RPG Crowdfunding News 090: Capers, Hack The Planet, Total Party Kill Monsters, Land of the First Peo

Welcome back to our weekly look at tabletop roleplaying game, and accessories, crowdfunding roundup! This week we looked at superpowered Prohibition Era gangsters, cyberpunk in a world where the climate is your biggest adversary, an African sci-fi setting, more skills for Starfinder, more monsters for 5th edition, more pins for gamers and Fuel Priests! If you have anything you’d like us to cover, or questions about anything we talk about, please don’t hesitate to leave a comment or contact me directly.


Capers RPG by Craig Campbell
(Campaign Ends : Friday 6th April 2018; 01:00 UTC)

I’ve been eager to see Capers since first hearing about it last year. Mixing two of my favourite genres, supers and gangsters, it was always going to be a game that I jumped on. Set in the 1920’s US Prohibition Era, alcohol is illegal and organized crime is growing at an unprecedented rate as gangsters get rich selling their hooch to a thirsty population. You are one of those gangsters… and you have superpowers!”

In the CAPERS tabletop roleplaying game, you portray a character with extraordinary abilities in the Roaring Twenties. As a gangster, you seek to exploit the law and get rich off of alcohol, gambling, prostitution, and racketeering. You join up with other players to collectively seek your fortunes in the vice-riddled, booze-soaked casinos and speakeasies of the Jazz Age.

Alternatively, you and the other players can portray members of law enforcement seeking to bring these criminals to justice.

The setting features some prominent, historical Prohibition Era characters but also a variety of gender-swaps and race-flips to make the game about more than mostly Italian and Irish guys. A slew of unique, fictional NPCs of all types have been created to give every player something to latch onto when exploring the game world.

CAPERS is a game of action, adventure, virtue, and vice in a world coming into its own. It’s a world of theft, fraud, subterfuge, and espionage. Your character will risk their life to find their place in this world, regardless of which side of the law they fall on.

When playing CAPERS, each player (and the GM) uses their own deck of standard, poker-style playing cards (52 suit cards plus 2 jokers) to determine if a character succeeds at difficult tasks.

The pip value of the card you flip (2, 3, and so on, up to ace high) determines success versus failure. The card’s suit determines the DEGREE of success or failure, starting at clubs (the worst) and going alphabetically upward to spades (the best). You’ll be able to flip multiple cards based on your character’s capability. You might flip the king of clubs, certainly a success with a king, but just barely a success with clubs.

Do you settle for barely successful or flip another card, hoping for a better result? Each flip is a gamble, risking failure.


The core rulebook is a 150-160 page full-color offering available in PDF, soft or hard cover. A variety of PDF support material is also available, with more being unlocked through stretch goals, such as Powers and New York (new character powers plus a complete write-up of New York City), Powers and Chicago (new powers, Chicago write-up, including NPCs like Capone and Agent Ness), Power Gear, Excpetionals, and City One-Pagers and plenty more, including several adventures for introductory to more advanced gangsters.


Hack The Planet by Samjoko Publishing
(Campaign Ends : Sunday 1st April 2018; 03:59 UTC)

Hack The Planet brings the popular Blades in the Dark system to the cyberpunk genre. The setting marries high tech and low life, looking at the people living on the fringes of society as the worlds climate rages around them.

As our climate became radicalized, it resulted in more than just heavy weather—earthquakes, tornadoes, rising sea water, and the changes in rainfall, to name a few. This shift resulted in destabilized governments and banks, and the halting of technological progress on a massive scale (typically seen in the genre). The Internet was destroyed, causing huge amounts of data loss. The landscape was altered irrevocably and continues to be reshaped by nature, creating a future where technological progress was stymied. The only progression seen is to acclimate humanity to a new way of surviving.

In Shelter 1, a massive facility created for climate refugees, corporations and the superrich have slowly been changing the shelter into a megacity that serves their purposes.

You play a character who has had enough of the status quo in Shelter 1. What they do to change the norm is up to you and your crew. Will you fly beyond the shelter’s safety, dropping from airships to salvage valuables, or be mercenaries who destabilize the corporations by assassinating the emerging players in Shelter 1? Play to take control back because you want it, or to wrest control away from the corporations before history repeats itself.


