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Showing posts with label Free league Publishing. Show all posts
Showing posts with label Free league Publishing. Show all posts

Sunday, 4 October 2026

Are You Invincible?

For decades, since the nineteen eighties, superheroes have been known about and been operating on Earth. The Guardians of Order, the planet’s greatest superheroes and greatest team of superheroes, working with the Global Defence Agency, a secret organisation based under the Pentagon responsible for managing situations beyond the capabilities of regular authorities, as well as overseeing and guiding the activities of super-powered individuals, faced challenges and battles again in both preserving law and order and in protecting the Earth. Now the Earth is in turmoil. The old Guardians of Order are dead and the new Guardians of Order are proving to be ineffective. Worse, it has been revealed that Omni-Man, an alien who has worked alongside the original Guardians of Order for decades and who came to be regarded as the planet’s mightiest protector, in a bruising fight with his son, Invincible, that not only did he come to Earth to prepare it for invasion by the Viltrum Empire, he also killed the original Guardians of Order. Now he is gone. In a world of superheroes, supervillains and supercrime, as well as the threat of alien invasion, can other superheroes, old and new, take up the mantle of keeping the Earth and its people safe?

This is the set-up for Invincible – Superhero Roleplaying.
Published by Free League Publishing, it is based on Invincible, the American comic book series written by Robert Kirkman and illustrated by Cory Walker and Ryan Ottley, and published by Image Comics, and subsequently developed as a television series on Amazon Prime. Invincible – Superhero Roleplaying is a departure for Free League Publishing since presents a genre that the publisher has not previously explored. The roleplaying game presents the means to roleplay superheroes in the world of Invincible, whether that is one of the many characters adapted from the comic book or one of each players’ own creation. It presents the background to the Invincible setting, full write-up and stats for sixty-four characters from the Invincible setting, advice on running the roleplaying game, and the means to play solo.

The introduction covers the basic elements of the setting, the different types of scenes
—Briefings (which typically start a mission), Action, and Social, time, and the roleplaying game’s key themes. There are ‘Coming of Age’, ‘Everyday and Epic Struggles’, ‘Bloody, High-Stakes Action’, ‘The Hero/Villain Dynamic’, ‘Power and Responsibility’, and ‘Realistic Heroism’. Most of these are a common staple of the superhero genre, but here also drawn from the comic book series and the story of Mark Grayson, Invincible, and his relationship with his father, Nolan, Omni-Man. The one that is particular to the world of Invincible is ‘Bloody, High-Stakes Action’ with its often bloody and graphic violence in which battles are intense, injuries can be brutal, and death is an actual possibility and often permanent. Neither Invincible the comic book and Invincible – Superhero Roleplaying have the equivalent of plot amour common to the genre.

A Superhero is first defined by his Rank. This can be Teen Upstart, Street Defender, Global Guardian, or Cosmic Champion. This determines how many points his player has to assign to his starting and maximum Attribute points, number of starting powers, and starting reputation. He has a role, six attributes, several derived stats, plus Powers, Talents, Drawbacks, Personal Details, Resources and Gear, and reputation. The eight Roles are Blaster, Brains, Brawn, Controller, Defender, Leader, Striker, and Wildcard, and they define how a superhero operates, but provide no mechanical benefit. The six attributes are Fighting, Agility, Strength, Reason, Intuition, and Presence, and they range in value between ‘1’ or ‘Poor’ and ‘12’ or ‘Invincible’. A superhero’s Powers, Talents, and Drawbacks will vary from superhero to superhero. Personal Details encompasses a superhero’s Occupation, Personality, Drive, Flaw, and Key Relationships.

The Superhero creation process is not difficult. The standard procedure is to choose an Archetype such as Bruiser, Gadgeteer, Powersuit, Psychic, Sharpshooter, Speedster, or Vigilante. This suggests a Role, Attributes, Powers, and so on. It also gives options for Power Source, Hero Talent, Drawback, Occupation, Personality, Drive, Flaw, and Hero Name that a player can choose from or roll for. The latter means that a Superhero is partly randomly generated, partly not. Alternatively, a player is free to choose everything about his Superhero from start to finish, taking inspiration from the Archetype or not. Or a player could choose to one of the Superheroes detailed in the background section of the roleplaying game. It is possible for a player to select extra Powers or Power Boosts during the creation process by taking an extra Drawback or sacrificing Attribute points. The question that many players will have is, “Can I create this ‘superhero’ from this comic book/television series/film/franchise?” and the answer is yes. Not perfectly, but with some effort, yes.

Invincible – Superhero Roleplaying includes some seventy or so Powers, from Action Plan, Adaptation, and Adhesion to Transformation, Water Control, and Weather Control. These are divided into six Power Types—Attack, Control, Defence, Modification, Movement, and Sensory Power Types. Most Powers are graded into four Power Levels—Basic, Major, Massive, and Monstrous—and a Superhero must have each Power Level before progressing to the next. Individual powers tend to be relatively narrow in their application, but can include Boosts which change how the Power is used and Limits which restrict its use. For example, ‘Flight’, whether from wings, jet pack, cape, or magic carpet, allows a Superhero to fly two Zones in a single action, or four Zones at a cost of a point of Stress. This doubles at the Major, Massive, and Monstrous Power Levels. Its single Boost gives the Superhero ‘Interstellar Flight’ (which also requires the Life Support Power), whilst its Limit is ‘Gliding’, which means that the Superhero can only glide and must get to an higher altitude to launch himself and cannot simply stop mid-air.

Of course, there are two difficult Powers in any superhero roleplaying game—gadgeteering and sorcery. In Invincible – Superhero Roleplaying, there is no specific gadgeteering Power. Instead, there is the Technology Control Power and Knowledgeable (Technology) Talent, which can then be backed up with other Powers. So there are no rules for building or designing gadgets. This may limit player choice when it comes to certain superhero archetypes. Sorcery does not list any spells, but simply enables a Superhero to instantly duplicate any other Power or for a few minutes by suffering a point of Stress. This does mean that any Superhero with Sorcery is going to want to consult the core rulebook a lot of times during play.

Slipways
Name: Gavin Tuttle
Rank: Teen Upstart
Role: Mastermind
Occupation: Student
Personality: Reserved and thoughtful.
Drive: Acceptance. Gavin wants to be recognized and approval for being a hero.
Flaw: Naïve. Gavin is new to being a superhero.
Key Relationship: Spiteful Bully
Reputation: 0 Resources: 2

ATTRIBUTES
Good FIGHTING 3, Good AGILITY 3, Typical STRENGTH 2, Extraordinary REASON 5, Good INTUITION 3, Great PRESENCE 4
Health: 8 Resolve: 12 Slugfest Damage: 1

POWERS
POWER SOURCE: Mutation.
Basic INTANGIBILITY Gavin can turn himself sideways and two-dimensional
Basic TELEPORTATION Whilst Intangible, Gavin can slide along buildings and down the street
KNOWN TALENTS
Tactical Support, Knowledgeable (Technology)

DRWBACKS
Hard Times ×1

As well as each player creating his Superhero, together they also create a Team. Each Superhero has a specific relationship with another member of his Team in addition to the one provided by his Occupation. They have a Team Base too, which for a team of Teen Upstarts might be an unused wing of the school library or the basement of a tattoo parlour and for Street Defenders a former warehouse or family mansion. As with other roleplaying games from Free League Publishing, there are Base Upgrades that the Team can purchase using Karma, the roleplaying game’s equivalent of Experience Points.

Mechanically, Invincible – Superhero Roleplaying uses the Year Zero Engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days. To have a superhero undertake an action, his player rolls a number of dice equal to the appropriate attribute value. The Game Master can add or deduct dice depending on the difficulty of the task, whilst Gear used and the support from allies can add dice. Each roll of a six is counted as a Success and only a single Success is required to succeed at most tasks. If more Successes are rolled, these can be used to gain bonus effects called stunts. These can be used to have a superhero to complete the task quickly or quietly, learn something new, and help a friend by passing him a Success if they are working on a similar project. However, if no Success are rolled, the Superhero has failed and that failure should ideally have dramatic effects. Alternatively, the player can choose to Push the roll. When this happens, the player rerolls any dice which do not show a one or a six. Whether the roll is a success or a failure, the Superhero suffers a point of Stress for each one rolled overall.

