The Albatross came out of the jump into a crowd of debris, pinging against the hull. For a moment, it seemed as if their deductions had been off, but as they regained their bearings they realized that they were being pelted by starship debris. Wolf immediately began a sensor sweep, and managed to pick up a weak distress signal. Oddly enough, it seemed to be one designed for a personal Vacc suit, only it was operating far out of its standard range. The Albatross followed the signal to a rickety old space station orbiting Borite. Unable to resist their curiosity, and hoping for clues regarding the pirates they were chasing, our pirates elected to dock along the manual airlocks, to a region of the ship that had been breached, counting on the protection of their own Vacc suits.
What happens when you throw together gangsters, cowboys, barbarians, samurai, steampunk and wire-fu and set the blender up to 11? Well, the potential for some truly eccentric, quirky or downright insane characters, and the award winning High Plains Samurai from Broken Ruler Games!
A washed out veteran with a knack for pushing his luck at the right moment on high-stakes jobs. An illegitimate noblewoman, using her inherited charm and connections to build a shadow kingdom of her own. A grieving father, who can hold a ship together with duct tape and prayers, but can’t do the same for himself. An ace pilot, disillusioned about the costs of war and desperate to find work after fighting on the losing side.M eet the Party brings you ready-to-play characters, complete with backgrounds and relationships, for use both in your own games and as inspiration for creating characters of your own. Strap on your holster and fire up the engines, it’s time to be space cowboy bad guys!
Last week we went over the recent Forged in the Dark product from Off Guard Games and Evil Hat Productions, Scum and Villainy. There was a small bit of table fiction in the beginning of the review, and it struck a chord. What follows is the groundwork for a group of smugglers, blockade runners, and overall Ne’er-do-wells for profit, the crew of the Freefall.
“Easy does it friend.” Ari raises his hands as Marx levels his gun. He raises his voice again across the hanger. “You wouldn’t want to do anything hasty now. I’m sure there’s room to negotiate here. All we want is to get paid, and the artifact is yours.” Already the situation was looking bad. Marx, the supposed buyer they were set up to deal with, chose to bring his own group of thugs, and it seemed like their idea of negotiation involves bullets.
Now, we rejoin the adventures of the Albatross crew!
I have previously written about my interest in the Traveller setting, more specifically the Pirates of Drinax as a Beta Campaign, and over the past few months I have actually managed to get it off the ground! I am a more inexperienced GM, and this campaign has marked the first time I have gotten a campaign to two whole sessions! As such, I’ll keep up the tradition of our other CH GM’s and offer a bit of a “Lessons Learned” post-mortem.
A hush falls over Megapolis City. Citizen Dawn stands from atop his platform, looking over the destruction that her minions have wrought. “I am burdened with a great purpose.” Her voice, though not raised, seems to echo in the dead silence of the normally bustling street. “The bright lure of freedom has led you away from the joy of service. Service to people like me. I am here to correct that mistake.”
Splash Page: “Not if we have anything to say about it!” *The Freedom Five burst into frame* “Let’s go team!”
Based on the popular fixed-deck card game Sentinels of the Multiverse by Greater Than Games, Sentinel Comics: The Roleplaying Game takes you inside the capes of its heroes, pitting them against various dangers and threats which plague the city. Players take up the mantles of very familiar sounding superheroes, combining the backstory from the card games with fresh RPG mechanics and greater narrative freedom. The Starter Kit provides a copy of the rule book, six characters to choose from, and a number of missions, enough to get a campaign of your adventures in Megapolis City going.
Welcome back prospective GMs! Last week, we started off intrigue and mystery in the City of Brotherly Love using Dresden Files Accelerated from Evil Hat Productions. In Break & Enter, the players discovered a Fomor burglary ring attempting to steal a mysterious document from a wealthy collector. In Group Texts a missing researcher found himself seized by a spirit beyond his control, looking to tap into a well of power.
I also encouraged GMs to take some time with Case Files of their own in order to address plot elements brought in with the players. While this isn’t necessary, it does help people flesh out their characters. However, if you are feeling anxious and want to get right into the action, we will bring this plot arc to a head with Raising Cain and Court Summons.
Welcome back prospective players and GMs! Last week we took a crash course to learn about a slew of the movers and shakers of Supernatural Philadelphia for a Dresden Files Accelerated campaign, and some advice about aspects for the city. Now, we’ll start with some Case Files for GMs to use for their players. These, quite obviously, contain spoilers, but a clever GM can have ways to use that to their advantage if they discover that players are planning things to go exactly to script.
Greetings everyone. We will be trying something new in the following weeks. We will be publishing our first set of player made modules, ready for use for GMs who need a bit of structure to get a game off the ground! Shortly after we published Meet the Party: Dresden Files Accelerated, someone in the comment section over at Evil Hat said something along the lines of: “This is great, but what about a few loosely laid storylines for a GM to get started with?” We thought it was a great idea, and one we are going to unabashedly pretend that we were planning all along. While we’ve been backed up with some other things, it’s been simmering on the back burner. Today is the first part in a three part series where we give interested GMs the background on the setting and the factions withing it, and a series of four interconnected Case Files for which to create a story arc for their players.