Tales out of Anchor is a free-form, rules-lite system, focusing on the relationships between your characters, the rise and fall of your character's fortunes and the making and breaking of alliances.
Here, you can read more about how to play the game, along with the different kinds of documents that you may encounter in your travels.
These are different from the Event Rules, which tell you a number of out-of-character rules about safety and how players are expected to treat each other while on-site.
|Booking & Character Creation||FAQ|
|Audit and Licenses||Charitable Causes|
|FB Page||FB Group|
The following calls are out of character information calls used for safety or organisational purposes:
This is covered further in the following pages
The legal system looks extremely dimly upon the act of theft and participating in a theft in the closed environment of the Perch is highly likely to result in legal consequences.
When you arrive, make your way to the Admin desk to register. You will be handed a pack with a number of in-character documents.
Each character will be issued with a Ration Book, which you can fill in with your character's details.
Your Ration book also contains your character's identification Papers. You may be expected to present your papers to Auditors, or other officials working for the Bureaucracy, so please fill them in as legibly as you are able.
Some characters may have Incidental Licenses for resources that they control during the event. You can use these to effect changes on the game world - usually by filling them out and sending instructions via Swift to off-screen NPCs. An Incidental Licence can be used four times during the event- once during each Night City and twice during the Day City. It may be possible to gain additional uses in play. For more information on Incidental Licences see the Influence page.
100 years ago, during the Judgement, Anchor sky-rocketed above the cloud deck. The Bureaucracy imposed Austerity measures on water and other resources-austerity measures that are still in place. Water Tokens are an in-game currency that reflects this.
Your Character will be issued with a number of water tokens that represent the pocket-change your character has with them. You can use these to gamble, buy swift papers, tea or other refreshments, engage in light bribery or donate to Charitable Causes - the methods by which you can perform changes in the world at large.
Because your character is not usually permitted to leave the grounds of the Perch until Audit day is concluded, the site is regularly visited by Swifts - the messenger service that works all across the city. As part of a standardised system, Swifts can exchange water-tokens for special Message-paper that they will then carry anywhere in the city for you.
These Message-papers have a word limit on them, which you should keep to. You should write legibly, or find a scribe to write for you.
Message-papers can be used to send letters to Contacts, who are other non-player characters in the City that may be petitioned for aid or who, equally, may ask help of you.
* This link has a video demonstration of how Swifts are folded, or you can ask Swifts to help you in-game.
Some characters will have Business Cards with the names and addresses of Contacts in the City that you can write letters to.
Contacts write for business - not for pleasure, particularly during the busy period of Audit Day, so you should ensure you have something that will catch their interest - casual conversation will normally be ignored. For more information on Contacts see the Influence page.
Merits are assigned to each character by the Plot Team based upon their background and represent a specific resource (item/skill) which the character has access to.
Some merits are themselves non-transferable, but some of the resources can be handed over to other players or NPCs.
Merits will be represented by a Merit Card and any relevant extra paperwork as appropriate.
Examples of types of Merits: