There’s a mad scientist robbing a bank with a swarm of psychically controlled bees. Turns out that your best friend wants to be something more, but thinks your teammate is competition. The Red Dragon’s dad is calling and complaining about him not ‘upholding our legacy’, while Spitfire can’t go outside out of costume without being hunted by nefarious forces or endangering her family. The Lawman just called you in to A.E.G.I.S. HQ to lecture you about the property damage the team caused last night. Did we mention that there’s a AP Calculus test on Monday? Life as a superhero is always a messy affair, but doubly so when you’re a teenager and everyone has ideas about what you should be doing. This is Masks: A New Generation!
Renowned art dealer Christina Bowbridge is selling a portrait of His Royal Highness Prince Edward IV, and you want to purchase it. You’ve heard rumors, however, that the painting is not genuine. You want to inquire about inspecting the work of art before buying it, but Bowbridge is both enthusiastic about her work and adores the monarchy; it would be quite easy to offend her and lose the chance to buy the painting entirely. You’ll have to write a letter, and it’ll take good penmanship, the right words, a few flourishes, and . . . at least 3d6? That’s because you’re not just writing a letter, you’re playing Quill: A Letter-Writing Roleplaying Game for a Single Player!
You have been raised by the monks of the Flying Temple as Pilgrims, taught how to fly and sent out into the Many Worlds to help people with whatever problems are plaguing their lives. One day, however, you return to the Flying Temple to find it vanished, with only a dragon’s egg in its place! The Many Worlds still have problems, and the letters asking for the help of the teenage Pilgrims are still arriving, but there are no monks to give you advice. You can’t turn your backs on those in need, so what choices will you make? Will you hold to the tenets of non-violence that the monks taught you, or give into temptation to take the easy path and suffer the consequences? What is the connection between the newborn dragon and the Temple? What sort of adventure awaits you in Do: Fate of the Flying Temple? Continue reading The Independents: Do: Fate of the Flying Temple
The immortal Lord Ruler reigns over a land of ash, where it is a daily struggle simply to keep crops growing. Nobles play games of intrigue and lead lives of luxury while an entire peasant/slave caste known as the skaa toil away with no rewards other than enough food to survive and maybe fewer beatings. Every night the land is cloaked in mists, and the skaa whisper of monsters and demons and people who can use metals to perform magic. Among all this are the crews, those who go beyond their station and beyond the Lord Ruler’s laws to try and accomplish their goals. One way or another, the outlaw crews fight back against the world that seeks to oppress them. This is the world of Brandon Sanderson’s Mistborn novel series, and this is the setting of the Mistborn Adventure Game from Crafty Games!
It’s 1950, and you find yourself assigned to the 8099th Mobile Army Surgical Hospital, posted to the embattled South Korea. North Korea has invaded their southern neighbor, and the United States and the United Nations have begun a ‘police action’ that will one day be known as the Korean War. Casualties pour in, and whether you’re a surgeon or a nurse or just a grunt who got stuck here you find yourself responsible for trying to save them body, mind, and maybe even soul. The days are long, the sights grisly, the fighting never too far away, and the stress unimaginable. Rotation home seems a long way away, and you’ll have to rely on your fellows to keep yourself alive and sane enough to make it. This is what it is to be a player character in MASHED from Brabblemark Press.
The security guard walked backwards down the hallway, chest heaving with panicked breath and flashlight darting from shadow to shadow. There was something in here. Whatever it was, it had definitely been following him. Flickering lights, unsettling skittering noises, warm breath on the back of his neck. He had to find it before it found him . . . he turned around sharply when he heard a small noise, as if something was clearing its throat. There, right there in the beam of his flashlight, was some furry . . .thing!Despite being apparently headless the thing shrieked, rushing towards him on the legs of a spider, waving tentacles in the air and brandishing the spikes all over its body. The guard let out a matching shriek of terror, turning to run and dropping the flashlight. As he ran, not looking back, one of the monster’s tentacles held up a stone, which began to glow brightly. Excellent! Enough fear to fulfill tonight’s contract and then some. A good haul for any Fear Fetcher!
The Human Empire spans galaxies, its size difficult to truly comprehend, it’s bureaucracy enough to make Kafka weep. As a result the universe is one of amazing technology, ancient mysticism, and near-constant despair and darkness. The Emperor sits upon His throne on the Imperial Homeworld, consulting only with His Inner Circle, using fear, intimidation, and unlimited resources to oppress all who would oppose Him. To that end, He dispatches teams of elite agents to execute his will across the Empire. These agents are highly skilled, but their skill is matched only by their treachery and ambition. Each has their own agenda, and will do anything to see it carried out, even as they work to CRUSH the REBELLION.
The legend of King Arthur, Camelot, and the Knights of the Round Table has always been a popular one. Part of the legend is that Arthur and his Knights will one day return to the world, bringing Camelot back to life. Of course, this is merely legend. Time moves on, and instead of a shining new Camelot the towers of the corporations have risen to kiss the sky. The legend fades into memory, and Arthur’s promised return is forgotten . . . until the Flux. Magic bursts upon the world, unleashing sorcery and cryptids that the corporations begin to squabble over. The Knights of the Round Table are returning, reincarnated in new bodies by the Flux . . . but Arthur is nowhere to be found. You are a member of the Knightwatch, and it’s up to you to maintain the balance between Order and Chaos. Welcome to Corporia.
Welcome back to The Independents, your source for reviews of out-of-the-box tabletop roleplaying games. The small outfits, the crazy geniuses, the little projects, the ‘Indie’ creators who are simply out to make a name for themselves and a game people can enjoy. Here at The Independents we aim to highlight some of these games, for a change of pace and a new (and great) experience! This week: Blood: Path of the Shinobi.
Long ago the four dragons of Spring, Summer, Fall, and Winter gave life to twenty dragons of earth and sky, who in turn gave the world its beautiful form, its ever-changing weather, and its many forms of life. These twenty-four dragons were the start of everything we know, and their kin still maintain a watchful eye. Today, an ancient custom among the people tells that all men and women must leave their homes and travel on at least one extended journey. Called Travelers, these people live a life of danger and great rewards, for though the wilds are full of monsters and treacherous terrain and the weather often fierce they are also beautiful, full of potential. And, always, one of the one-thousand and one Ryuujin watches over the Travelers, recording their stories and guiding their steps. Come on, Travelers. The path to Ryuutama awaits.