TERRA CONFLICTUS / EARTH, 2066
Explore its cities. Meet its people.
Catch a game. Take a job.
01 / EXPLORE · FIVE FLOORSExplore the cutaway city. Find the people, the jobs, and the stories inside.
ENTER THE CITY ↗
02 / PLACE · FLOODED LONDONExplore four districts of an illustrated drowned city.
EXPLORE LONDON ↗
03 / PLAY · LAST CREDITThree cabinets. A few regulars. A jukebox that stays on.
ENTER THE ARCADE ↗
04 / WATCH · THE SPREADStep into the studio for sports reporting, results, and standings.
TUNE IN ↗
05 / FOLLOW · THE LINEVisit the Tooth and Gear’s fictional sportsbook. Meet the regulars. Read the board.
TAKE A BOOTH ↗
06 / READ · WARRANTY VOIDA gene-forged crew, a borrowed future, and work that rarely goes to plan.
MEET THE CREW ↗Two very different ways of looking at the same world.

Places, people, and the things that last. A considered look at everyday life in 2066.
OPEN THE ISSUE ↗
The contraband glossy of the war economy. Follow the route. Find who gets to leave.
OPEN THE ISSUE ↗00 / OPEN ARCHIVE · EARTH, 2066
A broken planet. The people who live on it.
Everything you need to read, run, and play.





Climate collapse rearranged who controls what. Coastlines moved. Rivers dried. Fresh water is the new oil. Six military superpowers carved up what was left. War never stopped — it just stopped being called war.
This site is that world as an open archive: a tabletop wargame, a TTRPG, a solo system, three playable adventures, live maps — and the in-world press that reports it all from the inside. Read it like a leaked field wiki. Run it at the table. Play it in the browser. All free. All open. No account.
Spliced animal genetics. Commercial entertainment stock. Bespoke oligarch commissions. Black-market basement labs. Operators rebuilt from the genome up — wired-in night vision, kevlar dermis, ears that hear past comm-jam, hands that don't shake under fire.
Mixed squads — gene-forged and baseline together, the splice — are the freelance default. Factions hire you because they can deny you. You take the job. You bring your team home.
These operators are the thread through everything on this site — every rulebook, mission, story, and dispatch below is about the people described here.
Shoot, fight, hack, breach, heal — same mechanic, one die. Three operators or thirty. Solo with the oracle, GM-led at the table, or head-to-head across a 3'x3' board. Rules stay out of the way so the action stays at the table. These are the three ways to play it — each format has its own free rulebooks and quick-starts, all in the archive below.
The original. GM-led, character-driven campaigns — operators build histories, carry liabilities, run linked missions. Pressure tokens, supply state, six classes.
Minis and dice, two scales, one engine. A dinner-tray skirmish in 60-90 minutes, no GM — or two armies of combat platforms grinding across a 3'x3' board.
Solo hunting with Big Game and an oracle. HVT card tension. Raid Racers vehicle heists. Ten-plus pre-built campaigns that plug straight into the engine.
New here? These are the three fastest entry points — one to play, one to run, one to read. The quickest way to understand this world is to touch it.
Play a card game, pull off a dockside extraction, or choose your route through a story.
Three complete stories, built to play cold — no character sheet, no rulebook, nothing to learn first. Click to choose your actions; the state quietly tracks what you did and what it cost. Each one has multiple endings, good and bad. All three now play through illustrated scenes and clickable targets.
Explore the sealed wing in a point-and-click adventure. Static illustrated scenes, equipment puzzles, and twelve endings. BAFO wants it documented — not killed.
Two seats, one heist. Explore fifteen illustrated scenes, choose your route, and trust Pell to get you back to the sill.
Explore fifteen illustrated districts in a point-and-click adventure. Pick a background, work four factions, and decide what the drowned city becomes.
Each card here is a living section of the site, run like a desk with a publishing schedule: a playable mission posted daily, an in-world magazine that files most days, a battle report from a real game played every day, a simulated sports season that keeps score, and an atlas of live maps. Open any of them and the newest thing is on top.
This is the complete library — every rulebook, campaign, live map, browser game, short story, and magazine issue on the site, organized by what you do with it. Everything opens free in the browser; the print PDFs are free too.
Recovered apparel from the world, not merchandise about it — tour shirts for units that never toured, service records nobody filed. Click any shirt to see it full size.
M-01 · GF / WAU
● DROP PENDING
M-02 · GF / RBT
● DROP PENDING
M-03 · HH / CES-7
● DROP PENDING
M-04 · GF / VET / NS
● DROP PENDING