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Adventure Calendar Day 20 – D20 Stages of the Apocalypse

Art by Rowan MacColl

Adventure Calendar is a series of 25 winter-themed random tables that mesh together to build an evolving setting and campaign for your favourite fantasy RPG, whatever that might be. You can learn more about the project and find the full list of published tables here.

The world is ending. The First and Final God, a primordial force of frost and stillness, the source of all winters, is slowly coming back to life; come midwinter, it’ll all be over. As the mortals of the land struggle to survive, it becomes apparent that this is an apocalypse against them; it is an ending of the world that they’ve built. The tools and technologies they’ve created start to flicker and die like a guttering candle.

[I’ve attempted to write this table as a list of things that steadily get worse, so you can use it as a tracker to keep pace of what’s going on in the general environment. Or: roll a D4 every session and add it to the previous result to see what fresh hell the player characters face this week. Or: when the players push back against the First and Final God’s agents, move it back towards 1, and when their enemies gain ground, move it towards 20.]

  1. The sun is reduced to a dim red orb, occluded by a pall of smoke and drifting ash from burning forest and buildings.
  2. Wild animals, their attacks once sporadic and desperate, become organised and vicious. Predators team up with each other to tear apart their targets, with birds of prey acting as spotters for packs of wolves that chase injured and bleeding humans into traps set by bears.
  3. Domestic animals turn against their owners; you see someone getting stamped and gnawed to death by their once-loyal horse. 
  4. Gutters and roofs are lined with fellravens – great cackling bastard corvids the size of dogs with serrated beaks that rip and tear apart their prey. Fellravens absolutely refuse to eat Doom Elves [link]; you’ll often see a lone elf, scratching away at paper with their inky fingertips, surrounded by a protective, cawing spiral of birds.
  5. The written word withers and dies. You have to concentrate to read even simple texts.
  6. The cold becomes infectious, passed from person to person like a virus; stand too close to someone that’s shivering and the cold will spread to you. You can burn it out with warmth if you’re quick enough.
  7. Every time you use a tool, there’s a [10% cumulative] chance it’ll break or come apart in your hands.
  8. The sun no longer seems to rise – the heavens are taken up by the end of the world. Strange stars hang in the bruised sky.
  9. Walls, machines and other structures start to break down as if what remains of the world is turning against the people in it. Rust creeps over metal and floors collapse as entropy accelerates.
  10. One night, the full moon is destroyed and it crumbles into burning shards that tumbles toward the surface of the world.
  11. Language breaks down; you struggle to speak words of more than two syllables aloud, and your words confuse rather than communicate.
  12. Clothes become itchy and constricting, and armour doubly so.
  13. Light sources illuminate half of what they used to; all luminescence they project is sickly and weak, tinged blue-green and flickering.
  14. Stars come detached from their moorings in the night sky and streak towards the luckless earth.
  15. Fires no longer ignite, unless there’s something divine or magical about them; they just fail to take.
  16. Every night at midnight, through scattered clouds and smoke, you can see the war in heaven smash the sky apart. Deities of all types sally forth against the implacable majesty of the First and Final God who, while wounded and streaming star-cluster blood into the void, smashes them to pieces. On its crown it bears a terrible crown the shape of a Svartfjell itself.
  17. Injuries stop healing. [Hit point loss is permanent unless magically-restored.]
  18. Even magic healing falters in the face of this great undoing. [Reduce all numerical magical healing by half.]
  19. The First and Final God kills a deity that was important to some or all of the player characters. You see it happen, and watch a force you thought implacable and unchanging collapse. You can take relics from the body, if you’d like; a fraction of the god’s power remains within.
  20. Magic – the oldest and most powerful technology of all – stops. Practised cantrips no longer spark into life. Once-powerful spells are just strange words.

Previous: D6 Heroes who are Probably Not Going to Avert the Apocalypse but Might be Useful Distractions
Next: D6 Horrible Ways to Die

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Pick up the entire Spire line in The Bundle of Holding!

We’re excited to announce that Spire, our flagship game, is up for sale on The Bundle of Holding until December 21st.

If you’ve ever wanted to delve headlong into the strange and dangerous world of Spire, there’s never been a better opportunity. You can pick up Spire, Strata and PDFs of all three of our campaign frames for only $12.95 – a saving of $32.