The game looks like it has a really interesting setting to explore and players start their journey by choosing one of the playbooks to base their character on… such as Outlier (a fringe scientist), Linker (a deadly infiltrator), Haunt (a devious hacker) or Edge (an enhanced leader and soldier). Once characters are made the party then chooses what type of Crew they are… with some of the options including Clippers (a street gang on motorcycles), Cleaners (Mercenaries for hire), Shifters (chasing Acts of God in a convoy) or The Wired (dealing in various vices and wares).

After choosing a crew you'll also choose a starting option unique to Hack The Planet which describes how you interact with Acts of God; massive, extreme weather events. The climate hasn't gotten any better. Storms and tornadoes are just a few things that people have to contend with. So how will you deal with them?


Do you use tech to kill the weather? Have you created tech that enables you to outrun Acts of God? Maybe you hack them, extracting data or components for fuel or substances distilled for other more... nefarious purposes.

Using a unique clock as a timer reserved solely for Acts of God, you'll have to contend with various phenomena. Unlocking a unique mission when the clock is filled, your interactions and choices on these special missions will impact everyone in the fiction, not just you. Just like pulling off heists and scores, completing these events also yield your characters something worthy of the task.

Whichever crew you choose, the game is always centered around pulling off scores. In most Forged in the Dark games (like this one), and Blades in the Dark itself, scores are broadly categorized to facilitate all kinds of play. From deception and stealth to assault missions and making new social connections, each score is meant to get you something you want.

To do this, the game places you right in the action. No need to be bogged down in planning or hours of preparation. The system takes care of that with flashbacks in an effort to empower the characters and to show them as hyper-competent people of action. The characters have a stress track they use to help others and lead group actions, highlighting teamwork. They can resist the consequences of rolls and pay to do special actions, and they can push their luck. Stress is used in all sorts of ways to differentiate how you want to play your character and to spotlight them doing amazing things.

Welcome to The Reach. Welcome to Shelter 1.



Total Party Kill Bestiary: 5E Monsters for Veteran Heroes by 2CGaming
(Campaign Ends : Sunday 1st April 2018; 04:00 UTC)

The Total Party Kill Bestiary features around 75 high-level monsters that will prove a mighty test for your well-seasoned adventurers. Using the 5th Edition rules, this book focuses on the development of monsters with Challenge above 10, putting special emphasis on non-humanoid, non-legendary creatures.

The monsters are organized into thematic groups and bring more than just the stat blocks to the table, Each entry also includes detailed descriptions, lore, background, ecology, treasure and plot hook… along with detailed information on the creatures tactics.


ANKUR “ Land of the first people” Africa setting expansion by Christopher M. Miller
(Campaign Ends : Sunday 1st April 2018; 23:13 UTC)

Ankur (Kingdom of the Gods) is a science fiction RPG based on a mixture of ancient mythology and the ancient astronaut theory, that was successfully Kickstarted in 2017. Land of the First People is a setting supplement for ANKUR which details the city-states of Kumat, Melhua, and Zimbabwe, located in the continent of Mundwazi (Africa).

The book introduces new professions, skills, and weapons to help make characters from this setting more unique. Inside you'll also find a host of new creatures, places of interest, NPCs, organizations and adventure hooks that will help GMs immerse their players in this expanded world.

Ku-mat: Located 800 miles east of the Burannu River, this city-state straddles the fertile banks of the mighty Id-teru River. Ku-mat is the wealthiest and most powerful city-state west of Shinar. Gold and other resources flow down river from as far away as Zimbabwe for processing, and shipment to other ports; including off-world destinations.

Meluhha: Approximately 1,000 miles south of Ku-mat lies the wilderness trade center of Meluhha. This trading post/way station lies on the Id-teru River and is surrounded by a huge wooden palisade that guards a multitude of storehouses. Hunters, gatherers, and prospectors from the surrounding wilderness regions, bring all manner of raw resources into Meluhha to be sold and shipped to Ku-mat for processing. Gold, copper, lapis lazuli, leather, and ivory can be found in abundance here. The trade guilds of Meluhha control all river transportation into Ku-mat, and there are many legitimate and illegitimate taxes, and tariffs on goods leaving the city.