Conflict in Invincible – Superhero Roleplaying uses the same core mechanics. Initiative uses a deck of cards numbered from one to ten, and extra cards may need to be drawn if a Superhero has additional actions. In a round, a Superhero can perform a Full Action and a Quick Action or two Quick Actions. A Full Action is a Slugfest, Charge, or Shooting attack, using a superpower, breaking or lifting something, saving bystanders, and so on. Quick Actions can be to move into an adjacent zone, blocking a slugfest attack or dodging a shooting attack, engaging in banter, and more. Some of the Quick Actions can be used to interrupt the actions of an opponent and they can be saved for this purpose to use later in a round. A combatant can also give an Order to grant extra dice to an ally’s action. Movement can be on the ground and in the air with different elevations counted as separate zones. The action also allows for smashing through doors and walls. In a Slugfest attack, extra Successes can be spent on Stunts including Double Damage, Knockback, Stun, Bang Heads, Trap, Disarm, and Deadly Hit, and Special Stunt. Those for Shooting attacks include Double Damage, Suppressed, Trick Shot, Disarm, and Deadly Hit. A player is also free to create his own Stunts and use with the Game Master’s permission. Armour reduces damage, but when a combatant’s Health is reduced to zero, he is broken and suffers a Critical Injury. Critical Injuries can be inflicted without reducing a combatant’s Health to zero. Critical Injuries take weeks or months to recover from, but Health is recovered faster. A combatant can suffer Stress, often from a Banter Action in combat, but primarily through the use of a Superhero’s Powers. When a Superhero’s Resolve is reduced to zero due to Stress, he is stressed out, cannot use any Superpowers which require Stress to be gained or push any rolls.

The rules also cover minions, challenges, and other hazards. Notably, a Superhero can use a Slugfest attack to ‘Wreck a Zone’, the Superhero or Supervillain ripping up objects and using them to hit, throw at, or smash an opponent. This grants bonus dice to an attack, means the attack can be made into an adjacent zone, and completely wrecks the zone, meaning it cannot be wrecked again. It requires a minimum Strength wreck certain types of terrain and this means it is possible to level office interiors, city streets, and whole buildings! Just like we see in superhero films, Invincible – Superhero Roleplaying allows for the possibility that a fight between superpowered individuals is not without its consequences.

As much as Invincible – Superhero Roleplaying is fast playing, it is not without its hurdles that a player needs to overcome. However, these are not insurmountable. Rather that they may slow play down. First, a player needs to learn how his Superhero’s Powers work. Fortunately, unlike in some other superhero roleplaying games, none of the Powers in Invincible – Superhero Roleplaying are that complex. More challenging perhaps, is getting used to the wide range of Stunts that player can chose from in combat. There are a lot and picking the right one may at times slow play down in what is meant to be a fast-playing roleplaying game. Once a player gets used to them, play should proceed as designed.

For the Game Master, there is good advice on running Invincible – Superhero Roleplaying, including tips and how to capture the tone, structuring play through the different types of scene, adventure, and campaign. Challenges, for example a building burning or a runaway travel, are outlined too, and campaign play is expanded with suggested story arcs for the roleplaying game’s four Ranks, including Alternate Reality, Corporate Interests, Desperate Rescue, Dimensional Crisis, Environmental Disaster, Gang War, Invasion Force, Recurring Foe, and more. Some of these are supported by breakdowns of storylines in the comic, but all are accompanied by an example countdown and social hooks that the Game Master can bring into her game. These are further supported by tables for random threats, such as criminal activity, global dangers, and cosmic perils, which provide prompt after prompt, and to go with all of this, there are plenty of NPC stats too. One area that Invincible – Superhero Roleplaying does not touch upon is mixing Superheroes with different Ranks. This does not mean that such situations in game cannot arise, but rather that there is not advice on them. 

In terms of background, Invincible – Superhero Roleplaying provides a good overview of the Invincible universe, from Earth to Mars and beyond the Viltrum Empire. Organisations like the Global Defence Agency, the Guardians of the Globe, the Lizard League, and Viltrum Empire are accompanied by both Action Hooks and Social Hooks. Specific locations, like the headquarters of the Global Defence Agency, Reginald Vel Johnson High School, and even Tailor Shoppe (where the budding Superhero can get a fitted tuxedo or prom dress by day and a flame retardant spandex suit by night) are also detailed, though not as much. The advice makes the city where a lot of the action of the comic book takes place is never identified—it is just the city. What that means is the Game Master can place all of the elements of the setting on Earth in the city of her choice and still have room for her material. In other words, play in the world of Invincible, but make it belong to both her as the Game Master and her players. Lastly, there stats and details for sixty-four characters from the Invincible setting, each given a page. Here and throughout the background section in particular, there are spoilers for the comic book. Nevertheless, this gives the Game Master a great cast of NPCs to use in her campaign.

Lastly, Invincible – Superhero Roleplaying includes ‘Crisis Mode’. This everything that the prospective player needs to run the roleplaying game as a solo experience. Effectively, the player is creating a crisis that his Superhero must respond to each time with a few dice rolls and possibly escalating its intensity, but then resolving it via the ‘Forecast Analysis and Trajectory Engines (FATE)’ which act as the Game Master. Free League Publishing has form with this kind of solo play set of mechanics and it works well to provide a threat or situation and then any questions that the player might. In addition, it could be used by the Game Master as an extra threat generator for a standard, multi-player group.

Physically, Invincible – Superhero Roleplaying is very well presented. The writing is good, but what is going to catch the eye is the artwork. Drawn from the comic series and animated series, it depicts a Four Colour style contrasting with its often bloody scenes of conflict.

The Superhero genre is not one that most people thought that the Year Zero Engine would ever try to tackle. After all, most Year Zero Engine roleplaying games are quite low key and often grim in tone. Invincible – Superhero Roleplaying proves otherwise, with a fast-playing, bruising, knockabout system that gives the players and their Superheroes lots of dice to roll and lots of Powers and Stunts to choose from, and so lots of options. In many ways, the core mechanic is simple—in fact simpler than most Year Zero Engine roleplaying games, for example, it only uses one type of dice and it does not use skills at all—and where the roleplaying game’s complexity does come, is in those choices and the spending of the extra Success to choose Stunts. In addition to that, Invincible – Superhero Roleplaying is a good treatment of the world of Invincible, whilst still leaving of room for the Game Master to develop her own content, the setting working as a framework rather than a tableau. In other words, Invincible – Superhero Roleplaying works as a superhero roleplaying game and as a roleplaying game set in the Invincible universe.

For the Game Master and her players looking for a fast-playing, battling and bruising superhero roleplaying game with lots of action and lots of options when in action, as well as a setting that details enough of the world, but not too much to get in the way (and keep fans of the comics happy), then Invincible – Superhero Roleplaying is a great choice.

Saturday, 26 September 2026

The Other OSR: Wraithborn

What happens when you die? Does your soul ascend to heaven and eternal peace as a reward for your piety and lifetime’s worth of good deeds? Are you cast down into hell as punishment for your sins and impropriety, suffering an eternity of torment and agony? Or are you washed ashore of somewhere in between, a liminal space that might be a purgatory, a place from which you move on, your soul washed of your sins, or simply trapped in the lands that border on nothing? Awakening under a blood red moon in lands of perpetual night, not living, not dead, but undead, the memories of who you once were stripped away from you and what cords of faith you had in life with the gods cut in twain. In lands where vampires proudly walk the streets and quest for more lands to conquer and blood to take, where the Fae quail from their vengeful god in their Lonely Isles, where mechanical monsters hunt the Mystland to taunt and torment the people hidden within their fortresses, and where in the perpetual lunar night, silver falls as rain the Ever Dusk to burn and scourge the skin and souls of the undead. Renounced, rejected, and reviled by those gods, the majority undead take on lives and roles that they might have had in life, though they cannot recall what they were. Others rise above that, perhaps becoming the monsters that their new forms embody, revelling in their new nature and imposing it on others, but others seek to rise above that, seeking honour and enlightenment even though there is no way to pass through the Veil that the gods have placed around the lands that make up their new home. These lands are the Tortured Isles in the world of S’Gàth, where the undead know that if they die, it is not permanent and they cannot pass on. Instead, they can only be reborn as undead again, memories lost of what they were, ready to start again.

This is the setting for Wraithborn: Role Play in the Realm of the Undead, a roleplaying game published by Theatre Macabre following a successful Kickstarter campaign. Mechanically Wraithborn is based upon Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and also published by Free League Publishing. A player rolls a twenty-sided die, modifies the result by one of his character’s abilities, and attempts to beat a Difficulty Rating of twelve, though the Difficulty Rating can be higher or lower. The Difficulty Rating may go up or down depending on the situation, but whatever the situation, the player always rolls, even in combat or as Mörk Borg terms it, violence.

In terms of what you play, creating Player Characters in Wraithborn  adds tables for determining personality, physique, wealth, and monstrous feature. There are optional rules for each Player Character’s cursed existence—inspired by his monstrous feature, what his destined purpose might be, and Omens. The latter are tied to the Player Character’s destined purpose and work as gifts, and as he gains Levels, gives him options in terms of altering reality, reading the passage of time, hearing the unsaid, and manipulating the aether. All of these are optional, but they add depth and detail to a Player Character. One notable addition to a Player Character in Wraithborn is a fifth stat, ‘Clarity’, which is measure of a Player Character’s magic casting ability, memory, and intelligence, pushing Wraithborn away slightly from its Mörk Borg roots and towards a more traditional roleplaying game. 

