Tag Archive for: adventure

Revelations of the Bacchae, the GM’s Kit, and DREADCRAWLS: New(ish) Releases for Cthulhu Awakens!

Cthulhu Awakens, the AGE RPG of confronting Mythos horror across the Weird Century, entered electronic release last October—but since then, we’ve released more for the game, with ambitious plans for 2024! Here we go:

Revelations of the Bacchae for Cthulhu Awakens

Revelations of the Bacchae (PDF, Roll20)

Revelations of the Bacchae presents expanded notes on the Cthulhu Awakens actual play session of the same name, run by Ian Lemke during the Cthulhu Awakens Kickstarter campaign. Note that this is not a full scenario—well, not completely. Instead, the basic notes used to run the game have been cleaned up a bit and presented for your perusal or use, as you see fit. This development process means it may vary from the adventure as presented, as elements of improvisation are “set into stone.”

Revelations of the Bacchae is set in the modern day, but with adjustments can be situated earlier. The latest time-dependent element is from 1996, but the exact date isn’t important.

PDF GM's Kit for Cthulhu Awakens

 

Cthulhu Awakens Game Master’s Kit (PDF)

The Cthulhu Awakens Game Master’s Kit is a collection of resources that helps you smoothly deliver terror and adventure to your players. It provides a PDF with 3 Game Master’s screen panels that displays stunts and other essential information. The quick reference card PDF provides further assistance with commonly used rules, and the combat tracker helps you organize the action.

The true secrets of the Game Master’s Kit are revealed in Unexpurgated Texts, a PDF booklet detailing a dozen fell grimoires and their modern counterparts, each in an expanded, 2-page format listing the eldritch workings and other strange secrets each of them contains.

Dreadcrawls PDF 'zine for Cthulhu Awakens

DREADCRAWLS #0: Strange Places (PDF)

Mountains of madness, cave complexes inhabited since before history, and secret temples under moldering ruins are all part of the Mythos horror genre. With DREADCRAWLS #0: Strange Places, you can generate these bizarre, haunted locations with a few dice rolls and simple decisions. From underground complexes to hyper-dimensional locales folded into non-Euclidean shapes, create haunted lairs for the Mythos with a tried-and-true old school, table-based method.

DREADCRAWLS is the official zine for Cthulhu Awakens, the AGE roleplaying game of Mythos horror, across the Weird Century.

More Horror?

Some of these have been mentioned before, specifically for the Roll20 edition, as Jonesy talks about here. Read about Cthulhu Awakens’ full-featured Roll20 version.

Furthermore, we have four more supplements in various stages of development, so rest assured, there’s support here, and support coming. We’ll tell you when!

Taking Advantage

 

Advantages with Valiant Heroes

Advantages are traits in the Mutants & Masterminds system that fall in-between Skills and Powers, particular edges or resources characters have, often letting them bend the rules in specific ways under particular circumstances. Valiant Adventures includes many familiar Advantages from the M&M core rules, along with some that have been updated in various ways, and a few new advantages as well.

When we provided pre-generated characters for the Valiant Quickstart, we included descriptions of all of their Advantages. However, when we offered previews of some of the signature Valiant heroes, there wasn’t space on their character sheets to provide descriptions of all of their Advantages: For characters like Ninjak, it would have taken an extra couple of pages!

So here is a quick summary of the new Advantages the sample Valiant heroes have. The rest can be found in the Mutants & Masterminds Hero’s Handbook or Basic Hero’s Handbook. Please note that this is not final text, but a behind-the-scenes look at just a sample of what is in store in the Valiant Adventures manuscript!

Counterattack: If an opponent hits you with a Close Attack, you can use your Reaction to make an immediate Attack against them, before your Resistance Check against their attack’s Effect, if any.

Exploit Momentum: If an opponent misses you with a Close Attack, you can use your Reaction to immediately attempt a Trip Attack against them, and they do not get an opportunity to try and trip you.

Fallen Inspiration: When you are Incapacitated (including Dying or even Dead) you immediately gain a Hero Point and can then divide your current total Hero Points as you wish among any allies able to see or hear you. 

Gadgets: You have access to one (or more) Gadgets, temporary Devices. Each Rank in this Advantage lets you produce one Gadget per adventure. The Gadget can have total Effect Ranks no greater than the series Power Level and any Extras count as additional Ranks equal to the base Effect Rank. Each Gadget is good for one Scene, after which it is no longer usable, unless you expend an additional use of this Advantage. All of your uses of Gadgets reset at the start of each adventure.

Menacing Attack: If you render an opponent Incapacitated (including Dying or Dead, at the GM’s discretion) you can use your Reaction for an immediate Overwhelm Action against all Minion opponents able to see and hear you.

Opportunity Attack: When an opponent within range of your Close Attack moves, and their movement would take them out of your Close Attack range, you can use your Reaction to make an immediate Close Attack against them before they leave your range.

Power Stunt: Each Rank in this Advantage lets you perform a Power Stunt without suffering any Fatigue. All of your uses of Power Stunt reset at the start of each adventure.

Ripose: If an opponent misses you with a Close Attack, you can use your Reaction to make an immediate Close Attack against them.

Sleeper Hold: You can put a target into a hold to knock them out. Make a Close Attack Check against a target’s Parry Defense as a Standard Action. If you hit, the target must make a Fortitude Resistance Check against a DC of (10 + your Strength Rank):

  • Success: No effect.
  • Failure (one degree): The target is Dazed.
  • Failure (two degrees): The target is Stunned.
  • Failure (three degrees): The target is Asleep.

On your Turn, you can take the Concentrate Action to maintain the sleeper hold, requiring a new Resistance Check from the target. Success removes the condition imposed by the sleeper hold and the target escapes. Failure means the Effect increases by one degree until the target is asleep. Sleeping targets get a Fortitude Resistance Check each minute to wake up unless they’re deliberately awakened.

Split Attack: When you take the Attack Action, you can divide your attack between two different targets. This usually represents rapid, but less forceful, attacks in order to hit more than one target. Divide the Effect’s Rank between the two targets as you wish and make an Attack Check for each target. The attack works on each target normally at its reduced Rank.

Tactical Advance: When you impose the Dazed or Stunned Condition on an opponent, allies able to hear you can use their Reaction to move their Speed towards that opponent.

We have less than 30 hours to go, so be sure to get in on the Kickstarter Campaign before it ends tomorrow!

Condition Cards Breakdown!

Condition Cards for Valiant Adventures Roleplaying

Hello Heroes! Now that we’re fully into the Kickstarter I wanted to write up some updates about all of the fun add-ons we’re including in this campaign. Mutants & Masterminds is a game that has a lot of moving parts and one of the things I really wanted to add to the game for Valiant Adventures Roleplaying Game was a collection of physical items that help with keeping track of everything. I started with a deck of Condition Cards because we already had one of those for M&M, but I knew it was going to need to be updated to reflect the changes we’ve made to some of the Conditions. These are meant to streamline the process of debuffing heroes and villains alike without having to go to the rulebook every time you need to remember the penalties of Compelled or Defenseless.

I did divide the conditions into two categories: Common and Uncommon to reflect Conditions that come up a lot in a given combat and some that are a little more character specific. Here is the breakdown for the two lists:

Common Conditions

  • Fatigued
  • Exhausted
  • Dazed
  • Stunned
  • Surprised
  • Incapacitated
  • Dying
  • Wounded

Uncommon Conditions

  • Prone
  • Compelled
  • Restrained
  • Transformed
  • Hindered
  • Blind
  • Deaf
  • Disabled
  • Impaired
  • Immobile
  • Defenseless
  • Paralyzed
  • Asleep
  • Bound
  • Entranced
  • Debilitated
  • Vulnerable
  • Controlled
  • Weakened

We’ve come up with two versions of this deck, one for Gamemasters and one for players. The cards are sorted into two tiers: Common and Uncommon Conditions. Common Conditions have five copies of each card. Uncommon have two. Injuries and Bruises have their own category because theoretically heroes are going to be suffering a lot more of these with the new lethal and nonlethal Damage tracks.

We’ve included 15 Injuries and 15 Bruises, 40 Common Condition Cards, and 38 Uncommon Condition Cards in the GM Deck leading to a total of 108 cards in that deck. The player deck has 32 cards: 5 Injuries and Bruises and 1 of each other card.

These decks are going to make gameplay even faster for new and experienced players and I can’t wait to see them at game tables!

In our next update, we’ll take a closer look at the brand new Playmat.

And as always, Stay Valiant!

Valiant Adventures has Funded & Penny Arcade Livestream

Back Valiant Adventures Roleplaying Game on Kickstarter today!

Back the Kickstarter in the first 72 hours, and receive Unity Vol 1 PDF, FREE!

I am so excited that we have finally released the Kickstarter for the Valiant Adventures Roleplaying Game! Steve and I have been working so hard for the past few years bringing this game to life and I’m so thrilled you’re excited to get your hands on it. There are so many exciting stories waiting to be told and I can’t wait for these dynamic new rules to hit your tables.

It’s been great hearing initial feedback for the Valiant Quickstart and seeing your speculation online about what our rule adaptations mean for combat, roleplaying, skills, advantages, and every other aspect of Mutants & Masterminds. I am particularly thrilled to see so many people saying that this iteration of the system will be new player friendly. One of our biggest design goals was to make the game seem more approachable, because M&M has some of the fastest, most cinematic gameplay in the industry and I see so many people never get to that point because of how intimidating character creation appears to be. The new design aesthetic for the book and the flow of information appears to be doing great work to ease some of that anxiety.

Now that we’ve funded, we need to keep pushing for those stretch goals! Steve and I have so many ideas for exciting content for this game and with your support we can see those goals realized. Please share the link around your friends and communities and let’s make this game the best that it can be!

Please remember to mention our 72 hour incentive, Unity Vol. 1 in PDF, to anyone you introduce the campaign to and tune in on today  at 1pm PST/4pm EST when I run a one shot for the amazing folks over at Penny Arcade!

Thank you everyone for your support so far and Stay Valiant!

Whatever Happened to the Next-Gen?

Whatever Happened to the Next-Gen?

Available now!

Hello heroes! I’m so excited to unveil our first Mutants & Masterminds release of 2024, an Astonishing Adventure titled Whatever Happened to the Next-Gen. We wanted to start off the new year with something that speaks to Earth-Prime’s extensive history and to finally answer a couple of questions about what the 2e Next-Gen have been up to as time has moved on. This adventure catches up with a ton of fan favorites: Sonic, Nereid, and the Alterniteens, and gives players a chance to bridge the gap between their Claremont Academy PCs and the alumni.

It also features the nefarious machinations of Dr. Sin, the villainous organization he has built, and the intense rivalry between him and Duncan Summers. I love how many classic elements of Earth-Prime’s history collide in this story. There is a classic hero versus ninja in a tea shop fight that feels like it’s pulled right out of the vigilante handbook—more on that soon. The Amalgam even gets to make an appearance, which never happens! It is a PL 8 adventure, intended for characters who attend the Claremont Academy, but can certainly be adapted to other street-level or teen heroes easily enough.

One of the things I’m most excited about however, is that this is the debut publication for a new writer to Mutants & Masterminds, Aaron Einhorn. I am always grateful for the chance to bring new writers into the Earth-Prime fold and I can’t wait to see what else he does going forward. You can pick up Whatever Happened to the Next-Gen at Roll20, Drivethrurpg, or our webstore today!

Out Now: Fantasy AGE 2nd Edition!

Fantasy AGE Core Rulebook out now!I am delighted to announce that Fantasy AGE 2nd Edition is here, there, and everywhere! It’s in game stores this week and we will, of course, have it at our Gen Con booth in August. The print edition of Fantasy AGE 2E is, of course, available through our online store, and you can get the PDF there or at DriveThruRPG. Virtual tabletop wise, we’ve got a character sheet, short adventures, and tokens available on Roll20 and we’re hard at work on a full compendium for Fantasy AGE 2E as well. The Fantasy AGE GM’s Toolkit—with a hardback screen, reference cards, and an adventure—is already at print and coming soon.

If, like many people this year, you are looking for an alternate swords & sorcery RPG, check out what Fantasy AGE 2E has to offer. It’s a complete RPG in one book that gives you the tools to run a game in the world of your choice, our new Stranger Shores setting, or one you create yourself. The class and level system gives new players something familiar, but the stunt system and other design innovations set Fantasy AGE apart. If you’d like to read more about it, we’ve got a series of Ronin Round Tables that delve into various aspects of the game.

You can start here, with our January announcement.

You can learn about the ancestries available for your characters here.

You can read about classes and specializations here.

You can get in a fight here.

You can learn about magic here.

You can see what’s great about stunts here.

Fantasy AGE 2E is a relaunch of the whole line and you can learn more about what’s coming up for the game here.

We have been working on Fantasy AGE 2E for many years and it’s exciting to see it get into people’s hands. I hope you all have fun with it. There’s still plenty of time to start a summer campaign!

 

Storm Warning: A New Modern AGE Missions Adventure!

Storm Warning a new adventure for Modern AGEIn a small, seaside town, a cult lurks in the shadows and prepares to fulfill the dark prophecies it’s harbored for years. Now, the time is finally right to bring their patron into the world, using an incoming natural disaster as both cover and a source of fell energy. Heroes must work against the clock and the elements to discover the cult’s plot and decide what to do about it, rescuing or dooming the town while doing their best to simply survive.

Written by Jose R. Garcia and developed by Meghan Fitzgerald, Storm Warning is a new adventure for the Modern AGE roleplaying game, designed to be suitable for characters between levels 1-4, showcasing Modern AGE in the survival horror genre, as the cult, its bizarre servitors and, perhaps, the unspeakable being behind it all, arise in wind and water. It provides multiple paths for the Game Master to follow, allowing it to stand on its own or fit into a larger campaign. Therefore, it requires the Modern AGE Basic Rulebook.

 

 

Storm Warning is part of the Modern AGE Missions adventure series. These adventures aren’t tied to any detailed setting, though they sometimes loosely imply a setting. This makes them ideal for one-shots, as a campaign kickoff, or as a break from your game’s primary story arc. Check out the other Modern AGE Missions:

Warflower

Alchemy, drug dealing, corporate intrigue, and medieval sword fighting combine in a modern-day murder mystery with a side of action and a little mysticism—or is it just strange chemistry? Warflower is an adventure for characters of levels 1-4.

Feral Hogs

After civilization fell apart, and the people of ‘Murica retreated to desperate villages and the enormous walled distribution fortresses of the Bozos clan, a new threat arose—no, not the rise of strange mental powers triggered by energy drinks, the other threat: feral hogs. In case the adventure title didn’t give it away. Whether in squealing hordes of 30-50 or in singular mutants of towering porcine glory, they stand in the way of recovery. Feral Hogs is a lighthearted adventure for characters of levels 1-4.

Flight 1701

A routine flight turns into a challenge to survive and humanity’s first contact with extraterrestrial life, as the plane somehow crashes on another world. The passengers and crew must work together to discover what happened, represent all humans while struggling to communicate with an alien people, and figure out a way to get back home. The decisions they make may alter the course of human civilization forever. An adventure for characters of levels 5-8.

Assault on the Aerie

A skilled strike team must find a way to breach the defenses of a nigh-impenetrable mountain fortress, rescue the hostages inside, stop a threat to humanity, and get out alive. That alone would be hard enough, but the mystical wards and magical creatures standing in their way makes the mission all the more dangerous. Assault on the Aerie is a new adventure for the Modern AGE roleplaying game, designed to be suitable for characters between levels 13-15, showcasing Modern AGE in the urban fantasy genre.

We’ve Been Secretly Making a Game

We've been secretly making, Swords of the Shadow Planet!That’s right, we have. Well, kind of. We mentioned it briefly in 2019, at Gen Con, but the reference was so short and sparse that it didn’t spread. This was a blessing in disguise because of course the very next year COVID-19 spread across the world, forcing us to change our plans.

We changed them back this year. We’re doing it.

Let me tell you about this game. In fact, let me get a little cute about it since it’s truly under the radar.

  • It uses a system we’ve used in RPGs before, but it isn’t the Adventure Game Engine, 5e, Pathfinder, M&M, or any form of D20. Well, sometimes it uses D20s, but it usually doesn’t.
  • It’s not going to be a big tome of a game. It’s simple and direct. In fact, the utilitarian straightforwardness of the system is what made me want to use it.
  • It’s not a Chronicle System game, either.
  • Some of the design ideas harken to the roots of RPGs. There’s definitely a flavor you might associate with what we call “OSR” games, but more on the weird and problem-solving procedural realm of things, and not so much nostalgia. For instance: no make-you-do-things social mechanics, so characters gather social information to apply while roleplaying instead.
  • We’re talking about how we might get innovative with the visual presentation of this one, from its format to its interior.
  • Freeform magic—for certain values of “magic”—that any character can use.
  • This isn’t an AGE game, but we still love stunts, so rules for exceptional feats—and disasters, and trying for the former by risking the latter, are part of the system.
  • This one is classless.
  • You can play a Neandertal, or someone made of rock. Or a dinosaur. You can even play yourself. Note that this is not a hint that it’s a generic game. I’ll have you know rock people, dinosaurs, Neandertals, and even people like you each have specific roles in the setting.
  • Yeah, it’s got a setting. An imaginary world aiming to be strange in its familiarity.
  • Where Cthulhu Awakens started from the premise, “What if we made a Cthulhu Mythos game setting in the modern day?” this one asks the same question about another subgenre well known for its roots in the past.
  • The game has a potential cover already. It’s the one you can see beside this article.

The game is called Swords of the Shadow Planet, and it’s coming…when it’s done!

Stay tuned.

Modern AGE, Post-Pandemic

Modern AGE Powers!One of the challenges of the pandemic was a “logjam” of content we couldn’t publish yet for a number of reasons. Printers were unavailable. Shipping was awful (and hasn’t improved as much as anyone would like, honestly—remember, we don’t set those prices!) and people got sick. Bad times, and we’re still emerging from them.

One of the effects of this has been that Modern AGE has had to deal with a number of delays, compounded by new delays as some priority items are earlier in the queue for publication. Modern AGE is my game and I love it, but we NEED Mutants & Masterminds in print over Modern AGE supplements, for instance.

Where We Were

We did manage to release a few things for the line over the pandemic, however, and just to refresh your memory, they are:

Enemies & Allies: Modern AGE’s book of friends, foes, and bizarre beings from the slipstream SF, procedural, technothriller, horror, and urban fantasy genres. Enemies & Allies dropped in 2020.

Modern AGE Missions Series: Did you know Modern AGE has adventure support? The electronic Missions series started in 2020, and now encompasses the following titles:

Five and Infinity: Threefold Adventure Series: This is the one that was probably the most affected by the pandemic. Originally intended to drop as a thin hardcover hot on the heels of the Threefold setting book, we had to make do when the printing, shipping, and timing opportunities to sell the thing dried up. This collection of five adventures for the dimension-hopping Threefold setting include some of the best work ever done for Modern AGE, in my opinion—and story and planar generators, too! After releasing the adventures one at a time we eventually opted for a collected softcover print release of Five and Infinity in 2022.

Modern AGE Mastery Guide: Released in 2021, the Mastery Guide is, at this time of writing in May 2023, the most recent hardcover release, covering official rules updates, tons of optional rules, and best practices for players and GMs.

Cyberpunk Slice: This one dropped last year, in 2022. Cyberpunk Slice (PDF link; POD at Drivethru here) was a half-unexpected hit—unexpected because we designed it to make sure there was fresh Modern AGE content, but only half so because fans had long asked for dedicated cyberpunk genre support.

All in all, not a bad roster for the Bad Years.

Where We’re Headed

I originally had a more aggressive schedule for Modern AGE planned for the past three years, but looking forward, timing and industry changes mean we’re not necessarily going to dump a glut of products we’ve had saved up out there.

One change that impacted the line was Cthulhu Awakens evolving from a Modern AGE supplement to an autonomous game still largely compatible Modern AGE but able to stand on its own.

Beyond that, here’s what’s coming. Well, some things are almost for sure, while others are more speculative—definitely versus maybe, below!

Definitely More Missions: We have a pair of Modern AGE Missions adventures working their way through the production process.

Definitely Modern AGE Powers: The big book of extraordinary powers, revised and expanded from the Modern AGE Companion to include superpowers, more magic, more psychic powers, strange ancestries, and a whole bunch of extraordinary items. This book is currently awaiting its turn for art and proofing.

Maybe More Slices: Cyberpunk Slice has raised the possibility of other short works that concentrate on a genre. Which ones would you buy? I’ve kicked around Modern Fantasy Slice, Apocalypse Slice, Horror Slice, and so on. Also, I mean “buy,” not “wish existed but would not necessarily buy,” which is why I didn’t list pulp or steampunk.

Maybe More Settings: I always wanted to do settings beyond World of Lazarus and Threefold but for various reasons this sort of thing has been delayed. Plus of course we have the challenge of settings for a base game line, where we can’t provide more support without further divvying up gamers by their level of interest in a given setting.

I look forward to resolving the “maybes,” and also really getting Modern AGE down as a solid body of work that stretches the possibilities of the Adventure Game Engine, especially as I explore potential new AGE games, iterating from the ideas we’ve worked on….

A Gathering of the AGEs: Consolidated Rules in Fantasy AGE 2e

Fantasy AGE Core RulebookHey folks, Malcolm here. I’m not the developer of the new edition of Fantasy AGE but I am one of the developers of the core rulebook. While I can’t give you a first-person perspective on the whole game, I can tell you a bit about the parts I helped work on. So, I thought I’d write a couple of pieces about that!

One of the goals of Fantasy AGE’s second edition was to consolidate various rules developments from multiple AGE games and supplements. If you’re an Adventure Game Engine completist you might recognize the following new and updated rules as familiar—with a few exceptions, because they’re from AGE works that haven’t come out yet but influenced development nonetheless! In any event, this is one of the factors that led us to eventually decide the new core rulebook was a true “Second Edition” of Fantasy AGE even though much of 1e remains compatible.

Challenge Tests: Challenge tests are advanced tests with certain special conditions, meant to emulate heists and other forms of dramatic extended tasks where characters need to apply multiple focuses, and fallout from failures can occur mid-test. Originally created by Crystal Frasier (and called “breaching tests”) for Modern AGE’s World of Lazarus supplement, it proved to be such a good idea we moved it to the core rulebook. The Expanse merged challenge tests and Modern AGE’s chase tests, and that final evolution is part of Fantasy AGE now.

Daring: Daring, an optional rule that promotes dramatic reversals in encounters, is an evolution of the rules for Serendipity, originally from the Modern AGE Companion.

Daring is one of the cool new optional rules in Fantasy AGE 2nd edition

Peril and Daring!

Defeat Conditions: Despite making their first appearance in Fantasy AGE 2E, Defeat Conditions were originally invented for Cthulhu Awakens, to provide alternatives to death as the result of dramatic combat.

Fortune: Fortune is an invention of Steve Kenson, originally devised for The Expanse roleplaying game, where escalating Health wasn’t appropriate but “script immunity” was a better fit. It was a great idea in that game, and it’s a cool option in Fantasy AGE, too.

Minor Arcana: These petty spells originally hail from the Threefold setting for Modern AGE.

Peril: Peril, where success lands you in deeper trouble, began as the Churn spiral in The Expanse. Interestingly, in the Modern AGE Companion it’s present and called Complications.

Relationships: Relationships, an optional rule to strengthen character connections in Fantasy AGE, was first introduced in Blue Rose.

Revised Spellcasting: In the new edition of Fantasy AGE spells only fail to be cast when a mage decides to abandon them or doesn’t have the magic points for them, because we determined spending MP on nothing happening wasn’t fun. Instead, if you fail a casting roll, the MP cost goes up. This is another option that was originally piloted in Modern AGE’s Threefold setting.

Simple Tests: A “test that doesn’t use stunts/SP” has existed in an ad hoc fashion since the beginning of the AGE system but the Simple Test concept, introduced in the Modern AGE Mastery Guide, gathers them all together as versions of simple tests and lets the GM use them at their discretion as well.

These nine examples aren’t the only ones, and notably, much of the Fantasy AGE Companion from the game’s first edition has been updated and added to the core of Fantasy AGE 2E.

Works Cited!

Want to know about the games that provided input for the new Fantasy AGE? Check them out:

Blue Rose: The AGE Roleplaying Game of Romantic Fantasy

Cthulhu Awakens

The Expanse Roleplaying Game

Modern AGE

Modern AGE Companion

Threefold (Modern AGE)

World of Lazarus (Modern AGE)