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Mom and dad died. Most of the adults died. Those adults who survived all went blind. We found out that they needed us, needed our ability to see, so badly that they were willing to take us from our homes and lock us up in chains. We learned we were strong and smart enough to escape. We learned to run from adults, and in many cases we taught them to run from us.

A world run by kids is a scary place to live. There are diseases, wild animals and traps. There are cults, gangs and rogue military units. And then there are kids. Sometimes kids can be mean, and that can be dangerous. And sometimes kids try to do what they think is the right thing, and that can be even worse.

  • A complete game; no other products needed to play.
  • A starkly realistic, fully realized world, detailing every possible danger in a land ruled by kids.
  • Flexible, yet realistic, character creation system.
  • Play as a kid, a semi-blind adolescent or a fully blind adult.
  • Create the players’ home community with community creation rules or hit the road and see what awaits you.
  • Includes KidNight, an optional supernatural horror setting based on the beliefs of kids.
  • Also includes KidWorld-L, a light character creation and rule system suitable for light or live-action play.
  • Fan Rewards: Get free stuff just for playing.

For more information on the game, see KidWorld In Brief (also available in Hebrew Swedish German  and French ).

Have the book?  Get the PDF here free.

Printed Book: $32.95 +S&H Fulfillment by Lulu Press*

PDF: $4.95 Fulfillment by DriveThru RPG

*Look for Lulu coupons here.

On plantations, slaves cobbled together a powerful system of magic, learning to gain luck, manipulate minds and even to kill using common objects.

On lonely country crossroads, desperate people made bargains with the Devil for wealth, talent and power.

On the shores of Louisiana Bayous, under overhangs of spanish moss, free Blacks met to practice an ancient and secret religion, calling powerful beings into their bodies.

In isolated cabins and shacks, bitter outcasts waited until night and traveled forth in another form to prey on the communities that had rejected them.

Under “hanging-trees,” in graveyards and on old battlefields, the spirits of those who had been murdered returned to terrorize the living.

Deep in ancient mountain-side forests, ancient and terrible beasts stalked, preying upon first the native people and then the Scots-Irish settlers that came after them.

And today, on the city streets, on the lonely country roads, in the swamps and mountain forests of the South, these powerful humans, spirits and creatures still seek to settle old scores, satisfy their various hungers or find redemption for their sins.

The South is haunted by its past, in more ways than one.

  • A complete game: no other products needed to play.
  • Flexible, yet realistic, character creation system.
  • Play as the ageless, people who have seen decades or centuries of Southern history.
  • A complete and accurate guide to the supernatural beliefs of the South.
  • A detailed description of Southern history and geography.
  • Rules for Flashback Play allow for adventuring in any era of Southern history.
  • Includes Hoodoo Blues-L, a light character creation and rule system suitable for light or live-action play

For more information on the game, see Hoodoo Blues In Brief (Also in Hebrew and Swedish).

Have the book? Go here to get a free pdf copy.

 

Printed Book: $32.95 +S&H Fulfillment by Lulu Press*

PDF: $4.95 Fulfillment by DriveThru RPG

*Look for Lulu coupons here.

 

They come from every walk of life. There are humble Christian monks, passionate artists, logical scientists, intense shamans and more. Some studied various philosophies and mystical systems for years before embarking on the path, others just woke up one morning and decided to make a change. They are young and old, rich and poor. Some are powerful and influential. Some are fugitives, on the run from the law.

What they all have in common is that each has decided to throw himself or herself headfirst into the search for wisdom, self-improvement and power. Each has decided that, rather than pursuing one specific dogma, they will travel the world learning from every person and every experience, in essence letting the universe teach them what it will. Each has developed powerful abilities and each has discovered that the world is a much more complicated, much more dangerous and much more wonderful place than they had ever imagined.

  • A complete role playing game. No other products needed to play.
  • Uses ORC-L, the lite version of Organic Rule Components, designed for quick character creation and light or live action play.
  • Play PCs from any background, tradition or philosophical viewpoint.
  • Each character approaches enlightenment, self-improvement or wisdom in their own unique way, and each gains unique abilities from it.
  • Contains “Weaponized Honeybees,” a complete introductory adventure.
  • Although Seekers’ adventures may take them anywhere, extensive information is given on small-town America and the secrets and dangers one may find there.

    For more information on the game, see Seeker In Brief.

Have the book? Go here to get a free pdf copy.

Printed Book: $22.95 +S&H Fulfillment by Lulu Press*

PDF: $4.95 Fulfillment by DriveThru RPG

*Look for Lulu coupons here.