Free RPG Games

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Bylina & Bogatyr

November 12th, 2005

I’ve always wanted to try my hand at a traditional fantasy game and Bylina & Bogatyr almost qualifies. It’s a fantasy RPG set in medieval Russia where dragons roam the mountains of Kiev and brave warriors draw strength from the earth itself.

The bogatyr is a figure from Russian folklore, a warrior of unsurpassed strength and virtue, literally meaning ?strongman? or ?hero.? Bylinas are poetic songs that relate the deeds of the bogatyr (and their female counterparts, called the bogatyrka or polyanitsa, a word meaning ?field women?). These epic tales of heroes, magic, dragons and witches inspired me to write this game, as did the prospect of entering another 24-hour game competition. The main heroes of the bylina are:

Dobrynya Nikitich, the slayer of the dragon Zmey Gorynych. He?s a noble warrior analogous to the figure of St. George. Dobrynya?s virtue is his incredible bravery and tales of his fearlessness are legendary in the bylinas.

Ilya Muromets, a.k.a. ?The Old Cossack.? A wise and strong warrior made famous in the story ?Nightingale the Robber.? Ilya was born a cripple and remained lame until he turned thirty-three, when he was healed by three wise men. Ilya is regarded as the greatest of the bogatyrs. He gained his superhuman strength as a dying gift from the giant Svyatogor.

Alyosha Popvich., a clever bogatyr and the son of a priest, he defeats his foes through guile and trickery. In early stories Alyosha kills the dragon Tugarin Zmeevich. Later on, the dragon was replaced by a Mongol warlord.

While Nikitich, Muromets and Popvich are the most famous of the bogatyrs, there are other bogatyrs of reknown. The bylinas of Novgorod describe Sadko, a rich merchant, and Vassily Buslaev, a ruffian known for his fierce temper and love of strong drink. Other bogatyr with magical backgrounds include Mikula Selyaninovich, a peasant hero from the steppes; Volkh Vseslavich, a magician with the ability to transform himself into a wolf; and Ilya Muromets? friend Svyatogor, a giant knight from the mountains who was so massive that Russian soil could not bear his weight.

Bridge Crew

November 12th, 2005

This is a simple, narrativist style RPG of cheesy space opera, very much in the mode of a certain well known, heavily franchised TV show. The game uses LOTS of dice and needs some advance preparation, in the form of a couple of sets of cards that tell the players which roles they have. This is not quite a finished product, as it needs some playtesting and feedback, but hopefully, if enough people read it and contact me about it on my e-mail address, then I can fix it where it needs fixing. For now, please use this game for free and enjoy it, and let me know of any ideas anyone has about it.
Copyright Information: James Mullen, 2005
Contact: orbitalmindcontrol@hotmail.com

We come in peace,
shoot to kill, shoot to kill, shoot to kill, shoot to kill;
We come in peace,
Shoot to kill, shoot to kill men!
-Ancient starfarer s drinking song

Make It So

Bridge Crew is an ensemble cast game where each player takes on the role of an officer on the bridge of a starship exploring space, finding new planets and dealing with enigmatic aliens often by either seducing them or blowing them to hell! Play is fast & furious as players alternate between being the ship s Captain, a crew member and the alien menaces they must face.

To start with, you will need a large number of different types of dice: to avoid arguments about whose dice are whose at the end of the game, its best if one player provides all the dice, where possible the onus is on the sucker who brought this game along yes buddy, I mean you! No paper or pencils are required, but you do need to prepare a set of Crew cards and Personality cards in advance.

To prepare the game, you need to fill the two challenge pools, these being the Commission pool and the Encounter pool: each pool needs one die of each type per player in the game, therefore in a 5 player game, the Commission pool needs 5d4, 5d6, 5d8, 5d1, and 5d12, and the Encounter pool needs the same; the dice in each pool need to be of a single colour, but each pool needs its own colour, e.g. the Commission pool is blue and the Encounter pool is green. Next, each player needs a Crew card and a Personality card: you can either deal these out randomly or use Reverse Flow Selection.

