Cities are necrophagic.
They are built atop, of and from the corpses of prior iterations.
The bones are gnawed but not broken — something always remains. The city is haunted by itself, iterations stretching out and backwards towards some unthinkable first foundation.
from Random Access, Luke Gearing
The MegaDeck is the perfect companion to SPRAWLS. [MD] is a custom deck of cards, each one describing in detail a Sector. On the front, map tiles taken from real–world locations provide prompts, encounters, named locations, and 4 event for each card. On the flip side you will find area descriptions, four different oracles, quick infos about the sector, additional hooks and quests.
The MegaDeck enriches the gaming experience but is by no means necessary to play with SPRAWLS, which contains the full sectors fills and explanation to use a common deck of cards to create your megapolis.
MD can be used with other games as well, ready for deployment whenever you need a sprawling megacity at your fingertips. The map tiles are compatible with whatever you dare to plug it in.
The great orbital road that never was. Concrete viaducts reaching for the Greens, ramps and overpasses ending up in the void. The construction halted, leaving spectral gas stations, illegal night races, and bosozoku gangs.<br /> VANISHING POINT<br /> NINA is a hacker living a semi-nomad life on her van. She knows she’s being followed and needs to evade 1d10+1 Transpol van arriving in 1d10 rounds. Nina has a 10k bounty. She is a living legend between hackers and Hammers.<br /> SPECIAL<br /> The Highways connect to all dead-end Sectors at the edge of the map. From here, it’s possible to get out of town or through the wall, provided you know the way.
The armoured cab will leave you at the gate of the Walled City, a chaotic stack of buildings a closed-off brutalist social housing project occupied by its tenants who kept building without authorisation. Winding corridors and crowded interconnected cubicles. Independent from its surroundings. Tight-knit community and busy village life: all essential services are available within the walls. Densely populated, privacy comes at a premium. Walled City has laws of its own, dirrefent on each floor. The sector suffers from high rates of gambling, and drug abuse. Attempts to control the area by the Grid’s authorities are so far unsuccessful. Mobsters and gangsters contends the area. Nobody owns the Stack.
The slick spires of the lighthouse towers upon the commercial harbour. A lively plaza, plagued by mono-scooter teen gangs after opening hours. LED arcades sell all kinds of electronics. Tea bars on the boardwalk. Seafood stalls, red-light back-roads. Groups dance in circles at the sound of percussive music. The lighthouse can be seen from afar.</p> <p>BLACK WATER<br /> The water at the Lighthouse suddenly became polluted, putting on the line hundreds of fishers. Scout nearby water Sectors to find out who is polluting the water. Water analysis shows a significant amount of slow-acting mutogen.
Human antville in five reverse skyscrapers. Five sinkholes. Five doors to Hell. A masterpiece of concentrational architecture reclaimed by its dwellers. Underground ominous winds whisper from the abysses. Out of the 5 planned downscrapers, only one was ever finished, each one features forty floors of increasing tropical heat shrouded in darkness, mostly inhabited by rejects, terminal junkies, Mutants, and Exterminators.<br /> ZOMBIE SHROOMZ<br /> A zombie mushroom infection took hold of the folks of Omen, the main downscraper. Find the main infection site and burn it down, trying to avoid human casualties. If the problem is solved, Inverted Mountain will become a safe haven for the PCs. Otherwise, the infection spreads to a random neighbouring Sector and the Mountain is quarantined by Transpol.