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So we have been releasing a lot of info about different groups in the world, here is a chance before people go on holiday to give you a bit more for when you are creating your character.
The game is based on the series of books written by Jim Butcher, though it is not necessary to have read these. It also takes a lot of inspiration from the one off we have run called Dry Spell, again it is not necessary to have played in this.
There will obviously be differences, we have pushed forward time to be just before WW2 for a start, and the first game starts in the real world rather than the NeverNever.
Also in a 3 hour one off it is easier to have people playing the nasty characters and faction on faction conflict than it is in a campaign.
There is still scope for this but those that play nasty and try and destroy the world or other characters must be prepared for the chance their character may die. There will still be inter faction rivalries and politics but it may not start quite as brutally at each others throats. There will be the ability to play as many races and factions, but some will be less common and some will start as NPC only to let the game get under way.
Magic infuses the world and is often about humans and their occasional supernatural allies amongst wizards and others fighting back the threats of things much bigger and scarier than themselves. But those with the strength and will can stake a claim for greater things.The universe is a game of Noir mixed with some pulp concepts and action, politics and romance.
The first game starts in Chicago at an usual gathering, the second game will see the action swap to New York. While there is scope for the game to travel outside of these cities the bulk will be there. The War will play a part in our story lines, along with the state of the world at the time, we want the time period to have a strong impact on the game. There will also be plots about occult, myths and legends from the past, a chance to try to do good, even if failing along the way. And we will also introduce elements of the bad guys from the books. There will be chances for your characters to turn into heroes, the anti hero, all out villain or the average Josephine trying to make a difference in her city. We also have plots influenced by other stories in place.
The important thing for us is also making this game tailored for the characters you give us. So providing us with characters with open plot hooks would be great. If you have questions you want to ask fire them at us. We have loved the characters we have seen all ready.


I will post up some ideas for characters later.
But in terms of movies and books to read or look into. Remember the period and style. So late 1930s, Noir, Urban Fantasy. So apart from the obvious Dresden Files. Movies with Femme Fatales, Detectives, people looking to make a score. Gangsters, the Untouchables. Pulp heroes like Indiana Jones, the Rocketeer. Stuff that touches on the depression or the weird like Carnivale. For a darker look at Urban fantasy and magic, there is Mike Carey’s Felix Castor Novels or the Hellblazer (Constantine) series.
Fae, Wizards and Vampires can also be quite stuck in the past so look further back for inspiration.
There were also all those that came back from the Great War, the war that was horrific and you would never see the like of again.
The Universe and this game also has some skills/powers that will work around faith of different kinds, so for a different kind of detective, there is always Brother Cadfael as an inspiration.