Reverse Flow Selection: Pick one player to be first and hand them the Crew cards, then give the Personality cards to the last player in order; both players select a card and put it face down in front of them, then pass the cards on, the Crew going to the left and the Personalities to the right, so the last player is the last one to choose their Crew and the first player is the last one to choose their Personality.

Once all players have their Crew and Personality, its time to auction the Captain and the Alien, the Captain being first to be auctioned; starting with the first player, they may bid 1 die of any type from the Commission pool or simply say No Bid , in which case they are out of the auction. Each subsequent player in order may then raise that bid by naming a higher die type, e.g. going from d4 to d6, etc. Identical bids are not allowed in this auction, you must either go higher or you are out of the auction; whoever makes the final bid takes the Captain card, but all other players then take one die of the named type out of the Commission pool and put it in their Officer pool; repeat this process with the Alien card, this time starting with the last player and going around in the opposite direction to the previous auction. When the Alien card is auctioned, every player except the Alien takes one die of the named type from the Encounter pool.

You are almost ready to play now, but before you dive in, make sure you have read & understood all the cards you now have in front of you: if you have doubts about any of them, come back & check these rule before continuing.

That s an Order!

The game begins with the Captain giving an Order (there is a brief pr?cis of the orders the Captain may give on his card, but there is more detail on them in the next section) and narrating the circumstances around it: the player who has the Captain card in the first round gets to determine a lot about the foundation of the story that will follow but gets to do little to determine its outcome to begin with. Once the order is given, then the other players may bid to carry out that order by stating the Commission they will roll for that challenge: start with the player to the Captain s left and continue clockwise, noting that the player with the Alien card may not bid. This auction runs from high to low, so each bid must be lower than the previous one in order to be valid.

The player who takes the Order now faces off against the Alien in an encounter based on the Captain s narration of the circumstances: each side may act out their part in the confrontation until they are both ready to move on to resolving it. The Crew must use the die they bid as their Conflict die in this encounter; the Alien chooses any die from the Encounter pool as their Conflict die. Both sides roll their Conflict dice and whoever gets the highest result on one of their dice is the winner! The winner gets to narrate the outcome of the encounter: Crew generally narrate a victory for their ship, the Alien mostly wants to narrate a setback, problem or loss for them. After the encounter is resolved, the Captain and Alien cards move round, dice are swapped about between pools and then the new Captain gives the next Order. Well, that s the game in a nutshell, but now let s see what really happens

Onboard the U.S.S. Clich?

At the start of the game, 200 players will not be playing the Crew cards they were dealt but will instead be filling the roles of the Captain and the Alien

Who is the Captain? : The Captain embodies order, discipline, and certainty: their mission is to venture out into the Unknown and define it, making it conform to their way of seeing things. The Captain stands for strength, unity, safety repression, stagnation and control. What is the Alien? : The Alien is all that is doubtful, wonderful and terrible in the universe: it is waiting to be discovered and changes the discoverer in the process. The Alien stands for freedom, opportunity, growth danger, discord and mistrust.

The Captain initiates an encounter at the start of every round of play, so they get to determine the broad nature of the Alien, whether it is singular or plural, sentient or unaware, living being or machine, on a planet or in space and so on. This encounter is narrated as part of an Order, a command the Captain gives for his Crew to carry out: there are 7 standard types of Order that the Captain may give, which are outlined below.

Hail : communication with the Alien, the exchange of known facts & opinions, this Order may relate to distress signals, diplomatic negotiations, friendly greetings to passing ships and so on.

Scan : gathering data through scientific instrumentation, including various types of energy signature, visual and radar scans or more exotic types of measurement, this Order may relate to finding crashed ships, mineral supplies, tracking the enemy and so on.

Course : moving the ship, either at great speed or with great accuracy, this Order may relate to giving chase, performing evasive manoeuvres, shifting orbit and so on.

Beam : transferring subjects between locations by the means of matter transmission, this Order may relate to going down to (or escaping quickly from!) a planet, boarding a ship, taking on cargo, and so on.

Shields : raising a defensive energy barrier around the entire ship, this Order may relate to deflecting weapons, preventing beaming, surviving in a dangerous environment and so on.

