Dragon Age: Faces of Thedas Pre-Order and PDF

Dragon Age RPG: Faces of Thedas (Pre-Order) Pre-ordering is now activated for Dragon Age: Faces of Thedas in our Green Ronin Online Store. In addition, when you pre-order the physical book, you’ll be offered the PDF version for just $5! If you prefer to shop at a local store, make sure they’ve joined our GR Pre-Order Plus program, and you can get the PDF deal through them.

Faces of Thedas lets you bring a host of compelling characters from the Dragon Age video games and beyond to your game table. From fan-favorite companions like Alistair and Dorian to deadly antagonists like Loghain and Knight-Commander Meredith, this book gives Game Masters a memorable cast to work with, providing game statistics, backgrounds, and advice on how best to use these characters in your own Dragon Age campaigns. It also includes new rules for managing and using relationships in play, giving additional depth to rivalries, friendships, and romance. Major organizations like the Antivan Crows and the Carta are also detailed. Faces of Thedas is a must for any Dragon Age GM.

The Expanse: Space Combat

The Expanse Roleplaying Game takes the popular science fiction universe of The Expanse fiction series by James S.A. Corey (starting with the novel Leviathan Wakes) and brings it to tabletop gaming using the Adventure Game Engine or AGE System. You may well have heard about The Expanse RPG during our wonderfully successful Kickstarter, and may have even backed it then. In that case you have our thanks and the opportunity to check out a lot of existing previews. There’s also The Expanse Quickstart available to download for free. As the game will also be going into pre-orders soon, we’re going to preview a few more things to give you a look at what you can expect from it.

Space Combat Stunts

Combat between ships in The Expanse is similar in some regards to combat between characters, but on a much larger (and often slower) scale and more simultaneous in execution than character-scale combat.

A round of space combat tends to be a bit longer than a round of character-scale combat, upward of a minute or so, although the exact time is flexible, as with character-scale combat. It’s long enough for all of the ships involved to execute all of the steps listed previously.

At the start of each round of combat, the character in command of the ship makes a TN 11 Communication (Leadership) test. If successful, the commander generates 1 Stunt Point, plus additional SP equal to the value of the Drama Die, if the roll contains doubles, much like a Stunt Attack action.

The commander may spend SP generated from the command test on other ship combat actions that round. This is an exception to the general rule that SP must be spent immediately—they can apply to any test by the ship’s crew that round. However, other tests by the crew during that round do not generate SP, only the commander’s initial test. Once a new round of ship combat begins, any unspent command SP from the prior round are lost, and the commander makes a new command test.

Command Stunt Points may be spend on the following stunts:


 

Space Combat Stunts

These stunts are used by ships in space combat.

SP Cost                Stunt

1+                           (Core) Guidance: You grant a +1 bonus to a chosen ship combat test this round for each 1 SP you spend. Choose one of the following: maneuver test, electronic warfare test, evasion test, point defense test, or damage control test.

1+                           Blinding Maneuver: You maneuver your ship in such a way as to blind or limit an opponent’s Sensors. Each SP you spend reduces an opposing ship’s Sensors score by 1 (to a minimum score of –2) until the start of the next round.

2                             Multi-Targeting: Your ship’s point defense cannons (if any) can both attack and defend this round without any penalty.

2+                          On-Target: Every 2 SP you spend increases the TN of tests to evade your ship’s weapon attacks that round by +1.

2+                          Tactics: Every 2 SP you spend increase the TN of an opposing ship commander’s next command test by +1.

3+                          Evasive Action: Every 3 SP you spend grants a +1d6 Hull bonus to your ship that round for resisting damage from successful weapon attacks.

3                             Perceived Weakness: You increase the damage of one successful weapon attack by 1d6. This stunt is a risk, as it has to come in Step 5 of the round, and requires a successful hit.

4                             Precise Hit: One of your successful weapon attacks results in an additional Loss, even if the target’s Hull completely eliminated the damage.

