We are a society of functionally immortal, cybernetically modified, telepathic infovores living on a Stanford-torus style space station at a Lagrange point midway between Saturn and Tethys. Our community uses a reputation based economy to allocate those resources that remain scarce - mostly space and raw materials - but everybody's basic needs like food, water, shelter and entertainment are provided for.
You are now one of us.
Welcome!
Each of you has gathered together to fight the evil wizard Grundward and stop him from penetrating the ancient temple in the hills and taking the powerful and mysterious bloodstone. The Thief dreams of the unimaginable wealth Grandwald carries and which must be hidden in this place, the Magic User seeks to stop his evil rival in his tracks before he is too powerful to stop. The Fighter cares little for spells - he seks to crush the Wizards lizardman henchmen beneath his blade, and the Cleric answers only to the Gods, and the Gods command him to stop this ancient evil in their name.
Can they overcome their foes to succeed? Do they have the moves to succeed in Dungeon World?
In the shadow of Mt Fuji a small group of lordless samurai, or Ronin, gather together to travel to the castle of O-Yama, the Mountain Witch, to claim the bounty in his head. But each Ronin has his own reasons for making the trek. Will the Ronin work together or will they betray each other? Will they defeat the Mountain Witch or will he defeat and seduce them? What secrets do the mountain and the dark forest hold?
Consider Gonsalvo Hidalgo, one amidst the countless children orphaned by the Fascists during the Spanish Civil War (1936-1939). And yet, at the age of 16, he is whisked away from his orphanage in the middle of the night by a taciturn man in a fine suit, driven by motorcar to a remote mountain village in the Pyrenees.
The car races through the dark mountain roads, pelted by rain and gravel, until it finally arrives at a noble house, well-kept but ancient. In front of the house stands a beautiful man, his eyes distant, his mouth frowning slightly as he looks over the scene. Next to him, a maid holds an umbrella to keep the rain off of his long, flowing hair.
The driver opens Gonsalvo’s door. Somehow, at that moment, the boy knows that he has arrived at his new home. How does he feel? Does he dare to speak his mind? Who is this gorgeous mystery man, and what connection does he have to Gonsalvo and his family?
To find out, you must play the game ...
Garou, better known as werewolves, are spiritual warriors, created to defend the world against unspeakable cosmological evils. Unfortunately, they are not without flaws of their own, and some say they have caused more damage to their cause than they have prevented.
New York, 1900. The Grand Providence Hotel is a majestic building that provides high-class accommodation to the discerning guest. Just don't mind the non-Euclidean geometry, or the Thing under the bed.
Centuries ago, the four deities – Kishar, Kotaresh, Lyth, and Asar-Segt – threatened to drown the world in a flood of saltwater to punish the living for their impiety.
The oracles and witches of your realm struck a desperate bargain with the gods, however, and convinced them to spare the world. In exchange, the mortal tribes were bound to demonstrate their faith once each generation by sending their most courageous and adroit warriors to the Crucible, a ziggurat in the lowest valley of the land.
Your tribes stand waiting in fear and hope. Prove the world is worthy
(A fourthcore dungeon crawl in the tradition of Tomb of Horrors, by Sersa V. see http://slamdancr.com/wp/2011/01/what-is-fourthcore/ for info on the philosophy behind this)
The Airship Italia has gone down somewhere North of the Svalbard archipelago in the Arctic Ocean. Among the handful of survivors was the famed Italian aeronautical engineer General Umberto Nobile. A Swedish pilot rescued Nobile but his remaining men are still trapped on the Arctic ice. You are part of an American rescue mission, led by the mysterious Mr Cort, to get the remaining survivors off the ice before it melts or they die of exposure.......
(This is a Goodman Games Age of Cthulhu scenario (Number 4) that I have changed the name of slightly to prevent some spoilers - don't you hate it when a title gives away scenario secrets!)
Its feudal Japan 16th Century AD and you are ronin, masterless samurai, on the road seeking a better life since misfortune fell upon you. Falling in with a band of like minded souls you have been traveling some time together, wandering the countryside brooding, the sting still fresh from the indignity of your ronin status. With you sharp sword and solid determination you forge forward, hoping that these desperate times wont force you into common bandity out of desperation. Cresting a hill the town of Kohai-Mura comes into view.....
(This is a Strange Aeons II published scenario from Chaosium)
Strange lights have been seen over Arkham and now cats have been going missing around the city. Panic is setting in and our cat heroes of Arkam are once again called on to investigate these strange goings on.....
Roll play an investigator cat embarking on yet another adventure in the 1920s New England town of Arkham.
(Cathulhu is a modifed rule set for Call of Cthulhu by Chasoium orignally published in Worlds of Cthulhu #4)