Phasers : doing a low to moderate amount of damage to a target, this Order may relate to crippling the engines or weapons on another ship, burning through a surface obstruction, destroying minor hazards and so on.

Torpedoes : doing a high amount of damage to a target, this Order may relate to destroying another ship, igniting a gas cloud, bombarding the surface of a planet and so on.

After giving his Order, the Captain then offers a Commission, in the form of one die from that pool: the Captain may select any die remaining in the Commission pool, but not one of his Officer dice, if he has any. Then an auction begins, starting with the player to the Captain s left: each bid must be lower than the one before it in order to be valid, but the first bid made may be simply Yes Sir! meaning that the player will use the Commission die offered and this is the highest bid possible; at the opposite end of the scale, a player may go maverick and make a bid of With respect, sir.. meaning that they reject any and all dice in the Commission pool and will use one of their Officer dice instead, and this is the lowest bid possible. A player who says No Bid is out of the auction entirely and cannot carry out this Order.

Once the ultimate bid is made, the player who made it prepares to carry out the Captain s order: if the winning bid was anything other than With respect sir they receive a die of the agreed type from the Commission pool: that will be their Conflict die in this challenge.

He Who Battles Monsters

The Crew who won the Captain s auction is now ready to carry out their Order; if they won by saying With respect sir , then they may select any die from their Officer pool for this Order, but they may also ignore the Order to a certain extent: they must still deal with the issue described, but they can deal with it in a different way, e.g. if the Captain s Order was along the lines of Target their weapons with all Phasers , they could say Belay that order; Hail them and tell them we come in peace . If the Crew took the Commission, then they must try to carry out the Captain s order as worded.

Next, the Alien chooses any one die from the Encounter pool; there is no limit on what they may choose from the pool, but read on for reasons why you might not always want to choose the highest die in there. With both sides having their Conflict dice for this challenge, they are almost ready to roll them but wait! There is something else to consider: what attitude do the opponents take to each other? Each side in the challenge can choose to be Neutral, Hostile or Friendly; Neutral is the default attitude and it is always presumed that both sides adopt this stance unless they specifically state otherwise, clearly enough for all other players to acknowledge it, before rolling any dice.

Friendly: We Come In Peace If a Friendly attitude is adopted, then the player automatically wins if their die result is an odd number; if their opponent also gets an automatic win condition, then use the highest result as normal.

Hostile: Shoot To Kill If a Hostile attitude is adopted, then the player automatically wins if their die result is an even number; if their opponent also gets an automatic win condition, then use the highest result as normal.

With attitudes established, now both sides can roll their Conflict dice: whoever rolls the highest number wins the challenge (see the Personality card descriptions to see how to resolve ties)

Maverick Officers

If a Crew member decides to go maverick by making a bid of With respect, sir then they have 2 additional options which they may take instead of carrying out a normal order; these 2 options override all other rules for resolving conflicts, including attitudes, and in both cases, the Alien uses no dice from the Encounter pool.

Option 1: Technobabble: If a maverick takes a Commission die from their Officer pool, then they may make a Technobabble roll; instead of carrying out an Order, they may narrate a technological solution to the problem or challenge stated by the Captain. The player has to provide the pseudo-scientific lingo to back this manoeuvre up but this allows them to alter fundamental aspects of the story so far; this type of solution usually only works upon non-sentient challenges.

Option 2: Alien Love: If a maverick takes an Encounter die from their Officer pool, then they may make an Alien Love roll; instead of carrying out an Order, they may narrate an intriguing relationship between themselves and the Alien described by the Captain in the current problem or challenge. The player has to describe what sort of relationship develops between themselves and the Alien and explain how it circumvents the current problem, as well as its effect on the story so far; this type of solution usually only works upon sentient challenges.

In both cases, the Crew member rolls the die selected from their Officer pool and succeeds if the result is 3 or greater but fails if they roll 2 or less; if they succeed, then they narrate the outcome, as usual, and keep the die rolled in their officer pool, but if they fail, then the Alien player narrates the outcome and the die used is returned to its original pool, i.e. a Commission die used for Technobabble is returned to the Commission pool.