4+                          Set-Up: You maneuver an opposing ship into a hazard, such as a normally shorter range weapon, a field of debris, or even a floating rock. This stunt is considered a weapon attack inflicting damage dice equal to half the SP spent (round down). The Set-Up can be evaded; the TN is 10 + your Intelligence + Leadership focus (if any) + half the SP spent. So if a character with Intelligence 2 and Leadership spends 5 SP on this stunt, the TN to evade the Set-Up is (10 + 2 + 2 + 2.5, rounded down to 2) or 16, and a failure on the evasion test results in 2d6 damage to the target ship.

Green Ronin in 2019! Part 3: Dragon Age, Fantasy AGE, and Modern AGE

Welcome back to our look at Green Ronin’s 2019 plans. If you missed the first two entries, you can check them out here and here. In this final installment, I’ll be talking about Modern AGE, Fantasy AGE, and Dragon Age.

Dragon Age

All three of these games are powered by the Adventure Game Engine (AGE), which has become something of a house system for us over the past five years. Blue Rose and our upcoming Expanse RPG also use AGE, so if you play any of these games, you’re learning the core rules of a growing group of RPGs that cover a variety of genres. I originally designed the Adventure Game Engine for the Dragon Age RPG, and it took off from there. I’m thus happy to report that Faces of Thedas, the long-awaited sourcebook for Dragon Age, is nearly here. Once we get the final green light, we’ll put the PDF up for sale and launch the pre-order. The hour is nigh!

Fantasy AGE

Last year we released the Fantasy AGE Companion, the first real rules expansion for the game. We are following that up this year with two books to make running Fantasy AGE even easier. First up is the Campaign Builders Guide, which is designed to help Game Masters create, build, maintain, and run campaigns. It is filled with advice on crafting encounters and adventures, creating interesting monsters and locations, running epic-style campaigns, and more. It also includes tables to help generate campaign elements when a bit of spontaneity and randomness is desired.

After that we have a book called Lairs, which provides a series of detailed challenges you can adapt to your Fantasy AGE campaign. Each chapter presents a terrifying or formidable adversary, their servants and followers, and their headquarters, base, or lair. Also included are rules for lair and scene specific stunts to step up location-based action in your game. Between Lairs and the Campaign Builders Guide, Game Masters will have many new tools to work with.

Later in the year we should have a setting book for Fantasy AGE. Jack Norris and Jaym Gates have been working on a new setting and you’ll hear more about that as the year progresses. We do also still hope to release the Titansgrave world book, but that depends on some things beyond our control getting sorted out. Can’t say any more than that but fingers crossed.

Modern AGE

Last year we launched the Modern AGE RPG, releasing its Basic Rulebook and GM’s Kit. As its name indicates, this takes the AGE rules into a contemporary context. You can use it to run anything from the Industrial Revolution to the near future. Optional rules for extraordinary powers mean Modern AGE easily handles things like urban fantasy or fighting occult Nazis as well. Just last week we released The World of Lazarus, the first campaign setting for the game. It’s a dystopian near future setting based on the Lazarus comics by Greg Rucka and Michael Lark and it’s a great way to get your Modern AGE campaign going. If you’d like to know more about The World of Lazarus, developer Crystal Frasier did a series of Ronin Round Tables about it that you can find here.

Next up after The World of Lazarus is the Modern AGE Companion. This sourcebook expands the Basic Rulebook in a bunch of fun ways. There are new backgrounds, professions, and talents, plus new rules for extraordinary powers, technologies, and organizations. It’s also got a very useful chapter on adapting the rules to various genres, such as gothic horror, alien invasion, and Cold War spies. Summertime will then see the Enemies & Allies sourcebook. If you’re looking for adversaries and NPCs for your campaign, look no further! Since Modern AGE covers many different genres, Enemies & Allies ranges far afield, from elite operatives and scientists to horrors and arcane beings.

Later in the year we are going big with our first original setting for Modern AGE, Malcolm Sheppard’s Threefold. It’s an epic modern fantasy setting where characters explore countless planes of existence. In it, our Earth is only one of many alternate worlds. Beyond them, the Otherworlds contain dimension-spanning empires of godlings and sorcerers, and Netherworlds ruled by demon-gods raise armies of the damned. Characters might travel between planes as agents of the Sodality, an organization devoted to peacekeeping and exploration, defend Earth as cyborg agents of Aethon the conspiracy which patrols multiple timelines, or serve other groups. Threefold is big by design, and broad enough to contain all of Modern AGE’s genre possibilities. Stay tuned for more info and teasers about Threefold throughout the year.

