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  • Off The Beaten Path 5: Anniston, Alabama, ASA

     

     

     

    Near the heart of the Reclaimer movement in Atlanta, Georgia, ASA were any number of small towns. Just across the Georgia/Alabama border is one such town, Anniston. Before and throughout most of the war Anniston drifted along, another sleepy town well removed from real conflict. When the ASA began military operations in Mexico long simmering tensions erupted.

     

    What had been a sleepy paper mill town exploded in racial tension. At first attacks were subtle, targeting the poorest Hispanic families. As the conflict in Mexico escalated and spilled into Texas so did the attacks on innocent people inside the Anniston going so far as to see a resurgence of the Klan and events such as public lynching’s. This racial violence was not unique to Anniston, as crimes targeting Hispanics surged across the ASA, particularly in the Southern states.

     

    As the US continued to destabilize leading up to the Purge, the Church of the Reclaimer took up roots in Anniston. Religious fervor tapped into the fears of the town and was able to shape it. In the years before the Purge Anniston was a central training facility for the Church’s bombers. Coordinating with other small and medium sized towns already affiliated with the Church thousands of sleeper agents were decimated through the US, and then ASA leading up to the Purge.

     

    The years that followed the embargo and reassertion of national governments have not been kind to the people of Anniston. For years, the city was home to a host of investigators, law enforcement, and mercenaries conducting sweeps searching Church radicals and militants. The post war economy of the city all but non-existent. Government aid was brought in to support the survivors.

     

    For all this Anniston has not fallen into the obscurity of history. Much of the city remains a burned out husk of its former self. While Atlanta has licked its wounds and covered over its scars Anniston was never able to fully recover. Because of this, there has been a steady growth of Post War tourism, people looking to explore the horrors of war, without the dangers of the Wastes. This has made Anniston ideal.

     

    Story Seeds

    Memories: While the Church’s influence may have been scrubbed from the surface, there may still be a strong underground presence within the community. This underground faction may be looking to recruit muscle willingly or not. PCs displaying any kind of supernatural ability may find themselves kidnapped.

     

    Lost Souls: A fog of regret and misery floats over the town of Anniston. This is a real effect left over from of those that died in the town during the Purge. While not an actual Bridge or Gate with the right influences one may easily form.  For this reason the Templar, Spirit Callers and Keepers have all taken interest in the town. While neither faction has made a move yet, the Templar and Callers sit on the edge of a discovery the Keepers are sworn to prevent.



  • The Lucid Effect 4: The Trucker

    The Lucid Effect presents a new Lucid, first with only mundane abilities that encapsulate their former lives, and a possible incarnation with supernatural talents building off their previous skills.

    The Basic Template spends only basic Character Points and 5 Lucid Points.
    The Lucid Template fills out the character presenting a near complete New Lucid.

    While cities maintain hydroponic farms, and any number of factories, plants, and any number of construction crews, no city is fully independent. Every day cargo comes in and goes out across the world, by plane, train, and of course by the “big-rig” truck. Local, interstate, even international commerce relies on women and men willing to haul material for hours, or days on end.

    Enduring long hours of solitude the Trucker must remain focused and aware of their surroundings. It is not just a sedentary complacency as it’s easy to tune out and loose track of the endless miles of roadway. Often overlooked by society in general freight drivers often exist in the margins. Stopping only in secluded areas away from the general populace on the road, and rarely given any real time to mingle with the real world they live between worlds.

    The livelihood of the Trucker is dependent on how fast they can move cargo. Violating speed limits only saves so much time, its easy to turn to powerful stimulants to keep a driver awake for days on end. Often, the remote truck stops offer a host of illicit substances and access to other vices, along with more commonplace services such as a laundrette and small sleeping coffins.

    Our Trucker is someone from this half glimpsed subculture. We know that they will need to be strong and have impressive endurance to deal wit the constant loading and unloading of their cargo, as well as maintain the long hours on the road. We add the Concentration skill for the mental focus required. Maintenance, to keep the rig on moving and Perception to avoid accidents. Area Knowledge Highways means never wasting time with maps and we round things out with a handful of skills one may pick up living in the shadow of society.

