Alabama heat. A girl who keeps choosing the wrong door. A system that never stops her.
A Powered by the Apocalypse TTRPG about descent, not redemption. A crew of 3–5 works product and schemes to pay off a $10,000 debt in thirty days, before it kills the girl they're all mules for. Tone target: Fargo, early Breaking Bad, True Detective S1.
2d6 + stat. Five stats — Charm, Grit, Slick, Heart, Cool. Four tracks run underneath: Debt (the campaign clock, $10K / 30 days), Heat (party-shared pressure, six steps), Harm (per-PC, split Body/Wear), and Using (per-PC, the glitter track). No cushion — a PC who dies stays dead; a PC who breaks doesn't come back.
Core spec locked at v0.1 — stats, basic moves, all four tracks. Design assets at v0.4: cover, GM screen, handout cards, session-zero sheet, brand identity. Playbooks (twelve archetypes), scheme expansion, and per-playbook advancement are open for v0.2.