A Banner Year

All in all, 2019 is shaping up to be a great year and there’s more to come. Look for an announcement about our community content program for Fantasy AGE and Modern AGE soon. As always you can keep us with us on this website, Twitter, or Facebook. We’ve got more fun stuff to reveal as the months go by. Here’s hoping 2019 is better for everyone!

Green Ronin 2019! Part 2: Mutants & Masterminds, Sentinels of Earth-Prime, and 5E

Welcome back to our look at Green Ronin’s 2019 plans. Yesterday I talked about The Expanse, Nisaba Press, Freeport, and Blue Rose. Today I’ll be talking about Mutants & Masterminds, and 5E.

 

Mutants & Masterminds

Mutants & Masterminds is our longest-running RPG, now in its 3rd edition. Last year we released the Basic Hero’s Handbook, a new entry point for the game that makes getting started with M&M even easier. We’re going to follow that up this year with some PDF adventure support and a Revised Edition of the Gamemasters Guide. The GMG went out of print last year and rather than do a straight reprint, we thought we’d take the opportunity to add some new material (new adventures, villain archetypes, and more) and make it integrate more smoothly with the Basic Hero’s Handbook. We’re also making it hardback!

Before the revised GMG, though, we’ve got the Superteam Handbook. This handy sourcebook contains eight pre-built superteams that range from PL 5-12. These can be used to kickstart a campaign, or as allies, rivals, or enemies of the PCs. Later in the year we’ll have the Time Travelers Codex. This book provides a framework and ideas for including time travel in your supers campaign, as well as detailed info on select historical epochs and the sorts of adventures you might have there.

Sentinels of Earth-Prime

Mutants & Masterminds is also moving into a new area this year: card games! Sentinels of Earth-Prime is a joint project between Green Ronin and Greater Than Games that originally funded on Kickstarter. Sentinels of Earth-Prime is game that combines M&M’s core setting and the rules of Sentinels of the Multiverse. This is a core game so no previous experience is required. If you have Sentinels of the Multiverse games though, you’ll find that all the decks in our game work hand in glove with your current collection. Why, it’s almost like SotM designer Christopher Badell did all the deck design for our game (because he did!). The game is designed and playtested, and right now we’re working on getting all the art done. As this is a card game, there is quite a bit of art. You should see Sentinels of Earth-Prime this summer.

Tales of the Lost Citadel

Tales of the Lost Citadel novel coming soon!

Fifth Edition

If you enjoyed last year’s hugely successful Critical Role: Tal’Dorei Campaign Setting, we’ve got more Fifth Edition fun for you this year. First, we’ve got Lost Citadel Roleplaying, a campaign setting we also funded on Kickstarter. It’s a world where the dead roam at will and all the survivors have taken refuge in the city of Redoubt. Only its walls and the strength of its inhabitants stand between the dead and annihilation. Lost Citadel Roleplaying is in layout now and should be available for pre-order soon.

Later this spring we’re running a crowdfunding campaign on Game On Tabletop to bring back a Green Ronin classic for Fifth Edition: The Book of Fiends! Older fans will remember this book from the Third Edition era. It was one of our best selling and most critically acclaimed books in the d20 days, so it only made sense to bring it back. Demons, daemons, and devils will be yours in abundance! Rob Schwalb, one of the book’s original designers and also a member of the D&D Fifth Edition design team, updated all the existing fiends and added new ones too. You’d expect no less from the man behind Shadow of the Demon Lord!

That wraps up part 2 of our look at 2019. Come back for the final installment tomorrow to learn about Modern AGE, Fantasy AGE, and Dragon Age.

Green Ronin in 2019! Part 1: The Expanse, Nisaba Press, Freeport, and Blue Rose

It’s January and that means it’s that magic time when I talk about Green Ronin’s plans for the coming year. We have quite a lot going on, so this year I’m going to be splitting this message into three parts that we’ll reveal Tuesday to Thursday this week. Today I’ll be talking about The Expanse, Nisaba Press, Freeport, and Blue Rose.