     

    History 9 Fortune 5
    Career: Truck Driver 6 Bargain Finder 4
    BG: Corp Burb Kid 4 Gambling 4
    Strength 5 Wisdom 5
    Brutal Fighting 4 AK: Highways 4
    Heavy Melee 4
    Lifting 4
    Dexterity 4 Intelligence 4
    Dodge 3 Firearms 2
    Vehicle 6 Lock Picking 2
    Maintenance: Vehicle 3
    Constitution 8 Mental 8
    Fasting 7 Concentration 7
    Sense 5 Expression 5
    Perception 4
    Scrounging 4
    Boons Value
    Dirty Fighter Major

     

    Where we go from here? To continue to explore the idea of this missed society, our Trucker dreams of something better, of a belonging and purpose. For this we turn to the Slumber.  With only an idea, or ideal, it may be difficult to decide where to go for powers. Fortunately, the Slumber is all about new possibilities. To take the idea of indecision, and questioning a step further  instead of boosting the Truckers raw Strength, Constitution, or Mental we look at Abilities  Foci, and  Boons  that augment these. Conversely,  we want to cultivate the dreaming nature of our Trucker, and for that we highlight one of the Slumber’s core Foci: Enter The Dream Flow.

     

    History 12 Fortune 5
    Career: Truck Driver 6 Bargain Finder 4
    BG: Corp Burb Kid 4 Gambling 4
    Lucid 12
    Enter The Dream Flow 12
    Fabric of Dreams 12
    Strength 5 Wisdom 5
    Brutal Fighting 4 AK: Highways 4
    Heavy Melee 4
    Lifting 4
    Dexterity 4 Intelligence 4
    Dodge 3 Firearms 2
    Vehicle 6 Lock Picking 2
    Maintenance: Vehicle 3
    Constitution 8 Mental 8
    Fasting 7 Concentration 7
    (S) Road Trips 4
    Sense 5 Expression 5
    Perception 4
    Scrounging 4
    Boons Value
    Dirty Fighter Major
    Future Past Major
    Seer Major
    Interpretation Major
    Dreams Made Real: Road Trips Typical
    Fantastic: Road Trips Typical
    Shrug It Off Major
    Slumbering Fortitude Typical
    Slumbering Awareness Typical
    Slumbering Dragon Major
    Slumbering Might Typical

     

    By selecting Boons which blend in with the Trucker’s curiosity, we create a character capable of so much, and yet they may not even realize it. In fact, the Trucker’s gifts may have developed over years without them ever realizing they had really changed.  Few Lucid have this luxury, and having this illusion taken from them can make for an interesting opening story.

    Enter the Dream Flow (Slumber): Although not a true Gateway, Slumbering Lucids seem to be able to enter the Dream Realm with far more ease than others. In these minor crossings or dives, the character is bombarded with the memories and emotions of all those sleeping. The character may take a turn to make an Advanced (25) Enter the Dream Flow roll to retain a fraction of this knowledge after waking. On a successful roll, the player chooses 1 Skill (even
    one they do not already possess), which they may then use their Enter the Dream Flow Focus as a supporting characteristic for on the next turn.

    Fabric of Dreams (Slumber): Fortune smiles on the dreamer, making the luck of a Slumbering Lucid quite legendary. What is real and what is illusion meld together to form a single truth around the Slumbering Lucid. This Focus may be used as a supporting characteristic for any Fortune tree roll.

     

    If someone told you, you have the keys to the universe, all you need do is imagine them. Would you believe them?

    Slumbering Awareness
    (Sense/Slumber – Typical)
    Requirements: Fabric of Dreams 3 (F)
    The character taps into the Slumber, drawing out supernatural senses. They may use their Fabric of Dreams (F) as a supporting characteristic for any Sense Tree roll.

    Slumbering Fortitude
    (Constitution/Slumber – Typical)
    Requirements: Fabric of Dreams 3 (F)
    The character taps into the Slumber, supernaturally enhancing their constitution. They may use their Fabric of Dreams (F) as a supporting characteristic for any Constitution Tree roll.

    Slumbering Might
    (Strength/Slumber – Typical)
    Requirements: Fabric of Dreams 3 (F)
    The Lucid taps into the Slumber, drawing out their full strength. They may use their Fabric of Dreams (F) as a supporting characteristic for any Strength Tree roll.

