I'm not saying this is the best samurai archetype for D&D BUT it does have that cool dash-through-enemies-and-make-a-crazy-slice anime move https://www.kickstarter.com/projects/verantheacodex/mists-of-akuma-5e-eastern-fantasy-noir-steampunk-bonanza
seen from China
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seen from United States
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seen from United States

seen from France
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seen from China

seen from United States
seen from United States
seen from China
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seen from Ireland
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seen from United States
seen from United States
I'm not saying this is the best samurai archetype for D&D BUT it does have that cool dash-through-enemies-and-make-a-crazy-slice anime move https://www.kickstarter.com/projects/verantheacodex/mists-of-akuma-5e-eastern-fantasy-noir-steampunk-bonanza
playing What We Possess
Come on over to Take Me to the Dark before the end of October to claim your own copy of What We Possess!
What We Possess is a ghostly storytelling game for 2-7 players. It's GM-less, and takes 1-2 hours depending on how far your group decides to take the scenes you'll be setting.
So there are 5 card types for this game.
Vessels, which have the living and objects for you to interact with and possess. Humans, animals, objects, and machines. These are the primary things you interact with throughout the game.
Ghosts, which show how your character died, how much energy you start with, and what unique power you have access to.
Hauntings, which give you the primary mystery you are trying to solve. It is a leading question and mystery, and whatever story you tell from this is what you are trying to uncover.
Clues, which are objects or situations that give you insight into the answer of the mystery. The game builds up towards the third clue being revealed.
And Locations, which are the settings for your games. These help you know what the space is, what time of day it is or what is happening in the space, and how many vessels are present.
You begin the game by rolling 2d6, two six-sided dice. These determine what state the location is in (generally pristine and new, a little worn down but used, and abandoned or in a bad state), and what time of day it is (generally day, evening, or the dark of night.)
Then you look at the bottom of the location and see what 3 vessels are almost always here. Depending on what time of day it is, some of these might be missing, as noted by the Sun, the Setting Sun, and the Moon.
And finally, you draw a set of random vessels equal to the vessels shown under the State of the location and the Time of the location. In this case, we had the main 3 of the space in the day and 8 more random ones. These are setup around the Location card, setting our scene.
Players are then each dealt a Ghost card, which determines how they died, their starting energy, and of course, their unique power (and its cost.) From there, the last thing to do before starting is revealing the Haunting card. This particular one was Unseen Grave. Your bodies are hidden somewhere in this space, and you want to bring them to light, and figure out why you died here.
Game play unfolds by players taking ownership over scenes. They spend Energy from their pool to spur the living the action. Using one Energy on a vessel, you can set the opening shot for what they are doing, grouping the vessels in whatever order you want, showing how they are interacting in the space. A good deal of this game is improvising the scenes, explaining what the living are doing, and leaving it open for another player to use an Energy to claim what happens next. Each player has a different color energy counter to help them see how much each player is taking part in the story, opening space for people a bit behind to add in and catch up.
Players can also use an Energy to open dialogue for the ghosts to speak to one another, setting a scene among the players.
As things happen, players can move scenes ahead by spending energy and begin to describe scary or strange events. Their goal is to raise the Terror level of the space, adding it in Red on the Location card. Whenever a player thinks they've done something scary, or set a weird scene, they ask the other players how scary it was, 1-3 (a bit scary, spooky, or outright horrifying). That's how much the Terror raises.
The goal of the game is to ultimately reveal clues. Whenever vessels in the scene reveal something about the story or mystery, perhaps when vessels are talking to eachother, or doing a strange action, the group can decide the scene revealed a Clue. The active player (who is running the current scene) draws a Clue card and explains how it relates to the mystery.
When three Clues are revealed, the mystery is unraveled entirely. Players can suggest how they want the clue to relate, or how the mystery unfolds, but ultimately the player who drew the Clue card should set what it was for certain.
Ghosts don't need to wait for the living to reveal the secrets, though. They can take part directly, by possessing inanimate objects for an Energy cost, perhaps raising the terror level of the space. As Living vessels experience this terror, they reach 3 levels. Their first, a screaming mouth, is when they are terrified, and their terror releases energy the ghosts can use to recoup what they've used. Their second, a held vessel, is when they can be possessed, and the cost of it. Their third, though, is when they flee the scene if possible. It can become too scary, after all.
Between pushing the living to interact in the space, using ghostly powers (like controlling or creating smoke, making people angry, or affecting their dreams), or directly possessing objects or people, the players will uncover the story.