What’s more, if you donate over the threshold price – that’s the average donation, currently set at $19.95 but due to increase as the promotion continues – you’ll get everything we’ve ever done for Spire – $35 worth of material including Shadow Operations, Black Magic, Codex of the Deep Spire, Book of Masks, and Secrets Kept from the Sun, plus seven MP3 tracks of atmospheric ambient sounds from Tabletop Audio, previously available only as a Kickstarter backer reward and not sold anywhere else.

10% of all proceeds go to Direct Relief, a charity devoted to sending protective gear and critical care medications to doctors all over the world in order to support the struggle against the COVID-19 pandemic.

But wait – there’s more! One lucky participant chosen at random will win a physical copy of everything in the bundle, and additional bonus material not released on PDF (or even on general sale). In addition to hardcopies of all PDFs (apart from the audio tracks, Codex of the Deep Spire and Secrets Kept From The Sun, because we don’t print those), you’ll get a copy of The Spiral Muse, our in-character companion gazette to Strata, and a bundle of newspaper clippings from The Torch, Ambrosia, Liberate! and other vital publications from the world of Spire. Your hard-copy of Spire will also be upgraded to the Special Edition – out of print and no longer on sale – which comes with a slipcover and variant cover art along with a charming set of endpapers. It’s the most Spire you’re currently able to possess and could be YOURS.

Here’s what you stand a chance to win:

So why wait? (Well; maybe you already own all the books. In which case, thank you. Your work here is done.) Head over to BundleOfHolding.com now and pick up some excellent roleplaying games.

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Adventure Calendar Day 1 – D10 Festive Spells

Illustration by Kanesha Bryant.

Adventure Calendar is a series of 25 winter-themed random tables that mesh together to build an evolving setting and campaign for your favourite fantasy RPG, whatever that might be. You can learn more about the project and find the full list of published tables here.

During the festive period, all spellcasters can use these spells in place of their own – it’s just that magical a season! To do so, roll on this table to generate a result instead of preparing a standard spell. Once you’ve successfully cast a Festive Spell, you can treat it as a spell you know until Spring. (Optionally, during the festive season, roll a D6 for each spell a spellcaster prepares during a rest period – on a 1, it’s replaced with a random spell from this list when cast. Being suitably festive can remove this penalty.) If it comes up, all spells are level 1.

1: ANIMATE TINSEL. Allows the caster to animate and control tinsel as well as modify its colour, texture, shine and so on. Every time you cast this spell, your mastery of tinsel increases. Should you use this spell in combat (perish the thought) the tinsel inflicts D3+X, where X is the number of times you’ve cast this spell, and as it’s a magical effect it ignores Damage Reduction.

2: BAUBLE OF WONDERMENT. Conjures a beautiful bauble of spun glass that entrances and fascinates the viewer (Will save vs your spellcasting ability), filling them with festive cheer. If broken or pierced (on a critical fail whilst holding it, or can be done so deliberately) the bauble bursts in a dazzling spray of light (easy Dex save to avoid temporary blindness to anyone within 10ft).

3: GUIDING STAR. Marks out a star in the night sky that guides the caster towards their intended target; it doesn’t actually change the star, just their perception of it. Roll with Advantage on Navigation checks assuming you’re looking for something spiritually important or mentioned somewhere in prophecy.

4: DECK THE HALLS. Instantly decorates a 40ft x 40ft area in festive trimmings – tinsel, holly, candles, baubles, bunting, mistletoe, socks on the walls, roaring fire in the fireplace, monogrammed pajamas, you name it. These decorations last until the next morning – when dawn breaks they will crumple into dry, tattered paper and blow away in the slightest breeze.

5: MULL LIQUID. Makes a liquid you’re holding hot, spiced and fragrant – and safe to drink, too. Drinking it restores D6 HP. 

6: CHANGE OF HEART. Target makes an average Will save vs your spellcasting ability or is struck with the true meaning of the festive season. This differs from target to target, and if they don’t recognise a “true meaning” or don’t understand the festive season, they take D8 psychic damage from conflicting information and their nose starts to bleed uncontrollably.

7: SUMMON MASSIVE CANDY CANE. The cane is about eighteen inches long and surprisingly heavy. Makes an excellent present for children, and functions as a D4 Bludgeoning weapon. If you roll a 4 on your damage dice, it inflicts double damage and then breaks into pieces.

8: STONE TO GINGERBREAD. The most reliable way to make a Gingerbread House. Turns a stone or brick wall into architectural gingerbread – tougher than usual gingerbread, but significantly softer than stones and much tastier. Also turns mortar into icing and windows into melted-down boiled sweets.

9: MAGIC MISSIVE. Conjure D6+Level cards featuring a fat robin, a cosy-looking cottage, deer, holly, and the like. Each card comes with an envelope and, when inserted into an addressed envelope and thrown into the wind, it will magically travel to the intended recipient. 

10: ANIMATE SNOW GOLEM. Snow isn’t the most sturdy material to build a golem from, but it’s abundant and teaches us a powerful lesson about impermanence. This spell allows you to confer sentience, animation and a pretty good singing voice on a humanoid statue made out of snow assuming it has a hat. The snow golem is broadly loyal to you, and is aware – some might say upsettingly aware – of its own impending mortality, so will undertake dangerous tasks that other servants might balk at. (Snow golem has stats as Skeleton, complete with resistance to Piercing and Slashing weapons, and carries whatever weapons you give it. Any fire-based damage it suffers is doubled.)

Next: D10 Festive Drinks and Snacks

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Heart: The City Beneath is now on general release

We are beyond happy to announce that Heart, our RPG of cursed dungeon-crawling and nightmare body-horror, is now fully available everywhere. We’re going to show you what Heart’s all about in this blog post, so join us, won’t you?

WHAT KIND OF PERSON ENTERS THE HEART?

Following on from Spire, our 2017 game of urban fantasy insurrection, we wanted to create a game which let us explore a perennially popular subject for roleplaying games – the dungeon crawl. We took the concept of the Heart – the roiling unreality that rests underneath Spire, and the source of no end of strange magic and monsters – and expanded on it. What sort of people would willingly descend into the bowels of the earth in search of treasure, absolution, glory or forgiveness when a perfectly decent city exists directly above it?

Broken, dangerous people – that’s who. Every character in Heart is hell-bent on something – an obsession that burns at the core of their being and pushes them onward to power and damnation. This Calling – as we’ve named it – provides a road-map for advancement focused around a variety of story beats that push them in various self-destructive directions.

The Class part of your character is more traditional: what you do to stay alive and help your allies. The Deadwalker is a ranger, of sorts, who died and came back from the brink and is now followed around by a spectre of their own narrowly-avoided death; the Vermissian Knight patrols a cursed mass transit network wearing powered armour built from ancient trains; the Witch has contracted a blood disease which gives her mastery over the flesh and blood of the Heart; and the Deep Apiarist, who has replaced many of their internal organs and part of their brain with waxen simulacra built by industrious magical bees.

A RED WET HEAVEN

The book has masses of setting information, but none of it is set in stone (or flesh, teeth, hair, etc) – your group will create the world around them as they play, scarring the Heart into a mirror of their desires. Temples to forbidden gods are commonplace, as are vast and incomprehensible machines; trees who learned the trick of walking but also the curse of madness stalk through twisted forests that have never seen the sky; predatory buildings lay in wait like great pitcher plants, disguised as perfectly ordinary pubs or bookshops; and from the unfathomable depths of the Heart Itself, crimson Angels march forth and herald their arrival with a screeching, scraping song of rust and ashes.

Which should surely be enough to be going on with, right? However, thanks to the enthusiasm of our Kickstarter backers, we ended up publishing a variety of sourcebooks that shed more light on various aspects of the setting. We’ll take a look at those now.

SANCTUM

One of the most engaging ways to start a Heart campaign is to get your players to build their own settlement as a group and determine how they fit into the overall environment – and Sanctum gives you the tools you need to do just that. One of the most engaging ways to end a Heart campaign is to take an Angel, the Heart’s implacable messengers and killers, and send it to destroy the settlement that the players built at the start of the game – and Sanctum comes with four new kinds of Angel, described by the famous travel writer and liar Gris Hanneman, to do just that.

DOORS TO ELSEWHERE

Elsewhere is a city between worlds – a nexus of doorways and paths that stitch together the various realities that creep into the world of Heart. In this campaign frame, we detail the strange Belle Époque-style city of Elsewhere, the inhuman inhabitants, the worlds attached to it, and the ravenous shadow creatures that descend once night falls and consume anyone not wreathed in electric light.

VERMISSIAN BLACK OPS

Vermissian Black Ops cover

We use the expanded combat rules in Heart to lend weight to your Spire campaigns – by recruiting seasoned delvers as special operatives on dangerous missions for The Ministry of Our Hidden Mistress, the paramilitary organisation that lies behind the revolutionary themes of the game. With extra rules for firefight-themed fallouts, new weapons, details on the murderous Autumn Soldiers of the Paladin cult and a full breakdown of each Vermissian Line in full, VBlops (as we’ve taken to calling it around the office) is just the thing to satisfy players with a craving for action in their espionage games.

