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Wrath & GloryRolemasterElectric State

Game Overview

The Electric State RPG is a story-first, rules-light tabletop roleplaying game set in a collapsing alternate-history America. It was designed for a GM and two to five players, each playing a Traveler on a road trip through a dying world.

Setting

The year is 1997 in the nation of Pacifica — what was once California — following a civil war (1975–1984) that shattered the United States. Civilization is in slow-motion freefall. The atmosphere is dark Americana: '90s nostalgia (Nirvana, battered station wagons, Jolt cola) colliding with outlandish neuronic technology.

Neuronics

The defining technology is neuronics — helmet-like neurocasters that connect users to a digital network. Within it lie neuroscapes: virtual worlds more vivid than reality itself. Millions of citizens have become addicted, choosing to stay jacked in until they die, accelerating civilizational collapse.

Drones are the second pillar of neuronics: remote-piloted machines ranging from household units to enormous weapon systems. They fought most of the civil war. The countryside is littered with their wrecked hulks.

Tone & Themes

Six principles govern the game:

  • Play to find out — no predetermined outcome; the story emerges from play
  • The Travelers are seekers — driven by dreams, engaging with everything they encounter
  • The Journey is the goal — reaching the destination fast is not the point
  • The world is falling apart — decay and collapse are ever-present
  • Neuronics are everywhere — even Travelers must use neurocasters, risking addiction
  • It's the '90s, but not — familiar pop culture contrasted with strange, outlandish tech

Core Mechanic

When attempting something difficult, roll a pool of six-sided dice equal to your relevant attribute. You need at least one 6 to succeed. More dice = better odds, but you never add them up — any single 6 is a success.

If you fail and desperately need to succeed, you can Push the roll: reroll all non-6 dice, but doing so costs Hope (your morale/mental health resource). Lose all Hope and your Traveler is broken.

Attributes

Four attributes define every Traveler (rated 2–6):

Attribute Covers
Strength Toughness, melee, endurance
Agility Speed, stealth, ranged combat, acrobatics
Wits Intelligence, perception, tech knowledge
Empathy Social, persuasion, charm, manipulation

Time Units

Unit Duration Primary Use
Round 5–10 seconds Combat
Stretch 5–10 minutes Neurocasting
Shift 5–10 hours Travel

Archetypes (The "Class" System)

There are no classes in the D&D sense. Instead, each Traveler chooses one of 10 Archetypes — a character concept that determines their key attribute, starting Talents (specific abilities), starting gear, a Dream (personal goal), and a Flaw. No two Travelers in the same group should share an archetype.

Archetype Key Attribute Concept
Artist Empathy Compulsive creator hiding fear behind performance
Criminal Strength Self-made survivor; responds to threats with violence
Devotee Empathy True believer in a cult, driven to convert others
Doctor Empathy Disenchanted healer, possibly neurine-addicted
Drone Pilot Wits Unique: your physical body is comatose elsewhere — you play as a drone
Investigator Wits Cynical PI who tracks people lost in the neuroscapes
Outsider Agility Never fit in; distrusts everyone
Runaway Kid Agility Escaped a bad home; fiercely independent
Scientist Wits Rationalist clinging to facts as the world burns
Veteran Strength War survivor haunted by what they did

The Journey Structure

Each game is organized around a Journey: a road trip from one place (the Starting Point) to a Destination, passing through a series of Stops. Each Stop is a location where the Travelers encounter people, threats, and situations that must be resolved before moving on.

Travelers also carry personal goals and threats that weave into the stops — private story arcs that develop alongside the main journey.

The Neuronic Risk

Entering the neuroscapes is often mechanically necessary but always dangerous. Time spent inside risks Bliss — growing addiction to the virtual world. Push too far and a Traveler may never want to leave, effectively becoming one of the hollow-eyed citizens haunting the background of the setting.