The Expanse Roleplaying Game coverThe Expanse RPG

Last year we ran a hugely successful Kickstarter for a new roleplaying game based on The Expanse novels by James S.A. Corey. The core rulebook is in the final stages of layout so we’ll be releasing it soon. We will be opening up late pledges for the Kickstarter via Backerkit so if you missed the original campaign, you’ll have another chance. You’ll also find The Expanse in book and game stores, of course, and it’ll be available through our online store as well. Releasing concurrently with the core rulebook is the Game Master’s Kit, which has a screen, a new adventure, and reference cards. Later in the year we’ll be releasing Abzu’s Bounty, a six-part adventure for the game.

After that initial suite of products, we’ll be expanding the game in different ways. The core rulebook is set between the events of the first and second novels. As the game line continues, we’ll be incorporating the events of the later novels in various sourcebooks and adventures. If you’d like to learn more about the game, lead designer Steve Kenson started a series of Ronin Round Table posts about it. You can read parts 1 and 2 now and more will follow starting next week.

 

Nisaba Press

Last year we started Nisaba Press, an imprint for fiction publishing. We are doing both short and long-form fiction that ties into our various game worlds. We began with short stories last year. These were initially released individually but we’ve moved to an electronic magazine format. You’ll now find our short fiction in the Nisaba Journal, a bi-monthly magazine that supports our various game worlds. Issue #1 came out towards the end of last year and issue #2 is out this month.

This year’s exciting development is full length novels! We’ve spent the past year building towards this and we’re beyond excited to debut our first novel this month. Shadowtide is a Blue Rose novel by our own Joseph Carriker and you can order it right now! We’ll be following that up with Height of the Storm, a Mutants & Masterminds novel by Aaron Rosenberg, and a collection of Lost Citadel short stories. More novels are in the works, so keep an eye on Nisaba Press.

Freeport

Last week we started the pre-order for Return to Freeport, a six-part scenario that is the biggest addition of adventure content for the setting in more than a decade. Since 2013 our Freeport releases have used the Pathfinder rules and Return to Freeport follows suit. As you’ve likely heard, however, a second edition of Pathfinder is coming this summer and while we wish our pals at Paizo the best, we aren’t going to support the new edition.

Does this mean the Freeport line is ending? Hardly! Freeport is our oldest setting, first seen in the Origins and ENnie Award-winning adventure Death in Freeport back in 2000. 2020 is thus both Green Ronin’s and Freeport’s 20th anniversary and you better believe we have some plans.

So this year you will get Return to Freeport and short fiction from Nisaba Press. We’ve collected last year’s Freeport stories into a short anthology called Dark Currents, which is available now. More Freeport fiction will appear in Nisaba Journal throughout the year. Then next year we’ll be doing a big re-launch for Freeport with a different rules system. Stay tuned for more news about that!

Blue Rose

Last but by no means least, we’ve got Blue Rose, our romantic fantasy RPG. We’ve got two books planned for the game this year. The first, Envoys to the Mount, is something special: a full-length chronicle. This series of adventures will play out over five years of game time and see the characters advance through all four tiers of play. Then, late in the year, we’ve got Touching the Wild. This is a dual-purpose book. Half of it is a bestiary of various Shadowspawn to provide new challenges in your chronicle. The other half is a player’s guide for Rhydan with lots of new options for Rhydan PCs. If you like Blue Rose but have wanted more psychic animals, Touching the Wild is for you!

That wraps up part 1 our 2019 plans. Come back tomorrow to learn about Mutants & Masterminds, Sentinels of Earth-Prime, and 5E.

The Expanse: Power Armor

The Expanse Roleplaying Game takes the popular science fiction universe of The Expanse fiction series by James S.A. Corey (starting with the novel Leviathan Wakes) and brings it to tabletop gaming using the Adventure Game Engine or AGE System. You may well have heard about The Expanse RPG during our wonderfully successful Kickstarter, and may have even backed it then. In that case you have our thanks and the opportunity to check out a lot of existing previews. There’s also The Expanse Quickstart available to download for free. Now that the game is also going into pre-orders, we’re going to preview a few more things to give you a look at what you can expect from it.

 

Artist: Mirco Paganessi.

