The Secret branch of the FBI that deals with monsters, magic and other things man was not meant to know. Comedy-action, and maybe some horror. Characters provided, bring a sense of humor.
The Secret branch of the FBI that deals with monsters, magic and other things man was not meant to know. Comedy-action, and maybe some horror. Characters provided, bring a sense of humor.
Nazi Germany has developed a secret weapon, and our heroes are gathered together to penetrate behind enemy lines and discover what the secret weapon is...But first they must uncover the secret of the mysterious Societe Angelique!
Nazi Germany has developed a secret weapon, and our heroes are gathered together to penetrate behind enemy lines and discover what the secret weapon is...But first they must uncover the secret of the mysterious Societe Angelique!
Nazi Germany has developed a secret weapon, and our heroes are gathered together to penetrate behind enemy lines and discover what the secret weapon is...But first they must uncover the secret of the mysterious Societe Angelique!
Nazi Germany has developed a secret weapon, and our heroes are gathered together to penetrate behind enemy lines and discover what the secret weapon is...But first they must uncover the secret of the mysterious Societe Angelique!
Champions 23 - Genesis: What Hath Man Wrought? Final Round
Description:
Nazi Germany has developed a secret weapon, and our heroes are gathered together to penetrate behind enemy lines and discover what the secret weapon is...But first they must uncover the secret of the mysterious Societe Angelique!
Two parallel worlds, neither truly whole, and both prophesied to face utter destruction. In each universe, two separate yet strangely similar groups of people race to save their own world, but in doing so, are they dooming the other? Brian and Sue Grau take you on two separate journeys through two different genres in this first of two rounds. Feel free to play twice and see how things play out through the looking glass! Final round Sunday at 8 am.
Two parallel worlds, neither truly whole, and both prophesied to face utter destruction. In each universe, two separate yet strangely similar groups of people race to save their own world, but in doing so, are they dooming the other? Brian and Sue Grau take you on two separate journeys through two different genres in this first of two rounds. Feel free to play twice and see how things play out through the looking glass! Final round Sunday at 8 am.
Two parallel worlds, neither truly whole, and both prophesied to face utter destruction. In each universe, two separate yet strangely similar groups of people race to save their own world, but in doing so, are they dooming the other? Brian and Sue Grau take you on two separate journeys through two different genres in this first of two rounds. Feel free to play twice and see how things play out through the looking glass! Final round Sunday at 8 am.
Two parallel worlds, neither truly whole, and both prophesied to face utter destruction. In each universe, two separate yet strangely similar groups of people race to save their own world, but in doing so, are they dooming the other? Brian and Sue Grau bring both worlds together in this final round.
Having escaped from the guns of the Chicago mobs, our heroes have gained the safety of the waters of Lake Michigan, or have they...bwahahaha!! Scott Bowman and Tim Weaver GM.
Having escaped from the guns of the Chicago mobs, our heroes have gained the safety of the waters of Lake Michigan, or have they...bwahahaha!! Scott Bowman and Tim Weaver GM.
Having escaped from the guns of the Chicago mobs, our heroes have gained the safety of the waters of Lake Michigan, or have they...bwahahaha!! Scott Bowman and Tim Weaver GM.
Returning in triumph from their successful mission at Crater Lake, The Avengers notice something...different about the Chicago Skyline. Scott Bowman and Tim Weaver GM.
Returning in triumph from their successful mission at Crater Lake, The Avengers notice something...different about the Chicago Skyline. Scott Bowman and Tim Weaver GM.
Climb aboard the Hogwart's Express as it rolls out of Victoria Station in the year 1938. Clouds of war loom over Europe, but shadows of another kind descend upon England's premiere school of Witchcraft and Wizardry. Exploding Snaps and Chocolate Frogs included.
Climb aboard the Hogwart's Express as it rolls out of Victoria Station in the year 1938. Clouds of war loom over Europe, but shadows of another kind descend upon England's premiere school of Witchcraft and Wizardry. Exploding Snaps and Chocolate Frogs included.
Join the modern League of Extraordinary Gentlemen again as they continue their battle against evil. Some returning members from the '04 and '05 games, some new members. Another threat to humanity - is the League up to the challenge? Rich Bowers, GM.
Join the modern League of Extraordinary Gentlemen again as they continue their battle against evil. Some returning members from the '04 and '05 games, some new members. Another threat to humanity - is the League up to the challenge? Rich Bowers, GM.
Join the League of Extraordinary Gentlemen in the Old West. 1800's, two-fisted pistoleros, cowboys and others of the era join together to battle evil. Rich Bowers GM.
Join the League of Extraordinary Gentlemen in the Old West. 1800's, two-fisted pistoleros, cowboys and others of the era join together to battle evil. Rich Bowers GM.
Alex Douglas has been found - but now he has a task for the members of the fugitive Sunrise Project. Can the Project's vision still be realized? Modern day with powers. Roleplaying stressed, Hero System used but a dice-light game.
Alex Douglas has been found - but now he has a task for the members of the fugitive Sunrise Project. Can the Project's vision still be realized? Modern day with powers. Roleplaying stressed, Hero System used but a dice-light game.
Alex Douglas has been found - but now he has a task for the members of the fugitive Sunrise Project. Can the Project's vision still be realized? Modern day with powers. Roleplaying stressed, Hero System used but a dice-light game.
When the world needs heroes...well, no one's gonna call THESE guys. Can some of the silliest heroes in the world save the day? Comedy roleplaying stressed.
When the world needs heroes...well, no one's gonna call THESE guys. Can some of the silliest heroes in the world save the day? Comedy roleplaying stressed.
The Ravens have faced evils internal and external. Evil doesn't rest, so why should we? Rejoin the Ravens as they once again challenge the unknown. Investigators of the mysterious, in the spirit of the X-Files, with a touch of horror. Rich Bowers, GM.
The Ravens have faced evils internal and external. Evil doesn't rest, so why should we? Rejoin the Ravens as they once again challenge the unknown. Investigators of the mysterious, in the spirit of the X-Files, with a touch of horror. Rich Bowers, GM.
The Princess of Yonada is safely tucked away at a boarding school on an out of the way planet. Who knew the mild civil unrest would dissolve into open warfare? Someone needs to get the child to safety! But who can get there in time? How about more than one 'interested party?' Role playing, action, fun and intra-party conflict. Mike Malony and Marc Blumberg GM.
The Princess of Yonada is safely tucked away at a boarding school on an out of the way planet. Who knew the mild civil unrest would dissolve into open warfare? Someone needs to get the child to safety! But who can get there in time? How about more than one 'interested party?' Role playing, action, fun and intra-party conflict. Mike Malony and Marc Blumberg GM.