Sorry guys, insane day at work, and running on very little sleep. But here is some of the information we had for the one offs, that may help those of you who are new to the Universe.
The Unseelie Accords
The Unseelie Accords are a set of agreements (like the Geneva Conventions) that govern behaviour between its signatories, who are the major powers of the magical world. The Accords include protocols for etiquette, hospitality, formal duels, and neutral ground, among other things. They were instigated by Queen Mab, Winter Queen of the Fae.
The laws set down in the Accords are upheld, the work of maintaining them done, and gatherings arranged by two Fae lawyers, who represent the balance between Winter and Summer. They are Ms Anna Cage, of the Summer Fae; and Fish, of the Winter Fae. Between them they ensure that the laws are followed, and any breaches or problems are resolved in accordance with the rules.
The Known Rules are.
There is no spirit of the law, only the letter of the law.
Beings have license to deliver and receive messages, and to have safe passage granted them so long as they do not instigate violence.
Part of a pledge of safe passport or conduct is a promise to not drug any directly offered food or drink. If it is targeted at a group, rather than a specific individual, however, then it is acceptable.
If a member of the Accords is killed by another member of the Accords, one who has close relations to the deceased can demand a weregild in compensation for their death.
Should a member of one faction wrong another faction, the aggrieved party has the right to challenge their enemy to single combat. The dueling laws are based on the Code Duello[7]:
The organisations that represent the duelers pick an emissary from the list of neutral emissaries.
The chosen emissary decides on a list of available weapons, such as magic or will.
The challenged picks the weapons, and the challenger picks the time and location.
The available weapons are not necessarily restricted to those usable by both parties. If the challenger can’t use the weapon the challenged chose, they can force the challenged to take their second choice.
Each party must have a second.
The seconds collaborate with the emissary to work out the terms of the duel.
Certain places can be signed on as Accorded Neutral Territory (and that is the case within the house here). This means that signatories of the Accords do not start any conflict on the premises, and are bound by their honour to take any fights outside.
Any member of the accords can sign for safe passage for 1 other.
An individual can sign onto the Accords as a freeholding lord:
The signatory is entitled to rights under the Accords, such as right of challenge.
The signatory must have three current members of the Accords vouch for them for them to be able to sign on.
The Current Signatories
The Archive - A powerful being, always a woman who is a repository of all knowledge recorded by humanity, wizard or otherwise. This makes as strong as the strongest of the Fae Queens.
The Denarians - The Order of the Blackened Denarii, an organisation of fallen angels who are bonded with human hosts through their coins. There are only ever 30 at any one time, though they have a wide range of power and abilities. The generally accepted leader as seen by outsiders is Anduriel who has been walking the Earth for close to 2000 years. The representative that often speaks for them is Lasciel.
Monoc Securities - An organisation based in Oslo. Little is known about this organisation, though. They have been known to hire out supernatural mercenaries. Their leader is Donar Vadderung.
The Summer Court and Winter Court - 2 of the 3 groups of Fae (The third group, WyldFae aren’t signatories). Fae are alien and powerful beings that live in the NeverNever and interact with the Mortal realms. Each of the courts turns in opposition to each other, their power waxing and waning with the seasons. Balance is very important to them, as are deals. It is well known that Fae can not tell a lie or break a deal, but while many may see these as weaknesses, they see them as power. Each Court has 3 Queens and a Knight. In order of power (weakest to strongest) there is the Lady, The Queen and then the Mother. The current Summer Lady is Guinevere and her Knight is Ronald Reuel. The current Winter Lady is Boadicea and her Knight is Jacob Sanders. The closest thing to the leader of the WyldFae is the Erlking, a powerful being who can call the Wild Hunt.
The Fomor -An ancient race of water-dwelling creatures, they are known to be powerful magic users, some claim because they are fallen Fae others say potentially through their interbreeding with the Fae many, many, many years ago. They are lead by King Corb and tend to keep to themselves and do not encourage guests.
Vampires - The Black Court - The most well known type of Vampire, the
Black Court’s numbers are severally weakened now after a serious purge from mortals after the publication of Bram Stokers Dracula, and they are currently the smallest and weakest of the Vampire Courts. They are usually old, strong creatures, though there appearance is often off putting as they are still in their old bodies which for many of them has continued to rot. Their leader in America is Count Laszlo a very old Vampire from Europe.
The Jade Court - A secretive group of Asian vampires, they can be expected to respect the accords and respect honour, but rarely seen outside of Asia.
The Red Court - Currently the most numerous and powerful of the Vampire Courts. Red Court vampires were once human who changed when they first feed, now they are bat like monsters who feed on blood and disguise themselves with human looking ‘shells’. They are known for the passions and tempers and an addictive saliva which they use to feed off humans. Their powerbase is South America where they are ruled by the Red King. His representative in America is Duke Garcia a vampire known to be around for at least a couple of hundred years.
The White Court - The most ‘human-like’ of the Vampire courts they integrate themselves into mortal society. They avoid violence with the other groups preferring diplomacy. They are lead by the White King and while little is known about the inner workings they are made up of a number of houses. White Court vampires are not humans that have been turned, they are born as vampires. And they tend to feed on emotions and able to influence the mood of mortals. The Representative of the House is one of the White King’s daughters, Miss Eleanor Mont Blanc.
The White Council - Is a worldwide council of Human Wizards that has been around since before the Romans. They are lead by the Senior council and group of 7 incredibly powerful Mages. And their leader is The Merlin, a title taken by the most powerful and senior of the Mages. A human mage will live MUCH longer than a normal human being barring accidents, and has access to magic not available to other Supernatural creatures. Their representative at this meeting is Simon Petravich, a Russian Wizard on the Senior Council. The White Council also enforces the seven laws of Magic over human wizards. This is done by their combat mages, the Wardens. Wearing grey cloaks and carrying silver swords that cut through magic most groups are wary when the Wardens are hunting.
The seven laws of magic (these rules are intended to be enforced on human mages against human targets, but…)
Thou shalt not kill by use of magic.
Thou shalt not transform others.
Thou shalt not invade the mind of another.
Thou shalt not enthrall another.
Thou shalt not reach beyond the borders of life.
Thou shalt not swim against the Currents of Time.
Thou shalt not seek beyond the Outer Gates


