A halfling darts about the kitchen of a House Ghallanda inn, literally moving in a blur as he serves up dishes at a supernatural pace. An adventurer dons an amulet of true face, and finally sees the person they’ve always felt like in the mirror. A goblin pulls on a pair of gloves and sends lightning crackling into the chests of three muggers who tried to jump her. House Cannith (and the DM’s Guild) is proud to present Elaydren’s Magewright Primer, a comprehensive guide to the magic used in daily life throughout Khorvaire and around the world of Eberron, brought to us by Nausicaä Enriquez!
I have a confession to make: I never got into professional wrestling. I seem to have completely missed the boat when it came to the days of Stone Cold Steve Austin, and my memories of Dwayne Johnson are all as an actor. So, in that vein, digging into luchador culture is like jumping straight to eight ounces of sweet black-tar heroin. It is with this proverbial drug trip that Sangre y Mascaras, the Powered by the Apocalypse homage to luchador movies, jumps into the action.
Sometimes you just want a tasty treat, and you’ve got to make it yourself. You’re going to need ingredients, some sort of container, and maybe some utensils to get the job done, though. That might sound simple enough, and even on Newfoundland it should be that simple on paper . . . except the pages of your Recipe Book keep getting torn out by storms, and just when you’ve got the right amount of blueberries one of those goddamn mainlander raccoons shows up and eats some of them. Ah well, you’ll just have to unpack some more groceries. Let’s make some friggin’ jam with Newfoundland Jam, the ‘colourful jam making game with flavourful cuss words’ from Jason Anarchy Games!
Superhero stories are at their most interesting when talking about conflicts that aren’t easily knocked down with super-strength or a utility belt of gadgets. The most memorable superheroes across every continuity are those who are both relatable and who must struggle to earn their victories. As our readers have seen with Seamus’s High Impact Heroics Adventure Log, there are newer supers games like Masks which do a great job of emphasizing the human aspects of the superheroic. Cut from a similar cloth is Heroes All, a new game by Brandon Sichling. Heroes All is built around the core conflicts that make or break a superheroic character. By pairing the creation of an antagonist with the player’s protagonist, Heroes All creates an immediate conflict for every player right out of the gate.
“The galaxy is in conflict. After years of growing tension, the worlds of the SEPARATIST ALLIANCE have seceded from the GALACTIC REPUBLIC. Under the leadership of the Jedi Knights, clone troopers fight bravely against the remorseless droid army. Away from the battlefields, Separatist diplomats and agents work to turn additional planes against the Republic, and both sides seeks alliances with neutral systems. Meanwhile, smugglers, scavengers, and pirates find opportunities to profit from the war, which continues with no peace in sight . . .” Such is the opening crawl for Rise of the Separatists, the latest Era Sourcebook from Fantasy Flight Games. The light of the Jedi Order still shines, the Republic still stands, and clones fight the good fight, so let’s go section by section to see what this book has to offer for Star Wars Roleplaying!
I duck behind a car for a moment, trying to catch my breath. Silencing the voices in my head is no easy feat, but I need a clear mind if I’m going to make it out of this alive. Check my pistol, three shots left. Check my shoulder, clean exit wound. We expected armed guards, we just didn’t expect them to be lead by a rampaging arch-demon. How did these mercenaries even manage to summon that thing?
Welcome to The ORPHEUS Protocol, a game of cult infiltration, mind-numbing monsters, and spy-thriller action. Have the urge to play a coven of monster-exterminating witches? How about a traveling exorcist and his werewolf companion? Maybe a militant team of cyborgs who are also ghost hunters? Buckle your seatbelts eldritch fans, things are about to get weird.
Being a ghost is a tough gig, even if you’re ‘lucky’ enough to be hanging around with a bunch of other ghosts. I mean, there you are all definitely deceased but not passing on, and you’ve got no idea how you got there. Passing on to the other side seems like a definite improvement, but you really want to figure out how your life ended first, right? So how does one do that? Well, you and your fellow ghosts will have to tell the story of your demise to one another, plucking fragments of words and memories from the aether and stringing them together. Such is the tale to be told with the storytelling game from Emma Larkins … and then we died. Continue reading PAX Independents: … and then we died
Forged in the Dark is out of the starting gates. Where Apocalypse World spawned ‘Powered by the Apocalypse’ (PbtA), Blades in the Dark spawned Forged in the Dark, a similar moniker to describe new games which hack and adapt the original game’s ruleset. Now, three years after Blades was first available digitally, there are three Forged in the Dark games at various stages of completion: Scum and Villainy, Band of Blades, and Hack the Planet. Of these, Hack the Planet is the second one released and the one I’ve personally been waiting for. Designed by Fraser Simons, best known for his work on PbtA cyberpunk game The Veil, Hack the Planet means its title literally, and takes place in a dark future where climate change has wrought havoc on the planet. Characters are Glitches, those who eschew the protection (and surveillance) of the corporations from the refugee city Shelter 1 and instead try to make their own way, adapting technology, modifying their bodies, and even fighting the weather to do so. Storm-chasing cyberpunk sound interesting? Read on.
Life on the road in Sundown is tough; you have to savor rest when you can get it. I’ve been a guest at the Ruelas homestead for the past week. They’ve treated me to hot meals, a bed, and have promised me a bag of coin if I can help them deal with their bird problem. They’re good folk, fond of the Fiendswatch even on a safe day. But today ain’t safe.
Welcome to Sundown, a game for monster hunters, transhumanist revolutionaries, and everyone in between. Get ready to leave our world behind and explore the beautiful and brutal land where still water flows deep and death waits behind every bend.
“Snowhaven has hosted a theocracy, two civil wars, a magi uprising, been partially burned to the ground, and had one small bout of cannibalism, yet still, she shambles on.” As opening lines to a setting book go, you can do a lot worse. I came across Snowhaven on Kickstarter a while back. The authors described it as “snowpunk”, a new genre they were trying to make stick. The way that the authors described it, they wanted to take the steampunk elements of technology and apply it to a fantasy setting, but also keep the sense of “grim isolation” that winter brings. Rather than having your standard bright, optimistic theme of “gaslamp fantasy”, the people of Snowhaven dwell in a brutally harsh cold water port, filled with intrigue between the noble houses and the Illuminate Church. Technology has not been soaring by leaps and bounds because of a new age of whimsy, discovery and exploration; it has advanced because it is the only way for them to survive (they weren’t kidding about the cannibalism thing).