Zimbabwe: This was the location of the first Nibru-ene city on Ki approximately 370,000 years before the great flood. Its name means “the great enclosure.” The city’s boundaries once stretched for 1,000 miles in diameter, but it was utterly destroyed by the great flood. A modest effort was undertaken to build a new city in its place, but it is a fraction of the size, and quality of the original. Gold is still found in great quantity here, and mining operations are in full swing, but much to the detriment of the Dara workers who are often worked to death to exceed quotas. The Lugal of Zimbabwe is rumored to be skimming the gold profits for their own gain which forces the local people to work harder to meet the official quotas. There is an air of distrust and rebellion here.


This is the second setting supplement for the game with the first, Shinar, exploring the Middle East.


Advanced Skill Guide Kickstarter for the Starfinder RPG by Owen Stephens
(Campaign Ends : Friday 6th April 2018; 14:35 UTC)

The Advanced Skill Guide, from Everyman Gaming LLC and rogue Genius Games, is a weighty tome designed to expand your Starfinder campaign’s use of skills by adding new subsystems and mechanics for your players to master. The guide includes:


  • Skill Challenges, several robust rules systems that allow your players to take on regimented challenges, such as chasing a fleeing subject, playing sports with a rival, or even throwing down in a verbal duel against a hated adversary in the far-flung future.
  • Combat-Orientated Uses for Skills, including the ability to scale large foes, decry allies (or yourself) so enemies don’t attack them, and enhanced rules for antagonizing, demoralizing, feinting, and even crushing enemies.
  • Plus new feats and class options that support these new rules sets!

The book will be around 80 pages, but may increase depending on stretch goals.


Fuel Priest – The Dieselpunk Tabletop RPG by Timeless Caverns
(Campaign Ends : Sunday 8th April 2018; 03:53 UTC)

Fuel Priests is a narrative-heavy game inspired by WWII weird science, diselpunk aesthetics and the Industrial Revolution… with a little bit of the apocalypse thrown in.

Burn through the skies to deliver divine justice in Fuel Priest! Play this tabletop roleplaying game for narrative-heavy mechanics that bring a story-focused power fantasy to your table. Our pick-up-and-play streamlined rules allow for a high-flying spectacle that gives players substantial control over their narrative.

Fuel Priest is about the struggle between the working class and the wealthy elite. The old aristocracy and robber-baron tycoons are the chief enemies of the Fuel Priests. Because of this world’s new Goddess, the Maiden, times are changing fast. She teaches revolution and her Fuel Priests are determined to bring it. Pick up Fuel Priest to tell stories about faith and class struggle!
Play as Fuel Priests, exceptionally skilled airplane pilots blessed by this world’s new Goddess. Holy fuel runs through their veins and powers their divine aircraft. The world is ready for revolution and they’re here to bring it!

Fuel Priest can be played with a handful of 6 sided dice, a drawing surface, and the handbook.

  • Soar through your story and don’t let mechanics stop you! Players choose how and when their Priest will succeed and fail. But don’t think they’re unstoppable, things have a way of getting complicated.
  • Build your own airplane! Players customize their Priests' aircraft for the journey ahead. The machine is your Priest and your Priest is the machine. Every part you choose culminates in a unique character with a unique personality. Enjoy simple special abilities without number heavy mechanics and rules bloat.
  • Serve the Goddess! Priests shape the world by performing story-changing miracles. Watch as they ascend to her side or fall from her grace entirely.
  • Explore the world you build! Everyone is a world builder. Players and Game Masters alike create the world as they play. The map is a key feature of the game. Watch as it grows and trace the flight path your story takes.


Baby Bestiary: Reprint + Digital Goodies by Baby Bestiary
(Campaign Ends : Sunday 8th April 2018; 02:00 UTC)

The Baby Bestiary is an award-winning (Silver ENnies for Best Interior Art and Best Monster/Adversary in 2016 and nominated for Best Interior Art and Best Production Values in the 2017 ENnies for Volume 2), systemless art and lore book, that teaches its readers how creatures reproduce, how to care for its egg (if they lay eggs) and how to rear one if you are bold enough to try.

The book has no stats or charts, leaving it as an amazing coffee-table book that can truly be appreciated by any gamer, no matter what you play. If you're an avid gamer, there is plenty of information that a crafty GM can make workable into their campaign

This campaign looks at reprinting the first two volumes, as well as offering a collectors’ edition slipcase, as well as a range of digital goodies; including a 5th Edition Companion Book. A bronze owlbear miniature is also available at a higher pledge level.