Some more world concepts:
Nevenever: A magical realm of the supernatural, separate, yet attached from the normal world.
It is a series of realms which contain the land of Faerie, which is separated in two territories ruled by the Summer and Winter Court.It is also comprised of all the spirit worlds known From Hades to Hell. The further the realm is from earth the less stable it is.
It often replicates the feel of the real world, so in a place of suffering and torment in the real world (say Alcatraz or mental asylum) then the Nevernever is likely to be a very dark twisted place, in a peaceful happy place in the real world (lets use Wrigley Field) the Nevernver may be a summer meadow with animals frolicking. That doesn’t mean those animals wont eat your face off of course, it is still the Nevernever.
Will plays a large part in the Nevernever, and people are able to influence their environment to an extent, it’s said that very powerful Mages and beings can create their own domains there.
The connection between the real world and the Nevernever is stronger at certain points and this is where doors may be opened between the 2 worlds by those that know how. Distance and time is also measured differently in the Nevernever, it may be possible to get half way across the world in the real world by entering the Nevernever and swimming for half an hour across a placid lake. These are known as paths. And knowledge of various paths and gates is sought after. Of course entering the Nevernever is full of dangers and some paths may be guarded.
Veil: A veil is a magical form of concealment which renders the affected either invisible or otherwise unnoticed by most of the magically unaware. Veils can range from simple feelings of aversion to looking in a direction, to a lack of conscious recognition of someone’s presence, to a complete state of invisibility and denial of the existence of the physical space in which the veil stands.
Veils can be seen through with the Wizard’s Sight and perhaps some varieties of sentient magical creatures.
For the creation of good veils the creator has to have a good fine control of magic, and has to be calm and still.
Being under a veil also always reduces the veiled person’s ability to see or perceive the world outside the veil.
Those people using a veil will cross their arms over their chest.
Wizards Sight: Wizard’s Sight is a form of supernatural vision or perception.
Use of the Sight, sometimes also referred to as “third eye”, allows a wizard to gaze upon the world and see its supernatural side, allowing the perception of things hidden to the normal eye. What has been seen through the use of the Sight will remain a lasting memory forever, and will neither fade nor be forgotten. Because of this, wizards don’t use it often, for it could easily drive them insane.
The Sight usually shows concepts physically, e.g. if a loved one had recently died, a person could have wounds similar to those of a sword. If a person was pure they may be seen as surrounded by pure white light, and evil person as having horns and surrounded by whirling black smoke. And looking upon a truly evil supernatural creature, well… that could just turn a Mage totally insane and catatonic.
The Sight can break through illusions, and is generally the method used by wizards to pierce veils.
If you use wizards sight or something equivalent to look at people, whether it’s right next to some one or across the room, go to them and ask to see their wizards sight card/envelope (Everyone will have one), an important note, if you are using wizards sight, everything in front of you, you can see, and please react accordingly to it.
Also don’t look at your own wizards sight card until after the game.
Soul Gaze: When a practicing wizard and a being with a soul look each other in the eyes (for at least a full second or two), it begins what is known as a soulgaze. It gives the other a window into their soul, which can’t be faked. It doesn’t relay specific information (you can’t use it to interrogate someone), but it does give one a vague impression of who they are. You are seeing into their head and their “dream world” but as they are, not who they think or pretend to be. Just like if one were to use their Sight, the memory of the gaze doesn’t fade with time, being as sharp years later as when it happened.
A soul gaze may only happen once between a mage and someone else. And a soul gaze is always a 2 way thing, you both look into each others head. It is not done lightly.
When a soul gaze is initiated, swap your soul gaze cards, if one person doesn’t have one a soul gaze can’t happen. The Soul Gaze lasts only a moment though it feels much longer. It can leave you disorientated after.
Again don’t look at your own Soul Gaze card until after the game.
True Names: All beings have a name, and a NAME. One’s NAME can change over time, so one’s NAME does not have to be one’s name. Generally, for mortals at least, one’s birth name is indeed one’s NAME, at least to start with. One’s NAME is affected by how one perceives oneself, and also what experiences one has had.
Oaths: While people can lie and cheat, Oaths and deals tend to end up being more binding, sometimes more than the person intended. Some people still to the exact letter of the deal others more the spirit. Oaths can be made to cover many, many things.