BURNED AND BROKEN

We tried to write a way to translate your characters from Spire into Heart, but: it didn’t work and it wasn’t good enough. So instead we made a meat grinder and called it Burned and Broken. This is a set of rules to rebuild your Spire ministers as Heart delvers once the Ministry has turned their back on them and damned them to a life of exile in the City Beneath – choose what you clung to as you fell from grace, navigate the dangerous streets of Derelictus pursued by enemies old and new, and maybe find absolution or revenge in the Heart.

QUICKSTART RULES

If you want to get a handle on what Heart is, you can download our free Quickstart rules. The PDF comes with all the rules you need to know to play and run Heart, five pre-generated characters and a choice of advances for each, and a basic starter scenario which sees you on a race against time to stop an extradimensional entity flooding the City Beneath with saltwater, making it somehow less hospitable than it already is. (You can get a physical print of the Quickstart for cheap, too!)

MAP AND LANDMARK SET

The thing about Heart is that it doesn’t have a canonical map – instead, each game builds it anew as it shifts and warps into a pattern that best suits the delvers that step into it. This thick boardgame-style fold-out map and associated hex stickers are, we reckon, the best possible way to illustrate your party’s descent into the ancient madness of the Heart. (Or you can do it on a bit of paper, too – that works. We just think the map is neat.)


We’re really excited to see people get their hands on Heart and explore their own version of this strange unreality. If you’d like to learn more, you can check out all of the Heart stuff in our store. Or if you run a games store and you’d like to stock Heart (or any of our products) in your business, you can drop us an email at admin@rowanrookanddecard.com to discuss discounted wholesale rates.

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UK Games Expo 2020 – Online

After the dust from GenCon has settled, we’re back at it again with another online convention – this time, our own home-grown UK Games Expo, which back in the day used to run at the NEC but now, on account of the wretched pandemic in which we continue to find ourselves gripped, is instead happening on the INTERNET.

Where once we would sit out front of the Hilton Metropole eating an overpriced burrito, now we’ll crouch in a MODEM and eat DATA. Cosplay pictures in that copse of trees that smells a bit funny? Now it’s cosplay pictures in your BATHROOM that smells a bit funny. Touting our niche roleplaying games in a massive hall full of people who are mostly there to buy boardgames and do something with their kids for the weekend? NO WAY – we’re YELLING MUTELY into the DIGITAL VOID because no-one’s really worked out how to do VIRTUAL TRADE HALLS YET.

In other news, we quite miss conventions. This was supposed to be our big year with the release of Heart – we had our own stall lined up, with staff and everything, after two years of exhibiting with the UK Indie RPG League. But the bastard pox had to take its toll, didn’t it? We’re looking forward to a world where we can go hang out safely and drink beer and talk shop with everyone. Plus no-one’s recognised Grant as That Guy Who Writes One Page RPGs for at least a year and he’s starting to get antsy.

As we did with GenCon, we’ll be offering free shipping for the duration of the convention with the code RRDUKGE – if you input that at checkout, we’ll take care of the cost of delivery.

That’s all for now. 2020 continues to be unpleasant and strange. Stick with it, eh?

  • Grant, Chris and Mary
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Gen Con Online with RR&D

Hey, it’s GenCon 2020! On account of the blasted pox, the entire thing is taking place online, which means slightly fewer opportunities for impromptu hangout sessions but significantly less travel time, given that we live on the other side of a massive ocean from Indianapolis.

We’re running games of Royal Blood, Heart, and Spire – and there are games of Honey Heist and Beautiful Space Pirates too, which we didn’t set up but we did write the systems so well done there.

FREE SHIPPING

We can’t replicate the sensation of being in Indianapolis in early August – it’s not nearly warm enough here, nor is there a sort of fierce biomass of geek present ready to swarm into any available space in case there are dice for sale there – but we’ll do the next best thing. If you use the code GENCON20 on this site during GenCon, we’ll deliver your items FREE OF CHARGE no matter where you live.

Several thousand copies of Heart (and all associated supplements) are currently on board a big boat somewhere in the middle of the Atlantic on account of the US government deciding that it should cost Too Much Money to send individual parcels to it in an attempt to put people off buying from small overseas creators, because that’s a cool thing to do. TO THAT END if you order Heart or one of the shiny new sourcebooks and you’re in the US or Canada then the books will ship to you in about three weeks once they’re on dry and land and have cleared customs.

