Magic is fading as tech grows, but some wylde intrudes, & you must stop it. Few can use magic, you must find & train replacements. The apprentice is dead. Cellphone in one hand, magic in the other.
Description:
In a world where creatures of the night prowl and gloom creeps into the corners of life and mind, the normal human is prey. For there are other worlds that impinge on our light and safety. It is only by the will and fight of a few brave, worthy souls that 'normal' is an option at all. Modern protectors exist in both places, with car keys, flashlights, and cell phones in one hand when those work, but with swords and wands in the other for the times and places they do not. These people fight the long battle while finding, educating, and training their own replacements, for who else will if they do not? These modern knights are needed most in the broken edges of the landscape, where the cell towers don't reach, where cops shouldn't go, only steel and aspen and knowledge of the weird can prevail. Modern-day in a world of capes, battling mystical threats. Today, the apprentice is dead.
Magic is fading as tech grows, but some wylde intrudes, & you must stop it. Few can use magic, you must find & train replacements. The apprentice is dead. Cellphone in one hand, magic in the other.
Description:
In a world where creatures of the night prowl and gloom creeps into the corners of life and mind, the normal human is prey. For there are other worlds that impinge on our light and safety. It is only by the will and fight of a few brave, worthy souls that 'normal' is an option at all. Modern protectors exist in both places, with car keys, flashlights, and cell phones in one hand when those work, but with swords and wands in the other for the times and places they do not. These people fight the long battle while finding, educating, and training their own replacements, for who else will if they do not? These modern knights are needed most in the broken edges of the landscape, where the cell towers don't reach, where cops shouldn't go, only steel and aspen and knowledge of the weird can prevail. Modern-day in a world of capes, battling mystical threats. Today, the apprentice is dead.
Chicago by Nightlight or "I'm Not Going Back to the Asylum!"
Summary:
Chicago at night is a crossroads of dark inhumanity, & brightly colored lies. Can anyone aid the helpless, protect them from the predators, & hope to heal the wounds left? Would you if you could?
Description:
Chicago's night is a crossroads of mundane life, dark inhumanity, and brightly colored lies. Some claim there is a Spectre haunting the darkness, preying on the lonely and abandoned. Recently even the young and bright have started disappearing, then reappearing changed, darker, damaged.
Magic fades as tech grows, but some wylde intrudes, you have to stop it. Few can use magic, you must find and train each replacement. The apprentice is dead. Cellphone one hand, magic from the other.
Description:
In a world where creatures of the night prowl and gloom creeps into the corners of life and mind, the normal human is prey. For there are other worlds that impinge on our light and safety. It is only by the will and fight of a few brave, worthy souls that 'normal' is an option at all. The modern protectors exist in both places, with car keys, flashlights and cell phones in one hand when those work, but with swords and wands in the other for the times and places they do not. These people fight the long battle, while finding, educating and training their own replacements, for who else will if they do not? These modern knights are needed most in the broken edges of the landscape, where the cell towers don't reach, where cops shouldn't go, only steel and aspen and knowledge of the weird can prevail. Modern day in a world of capes, battling the mystical threats. Today, the apprentice is dead.
If you could escape to your dream world, would you? Even if it could become a waking nightmare? Enter the Dreamwalkers, agents chosen by a mysterious force to protect the dream world and its dreamers.
Description:
While in the collective subconscious you escape to the fantastical life you always desired, but your consciousness is controlled by the Dream. Because of this the dream world is extremely unstable and that leaves those inside it vulnerable to dangers that can do them harm and warp their sense of reality. Dreamers can be manipulated by this darkness to harm people in the waking world and commit atrocities they otherwise would never do. You’ve been brought together by forces you can’t fully comprehend to make the dream world a better place as a Dreamwalker. Prevent the collective subconscious from doing damage to the world of the conscious.
If you could escape to your dream world, would you? Even if it could become a waking nightmare? Enter the Dreamwalkers, agents chosen by a mysterious force to protect the dream world and its dreamers.
Description:
While in the collective subconscious you escape to the fantastical life you always desired, but your consciousness is controlled by the Dream. Because of this the dream world is extremely unstable and that leaves those inside it vulnerable to dangers that can do them harm and warp their sense of reality. Dreamers can be manipulated by this darkness to harm people in the waking world and commit atrocities they otherwise would never do. You’ve been brought together by forces you can’t fully comprehend to make the dream world a better place as a Dreamwalker. Prevent the collective subconscious from doing damage to the world of the conscious.
In a time before cell phones and the Internet, six residents of a small, Midwestern town find themselves psychically linked. Focus on relationships and story, not mechanics. RP stressed.
Description:
In a time before cell phones and the Internet, a resident from a small midwestern town might believe their life was isolated from the larger problems of the world. In 1968, residents of Jaeger, IL discover otherwise. A game about relationships amidst supernatural crisis inspired by Stranger Things and its cousins. Role playing stressed. Focus on story not mechanics. Just before Thanksgiving, a malevolent alien presence attempted to rip its way into our world. A small group of psychically connected townsfolk stopped the breach, but at high cost. As our residents mourn their losses and prepare for the winter holidays, unwanted attention descends on the town even as they connect with new minds in a distant, war-torn rainforest.
In a time before cell phones and the Internet, six residents of a small, Midwestern town find themselves psychically linked. Focus on relationships and story, not mechanics.
Description:
In a time before cell phones and the Internet, a resident from a small midwestern town might believe their life was isolated from the larger problems of the world. In 1968, six residents of one small town will discover otherwise. A game about relationships in the midst of supernatural crisis inspired by Stranger Things and its cousins. Focus on story not mechanics. Thanksgiving-a time for turkey and stuffing with cranberry sauce, football, and reviving old family arguments. Six normal individuals' lives were changed just months before by a freak psychic phenomenon that empathically bound them together. Something is coming, something related to their connection, and they may not have much time. This is not a game of superheroes, but of ordinary people whose individual lives have been changed, but not ended, by the psychic event that brought them together.
In a time before cell phones & the Internet, six residents of a small, Midwestern town find themselves psychically linked. Focus on relationships and story, not mechanics. RP stressed.
Description:
In a time before cell phones and the Internet, a resident from a small Midwestern town might believe their life was isolated from the larger problems of the world. In 1968, six residents of one small town will discover otherwise. A game about relationships in the midst of supernatural crisis inspired by Stranger Things and its cousins. Role-playing stressed. Focus on story not mechanics.
Thanksgiving-a time for turkey and stuffing with cranberry sauce, football, and reviving old family arguments. Six normal individuals’ lives were changed just months before by a freak psychic phenomenon that empathically bound them together. Something is coming, something related to their connection, and they may not have much time.
This is not a game of superheroes, but of ordinary people who’s individual lives have been changed, but not ended, by the psychic event that brought them together.
In a time before cell phones & the Internet, six residents of a small, Midwestern town find themselves psychically linked. Focus on relationships and story, not mechanics. RP stressed.
Description:
In a time before cell phones and the Internet, a resident from a small Midwestern town might believe their life was isolated from the larger problems of the world. In 1968, six residents of one small town will discover otherwise. A game about relationships in the midst of supernatural crisis inspired by Stranger Things and its cousins. Role-playing stressed. Focus on story not mechanics.
Thanksgiving-a time for turkey and stuffing with cranberry sauce, football, and reviving old family arguments. Six normal individuals’ lives were changed just months before by a freak psychic phenomenon that empathically bound them together. Something is coming, something related to their connection, and they may not have much time.
This is not a game of superheroes, but of ordinary people who’s individual lives have been changed, but not ended, by the psychic event that brought them together.