Swap Meet

This is the tricky part of the game, so pay attention; after any challenge, the first thing that happens is that the winner of it gets to narrate the outcome. A successful Crew should not spare their imagination in their tale of heroism and victory over impossible odds; a successful Alien should be remorseless in crushing & humiliating their vanquished foes!

OK, that tricky part: what to do with the Conflict dice and the Captain and Alien cards after each challenge, so first, the dice. In a normal challenge, where both sides are Neutral, the winner gets to keep whichever die they took from the challenge pool they used and the loser must put their die into that same pool, e.g. if the Alien wins, they keep their die, adding it to their Officer pool, and the Crew they were facing has to add their die to the Encounter pool. Things are different if the winner was Friendly or Hostile though.

Friendly: Trade Agreement The players swap their Conflict dice with each other and add them to their Officer pools.

Hostile: Declaration of War The loser gives their Conflict die directly to the winner, who puts it in their Officer pool along with their own Conflict die.

Next, the Captain and Alien cards move around; if the Crew player won, then they take the Captain card, becoming the new Captain, and the old Captain takes the Alien card. If the Crew player lost however, they take the Alien card and the old Alien becomes the new Captain. Whoever the new Captain is, they now get to give the next Order and the game continues in this way until a Breakthrough is made.

Officer’s Mess

The Crew cards provide players with a certain advantage when carrying out Orders; each one is trained in a certain type of Order and when carrying that out, they get to roll their Conflict die twice, taking the higher result of the two rolls.

Communications Officer: Hail
Science Officer: Scan
Helmsman: Course
Chief Engineer: Beam
First Officer: Shields
Security Chief: Phasers
Weapons Officer: Torpedoes

Space Opera

The Personality cards are used as tie-breakers in the auction for an Order and in a challenge; if an Order conforms to the player s Personality type, then they are Keen when carrying out that Order. During an auction, this means that they may make an identical bid to the previous one and still count it as being lower, but the next bid must be lower to continue the auction, it cannot be the same bid again, even if that player s Personality also conforms to the order. During a challenge, if both players are tied (and no automatic wins occur) then the tie is broken in the Crew s favour if their Personality conforms to the order; if it runs counter to it, then the tie is broken in the Alien s favour.

Logical: You are Keen on Orders that deal with science, logic and objectivity, a mathematical weighing up of the pros & cons; passion and emotion run counter to your personality.

Passionate: You are Keen on Orders that deal with emotional appeals, sensuality and intimacy; science and logic run counter to your personality.

Aggressive: You are Keen on Orders that deal with violence, action and danger; talking and thinking run counter to your personality.

Defensive: You are Keen on Orders that deal with negotiation, thought and caution; action and violence run counter to your personality.

Inquisitive: You are Keen on Orders that deal with making discoveries, getting answers and having totally new experiences; routine and caution run counter to your personality.

Acquisitive: You are Keen on Orders that deal with making a profit, claiming new territory and upgrading with higher technology; generosity and low-tech solutions run counter to your personality.

Philanthropic: You are Keen on Orders that deal with helping others, repairing damage and sharing your technology; destruction and selfishness run counter to your personality.

The Captain Saves the Day!

The climax of the game & the story comes when any player wants to try Save the Day: they may only do this while they are Captain however. Instead of giving an order, they may narrate a piece of daring heroism on the part of the Captain, a direct challenge to the Alien which will overcome any problems the crew is faced with. Once the challenge is stated, the Captain rolls all the dice in their Officer pool (not the Commission pool) and the Alien rolls all the dice in the Encounter pool (not their Officer pool). If the Captain s total on all their dice is higher than the Alien s, then they succeed! They get to narrate the final scene of the story (it is obligatory, no matter what traumas the crew has been through or how many deaths there have been, for the Captain to end the story on a joke) and that s it, game over. If, on the other hand, the Alien gets the higher total, then tough cookies: the story doesn t end yet and the Alien player gets to narrate some further humiliation.

in addition, the Alien player and the Captain both pick one die each from the Captain s Officer pool and return them to their original pools, i.e. an Encounter die in the Captain s Officer pool is returned to the Encounter pool. After this, the next players in clockwise order from the Captain and the Alien become the new Captain and Alien, respectively, i.e. the player to the Captain s left becomes the new Captain and the player to the Alien s left becomes the new Alien.