Power Armor

One of the most fearsome sights on the modern battlefield of the System is military power armor, like the Goliath suits worn by Martian Marines. Two and a half meters tall, and weighing 400 kilograms even before a soldier climbs inside, power armor provides both formidable offense and defense. Half armor and half spacesuit, the armor has radiation shielding sufficient to let soldiers walk through a nuclear bomb crater minutes after the blast. The armor’s titanium and ceramic-composite exterior shielding is typically painted in camouflage patterns appropriate to the assignment, and enemies are often surprised just how well an enormous soldier in power armor can blend into the environment when they stand still.

The armor’s hydraulics system magnifies the wearer’s strength, much like a mech rig, and carries most of the weight of the suit, allowing soldiers in power armor to undertake marathon hikes and move surprisingly fast. They also enable the armor carry heavy weaponry, typically a rotary machine gun and sometimes a grenade launcher or micr0-missile pack. Sensor packages feed data to the wearer on the helmet’s HUD, allowing them to identify and track infrared targeting lasers used by opponents’ weapons, and even visually parse those weapons using the suit’s camera feeds to match them against an internal database. Those same cameras monitor in all directions, sending feeds back to squad officers and their military command center, which can monitor the life signs of both the soldiers and opponents who have been detected and attacked.

In AGE System terms, power armor grants the wearer the following:

  • All of the benefits of a vac-suit.
  • +12 armor bonus with no armor penalty, so long as the armor is operational.
  • +10 effective bonus to Strength and Strength (Might) tests.
  • +2 bonus to Speed and +4 bonus to Constitution (Endurance) tests.
  • An integral rifle doing 3d6 + Perception damage and capable of performing automatic weapon gun stunts.
  • +2 bonus to Dexterity (Stealth) tests compatible with the unit’s camouflage.
  • +2 bonus to Perception tests where the armor’s sensor package applies.

If power armor loses power, it becomes massive deadweight, effectively leaving the wearer restrained and unable to use any of the armor’s systems.

Maintenance: Power armor requires regular maintenance activities during interludes to remain in full working order (see Interludes in Chapter 5).

The Expanse: Character Creation!

The Expanse Roleplaying Game takes the popular science fiction universe of The Expanse fiction series by James S.A. Corey (starting with the novel Leviathan Wakes) and brings it to tabletop gaming using the Adventure Game Engine or AGE System. You may well have heard about The Expanse RPG during our wonderfully successful Kickstarter, and may have even backed it then. In that case you have our thanks and the opportunity to check out a lot of existing previews. There’s also The Expanse Quickstart available to download for free. Now that the game is also going into pre-orders, we’re going to preview a few more things to give you a look at what you can expect from it.

Expanse Character Creation: Izzy Moon

We’re creating an Expanse character for a game set in the Belt and the outer planets, and want someone with some experience aboard ships and stations. Let’s also focus on a character with some technical skills.

Starting off our character, we make nine 3d6 rolls on the Determining Abilities table, giving the character the following scores: Accuracy 2, Communication 1, Constitution 0, Dexterity 2, Fighting 1, Intelligence 1, Perception 2, Strength 3, Willpower 2. Since we want more of a technical character, let’s swap the rolled Strength and Intelligence scores, for Intelligence 3, Strength 1 (you get the option of doing that).

Since our game takes place out in the Belt, we decide to go with a Belter origin, although some of the characters may have different origins. We take note of the Belter traits; hopefully, the characters won’t be spending much time in normal gravity environments like Earth, Belters are hindered, even restrained, in heavier gravity.

We roll 2d6 for our character’s social class, getting a 6. Consulting the Belter column of the Social Class table, that indicates Lower Class.

Rolling a die on the Lower Class Backgrounds table, we get a 5 for Urban. Looking at the background, we give our character +1 Dexterity and choose the Misdirection talent, feeling like our techie is more cunning than athletic. Then we roll once on the Urban Benefits Table, getting an 8 for +1 Perception. Looks like we’re right!

Looking at the Lower Class Professions, we immediately knows that we want Technician and choose that with the GM’s permission rather than bothering to roll. Looking at the description, we give our character the Intelligence (Technology) focus and the Novice degree in the Hacker talent.

