• [Article 1]The Eden Prayer

    The world has grown colder over the last century. Since the end of the Great War, huge multinational corporations have risen to power while government rule has grown stifling, stripping away what were once considered basic human rights. Knowledge is a privilege those few who can afford private education or can qualify for corporate schools. In the urban centers of power, billions struggle to carve out a living in the shadow of these monolithic empires.

    Amid the squalor and decay there is another world.

    Rumors of conspiracy and government plots abound on the streets while the news reports only what they’ve been paid to say. Within this cacophony of rumor the Church of Unua has somehow spread the tale of Five Kingdoms.”These five interwoven Realms, the Slumber, the Verdant, the Dark, the Grave and the Unbound, once part of a greater whole the Unua preach that these Realms, can be reunited so humanity can one day transcend the blight and enter the new era. The media dismiss their rants, the Church of the Redeemer sees them as a pagan cult, and others simply call them mad. Even so, their message spreads and new churches crop up in cities across the globe. All unified by a single prayer.

    Through dream I have seen the Slumber.
    Through nightmare I have been cast into the Dark.
    Through life I have found the Verdant.
    Through death I have known the Grave.
    I am Unbound.
    I am Lucid.

    - – -

    The year is 2202 and paranoia is the rule of the day. Forces just outside the realm of perception move world powers to their will. Those who stop and watch can feel the touch of these powers at work. Governments struggle to rebuild, to recover from the Great War. Huge corporations have become cities-states unto themselves. The Church of the Redeemer, fallen from its glorious ranks continue to swell, filled with disenfranchised workers unaware of the church’s hubris. All of these things move within the nebulous landscape of conspiracy. Yet, the truth exists beyond the realm of man.
    Scattered across the globe are those who have crossed the boarders into the Outer Realms only to return to the Unbound World tainted, a living conduit to the strange energies that control the Realms. This Taint connects them, binds them and drives them. They are the Lucid, those strong enough to transcend the haze of illusion that shadows the world.
    No one knows how many Lucid there are in the world. Some band together for ideological reasons forming Baronies. Their motivations vary widely, from the Eden Dream of the Church of Unua to the Templar’s enlightenment at the edge of a knife. The Realms offer no answers as to who is right and who is wrong.
    The Lucids who have not been culled by the Baronies are a precious commodity. Thrust into a world of mystery, they find themselves infused by the Realms, gifted with new and strange abilities. Their eyes have become attuned to the hidden forces of the world. Sought by the Baronies, some give in hoping for protection. Those with the wit, will and tenacity to do so, run.
    They are out there, on the run, hiding, like you. Close your eyes, reach out and you can feel them. Those with the strength not to give in, who have not been brainwashed by any Barony are the Lucid. Fight, struggle, do what must be done to survive the Unbound World and take control of the strings of reality at your command.

    You are Lucid. Can you Survive?

  • [Article 281]Fractured Momocon

    Fractured Kingdom is going to Momocon!

    Today I’m happy to announce that Momocon has invited me to speak on two panels, “World Building and Mechanics Design”, and “RPG Publishing”. Also, we’ll be running games at the con. Don’t have a schedule yet but we’ll get the word out once we know more.

    Momocon is held over Memorial Day Weekend, May 23-25.

    Also, for fans of Fractured Kingdom, are you going to any cons this year? If you are interested in running a game of Fractured Kingdom, please contact us on G+ or Facebook for a free GMs pack!

  • [Article 259]Nothing Wasted Bonus: Modern Fears

    While browsing the internet sometimes you find something so strange you cannot ignore it. When I saw this image I could not get it out of my head. This may be due to the deformed laughing nature of it, but I may have already said too much…



    With that, what came next was unavoidable.


    Modern Fears (Intelligence/Dark – Major)

    Requires: Maintenance: Any 12 (S), Nightmare Sense (B)

    The pace of new technologies accelerates as man claws their way back from the dark ages of the Purge.  The lack of education the average person receives leaves them incapable of understanding even the basic principles of how some of these modern machines work. This allows fear to take root, and that gives the Dark power over these technologies. Infecting a machine, computer, or other piece of technology the Dark Lucid twists its shape and function into a nightmarish mockery, channeling the collective fear through the device.  This terrifying image chills those witnessing its change, and ultimately leaves the device a melted husk, destroyed.
    The Character Rolls as with Nightmare Sense versus a target equal to the target object’s PV + 10.

    On a Successful roll the object bubbles forth as a horrid gateway to the Dark. Those within range witnessing this change must make a Mental Tree Roll (using Iron Will or other appropriate supporting Characteristics) equal to the Character’s Intelligence + Intimidation + Iron Will.