On the Ecology of the Mud Dragon

November 9th, 2005

You all play Mud Dragons, the generally inferior but more survivable cousins of the big guys, up to some sort of hijinks such as: stealing candy from children, fighting over shiny glass beads, having a farting contest, trying to capture a princess, or building a flying machine.

Except for the GM, of course, who pretty much just exists to make your life miserable.
Dragons are great creatures, majestic, wise, and magical, possessed of great treasures, fiery breath, jeweled scales, ferocious appetites, and knowledge beyond the ken of mortal man. Once, they soared through the airs over the land, leaving shadows miles long, devouring whole herds of sheep and cows, kidnapping princesses, demanding tribute from even the greatest of kings and the mightiest of sorcerers.

Unfortunately, not even regarding such trivialities as the square-cube law, the local ecology could scarcely support such gargantuan megafauna, let alone one that reproduced in clutches! Food pressure has driven such the great beasts to near or total extinction, leaving only a few hibernating on the highest mountaintops, deep beneath the earth, and at the bottom of the sea.

In truth, what with the industrialization and rationalization and possibly other -alizations, there is little place for the dragons of old within the modern world.

Defenders of the Union

November 9th, 2005

‘Defenders of the Union’ sets the characters up as a Travelling Soviet of the Peoples Armed Investigative Committee, traveling across the State to root out enemies of the people. It’s set in a USSR that never quite was, perhaps in the past, perhaps in the future. A workers paradise of pristine white apartment blocks and gleaming monorails. Written for the November 25 ‘Ronnies’, using the words ‘Soviet’ and ‘Gun’.

?Defenders of the Union? is set sometime in the future or perhaps sin the past, in a Soviet Union that never existed. It is a Soviet Union as seen through the eyes of its dreamers, it?s poets, its writers and filmmakers. Where the masses live in clean, whitewashed apartment blocks, where they labour in modern factories, where the USSR is a shining light in a world of brutal capitalistic oppression.

But no paradise is perfect and rot has set in at the core of the USSR. Malcontents, traitors, speculators and enemies of the people seek to bring down the edifice of socialist perfection. They claim all is not well, they spread dissent and treachery. And they must be ruthlessly stamped out.

However, are the enemies of the people really the liars that the Supreme Soviet would have us believe? Are their tales of the camps where millions are killed through neglect, overwork and execution mere exaggerations of the truth, or do they represent something more sinister?

In amongst the white apartment blocks, there are bloodstains on the ground. Out in the wastes of Siberia, corpses litter the snow. On far off steppes, savage little wars are fought for freedom. From the Revolution, through the wars, the gun has always been emblematic of the USSR. Even in these peaceful, happy times, a man carrying a gun, alighting from the Moscow monorail can bring fear to the most loyal kolkhoz.

On to the scene step members of the Peoples Armed Investigatory Committee, the feared gunmen of the Supreme Soviet. Clad in their forbidding padded greatcoats, carrying the great pistols that are their badges of power and authority, they descend on communities to root out enemies and ensure correct thought.

Serpentine Thunder

November 9th, 2005

Serpentine Thunder is a game about dragons facing the arrival of guns in a Late Medieval world. it is a submission for the November 25 Ronnies.

You are a dragon, a creature of awe and fear. Men have tried to kill you, but it takes guts to try, since even in sleep, your breath is deadly and your scales are thick. Your kind has also insinuated yourselves into human society to better control these dangerous mammals; it’s not just a matter of metaphor that leads monarchs and emperors to use the dragon as a royal symbol.

But a new era has come, and brings with it something new. The Gun.

Serpentine Thunder is a roleplaying game set in the age of the early gun. Men fear dragons and would kill them if they had the chance ? and with a cannon crew or a band of men armed with muskets, they have that chance. Dragons can no longer rely on the awe they inspire in men bred over generations to fear their power; they must decide how they are going to face this new era.