The ten Classes in Wraithborn consist of Blood Seeker, Damphyr, FaeBound Daemon, Ironclad, Lunari Mage, Stormbringer, Wraithborn, Wyld Kin, Wyvern Rider, and Zarowka. The IronClad are faithful warriors who serve the IronLairds and who sought out and destroyed Heaven’s Gate, one of the events which triggered the Veiling of the Tortured Isles by the gods, and now protect the MystLand. Vampires come in several types, but hunger for blood and all practise Haematology or Bloodcraft and cast Blood Curses. Vampires in the Tortured Isles thirst for domination and sail from the north across the Severed Seas in their red-sailed ships and in the cities they conquer, they store the blood they tithe in banks. All vampires need to drink blood, and they suffer penalties if they do not . However, unlike a true Vampire, the Damphyr must drink daily, but can transform into vampiric beasts, create tonics, grow vampiric wings, gain greater presence, call forth the legions of the dead, and so on. Damphyr also suffers from ageing. The Blood Seeker is a hybrid Damphyr-arachnid whose spider-like protrusions can pierce victims and directly draw blood from them to store in the blood abdomens on his back and collect them for his master’s blood banks or sell them as part of the Blood trade. The Wyld-Kin connects to the natural world—both flora and fauna—through lyrical telepathy, can transform into both, taking on bestial forms such as arachnids, bears, and more.

A Wyvern Rider is tethered or soul-bound to the wyvern he rides, whilst the Zarowka is an incorporeal practitioner of umbral magic, his player spending Reaction Points to cloak others in Umbral Armour or with Drown in Darkness, suffocating and blinding them, or set them alight with Radiance or set a Light Trap of crystalline shards. The Stormbringer is so attuned to the Aetheric Elements that he can adapt and strange his physical form to embody Elemental properties of S’Gàth—flesh, gold, oil, salt, and stone. The Lunari Mageis a Fae who draws upon the light of the lost sun reflected off the Moon to cast magic, the power varying according to the Lunar cycle, whilst  the FaeBound Daemon is drawn from the Realm of Infernal Fire and bound in the body of a dead Fae and so suffer persistent Red Rot, but command powers of flame outside of magics of S’Gàth. Unfortunately, the creation process is not easy with a lot of paging back and forth through the book to look at the basic steps and then looking at individual Classes and then the various elements of each Class.

Wraithborn uses a unique magic system built around Aetheric Elements—flesh, gold, oil, salt, and stone. Instead of simply casting spells and forgetting them or using a simple points system, spellcasters invest dice of three types in spells to cast them. Ritual or six-sided dice are a caster’s inherent magical ability; Moon or four-sided dice represent the fleeting magical influence of the Aether; and Phase or eight-sided dice represent the phases of the Moon, but are only available to Fae. Ritual dice are gained as part of the Player Character’s Class and refreshed daily, whereas Moon dice are gained from in-game activities, such as killing foes, absorbing power, making offerings, and so on. When a player wants his character to cast a spell, he invests dice in an attempt to equal or exceed the casting threshold of the spell. Moon dice can also be used to boost the subsequent die roll. This is a standard roll of a twenty-sided die and its result will not only determine if the spell is successfully cast or not, but also if the dice are expended as result of the casting attempt. Further, elements can be combined to create new elements, so that a combination of flesh and oil make blood, gold and stone make steel, and so on. This is not without its complexity in comparison to spellcasting systems in other roleplaying games—especially those in the Old School Renaissance—but it also means greater player involvement and flexibility. The roleplaying game’s spellcasting Classes grant extra bonuses with the system. For example, the Stormbringer attunes to two elements daily to grant extra dice, whilst the Lunari Mage gains extra dice that are better depending upon the phase of the Moon.

Wraithborn
oozes flavour and atmosphere, but it is a roleplaying game with problems. It provides some great Player Character options and a nicely done new magic system, but it does not help the Game Master with advice on how to run it—beyond addressing the horror of the setting before play and not revelling in this aspect of the setting—or really how to set up a campaign or what to do with it. It does not help in this with the lack of a scenario, whilst there are solo play rules, these are brief, and perhaps best work as a series of prompts for the Game Master rather than something to use to generate long term solo play. To be fair though, there is a scenario at the end of The Tortured Isles, the campaign setting for Wraithborn, but that is in another supplement.

Physically, Wraithborn: Role Play in the Realm of the Undead is vibrant swathes of black and red, swirled in with other colours and classic pieces of art. As good as it looks and as much atmosphere as it imparts, it is a problem. It takes the Doompunk art style of Mörk Borg and over-energises it, not only making it a challenging read (especially if you have conditions such as colour blindness or dyslexia), but also making content and details difficult to find. This could and should have been offset by an index, but it lacks one. This is an error of judgement for a volume that really needs one. 

Wraithborn: Role Play in the Realm of the Undead is the grim dark of Mörk Borg twisted and made even darker and grimmer under a perpetual night and a waxing, waning blood red moon and storm clouds of silver in which the undead twist and turn, wondering where they came from and wondering what the future holds, knowing that it holds nothing. It is potentially, a great sequel to the apocalyptic drowning of the last land of Tveland, as foretold by the prophecies of the Two-Headed Basilisks in Mörk Borg. Of course, it also stands as a roleplaying game in its own right. Or rather not quite. Amidst the interesting Player Character options and the sharp tang of its magic system, as well as the descriptions of the Tortured Isles, Wraithborn hints at possibilities and ideas, but it never really examines what the objective of the roleplaying game is or what it is that the Wraithborn do in S’Gàth. Wraithborn: Role Play in the Realm of the Undead is ripe with play options and drips atmosphere, but really is awaiting a Game Master with good ideas or a campaign.

Saturday, 19 September 2026

Squawk Borg

If Pirate Borg pitches itself as the “Worst Pirate RPG Ever Made™!”, then get ready for the “Worst Parrot RPG Ever Made™!”. Well, to be fair, compared to pirates, there really is not any competition when it comes to parrot-themed roleplaying games. In fact, the only other one that springs to mind is Pirates of Pugmire from Onyx Path Publishing, and that actually also does pirates and parrots (as well as other anthropomorphic animals). To be even fairer, this review is not even of actual roleplaying game, so arguably, Pirates of Pugmire does not have any competition at all when it comes to actual pirates and parrots roleplaying games. Instead, Parrot Borg: A Scenario for Pirate Borg is an adventure for the the “Worst Pirate RPG Ever Made™!” published by Limithron via Free League Publishing, especially for ‘International Talk Like a Pirate Day’—or is that ‘International Squawk Like a Parrot Day’?—which takes place on Saturday, 19th September each year.

Parrot Borg: A Scenario for Pirate Borg is both a scenario and a mini supplement for Pirate Borg. It enables players to create and roleplay the parrot companions to their usual pirate characters, either as essentially what is a new character Class (though the Game Master will need to decide on the improvements should a Player-Parrot ever level up) or as an animal companion to each Player-Pirate. (And if you want to take a narrative note from Wraith: The Oblivion, you could even have each player’s Parrot companion be played by another player!) A Player-Parrot is treated just like a Player-Pirate in Pirate Borg with the same ability scores and limited Hit Points and Devil’s Luck. A Player-Parrot is of course capable of flight and has simple attacks including claws and beak, but also a ranged poo attack (which requires some reload time—or that straining time?) that each do minimum damage. A Player-Parrot also has a Type, Physical Trademark, Starting Weapon, and a Special Ability. The Type is a Player-Parrot’s species such as Macaw, Parakeet, Cockatoo, Grey, and Amazon, whilst the Physical Trademark can be clipped wings and scruffy, missing leg, or even being a skeleton or ghost! Starting Weapons include sharper beaks or talons, a weapon, a deadly spit, or even Mega Poo! A Special Ability can be an ability improvement, starting play with a random relic or ritual, or simply being lucky. Of course, Player-Parrots are meant to be throwaway—or is that ‘flyaway’?—characters, but as a mini-supplement, Parrot Borg: A Scenario for Pirate Borg provides a good mix of character types and abilities that a player can take as inspiration too for his parrot’s personality in less than half a page.

The scenario in
Parrot Borg: A Scenario for Pirate Borg is a hexcrawl—or is that ‘wing-crawl’?—with a simple set-up and simple solution. The Player-Parrots’ pirate crew have gone ashore on a small archipelago to raid a small town and fort held by the English/Spanish/French (delete as appropriate), but left their parrot companions aboard ship because they heard a rumour that the commander of the fort has a menagerie of animals dangerous to parrots. Several days have passed and still the pirates have not returned. So, either the pirates have successfully raided the fort and town and have been celebrating since, or they have been captured or killed by the authorities. Either way, the Player-Parrots need to check.