    Slumbering Dragon
    (Fortune/Slumber – Major)
    Requirements: Enter the Dream Flow 12 (F), Seven other Supernatural OR Slumber Boons
    The Lucid’s ability to manipulate the Slumber grants them fearsome abilities in combat. They may declare all dice for a single combat roll as 6’s after rolling. When using this Boon, the character is obviously bending reality to achieve their goals, such as moving faster than a bullet or leaping into the air from a prone position, only to land a devastating attack on a nearby foe.

    All we need now is a reason to rise to the challenge.



  • Off The Beaten Path 3: The Northern Stelae Park, Axum, Ethiopia

     

    Northern Ethiopia is home to the semi-autonomous city-state of Axum. It is a city of conquerors and the conquered. Once a seat of power for the Kingdom of Aksum, this progenitor nation predates Christianity by a century or more. With the advent of the Purge these are only a few of the details lost to the modern world.

     

    Central to present day Axum is the Northern Stelae Park, a holy site and presumed graveyard marked by ancient stone markers rising eight to twenty-four meters in height. These Stelae or gravestones are presumed to be markers for kings and warlords of a forgotten kingdom. Recovered documentation indicate that both the Obelisk, the tallest of the still standing Stelae, and King Ezana’s Stele were moved to Italy at one point. Records as to how, why, and when the Stelae were recovered are unclear.

     

    Each of the Stelae within the park are ornately carved, almost as if they were small buildings with false doors and windows.  The carvings are intricately detailed, possessing markings, which can no longer be translated accurately.

     

    Open to the public, the park is often visited by new age and mystic types, attempting to reconnect with older spiritualities or spirits themselves. This effort is not entirely without merit. Anyone visiting the site possessing the Realm Sense Focus can feel Grave resonance. This resonance is noticeably stronger than an average graveyard. Those with Ghost Sight may pick up faint wisps or trails through the park, along with the sensation of danger, or immanent battle.  These sensations are strongest at the Obelisk of Axum.

     

    Characters attempting to use the Spirit Travel Ability within the Stelae Park do not need to roll to Slip The Body as long as they posses a single level or more in Spirit Travel.

     

    Things Best Left In The Past

    Both Spirit Callers and the Church of Unua take a heightened interest in the Stelae Park. The Spirit Callers see the park as a link to the Grave while the Unuans believe Axum may have been either Eden or a recreation of it. While the city lacks other resonance sites, the carvings on the Stelae are enough to indicate a clear link to the unified city.

     

    Both Baronies have been locked in a three-way stalemate over control of Axum with the Keepers. While the Keepers do acknowledge the park’s historical value they fear it is a sleeping Gate to the Grave. That alone is reason enough to have the entire site wiped clean and the Stelae destroyed.

     

    Between the lines of war are the Qdus Arbanya, a small coven of native Lucids that work to undermine all three Baronies though bureaucratic movements circumventing plots to take legal control or alter the area in any way. The Qdus Arbanya takes exceptional precautions to avoid intervening directly working through proxy companies and special interest groups. Their operatives are not above manipulating new age tourists into taking action on their behalf without ever revealing who they really are, or what their goals may be. With the presence of the Callers, Unuans, and Keepers the Qdus Arbanya have become adept at playing one off the other and keeping suspicions high and pointed at other Baronies.

     

    Players finding their way to Axum could easily be drawn into this four-sided conflict.



  • Off The Beaten Path 2: Asdament South West Manufacturing Hub, Teotihuacan

    To: BoardList@ Asdament.gov.asda

    CC: <Redacted>

    Subject: — Internal Only — Corporate Manufacturing Site Southwest

    All southwest manufacturing hub <Redacted> remain internal only.

    The southwest manufacturing hub <Redacted> supports 65,400 indigene workers all housed within the facility. Citizen-Employees earn debt for maturation and delivery costs as well as productivity drain on parental units. Year four Citizen-Employees being their education regimen, education, and training debts subsided by ASA developmental incentives.   Citizen-Employees receive incentive to educate as desired, up to but not limited to doctorate level development, noting cost adjustments for non-primary educational services. The expectation of Citizen-Employees is to work until repayment of maturation, infant and educational costs as well as any additional housing, food or incremental costs incurred.

    The southwest hub continues to operate at sub-peak levels. Noted performance detractors include, but are not limited to, equipment malfunction, fatigue, illness, and insurgency. Recommended mitigation strategy:

    1.  Current generation students are incentivized to maintenance positions by increasing education costs of non-repair training.
    2. Increased methamphetamine levels are being integrated into first meal routines. Food debts incurred by Citizen-Employees adjusted accordingly.
    3. Upgrades to Citizen-Employee housing offered.  Housing debts adjusted.
    4. Current generation students are incentivized to security positions by increasing education costs of non-security training.

