Systems and Campaigns
- 7th Sea
- Base Raiders
- Better Angels
- Call of Cthulhu
- Capes and Cowls
- Don't Rest Your Head
- Eclipse Phase
- Engine Heart
- FATE Core
- Fear Itself
- Legend of the Five Rings
- Leverage RPG
- Little Fears
- Maid RPG
- Powered by the Apocalypse
- Red Markets
- Sordid Dystopia
- Spirit of the Century
- Star Wars
- Tales from the Wood
- The Quiet Year
- Trail of Cthulhu
- Warhammer 40k
- Wild Talents
Tag Archives: pulp
Prominence is up in arms. Vigilante impostors are framing the Prominence Heroes for horrific crimes. Gang violence is in full swing, and is apparently being supplemented by a dangerous drug.
Clockwork has been identified as the dangerous fugitive Mark Getman, and has delivered an ultimatum to the criminals of the city.
The heroes are ready to go on the counterattack.
Six months have passed since Irish’s Mob was decapitated; the body is slowly dying. The companies Irish controlled are under investigation. His soldiers are scattered, his assets seized. In its place is a criminal power vacuum.
Gangs are on the rise, across the city. The South Side Boys, the 843, and the Lords of Sin are vying for control of Prominence, and the city’s citizens are suffering for it.
With new crime, however, arise new challengers. The Olympian is gone, but his friends remain. They are joined by mysterious new vigilantes. Prominence groans under the weight of war.
Prominence is besieged. The Wraith and Ghost teamed up to take down one of Irish’s top lieutenants, and recovered critical information about the personal history of their foe.
The final pieces of the puzzle are falling into place. The mob is preparing for its final blow against the masked vigilantes. The Olympian’s quest for vengeance is drawing to a head. The revolution that Wraith promised is coming.
The cracks are widening. No matter how it comes out, Prominence will not be the same.
The mob stands victorious over the vigilantes of Prominence, SC. The Olympian, defeated, fled the city. Reverb went out in a blaze of glory, slipping quietly into the underworld in the chaos.
A new vigilante is skulking in the shadows. Ghost, an agile robber in a horrific mask, is looking into the sudden disappearances of Prominence’s very visible defenders.
Clarence Young receives a visitor, and an offer. A man without a name leaves warnings to the masters of industry, predicting a revolution.
Heroes are hard to kill in this city. They don’t stay down.