Looking over the drives, there are several appealing ones. Unsure which to choose, let’s roll randomly: We get a 5, indicating Column 2 on the Drive table, and then a 4, giving us Rebel, suggesting this character is a nonconformist who has gotten in trouble in the past. That fits. From this drive, we choose Improvisation to add to the character’s talents and Reputation for our improvement.

Our lower class Belter technician has Income 2, not an extravagant lifestyle! It’s pretty clear the character just makes ends meet, and can be described as struggling. The character lives a lifestyle of cramped quarters and eating mostly kibble and cheap noodles, but does at least have essential technical tools and equipment, which are part of the starting character’s package.

So our character’s starting Fortune is 15, unmodified because we applied the improvement from drive to Reputation. The character’s Dexterity is 2, giving us Defense 12 (10 + 2) and Speed 12 and Constitution is 0, so the character has Toughness 0. Sounds like our Belter techie is going to want to stay off the front-lines in a fight!

Consider who our Belter techie is. Let’s say that she came up from a lower class background but her smarts and technical savvy helped her to make it. Unfortunately, she occasionally needed help from less than legal elements to get what she needed for her education and repaid them with the occasional favor. Now she wants to get out from under the thumb of said criminal elements and go legit, but opportunities are thin. Longer-term, she wants to change the system that kept a smart Belter kid from realizing her potential without having to work the black market, although she’s not sure that she agrees with all of the OPA’s politics, particularly the more radical or violent factions.

As a low-class Belter and hacker, our character has plenty of opportunities to make both friends and enemies. She may know fellow Belters, have run into characters with lower class or criminal backgrounds, or who worked security or some other job that brought them to her part of the station. As a hacker, she may know some characters from online interactions, maybe some who think she is someone else entirely, such as corresponding with another character with mutual interests, who doesn’t yet know their friend is a Belter with no formal education.

We work out some more details of our character: We decided somewhere along the line that she’s a woman. Since she’s a Belter, we decide her heritage is a combination of Korean, Indian, and Brazilian in her more recent ancestry. Searching some online resources for suitable names, we come up with Isabella Anika Moon, known to her friends as “Izzy,” who is ready for her first adventure!

Lazarus: World of Lazarus as a Toolkit

Being a game designer means being a tinkerer, and even as you develop a new game, a part of you thinks “this would be perfect for this other game I want to run…” And so I think every AGE book, regardless of the line, is a stealth toolkit for Gamemasters. At least that’s how I went into designing World of Lazarus. While most of the new player backgrounds, for example, have in-world flavor, they are easily adapted to almost any Modern AGE campaign. Minor Family can be translated to “Scion of the 1%” while Herd Worker makes a dang good “Rust Belt Burnout.” Most of the talents are ready to pop over to any Modern AGE game as well (with GM permission, naturally). Except…

What to do with Minor Augmentation and the various Lazarus talents?

The four flavors of Minor Augmentation are built to balance with other talents, and you can always pop them into your otherwise mundane Modern AGE game as “Savant” or something similar: extraordinary but entirely natural abilities a character might be born with that set them apart. In this case, you might want to limit a character to only one Minor Augmentation talent and eliminate the story idea that minor augmentations need regular maintenance to keep functioning (or cause other occasional drawbacks).

The Lazarus augmentations don’t work quite as well as natural abilities. But man… do they work great for a variety of unnatural abilities! As we talked about a few weeks ago, the Lazarus talents represent a wide variety of improvements, from gene-splicing to drugs to cybernetics, and you can use them to reflect any of these options in your own home-spun campaigns! Want to do a gene-punk game where splicing is the new tattooing? Want an urban fantasy game where every PC starts with the blood of something unearthly in their veins? Lazarus talents can even represent temporary abilities PCs get from alien symbiotes, powered armor, or esoteric talismans.

Whatever use you find for Lazarus talents, remember that they offer players a power boost over mundane talents, and so they should come with an appropriate in-world drawback. In World of Lazarus, the setback is story-based: to possess a Lazarus talent, a PC must (theoretically) be a Lazarus. They are at the beck and call of their Family, and rely on their Family to maintain their extraordinary bodies. Loyalty is programmed into their DNA, and disobedience means death. Your own campaigns may impose similar constraints on PCs with Lazarus talents: they might need to remain loyal to a powerful figure to maintain their talents, or need expensive drugs or equipment that constantly push them to take dangerous jobs. They might instead have a more mechanical drawback, such as imposing a level of fatigue whenever the PC uses them in a scene, or requiring a PC to spend Power Points to activate it. It could open up weird new gameplay options: Lazarus talents might represent high-end cybernetics that need maintenance and can be hacked, introducing a minor story cost and a weird mechanical vulnerability.