    <Signature Redacted>

     

    The Peoples History of Teotihuacan

    The Great War saw upraising in countries across the world. In the former country of Mexico, drug cartels overturned the national and local governments. The cartels created small kingdoms for themselves before the Juarez Massacre in 2130, and the libration, or annexation, of Mexico in 2133. During this period of cartel rule, murder and wholesale slaughter of villages became a common occurrence. Mexico City, a war zone of competing drug lords saw daily death tolls in the double and triple digits. For protection, many innocent people fled to Teotihuacan ruins looting the few remaining corporate controlled markets outside of the tourist site.

    The old city built to hold thousands retained structures for millennia, the pyramids alone large enough to house scores of survivors. Ransacking the commercial box stores the retail giants that encircled the ruins refugees collected whatever they could to survive an indefinite conflict. In 2134 nearly a year after the liberation of Mexico surveyors found a thriving community within the now rebuilt city. While most of the city was without power, supplies harvested provided basic services. Layers of solar arrays were staggered along the old temples to the Sun and Moon Gods to generate power for the town’s water purifiers and essential functions. Teotihuacan having no radio, satellite, or other media services had been unaware of the death of Felipo Soto, a dictator that had risen to power and unified the cartels.

    In the aftermath of the Teotihuacan discovery, and the integration of the Mexican states into the new ASA, Asdament International, the world’s fourth largest retailer and a major partner in Reclaimer Embargo brought a class action lawsuit against the peoples of Teotihuacan for the willful destruction of private property and, theft, and vandalism.   The city was bankrupted in under six weeks and the land purchased by Asdament. That was the beginning of the southwest hub, and the legend the Feathered Serpent’s return.

     

    The Cohuatl

    While the salves of the Asdament state know the name of the Cohuatl, it is a closely guarded secret within the community. Eighty years ago, they were a small Coven of Lucids that helped to protect fleeing refugees. They had no interest in politics and were content to survive below the radar in the turbulent times. As the people of Teotihuacan were stripped of their rights through a series of corrupt rulings this began to change.

    Originally, there were only three. Today there are maybe two hundred or more, not including a support network of sympathizers.  Few are actually Lucid. The majority are mundane freedom fighters born into the legalized slavery of Teotihuacan. The Cohuatl gather information leaking what they can, when they can to the public. However, they fear the public is unaware, or worse unsympathetic. Sadly, those inside the Teotihuacan hub have virtually no knowledge of the outside word anymore beyond stories from the oldest members of the community.

    It seems that while there are still some Lucid among the ranks of the Cohuatl Asdament maintains interests beyond the mundane as well. The old Sun God temple has been locked down for decades. Here prisoners are transported and simply disappear. The Cohuatl believe there is one touched by Itzcoliuhqui, god of darkness.

     

    Adventure Seeds

    Teotihuacan is off the map, in a legal sense. The complex does exist on paper, as a historical footnote, and in rumors about slaver companies in the ASA. Although, technically what Asdament does to their employees is legal, by the loosest definitions of the law. Players may be exploring Teotihuacan from the outside, or from within as members of the Cohuatl.

    The Aztec ruins were built to last and contained temples to both the sun and moon. GMs may choose to ramp up the supernatural forces at play with intermediate bridges to both the Slumber and Dark from various points within the compound. Asdament may be a front for a larger coven or Barony.



  • The Lucid Effect 2: The Construction Worker

    Strong, tough, hard working, construction workers are one odd event away from being heroes in any given comic, action movie or book. Embodying the work ethic it is easy to attribute powerful positive connections to construction workers, even with the cat calling. As the Fractured Kingdom is a cinematic universe, we take a cinematic look at the construction worker as a character template, making them larger than life.