From the Player-Parrots’ sloop, they can wing their way out over the islands looking for the missing pirates. There are twelve locations, each neatly detailed. There is a graveyard and a sea cave to explore as well as a villa—home to the fort’s commander, the small town, and the fort itself. Soldiers will take pot-shots at the Parrot-Players and there are birds who will harass them, but in some ways the biggest problem for the Player-Parrots will be the capuchin monkeys which will cause a nuisance wherever they are. They chase a ghost in the Graveyard to get a bite of her for the ASH and caper and agitate for fruit (but not bananas, they hate bananas). There are small stories here to be told too, some of which will play out the Player-Parrots explore.

Of course, what the Player-Parrots are looking for is their Pirates. Some are held in the gaol as you would expect, but others are scattered around islands. Some need rescuing, some do not, and some even need saving! How this is done is all up to the Player-Parrots, but their players will need to be inventive and work together to achieve their aims. This is primarily because the Player-Parrots are fragile and really should avoid combat if they can. However, if the Player-Parrots rescue a pirate, that pirate becomes a Player-Pirate. A player can either switch to playing a pirate or stick with his parrot, but if not, the pirate becomes a back-up or replacement character.

Lastly, Parrot Borg: A Scenario for Pirate Borg is different to other scenarios. One reason is, of course, the fact that the players are roleplaying parrots. The other reason is that the scenario has winning conditions. Rescuing pirates, finding treasure, killing soldiers, and pooing on things will all score points. If the scenario is being run on its own, then the points are not that important. However, Parrot Borg: A Scenario for Pirate Borg could be run as a tournament event and then the (parrot) points would mean a whole lot more.

Physically, Parrot Borg: A Scenario for Pirate Borg is very nicely presented. It is a trifold, pamphlet adventure done in full colours with a great cover and a very lovely map. The format means that the writing style is concise, but the content is neatly organised and laid out so the Game Master can run it straight from the one side.

Parrot Borg: A Scenario for Pirate Borg is a very silly affair, but it is also a fun affair. Whether as a one-shot from other roleplaying games or a diversion from a Pirate Borg campaign, Parrot Borg: A Scenario for Pirate Borg is a chance for the players to squawk if they want to fly faster and get polymerous with their parrots.

Saturday, 12 September 2026

All the Action—Everywhere

Inspired by the classic action films of the past sixty years—Die Hard, Goldfinger, Kingsman, Ocean’s Eleven, Hot Fuzz, Lethal Weapon, and John Wick, the cinematic action roleplaying game Outgunned is designed to do three things. One is to handle a variety of different action films, from chases and heists to Spy-Fi and hostage situations. The second is to help deliver short action-packed sessions, tending towards one-shots or ‘Shots’, and in keeping with the genre, sequels. The third is to play fast and easy, and definitely encourage the action. Originally published by Two Little Mice following a successful Kickstarter campaign, but now published by Free League Publishing, the award-winning Outgunned fills what would appear to cover a relatively limited niche in roleplaying. Which is not a bad thing. However, Action Flicks begs to differ, shucking off its leather jacket, peering over the top of its sunglasses, and giving a million dollar grin in a hundred thousand dollar direct-to-video movie before taking you round the universe—or is that multiverse? This is a supplement which takes you to ten different genres which you knew that Outgunned should and could do, lets you play in them for a bit, or at least for a long as the film lasts, leaving you waiting for the sequel.

Action Flicks is a book of mini-settings for Outgunned. Or rather sub-genres, because it does Space Opera, martial arts or Wuxia, swashbuckling, superpowers, kids in danger (bicycles optional), magical kids, hunting aliens, hunting ghosts New York-style, hunting vampires and/or werewolves, and cyberpunk. Which is a lot for a small, two-hundred page book. Each sub-genre is given a similar treatment. This includes an introduction to the specific sub-genre, a list of what it contains; ‘Action Homework’—a lengthy list of the touchstone films and television series which inspires the particular sub-genre treatment in Action Flicks that both the Director and her players should watch; an examination of its core themes and some hooks for the Director to develop into full missions; new rules and roles; new enemies and enemy feats; new genre-specific mechanics; and both a Hero ready for action and a dedicated Hero Sheet.

Or rather sub-genres, because it does Space Opera, martial arts or Wuxia, swashbuckling, superpowers, kids in danger (bicycles optional), magical kids, hunting aliens, hunting ghosts New York-style, hunting vampires and/or werewolves, and cyberpunk. Which is a lot for a small, two-hundred page book. Each sub-genre is given a similar treatment. This includes an introduction to the specific sub-genre, a list of what it contains; ‘Action Homework’—a lengthy list of the touchstone films and television series which inspires the particular sub-genre treatment in Action Flicks that both the Director and her players should watch; an examination of its core themes and some hooks for the Director to develop into full missions; new rules and roles; new enemies and enemy feats; new genre-specific mechanics; and both a Hero ready for action and a dedicated Hero Sheet.

The selection of sub-genres opens with ‘Star Raiders’ whose ‘Action Homework’ lists Firefly, The Fifth Element, The Mandalorian, Star Trek, and John Carter, but the touchstone for this first treatment is very obviously Star Wars. Which is no bad thing, since every treatment in Action Flicks is intended to be obvious in its inspiration just as with much the action films which inspire the core rules of Outgunned and thus its visual look and story beats are meant to be easy to grasp and run with. The core themes of ‘Star Raiders’ is ‘Know the Other’, that everyone in the galaxy is alien is each other and that a Hero should learn to navigate the differences in physiology and culture and work with others, whilst ‘For Freedom’ states that a Hero will always yearn to look to the sky and fly free despite what the authorities or the alien invaders or robot revolutionaries want.

In terms of new rules and gear, ‘Star Raiders’ replaces bullets with lasers, which are always loaded, so instead of running out of rounds, overheat. The weapons also include the Laster Crossbow as well as the Laser Blade. Star Pilots get to replace the Proven Driver Feat with the Star Pilot Feat, whilst the ‘Alien Diplomacy’ feat grants free rerolls on interactions with alien species and negates the standard penalty when doing so, ‘Hyperlight Evasion’ lets a starship crew jump to hyperlight to avoid a chase, and ‘Shoot First’ does exactly what you think it should. New roles include ‘Logical Thinker’, ‘Lonely Stranger’, and ‘Lovable Scoundrel’, whilst the ready-to-play Hero is the eponymous ‘Star Raider’, who could be Han Solo, Malcolm ‘Mal’ Reynolds, or Korben Dallas. Alien Feats ‘Amphibian’, ‘Big Guy’, ‘Little Guy’, ‘Brainiac’, and more enable player and Director alike to create alien Heroes and NPCs, whilst the rules for Starships adapt the vehicle rules to outer space by adding the need for a ‘Copilot’ and giving special actions such as ‘Raised Shields’ and ‘Asteroid Field’, the latter turning every action into a Gamble when passing through them.

There are notes too on how to add the ‘Power’ to ‘Star Raiders’. This combines the ‘Samurai’ Role from World of Killers with the Mental Powers of ‘Great Powers’, the superhero treatment later in the book. It is a pity that the Director needs to refer to another supplement, because this neatly distils the essence the archetype with just about enough a nod to the source, yet leaving room for Director and player to develop it as they want. Lastly, the ready-to-play Hero sheet is for very cute ‘Young Alien Nobody’.

‘Star Raiders’ packs a lot into its sixteen pages, enabling the Director to pick it up and start developing a galaxy her own and missions to fit, or taking the obvious inspiration from the ‘Action Homework’ and then running missions in their galaxies using Outgunned (rather than any licensed roleplaying games). Which is the point of Action Flicks. Yet ‘Star Raiders’ also does not quite pack enough, which an issue with a lot of the sub-genre treatments in Action Flicks. In the case of ‘Star Raiders’, there could have been more options for Alien Feats and the rules for robots are underwhelming, simply treating them as aliens and letting them take more Feats later on. As a sub-genre, ‘Star Raiders’ leans very much into space opera which does not feel right for one of its inspirations, Star Trek, which in most of its incarnations, is not as cinematic as Outgunned. Similarly, John Carter is a great choice for Outgunned, but deserves its own ‘Swords & Planet’ Action Flick entry rather than being lumped in with everything else here.

‘Rising Dragon’ is inspired by Crouching Tiger, Hidden Dragon and House of Flying Daggers and brings Wuxia to Outgunned giving the option of Heroes learning Ancient Martial Arts such as Dragon Style, Drunken Style, or Monkey Style as they and everyone already knows martial arts, replacing with Plan B: Bullet with Plan B: Blade (again from World of Killers), and swapping Adrenaline with Qi. Daring Noble and Vengeful Ghost are fitting new roles and along with a range of new Feats, this is a solid little genre set that does not just have to remain fixed in some mythical past. It is easily mixed with sub-genres if the Director wants to run more Hong Kong-style films. The Pirates of the Caribbean, The Three Musketeers, and The Princess Bride are the inspiration for ‘Cloak & Dagger’, which does swashbuckling action. There are rules for horses, carriages, and flintlock weapons, and Plan B: Bullet is again replaced with Plan B: Blade, whilst the new Friendly Brute and Witty Casanova roles fit both the sub-genre and the humour that often runs through it. Depending upon the type of film, the Director and her players may need to engage with the humour more than in others.

