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The machines are haunted—and you are their exorcist.

In JAMMA, you play a cyberpunk medium armed with living static, forbidden binary prayers, virus transmitters, cyber screams, and nanobot blood. Confront copier machines possessed by murdered hackers, armoured trains worshipping illegal gods, and citywide networks infected by ancient signals.

There is no success or failure. Every d6 roll determines the raw output of your power. A gentle flicker might reveal the entity’s memories. Too much power could annihilate the machine, the ghost—and you.

Jam the machine. Imprison the anomaly. Escape before it takes your body.

JAMMA is an ultra-short solo or group micro-RPG about electronic hauntings, unpredictable power, and discovering that sometimes less is more.

***

The neon city was built to remember everything. Then its memories began remembering themselves.

Murdered hackers returned through police drones. Abandoned artificial minds awakened inside copier machines. Dead lovers whispered from synthetic bodies, while illegal machine-gods demanded worship through electricity and data. No one knows whether these possessions are ghosts, corrupted code, or signals from something ancient beyond the city.

The JAMMAs appeared soon after—cybernetic mediums able to channel living static through touch, screams, gravity pulses, nanobot blood, viruses, and forbidden binary prayers. Corporations call them anomalies. Citizens call them exorcists.

Every machine contains a possible afterlife. Every exorcism risks destroying it.

And each entity imprisoned inside a JAMMA brings the haunted city one step closer to possessing a human body.

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JAMMA.pdf 3.1 MB

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