You are the Nobilis, humans elevated to godlike status in order to protect the core concepts of the world while your masters, the Imperators, fight an endless battle with beings from beyond space and time - The Excrucians - who seek to unmake everything.
You have nearly complete power over a concept. You could be the Noble of Air - controlling all aspects of the concept of Air. Not just air but the IDEA of air. The essence itself.
You could be the Noble of Lost Things and have control over all things misplaced or forgotten.
Whoever you are, you and your fellow Nobilis have been sent an unusual invite. One that could save creation once and for all. Or doom it. For the head Deceiver, the most famous and most powerful Excrucian has invited you to a ball. An event where it claims to find a peace between those from beyond Creation and those who protect it.
Obviously it's a trap. You'll want to pick your best formalwear for this battle.
Nobilis is a freeform diceless RPG that uses resource management to keep the pressure on as you play gods who are sworn to protect creation. Quirky, imaginative, and engaging - this is a classic game of divine power in a strange modern day setting.
Be prepared for anything.
Three to five Feegles o' the Heather Slopes Clan are sent to the town of Small Onion by their Kelda after she forsees sommat a-fallin' Pansy, grand-bairn of the old Hag there. A story of fightin', stealin', and boozin' - an' for every other problem you can alwa' steal a hat an' a big coat and operate it wi' sticks. The bigjobs won't know the difference.
Feegles are Pictsies - tiny little kilt-wearing people covered in blue tattoos and a bad attitude (w' a heart o' gold o course tho ye ken). Very tough and strong, but not a' that clever, so to speak. They are a creation of (GNU) Terry Pratchett. Knowledge of Feegles and the discworld they live on is useful but not necessary. Willingness to gie' any scunner a looks at ye funny a face full a heid, though, tha's a reck-u-uirement.
Dunhaven. The largest city in the world, the gateway to the new continent, home of freedom of thought and the new ideals. A place where nobles and common folk alike work together for the betterment of all.
Dusk City. The other side of Dunhaven. Home of The Right Kind of People. A place where all criminal underbosses work together for the betterment of all.
A diverse crew of criminal specialists have been called together to pull off a grand heist. Earn wealth, prestige, and most importantly - influence. But rumours of the heist are spreading, and the heat is on for this job to go off without a hitch.
Dusk City Outlaws is a fast paced and fun game about heists in a fantasy city. Players will be creating criminals at the top of their field and through the mechanics of the rules they will role-play the planning, preparation, and execution of their heist.
Each session will involve a different heist that is chosen based on the combination of characters the players choose.
One of Dusk City's greatest strengths is how it encourages clever thinking and planning from players without getting bogged down in hours of debate. Don't worry about analysis paralysis - DCO keeps the heat on and provides systems to prevent endless player debate while keeping things enjoyable and engaging.
Also complications can always arise that risk disrupting plans, so be ready to think on your feet!
It's the end of Year 13 (Seventh Form) at Raumati High School, and Mr. O'Strate's theatre class has just performed 'Much Ado About Nothing' as part of the school's cultural concert, to rapturous applause. You all decided to attend the cast party at Leonato's place, while his parents are out of town, because they've got a pool and a well-stocked liquor cabinet that would have kept you busy, even if Don John didn't bring the keg. Needless to say, you all got absolutely hammered.
Now it's the next morning, and you can only remember bits and pieces of what you did last night. Crawling through the wreckage of the living room in the late-morning light, you've got to ask yourself - who was screwing in Leonato's room? Why do Benedick and Beatrice hate each other even more now? And what was in that weird green bottle?
'Quick and Queasy' is the fifth and final Shakespeare game for 16 players. It's about looking forward to the future and trying to remember the past. It's about romance and sex and melodrama and other poor teenage choices. Knowledge of 'Much Ado About Nothing' is fun if you're playing, but not necessary. While the game is light-hearted and funny, sensible players are preferred to handle the game's more adult themes.
He is a god of Rock, A virtuoso preformer and quite possibly the biggest mess of trouble you have ever had to look after.