    Those who fail this Roll suffer a penalty to all rolls equal to the Character’s Intelligence + Iron Will. This effect lasts for 1 Turn for each 4 Levels of the Character’s Maintenance Skill.


    Note: The device targeted stops functioning only at the end of the effect. While terrifying someone may still attempt to use the impacted device. If the Character using the device is not already affected by the fear, they must immediately roll again, increasing the Difficulty by 10.

    Activation Time: 1 Action, Range: Lucid (Ab) in Meters, Cost: 30 Energy + 10 Health


    Design Notes

    When creating this Boon there were a few things I wanted to accomplish, first it needed to emulate the image, but should have a larger scope.Although, a Boon to destroy cellphones works well for the Dark, I mean, that cuts off lines of communications, it felt to narrow. Instead this was expanded to technology in general, this gave the Boon more functionality but kept it in line with Technophobia.

    While both Craft Nightmare and Modern Fears would place a Fear Penalty on targets within range the new Boon needed to feel different. For that it was back to the source image. The cell phone was clearly destroyed, so that became part of the Boon.  Finally, the time the Boon would last was designed to again separate the two Boons. The duration was set based on the Maintenance Skill, while Craft Nightmare could be sustained for much longer.  Lastly, to prevent the Boon from becoming too powerful, and to add a bit of ick, the object affected would continue to function through the duration, but ultimately be destroyed.

    To determine the requirements we looked at what was already included in the core book, here we found Craft Nightmare, this Boon provided a general framework for the mechanics of the Boon. Modern Fears was not intended to be as powerful as Craft Nightmare so while it maintained the same Boon Requirement, Nightmare Sense, Maintenance 12 was added to differentiate between the two.

    Lastly, the Energy Cost was also based on Craft Nightmare. Craft Nightmare has a Cost of 10 energy per Turn. A Character with the base requirements would create a Fear Effect lasting for 3 Turns, 30 Energy if this was Craft Nightmare. However, Modern Fears also destroys the object affected. Instead of just increasing the Energy cost, a Health Cost was added, this keeps the raw Energy cost from scaling too high allows the Dark Character to use the Boon several times, but keeps the cost meaningful. Adding a Health cost to a Boon that destroys is also  Thematically fitting with the Dark.

  • [Article 252]Fractured Kingdom At Dragon*Con

    This year at Dragon*Con we will be running 6 introductory games in Non-Campaign gaming based on the Adventure Seeds series. These games are designed to give new players a sense of the world and what it means to be Lucid.

    Game times:

    Fri 1 PM (Session 2)
    Fri 6 PM (Session 3)
    Sat 1 PM (Session 6)
    Sat 6 PM (Session 7)
    Sun 1 PM (Session 10)
    Sun 6 PM (Session 11)


    Adventure Seed 1: Keeping An Eye OnYou

    Adventure Seed 2: Face Jacking

    Adventure Seed 3: Coven’s Call

    Adventure Seed 4: Radio Faktum

    Adventure Seed 5: Botanical Uncooperative

    Adventure Seed 6: Succession!


    Gaming events registration can be found here:  http://gaming.dragoncon.org/index.php/eventsearch


  • [Article 245]New Review of Fractured Kingdom from 2 GMs 1 Mic

    Just got a chance to listen to this review of Fractured Kingdom from 2 GMs 1 Mic, and it was awesome. The show is broken down into several segments covering, the show’s topic, game reviews, and their campaigns. You can jump to the review at 29 minutes but I recommend listening to the full show.


    Episode 8: House Rules


    There are some awesome quotes in there, but I don’t want to spoil anything.


    A big thanks to 2 GMs 1 Mic for the review.

  • [Article 236]Off The Beaten Path 5: Anniston, Alabama, ASA




    Near the heart of the Reclaimer movement in Atlanta, Georgia, ASA were any number of small towns. Just across the Georgia/Alabama border is one such town, Anniston. Before and throughout most of the war Anniston drifted along, another sleepy town well removed from real conflict. When the ASA began military operations in Mexico long simmering tensions erupted.


    What had been a sleepy paper mill town exploded in racial tension. At first attacks were subtle, targeting the poorest Hispanic families. As the conflict in Mexico escalated and spilled into Texas so did the attacks on innocent people inside the Anniston going so far as to see a resurgence of the Klan and events such as public lynching’s. This racial violence was not unique to Anniston, as crimes targeting Hispanics surged across the ASA, particularly in the Southern states.


    As the US continued to destabilize leading up to the Purge, the Church of the Reclaimer took up roots in Anniston. Religious fervor tapped into the fears of the town and was able to shape it. In the years before the Purge Anniston was a central training facility for the Church’s bombers. Coordinating with other small and medium sized towns already affiliated with the Church thousands of sleeper agents were decimated through the US, and then ASA leading up to the Purge.


