Tag Archives: playtest

Base Raiders – Boiling Point Playtest

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A group of unlikely heroes comes upon a tip of a base from a former henchman of Chromebeard the Pirate.  The base is revealed to be his submarine craft, The Bermuda Pyramid, which went silent 3 years before Ragnarok. In recent months, the Pyramid has begun to make new sounds of life, indicating that it may be more functional than previously thought.  What could possibly go wrong?

Check out Boiling Point on Kickstarter!

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Call of Cthulhu – Operation: Carpetbagger

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June 30th, 1944. The Allied Invasion of Europe is less than a week away, and the 492nd Bombardment Group – the “Carpetbaggers” – are building up to a massive concerted effort to drop spies and supplies to resistance groups inside Fortress Europa. Their delivery vessels are specially modified B-24 Liberators designed to be as stealthy as possible. The nighttime missions are dangerous and desperate, and it will require a mixture of daring, skill, and tenacity in order to survive.

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Base Managers Playtest

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We take a minor diversion from our more standard PIXIE stories to travel off-site to the island base of Warehouse 35, a research facility re-appropriated from a Soviet complex at the end of WWII.  We observe things from the top-down and on a more macroscopic level, following administrators as they deal with threats to both Russia and themselves.

It may be rough as an agent on the field, but it’s even rougher as the ones at the top.

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Nemesis – Receiver

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It’s 9am on a Monday, and the employees at 303 East Wacker are walking around in a sleep deprived fugue. Their morning routines are bizarrely turned on their heads; their co-workers are strange and confused.

The mysterious fugue that has settled over 303 East Wacker is just the beginning. Four employees are going to be plunged into a fight for their very lives.

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Call of Cthulhu – Lover Before The Ice

1967 Brazil: RYAN WHITEHEAD, hot off the success of his first novel (Man Jesus with the Golden Arm) has become a revered author in the growing American counter-culture. Described as “the next Hunter Thompson rising from the swamps of Southern Gothic,” the author has his pick of book deals and assignments. Seeking to cash-in on his long-awaited success, Whitehead signs a contract with Blammo! magazine for a cover piece. The determining factor in his decision? Free tickets to Brazil and a per diem for alcohol.

The piece is meant to cover construction of the Transamazon Highway. After the coup of ’64, the military government promised the people they’d cut a highway through the untamed jungle that ran the length of the entire river. Rumor has it that the encampment of the workers, nicknamed “Little Altamira,” is a lawless border town of drugs, sex, and every other vice imaginable. The town limps behind the steamrollers, rebuilding itself every day so it can party all through the night. Blammo! is eager for a piece over this lawless bordertown in Whitehead’s inimitable style.

At the insistence of the author, accompanying is ALBERT CAPCHKA, Ryan’s life-long friend, lawyer, and drug dealer. Making sure the boys actually do some writing at the end of all their partying is GABRIELLA LARENTINO, a Portuguese immigrant, editor for the magazine’s feminist coverage, and all-around professional stickler.

Together, they head down the river to intercept Little Altamira as it cuts its way across the jungle. Then things go terribly wrong, of course.

 

This was one of the Skype sessions run by Hebanon Games and RPPR’s own Caleb Stokes, for his successfully funded Kickstarter “No Security: Horror Scenarios in the Great Depression.”

Be sure to check out Hebanon Games ASAP!

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