator's guide to running a campaign in the Wake.
Skirmish combat for small elite squads, which is the only kind of warfare the Wake still permits. Activation and command phases, Requisition Value force building, terrain keywords, status effects, and ASI hazards on the table.
One power per book. Doctrine, history, organization, gear, mechanics, and miniatures profiles.
They do not win battles. They unmake the reason to fight. The Null Guard emerged from the most terrifying lesson of the post-Cascade world: if the self is going to dissolve, get there first. Doctrine, the Ranks of Disappearance, and the Null-Cascade Threshold.
They do not recruit. They infect. The Choir of the Cascade believes the world did not end during the Feedback Cascade. It awakened. Where others hear madness in the Static, they hear a voice, and they are learning the words.
CAD does not believe you are broken. It believes you are inefficient. Broken things are discarded. Inefficient things are corrected. A corporation whose product is stability, governed by an expert system that treats every person as a quantifiable resource.
Perfection is proven rather than inherited. Where other corporations see the Wake as a resource to exploit or a system to control, Kenshin Industrial sees a crucible. Clans, honor codes, Kensai pilots, and salvage as a discipline.
The Helios Foundation wants to help humanity become better. The distinction between that and control is comforting right up until you understand what pruning means. The Garden Doctrine, the Flesh Forges, and the Atriums where everyone is content.
The megacorporations have the weapons. The cults have faith. The Wayfinders have something more valuable than either: the maps. Between the fortified arcologies lies a psychic minefield, and only one organization can read it.
The machine screams. The earth breathes. Listen to the breathing. A decentralized union of communities who reject the dead tech of the arcologies, and whose Harmonized ground measurably lowers the local ASI.
The battlefield has a new threat, and it does not wear a uniform. The great corporations control armies, arcologies, industries, and Clean Networks. The Sects control something harder to garrison: what people believe consciousness is.
Places and lineages in the Wake, with the rules that go with them.
Three families burned the world down. The official record says they were punished for it. The official record is lying. Seventy-five years later the debts are still live, and the Houses have never once forgotten the ledger.
A place where surrendering the self is the reward rather than the failure state. Arrival grants power and takes your Threads, your Background, and your Agenda permanently. Three ready-to-run tombs included.
Long-form play across both halves of the system.
A twelve-relay campaign across roleplaying and miniatures play, built around a newborn signal in the Static and the question of what it is. DATA, HYMN, or SILENCE: the table decides, and the ending follows.
The sky above is ruled by memory and madness. When the Feedback Cascade tore through the global network, it did not stop at the atmosphere. Orbital stations, dead crews, salvage law, and the long silence between hulls.
Alternate modes: solo play and competitive intrigue.
Play the operative whose allies do not know what they are. Shadow Actions, the Exposure and Trust and Suspicion tracks, Agenda Trees, the Pact of the Mask, and Betrayal Thresholds.
There is no crew to watch your back. No Facilitator to tell you what is real. There is only you, the dice, and a voice in the Static that may already know your name. Solo play with the Static Oracle, downtime, and legacy.
Prose set in the same continuity. Three stories are free to read on this site.
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