    The years that followed the embargo and reassertion of national governments have not been kind to the people of Anniston. For years, the city was home to a host of investigators, law enforcement, and mercenaries conducting sweeps searching Church radicals and militants. The post war economy of the city all but non-existent. Government aid was brought in to support the survivors.


    For all this Anniston has not fallen into the obscurity of history. Much of the city remains a burned out husk of its former self. While Atlanta has licked its wounds and covered over its scars Anniston was never able to fully recover. Because of this, there has been a steady growth of Post War tourism, people looking to explore the horrors of war, without the dangers of the Wastes. This has made Anniston ideal.


    Story Seeds

    Memories: While the Church’s influence may have been scrubbed from the surface, there may still be a strong underground presence within the community. This underground faction may be looking to recruit muscle willingly or not. PCs displaying any kind of supernatural ability may find themselves kidnapped.


    Lost Souls: A fog of regret and misery floats over the town of Anniston. This is a real effect left over from of those that died in the town during the Purge. While not an actual Bridge or Gate with the right influences one may easily form.  For this reason the Templar, Spirit Callers and Keepers have all taken interest in the town. While neither faction has made a move yet, the Templar and Callers sit on the edge of a discovery the Keepers are sworn to prevent.

  • [Article 231]The Lucid Effect 5: The Cat Lady

    The Lucid Effect presents a new Lucid, first with only mundane abilities that encapsulate their former lives, and a possible incarnation with supernatural talents building off their previous skills.

    The Basic Template spends only basic Character Points and 5 Lucid Points.
    The Lucid Template fills out the character presenting a near complete New Lucid.


    It’s perfectly reasonable to cat around with this kitty causally. While it’s far to easy to fall into the grand debate, Eartha Kitt or Julie Newmar we’re looking at a different kind of cat lady this week. This is the recluse that lives for their kitties, yes, they live, work and function in everyday society  it’s only marginally true.  This is someone completely dedicated to their pets and while it doesn’t have to be cats the Cat Lady is one of those iconic images we couldn’t resist.


    To take care of her cats our lady has chosen a rather reasonable career as an accountant. Something she could mostly do from home, allowing her more time with her pets. We give her Law, Logic & Math as well as some social skills to ensure she’s both good at her job and can feign normalcy.


    After that we look at some kitty quality skills. Animal Handling, Domestic, and Study: Cats are all easy choices. Knowing how to care and clean one;s animals is important. To that effect we add in Zoology to represent a mildly obsessive study of the various breeds of cats.  We round this out with Perception, Scrounging, and Fasting, for finding missing cats, and dealing with the lean times when money is tight due to kitty issues.


    History 9 Fortune 8
    Career: Accountant 4 Intuition 7
    BG: Cat Fanatic 6
    Education 4
    Strength 5 Wisdom 5
    Animal Handling 4
    Domestic 4
    Study: Cats 4
    Dexterity 5 Intelligence 5
    Law 4
    Logic and Math 4
    Zoology 4
    Constitution 8 Mental 5
    Fasting 7
    Sense 5 Expression 5
    Perception 4 Etiquette 4
    Scrounging 4 Subterfuge 4


    Now, what’s better than your average ordinary cat lover? Why one that summon up her own pride.


    History 9 Fortune 8 Boons Value
    Career: Accountant 4 Intuition 7 Flesh Eater Ma
    BG: Cat Fanatic 6 Animal Speech Ma
    Education 4 Command Animals Ma
    Familiar: Eurasian Lynx Ma
    Strength 5 Wisdom 5 Summon Animals Ma
    Animal Handling 4 Natural Summoner Ma
    Domestic 4 Pack Master Ma
    Study: Cats 4 Predator and Prey Ma
    Dexterity 5 Intelligence 5 Drawbacks
    Law 4 Limited: Animal Speech: Cats Mi
    Logic and Math 4 Limited: Command Animals: Cats Mi
    Zoology 4 Limited: Summon Animals: Cats Mi
    Limited: Predator and Prey: Cats Mi
    Constitution 8 Mental 5
    Fasting 7
    Tough 6
    Sense 5 Expression 5
    Perception 4 Etiquette 4
    Scrounging 4 Subterfuge 4


    How our Cat Lady came to be touched by the Verdant we don’t know. However, we do know that she travels with a pack now. Faithful Lynx by her side, she can call up a pack of feral city infused with her Verdant energies cats capable of easily overcoming the average mundane.


    The Cat Lady represents a specialist character. Driven to do one thing closely linked to her concept the scope of many of her Boons are limited to only her feline friends. No self respecting dog fears the Cat Lady, but they should.


    The Cat Lady uses all 60 Experience as a New Lucid.