Gimmick Zero is a rules-light tabletop RPG focused on people who have become living weapons in order to take down colossal machines gone rogue in order to save what remains of their society. Catered to both rookies and veterans of tabletop RPGS, Gimmick Zero presents a flexible system and framework to run sessions, campaigns, and one-shots in a variety of different settings with mechanics inspired by media such as Bubblegum Crisis, Katana Zero, Megaman Zero and more. Gimmick Zero also comes with a bevy of information that will be more than helpful in aiding both the GM and the Players in understanding the inner workings of the game system. People familiar with our previous games like Over Arms or Red Giant will be able to easily adapt to this system.
The landscape of this world differs with every playthrough, dependent on how you roll the dice and the tables throughout this book. What we can tell you is that every world has several constants: Gimmicks, People, Cities, and Aberrations. Each world contained in the Gimmick Zero multiverse has been permanently affected in one way or another by what is called the “Zero Event” which always releases large and horrible beings that we call “Aberrations” into the world. While not much is known about Aberrations, we do know how powerful and destructive they are. That is why in every universe people have