As the elite body guards of the Rock God "Surge" it is your job to keep him on track, mobile and to the next gig on time. Preferably sober.
You play the security looking after a person who would make Keith Richards think he needs to slow down. It will be a game of mishaps and adventures trying to stop your boss from spiraling into destruction before the next show.
Welcome to 13th-century England! You are monks in the service of the LORD. Praise the LORD! The LORD is your friend! After toiling away for years as Red sanctity novices, you have finally achieved the Orange habits of monks. But all is not rosy! Heretics, schismatic sects and Satanists are everywhere!
Especially, it seems, France. That benighted land is a nest of heterodoxy, apostasy and impiety. Fortunately, the LORD has revealed to your archbishop the source of the taint, and has commanded that you be sent to burn it out with fire and the holy word. Praise the LORD!
Just three small details of which the LORD was presumably unaware. One, you’re a secret heretic. Two, you’re a secret schismatic. Three, you’re a secret Satanist. And since your fellow monks are all fired up against heretical schismatic Satanists, if any of them find out, it’s the pyre for you… unless you can put them to the torch first.
So remember: stay alert! Trust nobody! And keep your kindling handy!
Twelve famed New Zealanders (none of whom have any design experience) have convened to decide on one flag design out of ten possible choices. Each committee member has their own favoured designs, and with a bit of luck, enough people will be able to agree on a design to be voted on by the wider public. Exciting, right?
Oh, there's one other thing.
The *reason* that everyone has their own favoured designs is that, unbeknownst to the others, everyone in the room is an acolyte of a different arcane being. Your being has promised to bring about the apocalypse, and spare you, if a particular design is selected. So you'd better make sure that flag has a fern on it if you want to be alive this time tomorrow...
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'Raising the Standards' is a LARP of two halves. In the first half, the players must try and agree on a flag design, trading off various 'win conditions' about the contents of the flag. In the second half, players must attempt to survive the apocalypse that the first half has caused. This is a costume-light, rules-light, seriousness-light game, where the OOC goals are to stack the deck against the characters, and then to either survive or die in a satisfying way.
Somebody done stole Cactus Pete's bike! So now, with the help of his friends The Armadillo Man, Gentleman Esteban, Her Majesty and Angry the Dog (an actual dog), he aims to get it back and ain't nobody gonna stop 'em!
The concrete jungle is cracked high-rises, powerlines, graffiti on flickering street lamps, chewing gum on the pavement.
Sometimes it's acrid yellow smoke and chalk circles, and you gots to stay away from those. Once you saw a thing with, uh.. with.. at least… three-plus-more-plus-many weird bendy legs come out.
Pigeons are SCRAPPY and BOLD and your spinning little beady eyes DON’T MISS NUFFIN. Not like those RUBBISH STARLINGS in the Beakers gang. ha.
No. You are the CLAWS. You are cunning and tough! Which is why you can deal with ANYTHING. Even mystery appearing ground-holes that try to kidnap you at night.
Narrator: Kids, shine your astro spurs and don your robot fists! ‘Cause it’s time for our first feature: “Sparks Nevada: Marshal on Mars!”
Justice rides a rocket steed across the crimson plains of the fourth planet. Where one man brings fear to robots and aliens, and hope to the humans who yearn to make this frontier planet their home. He is: Sparks Nevada, Marshal on Mars.
Sparks: I’m… from Earth.
Narrator: With his stalwart Martian companion by his side -
Croach: I… am from G’loot Praktaw.
Sparks: …Which is Mars.
Croach: Which you designate Mars.
Sparks: Just call it Mars.
Croach: You call it Mars!
Sparks: [whining] Just call Mars.
Narrator: Sparks Nevada rights the outlaw wrongs on Mars!
Todays Thrilling adventure : The Sherriff of NeoMesa
A game in the style of Thrilling Adventure Hour's Space western Sparks Nevada Marshall on Mars.
a light hearted comedic adventure on the plains of the red planet.