Trash City RPG







TRASH CITY RPG 

Character Sheet 

Archetype:

Brawn: 
Brains: 
Nimble: 

Brawl: 
Melee: 
Ranged: 

Soak: 

Speciality: 

Powers: 

Equipment: 



______________


Soak represents Armour strength. It's deducted from the amount of damage an enemy inflicts. Light armour is +1 Soak, heavy armour is +3 Soak but -1 Nimble. Damage is inflicted directly to Brawn points. 

Specialities are personalisation of the character based on the Archetype. It's a Skill or set of Skills. You know one Speciality relevant to the Archetype. 

Powers are psychic, which everyone calls 'magic'. Just because it's the future doesn't mean sub-educated people aren't superstitious; remember this is the degenerate future after all, despite all that high-tech. 
It's a D6 system. All the statistics are ranked 1-5 to show how many D6 you roll or what number you have to roll equal/less-than on one D6, depending what you're doing with it. 

For custom characters you get 10 Starter Points to assign between the main 6 stats, plus Archetype bonus to relevant Stats. Of course there are 'Archetype Cards' for Quickstart.


Archetypes (most common types):

street samurai, 
decker (net runner), 
fixer (social contacts, dealer), 
witch (psycher, mage), 
ghost (infiltrator, stealth, assassin), 
syndicop (private security), mediamerc (vrtv payroll), 
perp (criminal), 
biker, 
addict (vrtv, chem, sex), 
scav, 
thug, 
avenger, 
tech ('lectrix, mech), 
doc (surgeon, medic), 
academic, 
doll (cyborg), 
moll (groupie, fem-fatale, streetwalker) 

each Archetype has a few Specialisms to choose from to refine and define it (not listed)



Typically Trash City is troupe style play where each player has a few characters, a Crew. If you have enough players they are all the same Crew, or your Crew is competing with other Crews (other players or NPCs). It's versatile. Most operatives are solo's for most of the time who might bond together as a Crew for one Blades In The Dark style mission, or they might be a permanent street gang. There's no hard fast rule. It's meant to be that way. Sure, it can imbalance the game. Use your wits. Welcome to Trash City. One thing about this game is the use of NPC characters on the streets while the players Characters and Crews are going about their mission. At first glance they're pedestrians who happen to be in the way. Half the time they're rival gangsters or potential allies, each with a backstory. And they will likely have Crews too. Storylines tend to spiral out of control based on who else is around at the time and how much they want to involve themselves in whatever the PCs are doing. That's most of the fun.


MARZ Tors & Tunnels

 




DESSICRATION CRACKS (aka Mud Cracks)  /  ROCK TORS / LAVA TUNNELS













I have done this method before, although this time I forgot to add a layer of Toilet-Paper & PVA before adding Sharp Sand. It would have helped. 

Sharp Sand is good because mixed with PVA it sets hard like cement. Last time I did this I mixed it in a pot first and spread it on the model, which gives a very thick and heavy layer of gritty skin. This time I painted the surface with PVA (it needs a thick layer) and sprinkled Sharp Sand onto it. It will probably flake off as it dries and will require another layer (I didn't make it thick enough). 

It needs a surface-sealant layer on top of that in any case. Using slightly watered down PVA in a spray is best for this (careful not to soggy the cardboard). Sprinkling it instead of mixing a paste is worth it for reducing the thickness of the sand layer, although I regret not putting time into doing a layer of TP&PVA first to strengthen it and to help bond the sand to the surface. 

I will make more of these. The next batch might be half the height, these Rock Tors are giants for the 28mm - 32mm scale. These models are useful because they are multi-functional as different terrain types. Also they can be stacked. They're versatile. Scrunching the card is fun. You have to cut triangles out of the edges then hot-glue the wedges in the gap, to create the drum shape. 
Instructions: Remove shady corners at A & B (two of each), roll and scrunch the corrugated cardboard, hot-glue A to A to make a mushroom cone shape, hot-glue the cut-off shady corners into the gap between B & B 












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CONCEPT


SYSTEM 


DOODLES


TERRAIN





INSPIRATIONS


rust-world post-apocalyptic, shamanic aboriginals, exotic outback, ancient ruins, Aliens, 

John Carter of Mars, Total Recall, Tattooine, SpaceX, Mad Max, Stranger Things, InSilico Mars, 









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MARZ terrain

 




Martian Terrain for tabletop gaming is scratch-built and is divided into PROJECTS

Wherever possible, the photo's will tell the story.