After a week-long outdoor adventure, you and your fellow Junior Braves return home to find that the world is no longer the same. Your families are missing, there are terrible things roaming the streets and you aren't sure if help will ever arrive. You all need to be brave and use your skills to survive, to adapt and to thrive. Based on the Junior Braves of the Apocalypse graphic novels and the Kids on Bikes role-playing game, this guide allows you to tell your own stories of kids dealing with the end of the world!
"You pull your wand from the folds of your cloak, and its glowing blue end illuminates the door in front of you--the entrance to the banned books section. You watch as the copper snakes twist and turn around the lock that keeps students like you out. But you've been left with no choice. Your barn owl hoots softly upon your shoulder as you raise your wand to the knob and whisper the unspoken words. Kids on Brooms is a collaborative role-playing game about taking on the life of a witch or wizard at a magical school you all attend- a place full of mystery, danger, and thrilling adventure. From dealing with strict professors to facing down mythical beasts, players will get the opportunity to ride brooms, brew potions, and cast powerful magic as they uncover the incredible secrets their school and its inhabitants hold. Built using the ENnie Award-Winning Kids on Bikes framework, it is a rules-light, narrative-first storytelling game perfect for new players and gaming veterans alike!"--Back cover.
The Junior Braves of Tribe 65 return from a camping trip to find swarms of bloodthirsty mutants have overrun their town, bringing death and destruction everywhere they go! With their families missing and their homes destroyed, these plucky kids must use all their scouting talents, combined smarts, and teamwork to survive the end of the world! JUNIOR BRAVES OF THE APOCALYPSE VOL. 1: A BRAVE IS BRAVE is the beginning of the exciting young adult graphic novel series that is one part THE GOONIES and one part THE WALKING DEAD, full of zombies, adventure, and handy tips for wilderness survival—in a new softcover format!
The door to the old house creaks open, the rust on the hinges groaning as you see the dust floating like spores in the air inside. By the faint light of your cheap flashlights, you see the stairs to the upper floor, its railings gnarled and broken like crooked teeth. Their curve makes the stairs seem almost like a hungry grin, and you wonder if their age will support your weight. Still, you must go in. The only question is who will go first? In Kids on Bikes, you'll take on the roles of everyday people grappling with strange, terrifying, and very, very powerful forces that they cannot defeat, control, or even fully understand. The only way to face them is to work together, use your strengths, and knmow when you just have to run as fast as you can. --
Inspired by Robert W. Chambers' influential cycle of short stories, it pits the characters against the reality-altering horror of The King in Yellow. This suppressed play, once read, invites madness or a visit from its titular character, an alien ruler intent on invading and remolding our world into a colony of his planet, Carcosa. Four books, served up together in a beautiful slipcase and GM screen set, confront your players with an epic journey into reality horror: Belle Époque Paris, where a printed version of the dread play is first published. Players portray American art students in its absinthe-soaked world, navigating the Parisian demimonde and investigating mysteries involving gargoyles, vampires, and decadent alien royalty. The Wars, an alternate reality in which the players take on the role of soldiers bogged down in the great European conflict of 1947. While trying to stay alive on an eerie, shifting battlefield, they investigate supernatural mysteries generated by the occult machinations of the Yellow King and his rebellious daughters. Aftermath, set later in the same reality, in present day North America. A bloody insurrection has toppled a dictatorial regime loyal to Carcosa. Players become former partisans adjusting to ordinary life, trying to build a just society from the ashes of civil war. But not all of the monsters have been thoroughly banished--and like it or not, they're the ones with the skills to hunt them and finish them off.
INTRODUCING THE MARVEL MULTIVERSE ROLE-PLAYING GAME! Take on the roles of Marvel's most famous Super Heroes--or create entirely new ones--to fight some of the most dangerous Super Villains in the Marvel Universe! Join Marvel and Tabletop RPG fans alike in this upcoming playtest of Marvel's new game. Co-created by Matt Forbeck (THE MARVEL ENCYCLOPEDIA, Dungeons & Dragons: Endless Quest) and packed with illustrations by Marvel's amazing artists, the PLAYTEST RULEBOOK features a subset of the rules for the upcoming game--including character creation and combat--plus an introductory scenario and full profiles for some of Marvel's greatest heroes: Spider-Man, Captain America, Captain Marvel, Wolverine, and more. To get started, all you need is this book, three regular dice, and a group of friends. Players who grab the PLAYTEST RULEBOOK will also have the chance to offer official feedback on the rules and help shape the game for its full release. Don't miss out on this chance to influence and enjoy the MARVEL MULTIVERSE ROLE-PLAYING GAME!
Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting Garou hold dearest: Gaia, the Earth itself. Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads. Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage. Details the werecrocodilians of the World of Darkness.
This book serves as a fascinating guide to 100 war films from 1930 to the present. Readers interested in war movies will learn surprising anecdotes about these films and will have all their questions about the films' historical accuracy answered. This cinematic guide to war movies spans 800 years in its analysis of films from those set in the 13th century Scottish Wars of Independence (Braveheart) to those taking place during the 21st-century war in Afghanistan (Lone Survivor). World War II has produced the largest number of war movies and continues to spawn recently released films such as Dunkirk. This book explores those, but also examines films set during such conflicts as the Napoleonic Wars, the American Civil War, World War I, the Vietnam War, and the wars in Afghanistan and Iraq. The book is organized alphabetically by film title, making it easy to navigate. Each entry is divided into five sections: Background (a brief discussion of the film's genesis and financing); Production (information about how, where, and when the film was shot); Synopsis (a detailed plot summary); Reception (how the film did in terms of box office, awards, and reviews) and "Reel History vs. Real History" (a brief analysis of the film's historical accuracy). This book is ideal for readers looking to get a vivid behind-the-scenes look at the greatest war movies ever made.