Wednesday 28 June 2017

(Haunts and Horrors) New Preternatural Ability: Psychokinesis


Psychokinesis
Psychokinesis (New) Range 10 meters, Area of Effect, 2 Meters, Duration 1 Min per point of the users WIP, Initiative Penalty Nil

The ability of psychokinesis enables the user to influence physical items without physically contacting them. A form of Telekinesis it allows a creature to turn handles, operate machines or open doors as if it was physically touching them even when it is not. The ability can be used to operate machinery, pick locks and so forth.

Friday 16 June 2017

New Release: GM's Map #22: Undersea Lab Complex

The latest in our GM's Maps range is the Undersea Lab Complex!

A perfect place to ride out the apocalypse, a death trap where aquatic monsters have your PCs cornered or a place for an elite team to grab a rival corporation's latest scientific developments. That's for you to decide!

Monday 12 June 2017

New Release in our GM's Maps range 'Coaching Inn 1'


Map-making can be time-consuming and sometimes frustrating for GMs, especially GMs with limited time to begin with. In our new 'GM's Maps' range, we will be providing a range of pre-made maps for you to use in your games.

Publisher's Licence
Publishers wishing to use this map in their own products may do so subject to the following restrictions;
You may use the map in your own adventures or supplements provided you add your own content.
This map may not be resold as part of a product that is intended primarily as a map or collection of maps.

If you use this map please credit the author B F Irving and Gethsemane Games and include the line “Map created with Campaign Cartographer 2 by Profantasy Software”

Map #21 Coaching Inn #1
Coaching Inns serve a vital role in the transport infrastructure of nations with a coach or trading caravan system. In addition to the roles of urban inns which serve food and drinks and offer accommodation for the night, coaching inns also offer additional services for coaching or waggon companies. The inns have large stables where horses or other draft animals can be accommodated, they offer feed, shelter and a farrier service for these animals and they also often have a system where tired teams of draft animals can be exchanged for fresh teams.

This coaching inn also has several features that suggest it may be located in a frontier or at least partly lawless area. It has a palisade wall with a night gate that can be closed if needed and sports it's own watch tower. All of this rather implies the area in which it is built may have its fair share of dangers which need to be defended against – or at least it used to have. Perhaps the area is more safe and civilised now but then, where would be the fun in that for an adventuring party?