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    <title>YanK l&apos;Innommé - Unfinished Projects</title>
    <link>https://yanklinnomme.fr/#unfinished&amp;lang=en</link>
    <description>Unfinished projects by YanK l&apos;Innommé - Ideas that deserve to stay alive</description>
    <language>en-US</language>
    <lastBuildDate>Sun, 01 Sep 2024 00:00:00 GMT</lastBuildDate>
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    <copyright>©2025 YanK l&apos;Innommé. All rights reserved</copyright>
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      <title>Apocalypse World Online</title>
      <link>https://yanklinnomme.fr/#unfinished=foundry-apocalypse-world&amp;lang=en</link>
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      <pubDate>Sun, 01 Sep 2024 00:00:00 GMT</pubDate>
      <dc:creator>YanK l&apos;Innommé</dc:creator>
      <description>A complete module to play Apocalypse World on Foundry VTT. Adaptation of the PbtA system with a custom interface, character sheets and compendiums.</description>
      <content:encoded><![CDATA[<h1>Apocalypse World Module for Foundry VTT</h1><div class="article-author">Module for Foundry VTT • September 2024</div><h2>Context</h2><p>The module was designed to bring the universe of <em>Apocalypse World</em> into Foundry VTT. It faithfully recreated the post-apocalyptic atmosphere and narrative dynamics of the original game created by <strong>D. Vincent Baker</strong> and <strong>Meguey Baker</strong>, relying on the Powered by the Apocalypse (PbtA) system by Asacolips.</p><h2>Development Status</h2><p>The module was <strong>fully complete and functional</strong>, with every feature implemented:</p><ul><li>Interactive Player Character Sheet</li><li>Threat Sheet</li><li>All playbooks integrated in a compendium</li><li>All Moves (basic, peripheral, playbook, combat, road-war) in dedicated compendiums</li><li>Equipment, Odds & ends also in compendiums</li><li>Polished user interface</li><li>Random group generator</li></ul><p>The French translation of the sheets and compendiums had even been started.</p><h2>The Legal Issue</h2><p>Although the playbook texts are <strong>freely available</strong> on the official website, no written permission had been obtained from the authors to use them in the module. Even if the content is publicly accessible, copyright still applies and requires authorization from the creators.</p><p>This situation perfectly illustrates the legal challenges faced by community creators, even when acting with the best intentions.</p><h2>What Remains</h2><p>The full source code, graphic assets, and all integration logic have been preserved. The final result was smooth, immersive, and true to the spirit of the original game. This technical work is therefore not lost and is simply waiting for a legal solution or a creative reinterpretation.</p><p><img data-lazy="../assets/unfinished/apocalypse-world1.avif" alt="Preview of the character sheet" style="width: 100%; margin: 1rem 0; border: 2px solid #333;"/><img data-lazy="../assets/unfinished/apocalypse-world2.avif" alt="Preview of the compendiums" style="width: 100%; margin: 1rem 0; border: 2px solid #333;"/><img data-lazy="../assets/unfinished/apocalypse-world3.avif" alt="Threat Map scene" style="width: 100%; margin: 1rem 0; border: 2px solid #333;"/></p>]]></content:encoded>
      <copyright>©2025 YanK l&apos;Innommé. All rights reserved</copyright>
    </item>
    <item>
      <title>Revolution in Reminiscence</title>
      <link>https://yanklinnomme.fr/#unfinished=omega-alternate-revolution-reminiscence&amp;lang=en</link>
      <guid isPermaLink="true">https://yanklinnomme.fr/#unfinished=omega-alternate-revolution-reminiscence&amp;lang=en</guid>
      <pubDate>Mon, 01 Jan 2024 00:00:00 GMT</pubDate>
      <dc:creator>YanK l&apos;Innommé</dc:creator>
      <description>Introductory scenario for the RPG Omega Alternate, dealing with parallel worlds and alternate histories. A simple mission: intercept, identify, and ideally recruit an unauthorized traveler. But nothing goes as expected...</description>
      <content:encoded><![CDATA[<h1>Revolution in Reminiscence</h1><div class="article-author">Introductory scenario for Omega Alternate • January 2024</div><h2>Context</h2><p>This scenario was designed as an introduction to the roleplaying game <em>Omega Alternate</em>, a science fiction universe exploring parallel worlds and alternate histories. Powered by the FATE system, it drew inspiration from genre classics of the 80s and 90s, such as Mega.</p><h2>Introduction</h2><p>Your adventure begins with a gaze, an azure-blue look filled with both fear and determination. Slowly, the scene takes shape, revealing the youthful face of a girl no older than 10 or 12. Her clothes are of poor quality and show signs of wear. They clearly stand out from the surrounding style. Clutching her arm is Major Justyn Czerwinski, your mission lead, who also wears a determined look. But a sudden jolt reminds you of the fragility of the situation. A myriad of colors already surrounds you. The scenery flickers, buzzes. Everything is unstable. Fragments of worlds, each different from the last, overlap, clash, and collide in a chorus of cosmopolitan tongues. The girl is about to run, you know it, you must reach them quickly. Yet the thought has barely crossed your mind when both the girl and Justyn vanish.</p><p>And yet, the mission was supposed to be simple: intercept, identify, and ideally recruit an unauthorized traveler. But nothing went as planned, and you now find yourselves divided. You must hurry if you don’t want to lose their trail. The Ariadne’s thread never lasts long—gradually those barely perceptible traces fade away into the ocean of possibilities.</p><p>Glances are exchanged, hands grasp one another, and you slip away. Yet this constrained-path jump is far from pleasant. You are caught in sensory rapids, and the landing is harsh. Barely arrived, one of you drops to all fours, vomiting whatever they can, while another staggers and barely catches themselves. As for you, you quickly scan your surroundings. You’re in the heart of a clearing, bordered on two sides by woods. Faintly veiled in mist, you catch sight of a village in the distance. Then you notice two silhouettes a few meters away.</p><p>Justyn is kneeling, holding a young woman across his lap. He has draped his coat over her to keep her warm. The woman immediately catches your attention—the shape of her face, her clothes now too small—you recognize her. It’s the girl. In an instant, all your faces harden. You all know the Johnston effect and the risk of accelerated aging on worlds with slowed temporal flows.</p><p>In that moment, you sense the sword of Damocles hanging above your heads and the urgency of leaving this world as quickly as possible. Justyn breaks the heavy silence that has fallen: “She only took a few steps trying to get away from me before collapsing unconscious. She seems stable, but we can’t leave her here.” You are clearly exhausted—another jump right away is simply impossible.</p><p>With the goal of finding shelter, you head toward the village. The church steeple is the first thing you see piercing the mist. Modest in construction but nonetheless solid, its roof of slate rests on a stone structure.</p><p>Remaining discreet, you continue to scan the area. Around this central building, a cluster of timber-framed houses with thatched roofs stands. Their close proximity suggests the existence of narrow alleys between them. As you press on, you notice the flickering light of oil lamps illuminating these alleys, creating a warm, rustic atmosphere.</p><p>The appearance of a group of people allows you to observe the locals’ clothing style. Men wear trousers and shirts, sometimes with vests or hats. Women wear long dresses and aprons, with simple hairstyles.</p><p>You maintain your stealthy approach through the alleys. But at the corner of one of them, you hear a nearby sound. What do you do?</p>]]></content:encoded>
      <copyright>©2025 YanK l&apos;Innommé. All rights reserved</copyright>
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