There's a wound in the world, and nobody seems to care. You've seen it all around you - the glint of hellfire in an abusive manager's eyes, the hungry fangs in the mouth of a debt collector, the twisting shadow of a corrupt politician. But everyone around you is too complacent, downtrodden, or busy to fight.
But you have found a cheat code in reality that allows you to stand up and rebel. The wound is a nightmare castle, tucked away in backstreets and disused stairwells: a void seeking out the worst predator and provoking them. You’ll dive into that castle, steal its power, and see how that predator topples when the void abandons them.
Voidheart Symphony is an RPG of gothic urban fantasy injected with fantastical action and the survival horror. The characters are ordinary people who have found a way to fight against everyday horrors by venturing into a realm that reflects the dark psyche of those who cause pain with unearned power. Voidheart Symphony draws on a inspirational blend of Persona 5, Inception, and Silent Hill.
The RPG uses a Powered by the Apocalypse system which facilitates the players to contribute to the story in meaningful ways both in the real world and that other place.
“I have spent the last few days in the grip of an unpleasant feeling. Wherever I look I see strange, unsettling signs... It started with the bizarre flights patterns of a flock of starlings, slowly fading into the northern sky. Then, I noticed that the stump of a long dead tree along the road going north had started producing new sprouts.
“I stayed up for the past two nights to observe the stars, trying to draw an auspicium, an answer from the gods, but all I got was silence and a terrible headache. I’m afraid I’m too old for this! That’s why I need your help: You will travel north, to the castrum of Augustodunum. There you will start an investigation and report to me with the results.”
- Marcus Nepos, an magister of the cursus auguralis
So starts the official assignment of a hard bitten Cohort stationed on the edge of the Empire the long conquered southern lands of the Kellic tribes. However, this proves to be no safe task, as the tale hides the legacy of a king which threatens to awaken a slumbering threat.
Ruma: Dawn of Empire is a Powered by the Apocalypse RPG set in an alternate Roman Empire where myth and magic are real. The PCs are a Cohort tasked by the senate to tackle unknown threats on the edge of the new empire.
"There’s more to the world than most of us know. Academic wizards and gutter mages, vampires and werewolves, Men in Black working for a secret religious order and a police division investigating Fortean crimes. The cities and the very landscape encompass haunted places and lost bubbles of history, faerie courts and places of power.
"But you know. You’re at the edge of the Hidden World. Maybe you’ve seen it and can’t ignore it. Maybe you’re from the Hidden World, but with ties to humanity."
This game is set in a modern fantasy UK and inspired by the PC Grant series and Being Human TV show. The players are the South Yorkshire Irregulars, a band of people on the edge of the Hidden World who find themselves involved in cases and investigating mysteries that no one else can help with (or, to be honest, want to help with).
In this game, the GM is Ayla who is an new young GM emerging from Adventure Squad, and assisted by Luke. Its is suitable for all ages, including teenage players.
KapCon is tomorrow! Doors open at around 8:15am, and the first session starts at 9. We've had some last minute registrations, which brings the final pre-registration count to a round one hundred adults - plus 18 adventure squaddies who registered by email. So, we officially have an adventure horde on Sunday. I hope we have enough dragons for them to slay.
On Sunday, doors will open ~9:15, and the first session will start at 10, to give everyone a bit of a sleep-in.
The registration form has been disabled, and the KapCon account will not be monitored over the weekend, because I will be gaming. If you're onsite, do it at the desk. If you're offsite, then I'm basicly reading stuff at midnight on Saturday after the larp, or on Sunday morning before the con. I'll catch up with stuff afterwards; hopefully I won't miss anything important.
In 2072, in a dystopian world ruled by megacorporations, magic has returned. Dragons, Wizards, Shamans, Orks, Elves and the like share the streets, boardrooms and the virtual reality of the Matrix with everyday humans - and stranger things still lurk in the shadows. On the periphery of this world are shadowrunners - criminals for hire that work as deniable assets for the rich and powerful. Some are in it to make a diffference, others for the thrill, others again just for the cash.