     

    Basic Template

    Construction Worker

    History 9 Fortune 5
    Career (Construction) 6 Gambling 4
    Background (Ex-Gang) 4 Die Hard 4
    Lucid 9
    (F) Pick One 9
    Strength 8 Wisdom 5
    Lift 7 (Converted 12 CP)
    Brutal Fighting 5
    (S) Combos 3
    Heavy Melee 4
    Dexterity 5 Intelligence 4
    Vehicle 4 Lock Picking 2
    Logic & Math 2
    Maintenance: Construction 3
    Constitution 5 Mental 5
    Endurance 4 Concentration 4
    (F) Supernatural Vitality 4 Medication 4
    Sense 5 Expression 5
    (Converted 12 CP) (Converted 12 CP)
    Boons Value
    Combo (Rabbit Punches) Minor
    Combo (Stick & Move) Minor
    Combo (Grab & Slam) Minor

     

    Our Construction Worker has several areas where having specialized skills did not feel quite right. In keeping with the larger than life ideas behind the character, we give them an Average Sense, Wisdom, and Expression, focusing on Strength they pick up several actual combat skills.  To emphasize the Construction Worker’s skill in a dust up we add a few minor boxing and wrestling moves and a Brutal Fighting Specialty to give the bruiser options in a brawl. Additionally, while we have not selected a Realm for the character we know they are going to be up close most of the time when bad things happen so we Endurance and Supernatural Vitality, available to any Lucid, for extra Health.

     

    Any of the Four Realms would offer interesting options for the character. To keep the Construction Worker straightforward we can rule out the Dark. Following that, we also eliminate Verdant since construction workers are more about car parks than national parks. This leaves us with the Slumber and Grave. Both the Slumber and the Grave offer attractive options for physical characters. Since the construction site is a dangerous place, our Construction Worker will be a Grave Lucid.

     

    Lucid Template

     

    History 9 Fortune 5
    Career (Construction) 6 Gambling 4
    Background (Ex-Gang) 4 Die Hard 4
    Lucid 9
    (F) Close The Coffin 9
    Strength 9 Wisdom 5
    Lift 7 (Converted 12 CP)
    Brutal Fighting 5
    (S) Combos 3
    Heavy Melee 4
    Strong 9
    Dexterity 5 Intelligence 4
    Vehicle 4 Lock Picking 2
    Logic & Math 2
    Maintenance: Construction 3
    Constitution 6 Mental 5
    Endurance 5 Concentration 4
    (F) Supernatural Vitality 4 Intimidation 4
    (G) Tough 6
    Sense 5 Expression 5
    (Converted 12 CP) (Converted 12 CP)
    Boons Value
    Combo (Rabbit Punches) Minor
    Combo (Stick & Move) Minor
    Combo (Grab & Slam) Minor
    Critical Strike Major
    Flesh Wound Major
    Potent Advantage Major
    Brute Major
    (G) Daze Major
    (G) Power Lifter Major
    (G) Unending Might Major
    (G) Hard As Nails Major

     

    Unspent Experience: 10

     

    Our Construction Worker has several areas where having specialized skills did not feel quite right. In keeping with the larger than life ideas behind the character, we give them an Average Sense, Wisdom, and Expression, focusing on Strength they pick up several actual combat skills.  To emphasize the Construction Worker’s skill in a dust up we add a few minor boxing and wrestling moves and a Brutal Fighting Specialty to give the bruiser options in a brawl. Additionally, while we have not selected a Realm for the character we know they are going to be up close most of the time when bad things happen so we Endurance and Supernatural Vitality, available to any Lucid, for extra Health.

     

    Any of the Four Realms would offer interesting options for the character. To keep the Construction Worker straightforward we can rule out the Dark. Following that, we also eliminate Verdant since construction workers are more about car parks than national parks. This leaves us with the Slumber and Grave. Both the Slumber and the Grave offer attractive options for physical characters. Since the construction site is a dangerous place, our Construction Worker will be a Grave Lucid.

     

    Picking up some signature Abilities the Construction Worker cements their role as the brawler. Close The Coffin, the Grave Focus, supports any attempts to harm others, providing supernatural assistance to areas where the character lacks skills such as Firearms and pushes their unarmed capabilities. Strong and Tough are clear choices meaning the Construction Worker is a powerhouse up close. To keep with the cinematic flair of the basic template we focus on Boons that add interesting options for the character in a fight.

     

    Brute (Strength/Supernatural – Major)

    Requirements: Strength 7 (Attribute)

    Finesse is overrated. Beat them down, and keep them down. Overpowering opponents is second nature to the character.

     

    Daze (Strength/Grave, Slumber – Major)

    Requirements: Strong 3 (Ability)

    The character is able to stun their opponents.