Fundamental to the sub-genre is duelling and for this ‘Cloak & Dagger’ adapts the duelling rules from Household, also from Two Little Mice. With admonition not to repeat an action twice because it is boring, it suggests mixing skills to make duels exciting and dynamic, and optionally, adding Challenge Feats so the Director can customise a challenger to make him a capable duellist. It notes that the rules could apply to Heroes too should their ardours and tempers fly enough for them to want to settle matters of honour with each other. These Duelling rules enable a Director to set up some great scenes and confrontations and they could be used with ‘Rising Dragon’ too for confrontations with weapons rather than martial arts.

‘Great Powers’ is the superhero treatment for Outgunned in Action Flicks. It draws from Kick-Ass, Watchmen, and Daredevil amongst others. It gives rules for what happens to vigilantes whose identities are exposed, Plan B: Blast to go alongside Plan B: Bullet and Plan B: Blade, and ‘Powerless’, a new condition when a Superhero suffers the effects of his weakness. There are numerous new roles, like Billionaire Philanthropist and Chatty Mercenary, and specific to the genre, Super Feats rather than Feats. Every Superhero gets one at character creation and can swap a standard Feat for another one. Super Feats include ‘Flight’, ‘Gadget’ (which can cover retractable claws, spiderwebs, returning weapons, and so on), ‘Mind Powers’, ‘Regeneration’, ‘Super-Speed’, and more. The silliest is ‘Ruler of the Sea’, which lets the Superhero talk to fish! ‘Great Powers’ manages to cover a lot, but it has three problems. One, obviously, is that it has been superseded by Outgunned Superheroes. Two, the superhero genre encompasses a lot of subgenres itself and sixteen pages cannot cover everything. Three, ‘Great Powers’ has to work hard to get up to the Four Colour sub-genre and being for Outgunned is a better fit for the street level style.

As its title suggests, ‘Weirder Things’ covers inspirations such as The Goonies, Karate Kid, and most obviously, Stranger Things. Which again is quite a lot. First, it makes everyone young and removes the ‘Too Young to Die’ Feat and very much inspired by Stranger Things replaces a young Hero’s catchphrase with his favourite song and then backs it up with Plan B: Beat which comes into play when a Hero listens to that favourite song. The Director and her players need to decide quite how dangerous and deadly a ‘Weirder Things’ should be. Several Feats get replaced like ‘Better Than Walking’ for ‘Proven Driver’ and ‘Popular’ for ‘Heartbreaker’. The Hero ready for action is ‘The Loser’, very much inspired by Kevin McCallister from Home Alone along with many others.

‘A Kind of Magic’ is mostly obviously inspired by the Harry Potter books and films, but again it wants to cover a whole lot more like Doctor Strange, Big Trouble in Little China, and The Dresden Files. With rules for incantations and wands, magical culture, flying cars and broomsticks, and roles such as ‘Charming Bookworm’ and ‘Chosen One’ it really wants to stick to modelling the Harry Potter books and films rather than trying cover everything under its ‘Action Homework’. It does not help those aims by needing the Director and players to adapt the ‘Dog Trainer’ role from World of Killers and switch out the dog for an owl (or another suitable creature) to have a magical familiar. There is a short list of spells, each of which is effectively treated as a piece of Gear. The more obvious companion to ‘A Kind of Magic’ is ‘Weirder Things’, but ultimately, it would be a stretch for ‘A Kind of Magic’ to cover all of the inspirations it lists and perhaps there should be an Urban Fantasy treatment for Outgunned?

‘Killing Aliens’ is again more obvious in its inspirations—Aliens, Predator, Starship Troopers, and so on—but switches the role of the Heroes around to be the hunted in ‘You Are The Prey’. ‘Whatever It Takes’ gives the Hero an edge, but typically at a cost as the situation gets ever more desperate. Despite switching the Hero from hunter to hunted, this is a straightforward adaptation backed up with lots of alien enemies for the Director to build and several that come on-demand ready to play. ‘Ghost Hunters’ does the same with its ghosts and ghoulies on-demand or waiting to be built in a sub-genre adaptation that might include Caspar and Beetlejuice amongst its inspirations, but really is Ghostbusters writ large, especially with the new conditions of ‘Possessed’ and ‘Smeared’ (in sticky green ectoplasmic discharge!?).

Hunting takes place at night in the penultimate sub-genre treatment with ‘Midnight Wars’. Underworld and Blade are the primary inspirations, but Buffy the Vampire Slayer is another touchstone. It introduces three modes—‘Humans versus Monsters’, ‘Monsters versus Humans’, and ‘Monsters versus Monsters’—as the wars between vampires, werewolves, and humans continue. Plan B: Bullet and Plan B: Blade are joined by Plan B: Blood & Beast and Monstrous Feats such as ‘Lycanthrope’ and ‘Nosferatu’ enable a Hero to be a Monster Hero! The new gear is designed for anti-vampire and anti-vampire action and the new Role is the Slayer, looking exactly like Blade. This works well with the earlier ‘A Kind of Magic’ too.

The last sub-genre treatment is ‘Neon Noir’ which does cyberpunk for Outgunned. If the Director wants to add androids to this future, then the Synth Alien Feat option from ‘Star Raiders’ is the suggested option, whilst psychic powers can come from the ‘Great Powers’ sub-genre. The primary is that of cyberware, which is treated as gear. Every Hero in ‘Neon Noir’ has one piece, whilst the given Role of Solo can have another item. A Hero can also give up Feats to have more. Some of the items could easily added to the ‘Great Powers’ sub-genre to give an extra source of powers.

What is apparent with all ten of the sub-genres explored in Action Flicks for Outgunned is that how many will work with each other. For example, ‘Midnight Wars’, ‘A Kind of Magic’, and ‘Weirder Things’ to really do Buffy the Vampire Slayer, but Action Flicks runs with the mix and match options and throws them all into the mixing bowl with ‘Everything at Once’. This allows Heroes to jump from one universe to another and even learn the Feats of one universe to take it to another and presents a new Role, ‘The Master of the Multiverse’, who can jump from universe to universe and channel the power of the Multiverse. It is a special Role, combining Role, Trope, and Job in one that uses a Multiverse Roulette instead of a Death Roulette. When ‘The Master of the Multiverse’ uses his Plan B: Break to create a crack in reality to the advantage of his allies, is Left for Dead, or taps into power of the Multiverse to Go to another universe, Grab an object from another universe, Send a target to another universe, or Pass to someone else in this universe, there is a chance that an Anomaly is created and that can really miss with the universe! ‘The Master of the Multiverse’ has a lot of power, but there is a price.

Physically, Action Flicks is a good looking book. The artwork is excellent and the layout clean and tidy, and easy to read.

Action Flicks is fantastically, genre-encompassing ambitious covering ten genres and over one hundred films and television series. However, Action Flicks cannot encompass everything about all of its genres. It just does not have the space. It also means that that none of the genres it explores are quite ready to play and in all too many cases, like ‘Great Powers’ and Outgunned Superheroes, the Director is going to wish that there was more, especially where genre descriptions really have to work hard to handle some of the given inspirational suggestions. However, the core essentials of its cinematic settings and sub-genres, ably supported with rule changes and additions, are all here in Action Flicks to help get the Director with every movie and mission the Director wants to write for Outgunned. The good news is that there are now sequels too—Action Flicks Vol. 2 and Action Flicks Vol. 3.

Friday, 11 September 2026

Friday Fantasy: Underworld

In the cool of the ‘Underworld’ lurk spiders, centipedes, lizards, beetles, and bats—and of course, things much, much worse. It is a rougher, quieter place than the surface world, colder too with no light to shine in its caverns or over the black waters of its deep lakes. Adventurers venture deep underground perhaps looking for resources, hunting for threats to the surface world and its inhabitants, or even searching for lost treasure. Yet stray too long in the dark of the Underworld and anyone venturing below may be overwhelmed by the constant blackness and lack of light, their imaginations formulating things that they can see the edge of their vision, even horrors that can even unreal can work at their minds and composure. This is what might lie below the world of Dragonbane: Mirth & Mayhem Roleplaying, the roleplaying game published by Free League Publishing, and is explored in the supplement, Underworld.