ENNIES

We’re in them! Or rather: we’ve been nominated for some awards, which is nice. Royal Blood is up for best product and best game, Strata is up for best internal art, and Sexy Battle Wizards is up for best free product. (Heart came out just too late, which is a shame, but you can expect us to ride it into battle in 2021 like a massive warhorse and carry away all the awards we can steal.)

FREE BEES

We’ve got enamel pins made special for GenCon! We were going to hand them out with purchases but, well, pandemic. So instead we’re selling them through the store here and if you order more than $9 worth of stuff and you have a physical item in your order, we’ll throw one in for free.

The pins are lovely occult bees from Heart, as you can see here:

They were designed by Hari Conner and they’re great.

That’s everything! We hope you have a good GenCon 2020, despite… everything, and look forward to seeing some of you in Indianapolis for GenCon 2021.

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Shadow Operations and Vermissian Black Ops are out now in PDF

SHADOW OPERATIONS is eleven one-shot missions for the Spire RPG written to be run with as much ease and as little prep as possible.

VERMISSIAN BLACK OPS is a sourcebook for Heart which gives you additional rules for running strike forces of delvers against high-value targets determined by the Ministry of Our Hidden Mistress.

They’re both out in PDF form now! And: if you get the PDF and decide to get the physical book later on once we’ve had them printed, we’ll discount your order with the cost of the PDF, because we’re nice like that.

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Heart: The City Beneath PDF is live!

After over eighteen months of development, testing, rewrites, editing, illustration, layout and troubleshooting, we’re proud to announce that the digital edition of Heart is now live! You can buy a copy from our store here.

It’s been a tremendous journey for all of us at RRD and we’d like to thank Felix Miall for his excellent artwork, Jay Iles for her tireless efforts in layout, and Helen Gould for editing something legible out of Grant’s randomly-punctuated manuscript.

We’re still on track to deliver the supplements, and the physical copies, on time – but with the way the world is at the moment things can change from day to day, so we’ll keep you informed as best we can as to the status of the books.

For now, if you’ve got a copy, go read and enjoy it! (And if you don’t, we recommend you buy one.)

Yours,

  • Grant, Chris and Mary
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Burned and Broken preview

Let’s talk about how Heart interacts with Spire.

Burned and Broken is the final form of the Spire Conversion Guide – a set of rules for adapting characters from the City Above in order to send them on journeys into the City Beneath. We had a lot of requests quite early on in the process of Heart development – before we’d released playtest documents, even – for a means of converting characters between the games – this makes sense, and given that both games a) are set in the same world and b) use broadly similar systems, it shouldn’t have been too hard, right?

Here’s the problem, though: we wrote that. It wasn’t hard to do. It just wasn’t good.

Heart is a very different game from Spire; it uses the Resistance system as a base, and some of the skills and domains are the same as in Spire, and you can definitely see where one system has evolved into the other. (We’re going to overhaul the Resistance Toolkit, too, once Heart is released, with what we’ve learned. It’s not that Heart is a better game than Spire, per se, more that we’ve figured out a lot about adapting the core of the system to make it more fit for purpose.)

The Midwife Origin

But it tells different stories about different people, and the characters from Spire just don’t fit properly into the Heart. In both games, we’ve tried our level best to bake the setting into the character classes, because that’s where players interact most with the game. It just doesn’t work properly when you try to strongarm one set of rules into another.

The translation guide we put together was dry and unexciting. The characters could never hope to be as viable as characters built using the Heart rules, because their core competencies lay elsewhere. An Idol wouldn’t last ten minutes in the Heart; a Knight, torn away from the culture of the North Docks, barely felt like a Knight at all. It felt like a waste of time.

So: we went back to the drawing board. We thought about how we could still deliver what we’d promised but make something interesting and fun; and Burned and Broken is that something.

Why would Ministers choose to go into the Heart? If they had no other options. (Or, I guess, if the Ministry sent them there. But Spire already has setting and rules for the Heart, so you can use that if you’d like.) Rather than get into specifics, we assumed that everything bad that could have happened to the cell had happened or was about to happen: attacks from the Paladins, assassination attempts from Ministry kill-teams, betrayal by old allies, the destruction of safehouses, and so on.

Raw deep-fish sounds kind of gross to be honest

We started working out how we could use the already-established mechanics from Heart to represent a cell being hounded out of the City Above, and came to two main conclusions:

ORIGIN

Your Origin is who you were – your class, in Spire terms. Considering how far you are from your network of bonds, allies, supply chains and your normal life, each Origin is vastly underpowered compared to the originating class. That’s deliberate; on one hand, we wanted to illustrate how messed up you are given the nature of your departure from Spire. On the other hand, we wanted to give you room to grow into your new class.