     

    Power Lifter (Strength/Grave, Slumber – Major)

    Requirements: Strength 4 (Attribute), Lifting 3 (Skill), Strong 3 (Ability)

    The character has honed their body to unlock its full strength and potential. They may reroll any 1’s on a roll using the Strength Attribute.

    Activation Time: Free, but may only be used once per session.

     

    Unending Might (Strength/Grave, Verdant – Major)

    Requirements: Strength 9 (Attribute), Lucid 9 (Ability)

    Those touched by the Grave or the Verdant seem to become a well of unending strength.

     

    Hard As Nails (Constitution/Grave, Slumber – Major)

    Requirements: Tough 3 (Ability), Die Hard 1 (Ability)

    Tough does not begin to describe what the character can endure. Sometimes gunshots and explosions are just a part of what must be endured.

     

    Critical Strike: (Various) (Fortune/Supernatural – Major)

    Requirements: Fortune 5 (Attribute), Chosen Skill 5 (Skill)

    An expert with their weapon of choice, the character is capable of delivering horrific damage in a single blow. When selecting this Boon, the character chooses a type of attack (Firearms, Melee, or Unarmed) and  inflicts a minimum amount of Damage equal to their Chosen Skill or Ability + 1 wound for each 4 points of damage done on an attack of the chosen type. This overrides any wound the victim would normal have received.  Normally a Lucid takes only 1 Wound on any attack that exceeds their Constitution.

    Activation Time: Free, but may only be used once per session

     

    Flesh Wound (Fortune/Supernatural – Major)

    Requirements: Die Hard 3 (Ability)

    Not every attack is deadly. For some, bullets seem to miss their mark, blades slip past at the last moment and the lucky few survive. When struck, the character ignores an amount of Health and Ego damage from the attack equal to their Die Hard + Endurance.

    Activation Time: Free, but may only be used once per session.

     

    Potent Advantage (Fortune/Supernatural – Variable)

    Requirements: None

    Boons offer many ways to customize a character. Some of the more potent Boons may only be used once per session. However, for each level of this Boon (Minor, Typical Major), the character has a number of additional uses that can be applied to any once-per-session Boons the character possesses.

    – Major Boon: 4 additional uses per session

     

     

    The Construction Workers’ Boon selection adds several combat options, offensive and defensive as well as a wellspring of just brutal might.  There is nothing flashy, but the Construction Worker has a way of avoiding the worst attacks and pulling though whatever comes at them.



  • Land of Confusion 6: Audiopunks

    Pinpointing the inception point of new fashion can be tricky. Sure, there is Milan but high fashion and street trends are two different beasts. Starting in late 2191 there was a rising trend of implanted micro-speakers in clothing. These musical suitors ranged from tame background music and personal soundtracks for PR and celebrity types to blaring distortion effects used by musicians in concerts or impromptu performances. Like most fashion trends, it soon consumed itself and by the mid 90s was a nearly forgotten fashion mistake.

    In the last three years speck dotting as it later came to be known saw a major resurgence in what would come to be known as the Audiopunks. The first documented Audiopunks were at a right wing political rally in Portland, Oregon, ASA. Weaving into the crowds and speck speakers into over the top hair styles these progenitor punks would trigger distorted audio recordings of the speaker set to music whenever the speakers contradicted themselves. These first Audiopunks were beaten by extreme elements in the crowd. This only served to send the punk message through all the news feeds. Within two months, Audiopunks began appearing at speeches and public gatherings around the world.

    With the continuing cost reduction of PINTs, modern wearable computers, Audiopunks have become a kind of real time fact checking service. Groups set up gatherers who pull audio clips during speeches piping it through remixing software and out to other punks at a gathering. In countries like the ASA and Great Britain where there is a high number of Audiopunk gangs a growing number of politicians and corporate speakers have taken events in doors screening crowds for speck speakers, blocking data transfer in the area and other tricks to avoid the scrutiny of Audiopunks and their own words.

    Lacking any central organization clusters of Audiopunks crop up and fade away in unpredictable ways. Additionally, the political focus of Audiopunks seems equally as varied. The only real connective string being an ability to root out sound bites with incredible speed and efficiency. The PPB station Nis Oidua covers Audiopunk gatherings and plays a steady stream of remixes of punk recordings. While still only a few years old, that is longer than most political movements, or fashion trends.