Underworld
is a mini-supplement and anthology of scenarios for Dragonbane which can easily be added to the Game Master’s own campaign or used to expand the ‘Misty Vale’ campaign setting detailed in the
Dragonbane Core Set—not outwards, but downwards. Besides its three adventures, it gives an overview of what the ‘Underworld’ is like and describes several features, some of which can work with the three adventures. These include the bronze bridges which regularly cross three particular rivers in the ‘Underworld’ and if walked over or under trigger a dream-like vision in the walker, something that denizens take advantage of to ambush the momentary dreamers, and the Black Swans found on the three rivers that supposedly bring death to any demon that touches them, but which are hated by Goblins. There are some nice little elements here, odd enough to stand out, but with room to add more alongside them if the Game Master wants to. In terms of the Misty Vale, Underground details four different entrances via which the Player Characters enter the ‘Underworld’ and begin to explore part of its depths.

Each of the three ‘Underworld Quests’ has its own reward and the more the Player Characters complete, the more they will be rewarded. Each of the three also involves a demon and each also has a link to the ‘Secret of the Dragon Emperor’, which lies at the heart of the ‘Misty Vale’ campaign. In ‘Lair of Kavor’, the Player Characters descend to a subterranean Dwarven fort, perhaps in search of herbs or looking for something that might have been preying on local farmstock. It is occupied by a band of goblins and contains several demonic shrines and there are several puzzles that the Player Characters can poke at for various odd effects, including triggering some roleplaying. The demon is a Kavor Demon, a scraggy, four-armed thing with a vertical, many toothed mouth and eyes on either side which revel in carnage, can be distracted by fresh meat and blood. As a former Dwarven fortress, there is a lovely sense of the former occupants’ boredom when posted there, but as an ‘Underworld’ location and adventure site, it is underwritten. There is no explanation why the demon shrines are there and what the relationship is between the Goblins and the demon. So, the Game Master is likely going to want to develop that, as well as deciding where the herbs are located.

The second scenario is ‘Lair of Rumej’. A wealthy noble hires the Player Characters to collect monster parts as trophies for his room or a ghost calls out to one of the Player Characters to whom it is related, for release. Either way, this leads the Player Characters into a series of caves at the end of which can be heard singing of the glory of demonic immortality. The Rumej demon is spherical in shape and has eight tentacles, each of which ends with a sucker which contains an eye in. It is also hovers in the air. The ‘Lair of Rumej’ is obviously more straightforward, but does not suffer from that simplicity. In fact, ‘Lair of Rumej’ is easier to use because it is simple and the Game Master does not have to develop any details herself.

The third scenario is ‘Lair of Vekar’. The Player Characters are hired to scout out an old mine to see whether it is safe and is still viable today or simply they fall into a sinkhole! What they find is a former Wolfkin-operated mine, though no real signs of anything worth salvaging or that the mine is viable. However, it is the lair of a Vekar-Demon, bony and humanoid shaped with the soul of a mortal burning in its chest and bat wings either side of its eyeless head. Again, it feels underdeveloped, but not quite as much as Lair of Kavor’.

Rounding out Underworld are three random maps that the Game Master can develop as is her wont, though suggestions are given. There is also a pair of ‘Magic Items & Treasure’ tables that the Game Master can use with the supplement or her campaign in general. They are all good magical items and the Game Master will likely want to flesh them out a bit to make them stand out.

Physically, Underworld is rough and does need an edit. The maps are blocky and not the easiest to use. There are versions for both player and Game Master, but those for the Game Master are not numbered which means that they are not as easy to use from the page as they should be. The artwork for the demons is decent though.

Underworld is a bit rough and ready and in places will require some development upon the part by the Game Master to really flesh the locations out. The demons are decently done and have an entertaining range of attacks—though more for the Game Master than her players—so will surprise both players and characters. Overall, Underworld is something to work with rather than being quite ready to play.

Saturday, 5 September 2026

[Free RPG Day 2026] Terror in Tortuga

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of
Waylands Forge in Birmingham.

—oOo—

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is the quick-start for Pirate Borg, the self-described, “Worst Pirate RPG Ever Made™!”. It is published by Limithron via Free League Publishing.

The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is a twenty page, full colour booklet.

How long will it take to play?
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure includes the scenario, ‘Terror in Tortuga’, a sandbox affair which is more open ended and can be played through in a single session or it might last two or three sessions.

What else do you need to play?
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure needs a full set of polyhedral dice per player.

Who do you play?
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure does not include any pre-generated Player Pirates. Instead, it gives full rules for creating a Player Pirate of a single Class, that is, ‘Pirate’, much like the Pirate Borg Starter Set. (Alternatively, players can create pirates using the publisher’s Random PC Generator or create them using the full rules in the Pirate Borg core rulebook.)

How is a Player Character defined?
In Pirate Borg, a Player Pirate is defined by his Abilities, Class, gear, and Devil’s Luck. The five Abilities are Strength, Agility, Presence, Toughness, and Spirit, each rated between ‘-3’ and ‘+3’. A Player Pirate also has a weapon, clothing, and hat as well as a container, a cheap item, and a fancy item. Additional tables also provide a background, distinctive flaw, physical trademark, idiosyncrasies, unfortunate incidents and conditions, and thing of importance. All of these things are rolled for along with the Pirate Borg’s core abilities.

How do the mechanics work?
Mechanically Pirate Borg is based upon Mörk Borg—hence the name—the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and also published by Free League Publishing. A player rolls a twenty-sided die, modifies the result by one of his character’s abilities, and attempts to beat a Difficulty Rating of twelve, though the Difficulty Rating can be higher or lower. The Difficulty Rating may go up or down depending on the situation, but whatever the situation, the player always rolls, even in combat or as both Mörk Borg and Pirate Borg terms it, violence.

Every Player Character also has the Devil’s Luck. Each Class receives a different amount of this, but the Pirate Class, the only Class presented in the Terror in Tortuga: PIRATE BORG Quickstart & Adventure only has one or two points. It can be spent to inflict maximum damage on a single attack, reroll any die, lower the Difficulty rating of a Test, neutralise a Critical or a Fumble, and to lower damage suffered by a random amount.

It should be noted that the Terror in Tortuga: PIRATE BORG Quickstart & Adventure neatly summaries the rules, including those for combat, to a single two-page spread at the rear of the book.

How does combat work?
Initiative in the Terror in Tortuga: PIRATE BORG Quickstart & Adventure is a simple roll of a six-sided die, with the enemies going first if low, the Player Pirates if high. Violence requires a roll of a twenty-sided versus twelve, modified by Strength for a physical attack and Presence for a ranged attack, to hit. It is the same roll to avoid being hit, modified by Agility. Armour is represented by a die value, from -d2 for light armour to -d6 for heavy armour, representing the amount of damage it stops. Medium and heavy armour each add a modifier to any Agility action by the Player Pirate, including defending himself. This is pleasingly simple and offers a character some tactical choice—just when is it better to avoid taking the blows or avoid taking the damage? Armour can also be damaged, due to a Fumble when defending, reducing its protective effectiveness, and a critical hit in combat inflicts double damage or allows another attack. A fumble with a black powder firearm will result in a misfire. A Player Pirate whose Hit Points are reduced to below zero is dead, but at zero, is broken and can recover.

How does magic work?
In Pirate Borg, a Player Pirate has access to Arcane Rituals. They are not available in the Terror in Tortuga: PIRATE BORG Quickstart & Adventure.

What do you play?
The scenario in Terror in Tortuga: PIRATE BORG Quickstart & Adventure is ‘Terror in Tortuga’. It is a mini-sandbox on the island port of Tortuga, a self-styled ‘Cesspool of Scum, Filth, and ASH’, a sin city currently under the control of Anne Bonney and her crew; Calico Jack, ASH broker; and the Flail, Ghoul Lord of Tortuga. Besides describing the three NPCs, the scenario includes detailed descriptions of the various locations in the port, rumours and secrets, random events, and a projected timeline which suggests what might happen if the Player Pirates do nothing.

The scenario is preceded by a quick overview of the setting, including an explanation of what ASH is. Which is the desiccated ectoplasmic remnants of destroyed undead that can be inhaled or smoked for magical effects. It is also highly addictive. Four jobs and hooks are detailed and these can be mixed and matched to fit the length and scope of the intended session. These include clearing Tortuga of all undead, including the Flail; harvesting ASH and/or the undead; assassinating Calico Jack; and robbing an ASH warehouse. The scenario includes the full details of ‘Fort de Rocher’, the zombie-infested headquarters of the Flail.

Is there anything missing?
No. The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is complete as is.

Is it easy to prepare?
Yes. The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is easy to grasp and prepare. It is Player Pirate-driven, so the Game Master will need to adjust events for their actions.

Is it worth it?
Yes. The Terror in Tortuga: PIRATE BORG Quickstart & Adventure includes everything for a great introduction to Pirate Borg offering plenty to do in Tortuga, whether running as a one shot or adding to a campaign
.

The Terror in Tortuga: PIRATE BORG Quickstart & Adventure
is available to download here.

