r/Awn Aug 14 '25

AWN Discord launched!

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13 Upvotes

Please join us to chat about the end of the world, LFG and homebrew murder bots!


r/Awn 2d ago

Overland Travel General ?'s

2 Upvotes

Greetings, I am firing up a brand new AWN campaign and my group and I have some questions on the Overland Travel mechanics beginning on p.60 (and related Vehicle fuel matrix on p.88) - if possible I'd love a brief example of how this works in play if anyone would care to provide one.

This is my understanding of those rules:

  1. PC's are in a car (Medium Vehicle) in Hex A, and they wish to explore Hex B. They've got a full tank of gas (12 Enc. / 6 hours of travel) half a pack of cigarettes, it's hot out and they're wearing leather masks. Hit it.
  2. PC's can travel up to 10 hours per day, unless they choose to Forced March in the morning - they opt to just travel normally, since it should be a short trip. It looks like they'll get to the next Hex in an hour or so, barring complications. If a Hex is ~5km wide that seems very slow, but it's after world has ended so, abstraction.
  3. Minimum time to Walk to a new Hex is 1 hour, and if they had to walk (or ride horses) instead of drive they'd use the number of hours listed under Walking Hours - easy enough. A search tells me that this jives with normal adult walking speed, cool.
  4. Since the example PC's have a vehicle, we consult the Vehicular Hours column to determine how long it takes to arrive in the new Hex: they're on a major road across Plains. This is where I'm getting lost.
  5. Does the chart say it takes 12 minutes (60 minutes x 0.2 x 1 for the road) to enter a new Hex in a vehicle under those conditions? And half an hour via Light Forest, Suburbs etc. ? Wouldn't a road through a Forest make the journey faster, instead of x1 ??
  6. Assuming they've already Scouted this area, and/or they don't get lost and have no complications, a Medium vehicle on a major road could bomb through 6 Hexes without refueling (6 hours - easily doable in a standard 10 hour travel day), while PC's walking or riding battle-emus across Plains will clear Hexes at a rate of 1 per hour at best. The advantage of Vehicles being enhanced cargo capacity and protection from stray bullets?
  7. The Major Road line for Walking or Vehicle is a modifier to the Hex Terrain Type - so Major Road + Plains = Walk to the next Hex in 1 hour, or drive there in about 12 minutes? Barring any other considerations from terrain or etc.

I need clarity on #4: is the chart telling us they make 12 minutes (0.2 hours - then 30 mins, then 1 hour...) of progress in those terrain types in a vehicle? Or am I daft?

Scouting and Scouting Days Needed makes sense, likewise Encounter rolls and Going Astray.

Thanks in advance.


r/Awn 7d ago

AWN or WWN for an 18th century fantasy campaign?

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4 Upvotes

r/Awn 13d ago

any adaptation for Foundry?

7 Upvotes

it seems that the SSWN System hasn't been updated to the recently 14 stable version of foundry and i'm recieving many errors during my table. are there any updates to the module in sight?


r/Awn 14d ago

Skill Points

5 Upvotes

Do you get bonus skill points based on your Int modifier?


r/Awn 17d ago

Question: Force Field Mutation

6 Upvotes

The mutation states the following: "Damage done to the shield regenerates at the end of each scene."

As far as i know, the shield only lasts for a scene, is this a typo and means it regenerates every turn or am I missing something?


r/Awn Jun 01 '26

Mutation Activation and Photo Manipulation ?'s

3 Upvotes

Greetings, two Mutation questions:

  1. Activation costs generally - is there a standard for which Action Type (Main Action, On Turn, etc.) is required to activate a power, when not specified in the description? GM fiat case-by-case?
  2. E,g, Photon Manipulation: What type of action is required to activate the "modulate the light level around you" portion of this power?
  3. Photon Manipulation cont'd: Can a mutant with this power "see normally regardless of light level around you" all the time as a passive ability, like Low Light / Darkvision in other games? Or only within the 2m "shroud" effect the power enables them to create? I'm personally inclined toward the latter ruling, but acknowledge that Edges are a big spend and Mutations get pretty wild and wooly so could see it going either way.

