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Rapture: The End of Days

Rapture: The End of Days Core Rules
The End of Days... is just the beginning.
The year is 2644. Humanity has cast off religion and migrated to the stars. With science as the new savior, mankind believed himself to be creating new Edens in the far flung heavens.
But God kept His promise. The day of Rapture came.
Those who walked the Earth with a righteous spirit and pure soul were taken into the loving arms of the Lord. Those who skulked with the devil, ignoring God's divine laws, have been cast aside to face the horrors awaiting all sinners. As promised, the Earth burned. The clouds evaporated. The rule of man, of reason and science, came to an end.
But that was on Earth.
And not all of Mankind was on Earth.
These far flung few who remain, forgotten by God, or perhaps given a second chance, now face a future where good and evil have come into sharp relief; where science has proven to be a false idol, yet one that is vital for survival.
With communications between colonies severed, no one knows for sure what has befallen humanity. The isolated pockets of human colonists are returning to the old ways - political squabbling, superstition and factional infighting are on the rise. As a tide of distrust rises among the survivors, unexplainable horrors are emerging.
The legions of Satan are real...
And they are coming for you.
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Rapture Essentials
Everything a player needs, right on the tabletop!
Rapture: End of Days. The quirky, narrative-driven, theological sci-fi horror game from Storyweaver productions, just got better. Sure, we pumped everything we could think of - the rules, heaps of examples, tons of setting material, GM's info and rules for ‘the forces of evil,' GM's tips and story seeds - into the Rapture EoD Core Rulebook, and it was good (if you haven't checked it out yet, go take a look. We'll wait :). The Core Rules layout is dark and moody, befitting the genre, but think of all that toner or ink if you were to print the rules out to have on the tabletop! Well reviewers pointed this out, and we listened!
Enter Rapture Essentials. This product is the perfect tabletop reference for players and a boon for GM's alike. In it's 34 pages we have distilled down the rules set to exactly what the players need to be concerned with, along with just the right amount of detail needed for character creation, linking the poor, harrowed souls to the setting through their Goals and Tasks. The layout is toner and ink friendly on a white background, and we have edged the pages with a quick-find system that should make locating that rule you need quick and painless. Rounded out with hints for playing successfully in the universe of Rapture, each section is referenced back to it's location in the Core Rulebook if more examples or greater detail is required. And Rapture GM's will be glad not to have all their beasties and Forces of Legion on display to the players, as well as all those handy story seeds in the back of the Core Rules. After all, GMing a game of Rapture requires the building of suspense, and that's kind of hard to do when the players have all that detail in their hands, too.
Rapture Essentials is recommended as a tabletop version of the rules for players and GM alike. GM's are advised to have a copy of the Core Rulebook as well, to give them access to full rules and more examples, the deeper setting material (necessary when building adventures), the rules for creating and using monsters (including the 30 handy creature powers provided), GM tips, and story seeds.
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Rapture Soundscapes #1: Void Souls
Ethereal Heaven or Industrial Hell?
Need some tension or general creepiness in your sci-fi games? Planning a terror-fest with Rapture: The End of Days? Then be quick and grab this set of Rapture Soundscapes.
Void Souls gives you four moody, chilling tracks that offer majestic space scenes through to claustrophobic bio-weapons labs under lockdown. Not quite music, not quite noise, but an unholy genetic splicing of the two.
- Track 1. The Orbital: Majestic Approach. Feels like the opening of a movie, as we see the camera pan over the massive orbital research centre, settled just below the ice rings of a gas giant. A sense of wonder and awe, offset with a tinge of anticipation and... is that fear of the unknown? 5.32min
- Track 2. The Orbital: Atmospheric Depression. Empty halls, no signs of life... but something... something is in here with you. Slow pulsing tension coupled with random spikes of industrial moans. You just know someone is going to die horribly... 8.17min
- Track 3. The Orbital: Heaven is a Place Where Nothing Ever Happens. It's over. Everything goes slow. Are you falling? Flying? You feel your very being lifted into the afterlife. Wide pads of slow pulsing wooshes in a relaxed state. Nothing matters any more. A great track for epilogues or mission debriefs. 6.22min
- Track 4. The Orbital: Lab Time. Your team is locked down in a lab with the lights out. The infected are around every dark corner, waiting to feed on you. But that's the good news. The bad news is, the AI is out to get you. Nowhere is safe. The entire environment is out to kill you. Random crackles and electro-industrial noise will give no rest. 8.12min