A Song Without End

November 8th, 2005

A Song Without End is about family, in horrid conditions, and the meaning of justice that arises, when one man has more power than he may know what to do with. The game is set in post-WW2 Soviet Russia, and each player takes the role of a single family, struggling to survive and cling to their existence in the community.

A Song Without End is set in a dismal neighborhood in Soviet Russia shortly after the end of WW2 in Europe. There are still jobs, certainly, but they are almost all working on assembly lines in brutal conditions for state factories. Marketplaces almost never have the goods that are required, and the lines when they do have something are astronomical. Families crowd into small spaces, many people sleeping in the same room. Some families aren’t even lucky enough to have their own room. But they do have each other.

However, there are threats to the tranquility of this family life. Stalin is still the Premier, and his secret police are still arresting and murdering countless ?traitors? to Mother Russia every week. And the voice that condemns you to them may be the voice that sings your praises from the room next door.

Guild Hunters

November 8th, 2005

GUILD HUNTERS is a fantasy game with six main races: Humans, Elves, Dwarfs, Halflings, ,and Minotaurs. In GUILD HUNTERS you play a meber of a guild in the human city of Council Bluffs. In Council Bluffs reputation is everything you you need to gain lots. Without repuitation no one takes you for a person or a guild and with too much reputation people and guilds come looking for you to build there own reputation on taking you out. Reputation becomes almost a catch-22 where you need it and then you have to defend it. The players and the GM will define what a guild is and what they should do as a guild. A guild could be 2 people looking to grow bigger by building more terf. A guild could be the whole group banding togeather to sell there skills and go out adventuring for glory. A guild could be merchants banding together to get better prices. The game is left open so many different people can play the game different ways.

The game uses a new 3D12 system for the rules. There are 7 main attributes and each main attribute has 2 sub attributes to it. The sub attirbutes cover the skills and the main attributes cover magic defense and other random things. You have a number of actions normally around 6 depending on what weapon you use. You get actions from 3 places: you weapon, weapon style, and everyone gets 2 normal actions. You have hit points for each of the 6 locations: Head, torso, left leg, right leg, left arm, right arm. The weapon damage is fixed with no dice rolling but the weapon damage to hit points is so that even a dagge can kill someone with 1 turn.

Magic in the game is free flowing. There are no magic points or spells to remember. You cast spells as you think them up so you can have a different spell every time if you wanted. The game uses 7 charts to determine your spell where you only need to use 4 of them to make the spell work. Magic is a big part of this world and everyone in the world can cast magic, though many do not or if they do only simple spells. If you fail a spell by 1 or more you take half the affect of the spell. People casting the spells need to think about there spells and the outcome.

Welcome to the world of GUILD HUNTERS. GUILD HUNTERS is a fantasy game. It has everything you have come to expect from a fantasy game with a new twist on things. The GUILD HUNTERS setting is about the thrill, power, and danger that comes from being in a guild. In GUILD HUNTERS you join or create a new guild in the city of Council Bluffs. The purpose of playing this game is to gain as much personal reputation and guild reputation as you can and survive being a guild member. Sounds simple doesn?t it? As you can reputation you are taking reputation from other people and guilds. The more well known you become the more people who want to eliminate you and your guild. This is so for 2 reasons. Reason one is because if guilds lower than your reputation take you out then they gain reputation for being the guild to get rid of you. The other problem is the reputation you get the more you are stealing from other people and no one likes to be up staged.

You will not do this alone however for you can gain allies to help you with your raise to glory, as long as you help with their raise to glory. The course you take to greater reputation and glory varies as greatly as a man. You could take jobs here and there and do well at them and gain the praise of the people you work for, you could blackmail and bribe peers and city officials to make sure your reputation goes up, you could use your steal and cut down all that oppose you and your guild, or you could simply buy out your competition building a huge empire, the list is nearly endless in what you can do.