About a decade ago, your characters were all affected in some way by the Crash 2.0, a massive failure of the worldwide computer network called the Matrix that erased identities, claimed many lives and brought down governments and corporations. Some, however, benefited from the chaos, profitting from the suffering of others. One of these is now rich and powerful. But one of his victims may get revenge from beyond the grave, and you are hired to deliver that revenge (and get paid handsomely for it). Are you in?
[A note on the system: Shadowrun Anarchy is a rules-lite-ish version of the shadowrun system. The version we will be using is not 100% the anarchy system as written, as some aspects may not work well in the context of a Con game, but no prior systeem knbbowledge is needed]
Heroic Lord Shrakán hiQoyélmu, of the Clan of the Golden Bough, has disappeared from ‘the round’ in Béy Sý. ‘The round’ refers to the endless series of feasts, ceremonies, processions, hunts, and parties that constitute the life of the nobility all across Tsolyánu, the Second Imperium. The disappearance coincided with two celebrated arrivals: that of the emperor’s youngest son, Prince Dhich'uné, from his years of priestly training in the forbidden city of Sárku; and that of the mysterious Livyáni legation, upon its way to Avanthár. The two parties entered Béy Sý at nearly the same time, as though by prior negotiation. Prince Dhich'uné’s small party eventually made its foot-worn way to the city’s gladiatorial arena, there to witness the spectacular advent of the Livyáni, who descended from dark and baroquely detailed aircars.
It was at the arena that young Lord Shrakán was last seen.
Your dreaming and your cat is talking to you.
I’m gonna let you in on a little secret, your cat says. "You aren’t in charge. Sure, I know you like to think you are, and with your guns and lights and cars, you can kill just about anything you want. But killing a thing with a gun or a car isn’t the same as killing it with your claws, and that’s where you all fall short. When it comes to fierce fighting, your kind are about as helpless as kittens.
That’s why, every thousand years, we win the contest, and why, every thousand years, you all come in dead last. Your champion shows up all half-witted and naked, no more ready for battle than a white blister ready to be popped. You’ve
got no teeth and you’ve got no claws, and you just don’t remember how to fight. It’s a shame, really. You know why? Because the less you know about protecting yourselves, the more we have to know about protecting you..."
The Carind Royal Tourney is a yearly event held outside the city of Carind in northern Algandy. Hosted by King Vergang himself, the event draws the mighty and valorous from all over Legend.
You and your party are in attendance and the Tourney this year is like tinder waiting for a match!
The Road goes ever on and on
Down from the door where it began.
Now far ahead the Road has gone,
And I must follow, if I can.
The company search for the Easterly Inn, a piece of the Shire in the land of the Beornings, only to find that the Wild is still the Wild and it takes more than Hobbit cooking to keep adventures at bay. In no time, the companions become involved in the search for a missing trade caravan. Their quest will put them on the road to the High Pass, and see them go over hills and under hills.
This is a scenario set in JRR Tolkien's Middle Earth in the time after the Battle of Five Armies. It uses the D&D5e system as presented in Cubicle 7's Adventures in Middle-Earth. It is suitable for all ages and experience. It is a simple tale in the vein of The Hobbit and will appeal to fans of Tolkien, as well as fans of fantasy RPGs both old and new.
A month ago, Starfleet picked up an unusual alien signal emanating from the Seku system, deep inside the Carina Nebula within the Shackleton Expanse. The runabout Susquehanna was initially dispatched to investigate, but the crew failed to report and is presumed lost. Starfleet has asked the USS Venture to investigate the source of the signal and locate the missing runabout.
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This game is using Modiphius' 2d20 system, tuned specifically for a Star Trek feel. The setting era is 2371, so towards the end of the TNG, middle of DS9. System knowledge isn't needed as it's pretty straight forward. The session is based on a living campaign session developed by Modiphius.