So, what’s in each volume? Glad you asked…

Volume 1 exploring 32 creatures:
Basilisk, Blink Dog, Bulette, Centaur, Cerberus, Chimera, Cockatrice, Couatl, Dragon, Elementals, Eyelings, Gelatinous Cubelet, Gnolls, Griffins, Hippocampus, Kirin, Kitsune, Kobold, Leviathan, Manticore, Mimic, Minotaur, Nightmare, Owlbear, Phase Kitten, Phoenix, Rakshasa, Rust Monster, Sphinx, Titan, Treant and Wyvern

Volume 2 exploring 41 creatures:
Aboleth, Baku, Beithir, Bugbear, Djinayni, Dragon Turtle, Ember Demon, Godspawn, Enfield, Gargoyle, Harpy, Hippogriff, Hound Archon, Hydra, Kraken, Lighting Lizard, Lizardfolk, Medusa, Myconid, Naga, Ogre Magi, Orc, Otyugh, Pegasus, Peryton, Pseudodragon, Purple Worm, Remorhaz, Satyr, Sealion, Shambling Tuffet, Shrieker, Simurgh, Tarasque (the french one), Tatzelwurm, Troglodyte, Troll, Umbral Erebect, Unicorn, Wolpertinger, Xorn



RPG Pins & Patches show off your love of roleplaying games! By Creature Curation

(Campaign Ends : Tuesday 3rd April 2018; 01:30 UTC)

This weeks Pins entry is a campaign from Creature Curation. Currently offering a choice of four Pins ( a d20 with a face-out 20, a fumble d20 with a face-out 1, Eyegor (Beholder) and a Cthulhu pin the campaign also offers four iron-on patches (same designs apart from Cthulhu has been replaced with Rusty (the Rustmonster). The Cthulhu patch and Rustmonster pin may be unlocked through stretch goals by the end of the campaign.


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If you like what we do here at EN World (the Forums, Columns, News, ENnies, etc) and would like to help support us to bring you MORE please consider supporting our Patreon. Even a single dollar helps Thanks!

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If you have a forthcoming Kickstarter, or see one that excites you, please feel free to drop me an email on angus.abranson@gmail.com You can follow me on Twitter @ Angus_A or on Facebook where I often post about gaming.

Until next week, have fun and happy gaming!

Angus Abranson
 

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Rafael Vazquez

First Post
So what exactly is the Sci-Fi part of ANKUR? All i saw were pics of primitive tech and setting. The descriptions of the city states didnt sound sci-fi at all and much of the description of the 3 city states overall just sound like modern take on greed, corruption and de-evolution of its people ( tech wise ). Can we get more info on what makes it a sci-fi and pics of the tech ( that one pic with the guy holding what seems to be a plasma/laser rifle just looks awful and insulting). Am really interested in getting this setting and i know there is more than just primitive pics and one semi-tech pic.
 

Yaarel

He Mage
Hack the Planet looks cool. (Can anyone explain/assess the Blades in the Dark mechanical system?)

Ankur looks great. (Anyone know what system this uses?) I want a good setting somewhere interesting in Africa − this looks like what I might need. I am less a fan of ‘ancient astronauts’, but I can hand waive these ‘aliens’ as future evolved humans traveling back in time and be fine with it. From what I understand, reallife ‘First People’ correlates strongly with yDNA haplogroups A and B, and associates with places like Zimbabwe, Ethiopia, and elsewhere. At first, by their appearance, I thought these peoples were somehow a blend of Africa, Asia, and Europe. It turns out, they are actually the best preserved gene pool of original humans (homo sapiens sapiens) from whom we all descend.

I googled across this highly useful map of African traderoutes. It depicts the routes around 1700 CE. But I suspect, these same traderoutes are probably in use many thousands of years ago as well.

fff84024dff426cff5b8c21a4f4b96ee--the-ruins-zimbabwe.jpg
 

DerKastellan

Explorer
So what exactly is the Sci-Fi part of ANKUR? All i saw were pics of primitive tech and setting. The descriptions of the city states didnt sound sci-fi at all and much of the description of the 3 city states overall just sound like modern take on greed, corruption and de-evolution of its people ( tech wise ). Can we get more info on what makes it a sci-fi and pics of the tech ( that one pic with the guy holding what seems to be a plasma/laser rifle just looks awful and insulting). Am really interested in getting this setting and i know there is more than just primitive pics and one semi-tech pic.

Maybe this can help? http://www.ankur-rpg.com/
 

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