By which we mean: Burned and Broken isn’t a way of perfectly converting your character from one system into another. It’s a way of showing what’s left of you and your abilities after the Ministry decide you’re worth more to them dead than alive, and how you’ll become someone capable of surviving in the City Beneath.

FALL

Instead of a Calling, you start off with a Fall.

(Your Calling is how you advance in standard games of Heart – it’s the driving force behind why you’ve chosen to spend your life in a nightmare labyrinth. It’s broken down into a whole bunch of beats (things like “Take Minor Blood Fallout” or “Kick someone off a really tall building”) which, when you hit them, allow you to choose from the abilities available to your class.)

The whole group shares the same Fall, and you’ll each choose three beats from it. When you hit them, you pick out a Calling and a Class, and take elements from that to add to your character. Once you’ve hit three, you’re a fully-fledged Heart character, ready to go headlong into the chaos under Spire, and maybe even prosper down there.

The Fall functions as a means of illustrating your descent from Spire (with beats like “Evade a Ministry Silence team” and “Get revenge on someone who sold you out”), learning the basics of how to survive in the Heart (“Complete a Delve,” “Fight an adversary with Protection 2 or higher”) and developing into a new class (“Get paid for work,” “Establish a connection between two landmarks”).

BREAKDOWN

That’s enough explaining our working for a bit. The book contains:

  • A breakdown of Derelictus, the City Between, as a series of delves and landmarks so you can run it like a sort of mini-Heart to get players used to the system
  • Advice on running Burned and Broken games, both as a means of translating characters over from Spire and as a standalone prologue for a new game of Heart
  • The Fall, and how to run it
  • Origins for all of the Spire character classes, even the Inksmith and the Shadow Agent from Strata and the Blood-Witch from Black Magic
  • Rules for stealing pigs
See?

We really hope you like it. It was one of the more challenging parts of the whole creative process, and we’re proud of what we managed to pull off with it.

If you’re interested in learning more about Heart, you can check out our (finished) Kickstarter here or pre-order a copy from our Backerkit store here.

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VERMISSIAN BLACK OPS PREVIEW

We’re doing previews of all of the sourcebooks that are launching along side the core rules for Heart. This week, we’re focusing on VERMISSIAN BLACK OPS.

The Vermissian is a centuries-old cursed mass transit network that pierced the Heart Itself and, as a result, got jam-packed with the sort of predatory twisting unreality that really makes it hard to catch the train to work. Walled over and long-abandoned, the Vermissian is now home to no end of dissolute weirdos, illegal wizards and mad scholars – and, as it happens, highly-trained squads of operatives in the service of The Ministry of Our Hidden Mistress, a secret paramilitary cult who have sworn to break the aelfir rule of Spire through misdirection, subterfuge and assassination.

You can find details on infamous Vermissian stations throughout the book

In Vermissian Black Ops, you’ll play those operatives. We’re using Heart rules to power the game (even though you’re playing Ministry operatives) because they’re focused around combat and exploration rather than revolution, social maneuvering and audacious gambits.

WHAT’S IN THE BOOK?

ALTERNATIVE RULES for running Ministry spec ops games, including streamlined healing and advancement mechanics and a bunch of new fallout results intended to represent paramilitary, cult and espionage threats, such as FLANKED, NO EXIT, SHOCK AND AWE, BURNED and SACRIFICE.

The Goddess has some strange desires

Advice on BUILDING OPERATIONS as a group – structuring them around a central core Major objective and supplementing that with Minor objectives.

Some of the suggested operations from the book

A guide to each of the FIVE LINES OF THE VERMISSIAN: the ramshackle Candle Line that runs the length of the city from top to bottom, the submerged Fathom line which served the lower city, the twisting and unpredictable Spiral line in the middle city;
the aelfir-only Loft line on top of Spire, and the nightmarish Pulse line that connects the network to the Heart Itself.

Features which might help or hinder Black Ops teams are detailed in each section

Stats and motivations for the different FACTIONS at work with and against you: the Ministry of Our Hidden Mistress, the sanctified Paladins of the Autumn Church, the mysterious Vermissian Collective, the Spiral Council, and the, uh, Gutterkin, who are also there:

They’re doing their best

If you’re interested in learning more about Heart, you can check out our (finished) Kickstarter here or pre-order a copy from our Backerkit store here.