There’s no perfect way to adapt new rules into your campaign, so play around and see what feels a little too good in play and what seems just right. Make sure your players know the rules might be in flux, and be willing to listen to their feedback as well. If they like the rules even if they seem a little much to you, always remember your NPCs can use them too!

OH! And my personal campaign idea? Roll Lazarus talents in with psychic powers and let my players go mind-diving into weird psy-scapes, Psychonauts-style!

World of Lazarus: Hazardous Contents

I am going to share something personal with all ya’ll here today:

I love hazards. They’re probably my favorite item in the AGE GM toolkit. They’re a quick, versatile little element that helps you balance out the TNs and damage to throw out when you need to slow your players down or make them think. But the Modern AGE core rulebook only gives you three examples: the Burning Building, the Killer Drone, and the Rushing River. There’s a lot of ways to hurt your PCs beyond these examples, and so World of Lazarus offers fifteen new hazards to drop into your game!

Some are pretty straightforward. The Auto-Turret is a fairly standard trap as you would expect it in the dystopian future of the Lazarus setting, and is easily adapted to other active dangers, while the Hock Flu details how to run a deadly, progressing disease. Other’s describe difficult environmental situations, like the Dust Storm and Superstorm, or help describe how arduous travel can be in a wasted world with the Crossing the Wastes hazard.

Other hazards present more esoteric threats that hit the things PCs really care about. The Financial Collapse describes what to do when a rival targets a character’s assets and contacts. Biometric Recognition Systems threaten a character’s anonymity in the modern world. But I think my favorite addition to this book is the Devastating Compromise, a hazard a character brings on themselves when they have to betray their core values to save others or improve their own lot in life. Here’s the text:

THE DEVASTATING COMPROMISE

MINOR

Sometimes, in a harsh world, people do monstrous things in the name of survival, or loyalty, or desperation, but these choices can haunt them for weeks or years. When a character takes an action that lies far outside their normal morality or runs counter to their Virtue, they must attempt a TN 13 Willpower (Self-Awareness) test (or higher, for particularly heinous crimes) or be haunted by their choice for the next 24 hours, suffering a –2 penalty to all Communications, Perception, and Willpower tests due to distracting thoughts, anxiety, and depression. Each time a character fails this roll, make a note of it. Once a character has failed a number of tests against devastating compromises equal to their Willpower + 5, they gain a permanent –1 penalty to all Willpower checks as their convictions and compassion erode. Once a character has failed a number of tests against devastating compromises equal to their Willpower + 10, they lose the ability to regain Conviction by following their Virtue. Characters can reverse these eroding effects through therapy, introspection, and following their Virtue, generally erasing one failed test for every significant deed done or six months of mental health counseling. The Hock drugs (see page 34) known as Blues can temporarily negate the effects of a failed test or the long-term Willpower penalty from accumulated failures.

Morality and personal choice are important elements in the Lazarus comic books, and reflecting that in the game’s mechanics felt like an important goal in development. In a world where human decency is dying out, betraying yourself has long-lasting impacts on a character. Gamemasters may adapt this hazard—perhaps replacing Self-Awareness with another Willpower focus like Courage or Self-Discipline—to reflect other situations with mounting stress or dread, like esoteric horror or the agony of retail work in the holiday season.

Pick up a copy of World of Lazarus to check out the fifteen new hazards available, as well as a wealth of other GM options like adversaries, campaign models, adventure seeds, and a sample adventure.

The Expanse RPG In ENWorld’s 10 Most Anticipated Tabletop RPGs of 2019

The Expanse Roleplaying Game coverWe are pleased to find The Expanse RPG listed among ENWorld’s 10 Most Anticipated Tabletop RPGs of 2019. The game appears in some fine company on that list. The Expanse RPG core rulebook and Game Master’s Kit are on schedule for early 2019 release.