With all of the backstabbing, bribing, and down right hunting of power in Council Bluffs is not safe for a guild up and raising, but that is what makes it fun. To beat out all others around you and claim the glory that is so rightfully yours. Can you survive? Can you live long enough for your story to be told around the bar? Do you have the wits to become a legend in your own time? Well play and find out.

GUILD HUNTERS is a very dangerous world setting. Combat is fast paced so even the strongest, toughest person could be brought down in one action if it was thought out well enough. If the combat does not kill you the magic might. Magic is very powerful and very deadly. Because magic is everywhere and in everything all players are mages and can wield magic.

Witch

November 6th, 2005

This submission has been removed at the author’s request.

Two Men Enter, One Man Leaves.

November 3rd, 2005

Two Men Enter, One Man Leaves is a quick, one-on-one conflict RPG where you collaborate with another player to narrate the course of your duel. Over time, you progress both in ability and towards your final goals. It’s as much a storytelling card game as it is an RPG, but give it a shot – it’s quick, it’s fun, it’s free!

A fight breaks out in the prisonyard because Fat Tommy ratted out the contraband Jimmy was keeping under his mattress. The prisoners form a ring around the two, and Fat Tommy slips the shiv he?d been saving from his sleeve as Jimmy comes at him with a chair!

The Viper is getting too old for professional wrestling, but he has one last shot at making a comeback (and enough money to retire) if he can just beat The Iron Kid!

Fresh from the Wastelands, Ana Goanna is thirsty, but the Settlement won?t let her in unless she has something to barter or a trade to ply. She can weave, but the Settlement already has a weaver. There?s only one option Ana can take: provoke the weaver into a duel in the Deathdome!

When Flavius was a free citizen of Rome, he used to come to see the gladiators and cheer their battles. Now he will fight for his own life against Terminus, a gladiator known for his massive strength. Flavius knows the only way he can beat the juggernaut is to fight dirtier than the famed gladiator himself. Only then can he have a shot at proving his innocence.

John Bartlett, Esq. has never lost a case, and he?s not about to start. But when he realizes the prosecutor is Felicia Jones, the most vicious Assistant DA in the state, he begins to think this won?t be just another celebrity murder trial.

Going Home

November 2nd, 2005

A game about people who have lost everything and live in filth, finally told they have just one chance to get home – or then next best thing.The theme of this game is obsession. An obsession that drives men to madness and despair, to acts of cruelty and barbarism, for the simplest of things: the chance to go home.

In the future, the world has been torn apart by warfare. The skies are eternally blackened with ash-laden clouds, the earth has been robbed of its fertility and the acidic rain pummels everything into muddy ruins. The war is long over, 1 years or so, and though the bitterness has not faded, it has been largely replaced by something else: despair. At first, people consoled themselves. Their wounds would heal, the skies would clear, and they would have to work oh so hard for it, but one day the world would be clean again, and children could play in fields and forests and breathe fresh air.
The children grew up, and most of them now don’t remember anything but the rain and the mud. The adults grow older and see no sign of a return to the way things were. The aftermath of the war continues to produce non-viable or deformed offspring, and those who know something of evolution fear that humanity will never be the same.
The war had other effects too. Cities and technology were, on the whole, destroyed. A culture wholly reliant on electronic data storage realised too late how prone it was to the loss of all its information archives. Complicated technology is in the hands of only a few now, those self-proclaimed genii that were not at the epicentres of the destruction. Their numbers are few, as are the numbers of the people who survived at all. They guide what is left of communities, helping them to rebuild from the shards of the shattered world and telling tales of what once was.
What a world it was, too. Shining towers, gleaming in the sunlight; food and water brought to your home, clean and wholesome. Parks, pets, family and friends, holidays even. A culture build up over thousands of years and the freedom to travel the world and see what had been done in the name of humanity. History. Comfort. Light. Free time, sports, hobbies, books, movies, TV, music when you want it, the change of seasons…
So many things lost, so little hope of seeing them again. Now, all many are faced with is a lifetime of living in ignorance, of near-starvation, of the depredations of bandits, and of the god-damned mud, seeping it’s way into everything. So, if someone said you could have it all back, what would you do to get it? For most people, the answer is simple. Anything.