Friday, 4 September 2026

[Free RPG Day 2026] Creature Curation Presents #1

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of Waylands Forge in Birmingham.

—oOo—

Creature Curation Presents #1 is a slightly different product for Free RPG Day because it is an anthology of three adventures for three different roleplaying games, all three of them compatible
with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance retroclone designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. One of the three roleplaying games will be familiar, it previously having appeared as support for Free RPG Day with Into the Würmhole back in 2021, whilst the others will be less so. One thing to bear in mind with Creature Curation Presents #1 is that whilst it states that the quick-start rules are included, this is not actually the case. Instead QR codes are provided for each of the three roleplaying games as well as either a QR code to a character generator for the roleplaying game or a set of pre-generated Player Characters. This makes preparation a little slower than it ordinarily might have been if they had been included, but not overly so.

The first scenario, ‘Impaled Obelisk’, is for Vast Grimm, the pre-apocalypse Science Fiction roleplaying game set in a very future in which cultists have unleashed the infection of THEY, whose infection of Würms and the Grimm have hollowed out and shattered worlds, including the Earth. Humanity’s last hope is the Gate of Infinite Stars, through which the uninfected survivors can escape and find a universe where they will be free of the Würms and the gnawing… In the meantime, pirates and cultists prey on the survivors as desperate men and women gather together in Legions and explore what remains of the universe, perhaps hoping to find something that will towards humanity’s continued survival and the construction of the Gate of Infinite Stars

In ‘Impaled Obelisk’, the Legion answer the distress call of the Gallant Obelisk, a starship that went missing nine decades ago and is found to have crashed nose first into the surface of the planetoid, Caladron 7. It is unlikely that any of the original crew are still alive, but there may still be much to scavenge, some of which will be valuable, some of which might help mankind. Caladron 7’s low gravity means that the Player Characters can easily propel themselves up its length, exploring its corridors, research facilities, scientific laboratories, crew quarters, engineering spaces, and more. Everything seems to be covered in a Web Goo and none of the bodies of the crew can be found. ‘Impaled Obelisk’ is a classic ‘wrecked spaceship as dungeon’ scenario, not a little like Alien, but ‘Grimm’ in its own way. It is easy to run as a one-shot or add to a Game Master’s campaign.

The second scenario is for Raptor Ruckus. This is inspired by 1993’s Jurassic Park and is a survival horror roleplaying game in which the Player Characters are staff at the world’s new and greatest theme park about to excite the world about dinosaurs once again! Of course, things can go wrong. There can be storms or breakdowns or worse, agents of Basilisk, the anti-human doomsday cult, working to sabotage and undermine the whole project!

In ‘Airborne’, the Player Characters are returning to the island park after showing off one of the dinosaurs to investors on the mainland. They are travelling aboard a Lockheed C-130 transport along with a kentosaurus, sedated and caged. Suddenly, there is a bang and the aeroplane pitches nose down—is it about to crash? Just as bad is that one of the creature handlers draws a gun and points it at the Player Characters! Thus, the adventure starts with a bang and carries on from there as they are faced by one dangerously dinosaurous situation after another. They have to get out of the aeroplane, are attacked by Pteranodons on the way down, and find themselves on the wrong side of the fence back in the dinosaur park! And even when they get to the other side, it looks like saboteurs have been hard at work whilst the Player Characters have been away on the mainland. The scenario includes the stats for some dinosaurs, a pair of fanatical cultists, and an entertaining NPC to portray. Pleasingly, it does include a dinosaur chase, exactly as you would want, and overall, this is an excitingly tense chase scenario from start to finish that can lead into Fragmentation, the first campaign for Raptor Ruckus.

The third scenario is for Neon Bastardz. This is a near future roleplaying game inspired by Neon Lords of the Toxic Wasteland and all of the bad ‘B’ and straight to video trashy Sci-Fi movies of the eighties and noughties. The Player Characters are Skumdogs, lowlife-not-quite-scum pushed to take the dirty jobs no one wants to do, from cleaning the sewers of CHUDs to finding radical treasures in the wastelands for the Detroit-Prime Hyper-Lux.

In ‘Killing Detroit Prime Style’, the Player Characters are gangers, members of a war party perhaps hired to do a job for BioRent Worldwide, Detroit-Prime’s leading biotech manufacturer. The offices of BioRent Worldwide on floor #207 of the city’s megablock have been taken over by Ninja. It is up to the gangers to break into the building, ascend to floor #207, find the Ninja and beat their ass before sending them back to their dojo in body bags. Floor #207 is large with separate areas that might take up whole floors in lesser blocks, but whether the cubicle maze, client consultation room, organ storage, executive offices, and so on, the gangers will find Ninja. The gangers can earn ‘Friendship Points’ by saving civilians who are at risk, sparing an enemy who surrenders, giving an emotional speech, fighting back-to-back with an ally, and so on. They can be spent to re-roll any die, heal a downed ally, add a bonus to an ally’s attack, and so on. All very eighties buddy movie and cinematic. ‘Killing Detroit Prime Style’ is a beat ’em up scenario, very much more style than substance and easily the easiest of the three scenarios in the anthology to prepare.

Physically, Creature Curation Presents #1 is a blast of bright neon colour. Of the three, ‘Airborne’ for Raptor Ruckus is underwritten in places, but otherwise, all three are easy to grasp. The artwork is decent throughout, but the cartography is plain if serviceable.

Creature Curation Presents #1 packs in three easy-to-run scenarios that a Game Master can each run in a single session. ‘Impaled Obelisk’ for Vast Grimm and ‘Airborne’ for Raptor Ruckus are the best of the three, as ‘Killing Detroit Prime Style’ is Neon Bastardz is simplistic, but all three are solid introductions to their respective roleplaying games.

Saturday, 22 August 2026

Water Works

Twilight 2000: Roleplaying in the World War III That Never Was opens with the Player Characters on the run, attempting to escape the last hurrah of the US 5th Mechanized Infantry Division near the city of Kalisz in central Poland or the 2nd Marine Division near the central city of Örebro in Sweden. Where do they go? Where do they find shelter? Where do they find food and water? Spare parts for their vehicles? Extra ammunition for their weapons? Published by Free League Publishing, Twilight 2000 presents an expansive sandbox setting that the Player Characters can explore, forage, loot, protect, and even settle. A sandbox setting consisting of a broken world, torn apart and poisoned by war and weapons of mass destruction, followed by disease and starvation. In the immediacy of the aftermath of the war, it is a grim setting where every day is a struggle to survive at best, a fight at worst. Urban Operations, the first supplement for Twilight 2000: Roleplaying in the World War III That Never Was, examined the status of cities and other settlements in the broken world of 2000, in particular, updating the supplement, The Free City of Krakow, for the first edition of Twilight 2000 from 1984. This was followed by The Black Madonna, a scenario that updated the original The Black Madonna from 1985 and detailed the Silesia region of southern Poland. This journey and that of the Player Characters continues with Hostile Waters.

Hostile Waters is the marine and riverine supplement for Twilight 2000. 
It explores one of the few remaining and most reliable means of travel in the post-apocalyptic world of Twilight 2000—rivers, canals, lakes, and even the sea; presents specific rules for travel and combat on the water—whether up and down rivers and canals, or along the coast; details new equipment and vehicles; and describes factions that can be encountered and plots that can play out as the Player Characters try and find a safer way to cross Poland or Sweden. It maps out and offers two routes for that. One is the River Vistula, which runs all the way across Poland from Kraków, Warsaw, and Toruń, before emptying into the sea at Gdańsk, whilst the other is Göta Canal, Sweden’s ‘Blue Ribbon’, which runs from Gothenburg to Söderköping, connecting western and eastern Sweden via series of lakes and rivers as well as the canal. 

In doing so, Hostile Waters is an update and expansion of the scenario, Pirates of the Vistula, published in 1985 for the first edition of Twilight 2000. This pushes on the rough campaign outline begun with ‘OPERATION Reset’ in Twilight 2000 and continued with The Black Madonna and Urban Operations. It will conclude with Operation Reset, based on The Ruins of Warsaw, also published in 1985. These are not the only links other to scenarios in Hostile Waters. During the course of their travels, the Player Characters may learn about an operation to repatriate surviving Americans more fully explored in Going Home from 1986 and even discover the existence of a surviving Ohio-class nuclear submarine, foreshadowing perhaps, the events of The Last Submarine Trilogy.