Thanks in advance, looking forward to Book of Unnumbered Worlds too.


r/Awn May 16 '26

Music Man | After The End | Ashes Without Number

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7 Upvotes

r/Awn May 12 '26

Darkness/Night Shooting Modifiers

5 Upvotes

Hi, all!

I have recently picked up AWN and am trying to figure out how to start a campaign. 

Page 84 mentions a Night Vision Gear, but the table on page 44 never mentions any penalties for shooting while at night/ in dark areas. Do they exist? If no, what do you think is a fair penalty for shooting on a moonless night/ in a pitch black underground lab?


r/Awn May 10 '26

I made a free mini-zine translating content between Zones and Ashes Without Number

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11 Upvotes

Zones Without Number is a mini zine pointing to analog or equivalent content between Cody Barr’s Zones and Kevin Crawford’s Ashes Without Number (AWN). Both AWN and Zones are needed to figure out how to use this supplement. I'm a fan of both, so the idea is to have a little rosetta stone for AWN acting as the main ruleset with its robustness and flexibility, while dressing it with Zones’ aesthetic and its GM tools.

https://mknaomi-publications.itch.io/zwn


r/Awn May 09 '26

Just a Settlement game?

6 Upvotes

Has anyone done a game that's just about a Settlement? Not really going off and doing stuff, but trying to make a single Settlement survive and thrive? Are the rules robust enough to handle that level of focus?


r/Awn May 07 '26

Taming

5 Upvotes

Is there anything in the book or other material that provides rules for taking animals and beasts? The closest I can find are Robit Whisperer, Authority, and Henchkeeper.


r/Awn May 03 '26

Pedal powered vehicles?

7 Upvotes

I'm working on an AWN setting based in Far Northern California (whatever you think is Northern California, it's north of that). One of the unique features of the area is the Kinetic Sculpture Race: https://en.wikipedia.org/wiki/Kinetic_sculpture_race

While there's definitely the comedic possibility of Mad Max: Fury Road with kinetic sculptures, I think there's also some practical benefit of a vehicle that doesn't need external fuel.

How would I go about statting something like this up for AWN?


r/Awn Apr 28 '26

Does the Thick Hide Mutation act as primitive Armor

5 Upvotes

The Thick Hide description doesnt mention if it is primitive Armor or not. Can someone enlighten me?


r/Awn Apr 28 '26

Additional Vehicles, Fittings and Rules Sine Nomine - CWN/AWN updates to older Engines of Babylon Materials (Atmo Vehicles)

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10 Upvotes

r/Awn Apr 17 '26

Question Gorehound and Attack-Types

3 Upvotes

Hello there,

the gorehound in the Deluxe-PDF has "1d6+ bite" in the damage section. There seems to be a number missing.

Btw. not sure if I`m missing something but is there a mechanical difference (mostly animals) for Damage-Types (claw,bite, gore,sting)?

I.e. a Redhorn has "1d6 claw/gore", does that mean it does 2d6 Damage per attack?


r/Awn Apr 16 '26

Games Without Number

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6 Upvotes

r/Awn Apr 14 '26

Trauma Ranges instead of Trauma Die

3 Upvotes

I recently ran an AWN one-shot with friends and had a blast. We used the trauma die system. I was wondering if anybody's experimented with getting rid of the die and integrating it directly into the to-hit roll to speed things up and roll less dice.

For example, a light pistol has a trauma die of 1d8. Against a standard target of 6+, you have a 37.5% chance of landing trauma. Rounding down to 35%, you could say a light pistol has a trauma range of 14-20. If your attack hits and you rolled a natural 14-20, the attack deals trauma.

Small downside is you probably need to double Trauma Target Mods. Vanguard Plate adds +3 which, for the average TT6 entity, should make them immune to light pistols. Here, the Vanguard Plate wearer gets trauma'd on 17-20 (you can't naturally roll 21+). A +6 brings this up to 20. This gives the light pistol a slight bump but not too much.

