This week, we try out Blades in the Dark, a whalepunk fantasy RPG about daring scoundrels trying to claw their way to the top of the criminal underworld. Since the gates of death were broken, restless spirits have roamed the streets of Doskvol, along with darker things. Safe behind the lightning fences that protect them from the gigantic demons without, the citizens of the city form a closed system of factions jockeying for power. When a corrupt Bluecoat Inspector blackmails a no-account gang into being his personal saber in Doskvol’s underworld, he is merely looking for a group of disposable (and deniable) assets, but if they play their hand right, perhaps they can turn the situation to their benefit. After he instructs them to disrupt the operations of a local faction, they decide to rob a warehouse belonging to the group, and keep the spoils for themselves. With the tacit protection of the law, will they be able to pull off the job, or will unseen forces keep them from their first payday? Listen to find out!
All-Mart is a big-box store and wholesaler, the type of establishment that stocks mountains of off-season swimwear and pallets of industrial-sized mayonnaise jars. There’s more hidden on these shelves than meets the eye, however, and four overnight employees have banded together to discover the truth behind the mysterious items that occasionally turn up. They call it “exostock,” products that shouldn’t exist from outside of reality itself, each with a discrete magical effect. In the hours between eleven and seven, when only the weirdos shop, this cabal of would-be chargers explore the sprawling aisles, hoping to uncover the secret of the All-Mart and inventory the strangeness that lurks within. Will they find the answers they seek, or will trifling with arcane powers beyond their ken lead them to ruin?
In a cyberpunk future where Synth has dominated the world market, three independent contractors are hired to infiltrate the upstate compound of Cytopia to rescue a wealthy disciple of its founder’s teachings. As they dig deeper into the world of the Seekers, the true believers who have pledged themselves to bringing about a robotic Eden, their target also begins investigating them. A chromed-out street samurai delivers a personal invitation to the compound, and now, they’ll have to knowingly walk into a trap to complete the mission. Can they make it out alive?
In the final episode of our Inverse World mini-campaign, Seahawk and Crew discover a terrifying secret on the island of Ice Loch. While Mal and Crysis invade the home of the island’s ruling family atop the ice spire, Sidd explores the nearby village market and Clark heads back to the ship for no good reason. Will the fearsome foursome of the Solar Sailor accomplish their mission and free ice Loch from the stranglehold of the Starskgaards, or will they decide to cut their losses and get as far away as they possibly can? Listen to find out!
In this week’s Actual Play, Seahawk and his crew of nefarious sky mercenaries continue their quest to free the floating island of Ice Loch from the choking influence of a local crime family. In order to open the port, they’ll have to infiltrate The Spike, the gigantic icicle anchoring the island to the world crust. Will our ignoble adventurers manage to sneak past the watchful residents of Ice Loch and free the port, or will their true purpose be discovered? Listen to find out!