Thursday 28 February 2013

Autumn is Here!

Goodbye Summer, hello Autumn!

Today marks the official end of Summer (in the land of Oz at any rate) and to celebrate we're annoucing the suppliments in production stages for Hands of Fate.

The first suppliment is Monsters of Karth; a look at various critters and baddies to be found in Karth, the game setting for Hands of Fate. Thank you to those who offered contributions to add to the bestiary, and keep em coming in. PM me if you have more ideas you'd like to see in the game, and I'll work on adding it before the final draft is finished. We plan on offering Monsters of Karth as a free download, in PDF format, so stay tuned for it's release.

A Guide to Karth; a game setting information guide with a story preceding each chapter recounting one Imperial's journeys about the continent, exposing the various cultures and regions, while leaving large tracts open to discovery in your own games. A Guide to Karth builds on the brief descriptions given in the Core Rules, and adds depth and flavour to your games. Each chapter also provides several plot ideas by detailing various faction struggles in each area.

Ars Academia; the first Magic oriented suppliment expanding on the Sorcery rules found in the Core Rules. The various chapters will include setting information for running Academia Alchemica themed adventures, expanded magic item creation rules, spell lists for different skill levels and styles, and information on rivals and enemies of the Academy.

Return of the Weaver; A full multi-session adventure for Hands of Fate. Bringing old religions back into power, facing off against powerful Imperial houses and their scions, prophecies and giant fricken SPIDERS! The heroes are hired to undertake a dangerous mission for a mysterious young prophet, and soon find themselves out of their league when they learn they are responsible for the fate of gods.

Behind the Throne; a deeper look at the devious and subtle powers of Enchantments. Each chapter will include information on the use of illusion and charms to gather power, and the consequences of failure. More spells, more setting information and some NPCs for GMs to use as either the powers behind the throne, or the teachers of forbidden arts. A new society of Enchanters, called the Oculus, is introduced. Master manipulators and shadow players - are they the true power in the Empire?

Also, the Core Rules is just about ready for sale, and we anticipate a mid-March release date. Stay tuned, HoFers!

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