But Ghosts need to be careful about how they use their energy. Once it's out, their ghost fades away into the haunting Whispers that surround the location, keeping them here. This can happen during play in dramatic scenes where players want their ghost to go out in a big way, or it might happen at the end of the game.
Once the mystery is revealed and the story put to bed, it's time to resolve how things end. Vessels are living people, too, and have their own stories for what happen to them. They may not live through this, may be traumatized, or may be moved to help the Ghosts in revealing what happened to them to the world. The Ghosts then need to resolve what happens to them. Once the story is done, they may explain how they use their final energy before moving on, now that their task is done. They may hold onto their energy and haunt a vessel, leaving with them. Or they may stay to protect the space. It's up to the players to decide how their story ends.
And that's the game! Play is meant to be 1-2 hours long, and made for one-shots, meaning one game session alone. But you can choose to carry a Ghost on from one story to another if you feel it matches the story that's happening, if a vessel has come to a new space perhaps!
There are currently 15 Locations, 15 Hauntings, 15 Ghosts, and 60+ Vessels, but I have plans for more of everything in this core game, as well as large size expansions set in the City and in the Wilderness that expand the game as much as the core game did. These can be played on their own as their own play sets, or merged into the core game. Who doesn't want a Ghost who died by being Mauled to Death when the game takes place in a Theater downtown? Or a Bear on a Cruise Ship?
If this looks interesting to you, and you want to tell a Ghost Story of your own... consider coming over to Take Me to the Dark before the end of October and pledging for your own copy!
In Zoetrope, players act as time cops, trying to fix a time anomaly in the past. Card-based, this TTRPG is perfect for one-shot games!
Love time travel fun? Love quick to pick up TTRPGs?
Zoetrope is a perfect blend, asking players to play as Time Patrol agents, managing mistakes in the timeline. This card-based, role-play focused TTRPG makes setup for the game super easy-- not even the Story Leader (the DM) needs to plan ahead. You can all come to the table fresh and with 0 ideas and dive headfirst into the game with ease. Cards help your group manage action economy while physically and visually building a timeline on the table, which you can then alter and reshape using your Time cards.
It's just $30 for the base game, which includes 180 cards in two 90-card tuckboxes, and additional expansions bring in new cards and card-types to the game, such as Magic spells, Catastrophe events, Operators who are your NPC mission handlers, or Time Stream cards that determine the time travel rules for the round of play.
The custom tiers ($60/$100) get you a custom made card! While time travel patrol agents have unlimited time to pledge, you have just 48 hours left. So pledge today and get your decks ordered!
Full game rules and print and play early version of the deck available now on the Kickstarter.
The Mists of Akuma Mega Adventures Kickstarter is live and over 33% funded in the first 5 hours!
https://www.kickstarter.com/projects/verantheacodex/eastern-fantasy-adventures-for-dandd-5e-and-sotdl
This project is to fund two books for two game systems (D&D 5E and Shadow of the Demon Lord): the Trade War adventure path and Imperial Matchmaker urban mega adventure.
Trade War's 5E version is 338 pages that are 100% FINISHED in a gorgeous hardcover book! It ties together 6 existing adventures into one narrative that has PCs traveling all over the continent of Soburin before facing off against the Pale Master in Hone-Noroi bone keep as fierce battle rages in its shadow. You can watch a walkthrough of the print proof in a 12 minute video at the bottom of the project page.
Imperial Matchmaker happens entirely in the metropolis of Sanbaoshi (the capital of the Imperial Prefecture) over the course of 1 month where the emperor has declared 20 brides and grooms from four warring clans to get married, thus ending ages of intrigue and conflict.
There are free PDFs (each more than 40 pages!) for both D&D players and the minions of the Demon Lord--please check out the Kickstarter, maybe take a look at those freebies on Google Drive, and consider pledging. Thank you!
TOME RPG Kickstarter
Have you ever wanted one of your characters or a depiction of you to appear in a video-game as a background character or an opponent? If so, here's your chance:
https://youtu.be/YlObOWxaJ54
I'm not saying this is the best samurai archetype for D&D BUT it does have that cool dash-through-enemies-and-make-a-crazy-slice anime move https://www.kickstarter.com/projects/verantheacodex/mists-of-akuma-5e-eastern-fantasy-noir-steampunk-bonanza
When Christopher Robin left the Hundred Acre Wood the magic he brought to it did not, and now fiends and worse have filled the void.
When Christopher Robin left the Hundred Acre Wood the magic he brought to it did not, and now fiends and worse have filled the void.