Hostile Waters is a boxed set as is standard for Free League Publishing’s supplements for Twilight 2000. It contains the one-hundred-and-four-page ‘Hostile Waters’ source and scenario book; twenty-six new Encounter Cards; sixteen modular battle maps; six scenario specific battle maps; tokens for the battle maps; and a large, double-sided map, with northern Poland on one side and southern Sweden on the other. Both maps on the double-sided map abut the one included in Twilight 2000 which depicts southern Poland on one side and northern Sweden on the other. Together they cover the whole of Poland and Sweden respectively and depict the main riverine environments along which the Player Characters are likely to be travelling in Hostile Waters. The tokens depict the various vessels detailed in the ‘Hostile Waters’ book as either fully operational or as a wreck. The scenario specific battle maps in turn depict a castle, a submarine—inside and out, an island, and a floating village. There is a set of floorplans for the River Queen, a tugboat that appears in one of the scenarios. The depict stretches of river with docks, bridges, islands, banks (and or shores), harbours, and even a canal lock! The Encounter Cards can be mixed and matched with those released with Twilight 2000 and its supplements, but are in the main designed provide random encounters when travelling along a river, whether that is on the water or on the bank. They include storms, discovering bodies floating in the water, mines, a ship cemetery, Russian fishermen, pirates in speedboats, a shootout on a nearby bank, and more. All of these are of a solid quality, full, and look great on the table. The only thing missing is perhaps a map with a river section with a more pronounced curve to it. As per usual, all of the modular and will work with the maps previously published for Twilight 2000.

Hostile Waters is a boxed set as is standard for Free League Publishing’s supplements for Twilight 2000. It contains the one-hundred-and-four-page ‘Hostile Waters’ source and scenario book; twenty-six new Encounter Cards; sixteen modular battle maps; six scenario specific battle maps; tokens for the battle maps; and a large, double-sided map, with northern Poland on one side and southern Sweden on the other. Both maps on the double-sided map abut the one included in Twilight 2000 which depicts southern Poland on one side and northern Sweden on the other. Together they cover the whole of Poland and Sweden respectively and depict the main riverine environments along which the Player Characters are likely to be travelling in Hostile Waters. The tokens depict the various vessels detailed in the ‘Hostile Waters’ book as either fully operational or as a wreck. The scenario specific battle maps in turn depict a castle, a submarine—inside and out, an island, and a floating village. There is a set of floorplans for the River Queen, a tugboat that appears in one of the scenarios. The depict stretches of river with docks, bridges, islands, banks (and or shores), harbours, and even a canal lock! The Encounter Cards can be mixed and matched with those released with Twilight 2000 and its supplements, but are in the main designed provide random encounters when travelling along a river, whether that is on the water or on the bank. They include storms, discovering bodies floating in the water, mines, a ship cemetery, Russian fishermen, pirates in speedboats, a shootout on a nearby bank, and more. All of these are of a solid quality, full, and look great on the table. The only thing missing is perhaps a map with a river section with a more pronounced curve to it. As per usual, all of the modular and will work with the maps previously published for Twilight 2000.

The ‘Hostile Waters’ source and scenario book begins by making the point that since the Twilight War has smashed much of the infrastructure—sources of food, sources of water, transport networks, and more—that made modern life possibly, the post-war world has been turned back centuries to a time when waterways—rivers, lakes, and canals were vital society. Not only did they provide the fastest and most reliable form of transport, but they were sources of water, whether that was to drink, to irrigate crops, to supply livestock, or even use in various manufacturing tasks. As survivors abandon towns and cities without ready access to water, those that do have access or stand on navigable waterways become important trade hubs and places to protect. Or target, because in the post-war world, pirates have reappeared, preying on the traffic up and down the river and the towns along the river. Some pirates have ambitions beyond merely raiding as well. And since the war is not officially over, militaries on both sides of the war often patrol these waters too, clashing with other and pirates. Armed boats are not the only hazard on the waterways of Europe. Some routes are mined to stop traffic or barricaded by brigands looking to collect a toll, wrecks—submerged or not are a shipping hazard, and the war has prevented maintenance of all and any waterways, which can lead to rivers and lakes silting up and broken canal locks. That is in addition to any water having been poisoned by chemical or biological contaminants, let alone radiation.

Mechanically, riverine and nautical combat is treated like an extension of the vehicle rules in Twilight 2000. A boat can be anywhere from a rowboat or sailboat all the way up to patrol boats and missile boats. The larger the boat, the bigger its crew and the less manoeuvrable it is, but the more likely it to have fixed weapon points. Otherwise, crews will use portable weapons. The rules cover boat size, movement, water depth and running aground, sinking, and damage to both the hull and components, as well as travel and combat. In general, unless on the open sea, boats of all sizes will be limited in their manoeuvrability on rivers, lakes, and canals, and the players to take both this and the depth of the water into account. There is a good example of naval combat to show the Game Master how the rules work along with descriptions of various types of mine sown in the waterways of Europe and different naval weapons like anti-ship missiles, surface-air missiles, and torpedoes. This is backed up by the descriptions, illustrations, and stats for twenty-two water vessels of various kinds, including civilian boats and those operated by the USA, the Soviet Union, Poland, Sweden, and NATO. The rules also cover swimming, fighting in water, and drowning.
The four new factions added to Twilight 2000 in Hostile Waters can all be encountered along the waterways of either Poland or Sweden. They include the Pirates of the Vistula (or Sea Wolves in Sweden), which can be independent of or under the command of Baron Czarny (King Vasa), the warlord of Warsaw (or Stockholm), but which is attempting to take control of the river and its various towns, and has been quite ruthless in doing so. Led by an ex-popstar turned crime boss, the Pirates of the Vistula are the default antagonists in Hostile Waters, having been adapted from the earlier Pirates of the Vistula scenario. The other factions include the remnants of the U.S. 6th Fleet, assigned to blockade any Soviet naval operations, but currently planning a repatriation effort back to the USA, whilst a Russian Naval Spetsnaz group, reporting to the KGB rather than the GRU, currently monitors activity in a broken Europe, looking for loyal Soviet units, but prepared to target smaller threats like the Player Characters if necessary. The last of the factions, the Troupe, is perhaps the most fun, a travelling group of actors, performing classic Shakespearian plays as well as Star Wars and classic episodes of original Star Trek. All four factions are fully detailed, complete with important NPCs written up and goals for the group as well as the NPCs.

The five new plots provide frameworks for stories that can play out as the Player Characters travel up and down Europe’s waterways. The first, ‘Operation Reset’, first introduced in Urban Operations, brings a slight Science Fiction element into play with a secret Soviet technology programme that CIA and DIA are trying to track down. The Player Characters will not find it here, but instead locate it in the ruins of Warsaw in Operation Reset. Nor do the details actually explain what it is, but that does not matter here because the Player Characters are really only looking for clues and people who know more at this stage. The other plots include locating a decorated Russian general being held by pirates; looking for a missing US submarine that might still be armed with nuclear missiles; finding a way to get home to the USA via the US 6th Fleet; and supporting one town or another over access to a supply of water. The four plots are nicely detailed and come with a detailed, often lengthy countdown of events suggesting how they might play out once the Player Characters get involved.

Several scenario sites are detailed that tie in with the plots and the factions. The River Queen is a moving location, a mobile base, or river tugboat, that will travel up and down the River Vistula. In the original Pirates of the Vistula, the tugboat’s captain was travelling down the Vistula to Warsaw to rescue his family and this can still drive the plot forward. The other scenario sites include a floating village of boats which is being targeted by river pirates; the castle base of the river pirates where they are also holding an important prisoner—but are not aware of how important; the USS Maine, an Ohio-class nuclear submarine; and an island where some hoped to escape to form a utopian society, but which is now on the verge of collapse and hides a very deadly secret!

Obviously, some of the factions, plots, and scenario sites do tie together. The Pirates of the Vistula are the major threat during the scenario and the Player Characters can run into them as a result of an Encounter Card or because of the plot involving the prisoner they hold or the floating village scenario they are targeting. The U.S.S. Maine has its own plot and scenario location, whilst the other factions and scenario sites have their own internal plots as well. Some of these can be used on their own, but travelling aboard the River Queen journeys to Warsaw (Stockholm) is intended as a spine around which the other plots will revolve. Together, the various factions, plots, and scenario sites form a toolkit or set of options, some of which can be used on their own, but are really intended as a means for the Game Master to create a set of interlocking hooks and events for a lengthy journey and multiple stories.

To that end, the ‘Hostile Waters’ book comes to close with a pair of appendices that detail in turn the Vistula and the Göta Canal. Complete with history, rumours, a guide to travelling their lengths, and inhabitants that the Player Characters might encounter, these provide a geographical guide to the terrain through which they will be travelling in Hostile Waters.

Physically, Hostile Waters is very well presented. Everything is in full colour, the artwork is excellent, and the maps are clear and easy to use.

Much like Urban Operations and The Black Madonna before it, Hostile Waters is a toolkit rather than a traditional scenario. It can be pulled apart and its individual parts run as the Game Master wants in her campaign, but she can also use those parts to construct a darkly picaresque voyage into the unknown, whether down the Vistula in Poland or along the Göta Canal across Sweden, setting up some great stories in the process. All backed up with surprisingly straightforward nautical rules and ably supported with some great maps.