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Destiny's Children
Its existence was secret. Its purpose even more so. Skimming a low orbit of a gas giant, shrouded behind rings of ice and rock, hides a Happy Cat research station. Just who is responsible for this habitat, and why it was never disclosed to the United Colonial Marines is a mystery.
But now it needs your help. A broken, chilling broadcast has been received: "Mayday... situation dire. Biohazard containment... holed up in deck... radiation... running out of food... need urgent evacuation..."
Since the events of Earth one year earlier, every soul matters. You don't know what you are in for, nor what sort of crapstorm these commie corporate idiots have brought upon themselves, but whatever it is, you are confident you can handle it.
Destiny's Children is the first in a series of Adventures for Rapture: The End of Days, which can be run as stand alone missions, or fit neatly together as part of a larger story arc leading humanity back to Earth... and the ulimate battle for humanity's last soul.
Near Death Experience
Near Death Experience scenarios are richly detailed adventures for Rapture: The End of Days. Each mission is self-contained, and provides the Game Master with a complete adventure framework, printable player handouts (maps and enticing scraps of documentation), audio files to set the mood and provide clues, and a slew of deadly ideas to weave into each game session.Although Near Death Experience scenarios have been crafted especially for Rapture, they can also be used as the basis for thrilling adventures in other sci-fi game settings. The perils may have new names, but the chills will remain the same!
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Transit to Perdition
You've heard the old miner's tales about Perdition, the sister world of our lovely colony, Confucius, right? Well, if what you heard sounded bad, then it's most likely true. Perdition is the only other planet in the Goldilocks (liquid water) Zone of the system primary - HR511 - but where Confucius is an Earth Analogue, a near paradise, Perdition is about as close to being the opposite as you can get. While Perdition is reported to have a breathable atmosphere, the biosphere is shattered and the clouds which boil above that devastated world are said to hold dangers that no sane man has returned to describe.
So why would anyone want to go there? Well it's a miner's paradise, with rich pickings among the rings circling that cursed world. Mining the rings is fine. It's just not recommended to go to the surface, that's all.
And yet, the surface is exactly where you, your crew-mates, and your plucky little transport ship have been chartered to go. Somehow, MentAI - an AI research and production corporation with few assets in the colonies - have managed not only to get down to the surface safely, but they've succeeded in setting up a research facility there. From all the stories you've heard about Perdition, this job is NOT a good idea, but the MentAI representatives insist that the goods you've been entrusted to deliver are sorely needed, that they will provide you instructions to transit safely through the cloud layer on arrival in orbit, and that the pay, well, that's simply phenomenal! Of course it's contingent on the whole crew keeping their mouths shut, but that's not unusual when dealing with the Colonial Corps. So it's straight in, deliver the goods, get the consignment note signed off, and get the hell out. Simple, right?
Well it might have been, without loose lips discussing things before you even lifted from Confucius, shifty researchers awaiting their 'precious cargo,' and competing factions buying off the crew. And then there's that sealed, powered, cargo container squatting in the middle of the hold. That thing is just weird... it's been drawing increasingly more power from the ship, and as your transport approaches it's destination, the cargo officer reports that the electronic lock on the container has logged that it has been accessed in the last sleep cycle, which breaches the contract the entire crew signed...

Transit to Perdition is the second in a series of Adventures for Rapture: The End of Days, which can be run as stand alone missions, or fit neatly together as part of a larger story arc leading humanity back to Earth... and the ulimate battle for humanity's last souls.

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200 Character Goals for Rapture: The End of Days
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So there you are, sitting round the gaming table playing the latest creep infested session of Rapture: The End of Days that your GM has dreamed up for you and your roleplaying group, and you flub your roll and your character bites the big one. You narrate your character's death scene with all the aplomb and heart string tugging you can muster, and you get that all important vote that gets you another stat point for your new character. Great. Now you check the remaining pool of extras, and it's thinned rather heavily. You take a character profile that you hadn't considered playing before, and you are stuck for suitable Personal or Factional Goals, Redemption Task or your GM is shy one Political Instruction. No problemo! With this supplement, 200 Character Goals for Rapture, inspiration is close at hand.
Cindy Wang has taken up the thinkers pose and done the hard yards for you, coming up with no less than 200 varied goals, instruction and tasks to get your character fleshed out quickly and get you back into the game. And even if you can't find the exact one you want, you're likely to find one that gives you the spark of inspiration to get it worked out.
This is a resource that good Rapture GM's will want on their table! |

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200 Character Traits is a supplament for Rapture: The End of Days, to get your new characters going quickly at the gaming table.

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Savage Worlds: Weird Wars

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Blood of the Innocent
Vietnam 1968
As the Tet Offensive pushes forward and casualties mount, dark secrets are at play. Amongst the bloodshed, an ancient evil struggles to be reborn deep in the jungles. They say that in war innocence is the first to die... but it's certainly not the last.Blood of the Innocent is a Savage Worlds adventure of grim horror set in the chaos of the Vietnam War. As a ready-to-go adventure for an existing modern military campaign, or as a single-shot game, Blood of the Innocent drags your heroes kicking and screaming through the most dangerous and horrifying of war stories. Be warned... Blood of the Innocent is not for the weak of heart.
Features
46 pages of mayhem and terror, including...Detailed setting and descriptions
- Printable area maps
- Player characters to die for!
- Dozens of fully developed extras & NPCs
- Customizable character sheets
- New monsters to battle
- New spells and artifacts
Bonus Game Aids
- 45 pages of printable extras gives you everything you need to start playing right away!38 beautiful 7x7" battlemap tiles suitable for ANY mini's game.
- 2 pages of character tokens, featuring US troops, Vietcong, villagers and monsters!
- Military area map.
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