A 1d10 trauma die translates into a 11-20 trauma range on to-hit. The Plate Carrier increases this range to 13-20 and Vanguard to 17-20. Very easy to imagine situations where a poor gunman (low or negative to-hit chances) can roll within the low portions of these ranges yet miss the attack so deal no trauma.

What do you all think?


r/Awn Apr 13 '26

Does AWN have any premade adventures?

8 Upvotes

Hey everyone. I'm a TTRPG player who tries to have a system for each niche (tactical combat, OSR, cyberpunk, mecha, urban fantasy, horror etc etc). For now, I do not have a post apocalyptic one and Ashes Without Number has drawn my attention (and I really don't vibe with Fallout). However, I prefer running premade adventures. I've tried googling it but couldn't find any for AWN but did see some for WWN, which made me want to ask here. Are there any premade adventures (preferrably official but I'm ok with fan made content as well)? Are they any good? Are they released regularly/semi regularly? Thanks for your help.


r/Awn Apr 13 '26

Vehicle Load

6 Upvotes

At the Vehicle section (page 88) says that a medium veichle can carry up to 100 enc of items in its trunk, and at Hunger, Thirst, and Supplies section (page 62) the table states 20 enc in a car trunk. Which one is correct? Also, how does the Cargo Space Fitting translates into Encumberance system?


r/Awn Apr 10 '26

Does anyone have a homebrew class for power armour/magic armour/power sentai transformations/symbiote armour?

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4 Upvotes

r/Awn Apr 01 '26

Character sheet?

8 Upvotes

Does this setting have a character sheet? All I see is a dubious link from Scribd, which I will hate until the heat death of the universe.

If there isn't one, what are people using instead of?

Thanks!


r/Awn Mar 25 '26

Opinions on Using the Naval Adventuring Rules from the Atlas in AWN

13 Upvotes

I have an idea for a Mutant Wasteland campaign where a mass flood swept the world and turned most of the land into a toxic sea. I am thinking of using the Naval Adventuring rules from the Atlas of Latter Earth as a base for water exploration and shipbuilding. Before pitching it to my players, I wanted to get some other people's opinions on some of the technical aspects.

  • The ships themselves will be flavored as floating hulks of scrap. I think the reliance on sails and oars can be explained away by saying that ship fuel is too rare to be practical. The Windskiff, Skyship, and Stormcruiser can be used to represent rare TL4 gravtech hovercrafts.
  • For ship weapons, I'm thinking of modifying the heavy weapons present in Ashes Without Numbers. In the Atlas, the rule of thumb is that ship weapons do x3 more damage to people, so dividing the heavy weapon damage by 3 should give ship weapon stats. I plan to use the weapons in the atlas as a base to determine cargo size. Everything else (range, cost, mount size, whether they target hull or crew) I think can just be assigned based on what makes sense.
  • I plan to use the Traumatic Hit Rules, but I don't think they should apply to ships, as the mass is much larger than regular vehicles.
  • For Fittings, I plan to allow AWN vehicles fittings that make sense at cost, such as the medbay or toolrack. I will also allow the non-magical fittings in the Atlas.
  • For tech level, I think most ships would qualify as TL1 or TL2.
  • The scrap to HP ratio on regular vehicles in AWN is 1 scrap per 10hp, so Maybe 1 Scrap/hp for ships?

Homebrewing always has the potential to cause weird mechanical issues, but I think this should cover by bases well.


r/Awn Mar 14 '26

Dicewithoutnumber

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4 Upvotes

r/Awn Mar 13 '26

How many encounter sites per hexes?

11 Upvotes

For more nature predominant biomes, i understand that im these areas would be reasonable to have only one major site to be explored within. My doubt is when it comes to ruins of destroyed cities - it is suposed to have more than one encounter sites within it for players to loot and explore? Or is supposed to have only one? I get the feeling that the book assumes that a hex only have one site to be explored as for the rules of stocking hexes.

Aside from that, travel time from one hex to another is calculated by the hex destination right? If the party could not fulfill the time requirement - maybe because they spent most of their usable traveling time already- are they stuck in this hex for the day? Do they 'waste' this travel time? Or do the 'incomplete' time spent to teavel counts towards the next day of travel?