When you're a member of America's premier superteam, making tough decisions is a way of life. But is SuperSquad America's newest member ready for the personal risks that such decisions may entail?
Description:
When you're a member of America's premier superteam, making tough decisions is a way of life. But is SuperSquad America's newest member ready for the personal risks that such decisions may entail? Role-playing emphasized.
It's fact vs. fiction as the original SuperSquad America, the country's first superteam, comes face to face with the Great Librarian who has a knack for making literature come alive.
Description:
It's fact vs. fiction as the original SuperSquad America, the country's first superteam, comes face to face with the Great Librarian who has a knack for making literature come alive. Role-playing emphasized.
A diplomatic mission from Omicron Colony has come to the Glass House habitat, sparking an insurgency which threatens not only the outcome of the mission, but the survival of both colonies.
In honor of Champion's 30th anniversary, learn the game that started at Origins 1981 and lets you craft characters for any setting. You can create any power, weapon, spell, or other effect imaginable. We will discuss the rules, create characters, and put them to the test in a mini adventure. New players preferred in this 3-hour intro (1 hr build, 2 hrs play).
In honor of Champion's 30th anniversary, learn the game that started at Origins 1981 and lets you craft characters for any setting. You can create any power, weapon, spell, or other effect imaginable. We will discuss the rules, create characters, and put them to the test in a mini adventure. New players preferred in this 3-hour intro (1 hr build, 2 hrs play).
Come learn the set of universal rules that lets you create characters for any setting or background in this system. You can create any spell, power, weapon, or other effect imaginable. We will discuss the rules, create characters, and put them through a mini-adventure. New players preferred in this 3-hour intro (1 hr build, 2 hrs play).
Her Grace, Lady Sybil Ramkin-Vimes is hosting a fete of epic proportions. Held in the auspicious halls of Unseen University, the attendees include the wizards of UU, leaders of Ankh-Morpork, and visiting dignitaries. But when tremors, ghosts, attacking furniture, and vanishing patrons disrupt the festivities, it’s up to the newest members of the City Watch to save the day. Roleplaying and humor emphasized; knowledge of Discworld not required.
Her Grace, Lady Sybil Ramkin-Vimes is hosting a fete of epic proportions. Held in the auspicious halls of Unseen University, the attendees include the wizards of UU, leaders of Ankh-Morpork, and visiting dignitaries. But when tremors, ghosts, attacking furniture, and vanishing patrons disrupt the festivities, it’s up to the newest members of the City Watch to save the day. Roleplaying and humor emphasized; knowledge of Discworld not required.
The Cable Street Irregulars are hired by the Unseen University to find missing roofing tiles. Amid terrible storms, they find themselves wrenched to a city familiar but strange. Who are these cultists in black robes, and where is the City Watch? Can they find their way back to the Mended Drum that they know? And can they prevent a killer from murdering everyone they know? Roleplaying and humor emphasized; knowledge of Discworld not required.
The Cable Street Irregulars are hired by the Unseen University to find missing roofing tiles. Amid terrible storms, they find themselves wrenched to a city familiar but strange. Who are these cultists in black robes, and where is the City Watch? Can they find their way back to the Mended Drum that they know? And can they prevent a killer from murdering everyone they know? Roleplaying and humor emphasized; knowledge of Discworld not required.