Dead souls board an infernal train, sign Lucifer's contract, and wake in printed bodies on a frozen Earth trapped in a paused double apocalypse.
The World
Earth stopped mid-apocalypse. Time sheared. Civilizations froze in place. Now Lucifer's Red Line cuts through the stillness, delivering printed souls with borrowed bodies and a debt to repay.
A liminal waiting room for the dead. No gravity. No sound. Just the faint red glow of rails at the edge of nothing.
Lucifer's impossible train. Golden Tickets, inspectors, etiquette pamphlets. Hell isn't fire and brimstone — it's bureaucracy on rails.
A flooded wetland city. Six color-coded zones from safe havens to EMP-blasted synth districts. Your first mission starts here.
Game Systems
Built on a familiar 5e foundation with layered custom systems. Revival has cost. Chaos escalates. Every choice leaves a mark on your printed body.
No magic resurrection. The Train prints new bodies. Sparkplug or Reserve mode. Soul Debt accumulates. Injuries stack. Hellstatic looms.
Per-zone entropy meter from 0 to 100. Rest in dangerous territory and watch the Chaos climb. Baseline, Strain, Crisis, Break.
Boiler, Crown, Maw, or Mirror. Your soul's architecture shapes how you think, fight, and break. Choose your ancestry layer.
Campaign
Every session opens with a cinematic frame. Sensory detail before dice. Atmosphere before mechanics. Here's where the story begins.
Act A · Scene 1
You're dead. You know this because everything is wrong. No gravity, no sound, and a red glow at the edge of nothing.
Act A · Scene 3
Twin red rails stretch into void. The Express arrives. Impossible mass. Infernal engineering. Your ticket is waiting.
Act A · Scene 5
Old-money calm. Polished bar light. Lucifer sits across from you with a contract and a smile. The sales pitch of eternity.
Act B · Scene 1
Your printed body aches. Work-lights buzz. Broken stone surrounds you. This is your second life. Don't waste it.
Ready?
The first scene is waiting. No prep needed. Just you and the Null Meridian.