Come learn a dynamic, easy system guaranteed to have you playing within 15 minutes of coming up with your character concept. If you've ever thought you'd love to role-play but don't have the patience for lots of math and record-keeping, this is the system for you.
You are part of a crack team of investigators trained to handle crimes involving minors, sex, or both. Who's the victim this time and can you bring the perp to justice?
Take a chance! Brave the unknown! At the beginning of this game, the GM will use the QAGS Book of Dumb Tables to randomly determine the gameâs concept, PC group, villains, plot & theme. Players will create their own characters but will randomly roll their charactersâ names. The GM will then provide a full, satisfying adventure, with twists, turns, & (randomly determined) surprise guest stars.
When a group of M-Forcers get caught in some freaky glowy thing they end up in a world similar to but very different from their own. It's overrun by monsters, but everyone seems oblivious to the fact - kind of weird since you figure 1 in 5 people is some kind of vampire, fairy, or werewolf. Luckily these monsters are weak, stupid, and more concerned with Byzantine politics than survival. If you can stop giggling you'll have the place monster-free.
Once you wore a brightly colored costume & kept the world safe from the forces of evil. You always won, until Dr. Menace came along. Things went south, your team dropped the ball, and the Great Calamity happened. Now youâre a survivor, making your way in the harsh, barren landscape that used to be the USA. The people you once protected now spit at you, but youâve still got your special powers, waiting for the right time to fight again!
Can you trust your memories? In your case, no. Everything you thought you knew about yourself was a lie, a carefully constructed cover story. Really you're a highly-trained government agent who specializes in missions so bizarre they would drive the average person mad. But now that you've been reactivated, do you still have what it takes? Can you retain your fragile sense of identity without losing your sanity?
You've conquered the Caves of Calamity, the Dungeon of Moderate Annoyance, and even the Tomb of Creepiness. Now that extremely well-connected old man with the eyepatch tells you that there's an ancient underwater city nearby. He even gives you a bunch of magical rings that will let you breathe underwater. Time to kill some scaly, fishy things in this Journeyman Level Qerth adventure.
God-like human beings in colorful costumes battle the forces of evil, with the whole world hanging in the balance! At heart, the super-hero genre is very straightforward in its approach, yet most of the time super-hero game systems get bogged down in math & complex mechanics & lose sight of the fun. Though you may not believe it, an RPG can recreate the thrills of your favorite comic book. This panel will tell you how.
Youâve got fab gear; you have birds over to your flat every night; you take your martini ice-cold, with a large thin slice of lemon peel. Itâs the swinginâ sixties in London, and life is goodâunless a certain high-tech doomsday cult has its way, in which case all life in England will be wiped out. Now the government has called on you and your team of superhuman superspies to save the day. Just be sure to look good while youâre doing it.
âYou see, Abu, a great hole in the sea. Itâs unnaturalâand irresistible. Who knows what wonders there might be down there? Gold, gems, a Beautiful Princess in need of rescue? It would be positively un-Sindbad-like to walk away from a challenge like that!â But what will Sindbad really find at the bottom of this Hole in the Sea? Certainly not a centuries old conspiracy; no, never that!