The start date of the first game is June 1937. One month after the Hindenburg disaster which set shock waves through both the Mortal World and had ripples that impacted on the NeverNever as well.
The Baseball Hall of Fame just opened in New York, and people can argue the merits of the first class of inductees including Babe Ruth.
The FBI has been formed with J Edgar Hoover in charge
Last year the Summer Olympics were held in Berlin.
Germany has not invaded Poland yet, but that does not mean things aren’t happening in the background and other atrocities aren’t going on. In March this year a Gallup poll was held that said 94% of all Americans want the US to stay out of all foreign wars.
There was a royal English wedding where Prince Edward, the Duke of Windsor married Wallis Simpson
The Great Depression is still being felt right across the world with many trying to find a way to keep themselves and and their families fed.


First game of the Dry Spell campaign called ‘Fall Game’ will be running at Hydra 2015.
Rules have been worked on in the background as long as a setting and certain people will be approached about crew positions, but for now we would like to tie peoples characters into the plots and stories, so for that we need to know who and what you want to play. So whether you can make the first game in Wellington or will be waiting for the first Auckland game feel free to go to the link at the bottom and make up a character.
Campaign Setting
The Dry Spell campaign takes place in the Dresdenverse (The Dresden Files, written by Jim Butcher) in multiple cities in America in the 1937. The main places games will be set are Chicago and New York. These ‘real world’ cities also have connections to the magical realm of the NeverNever.
The Nevernever is a magical realm of the supernatural, separate, yet attached from the normal world. It is a series of realms including all the spirit worlds known- from Hades to Hell to Avalon.
Games based in Auckland are most likely to be based in New York and those in Wellington are in Chicago, with odd trips to other cities or even the NeverNever instead.
The players will take on the roles of Humans, Wizards, Werewolves and Vampires, all trying to stake their place in the world.
In the real world, the country is still recovering from the Depression, people adjusting to altered circumstances. In Europe, anger is brewing, and there is talk of another war. Many don’t want to believe such a thing could happen again, soon after what is still called the ‘war to end all wars’.
There have been a lot of changes, things are unsettled. Prohibition has recently been repealed, but the cultural attitudes that led to it are still there. Some people got rich from it, others got caught. Some thrived in the Depression, others lost everything they had and are still trying to rebuild. There are a lot of desperate people, and a lot of others willing to take advantage of that.
The game will start with a gathering on neutral territory. It will take real world history and events and mixing it with fantasy elements, where the game goes after it starts is not locked into real world events.
Character/Crew creation form:…/1pC6t_2zqrwLQG_NMEgI7cDz…/viewform


Hi Guys

As stated we are holding off on releasing rules and working more on them until people have had a chance to deal with the Ember rule set. But to give you some ideas of what to expect.

We wanted to keep our system as simple as possible but with a lot of variety, especially in the area of magic which is so ingrained in the Dresden Universe and with so many different races we wanted to give you the chance to play.

So at this stage you we have a set number of skill points you may use to buy each skill on a one for one bases in a tree structure much like The World That Is. There will be the chance for characters to develop like in the above example, with 1 SP per game. This gives your character a chance to grow into the hero or more powerful villain.

Combat will be Cap guns in a system similar to Cthulu live but with more simplified health. We want cap guns over nerf guns for the look and feel. There will be the ability to use larp melee weapons. Combat calls will be kept to a minimum.

Other challenges and tests will be done by a card draw or PSR challenge. (still being discussed as to what works best).

As well as magic, and supernatural powers we have tried to allow a wide range of mundane human skills, and professions, and the ability for religious Faith. So feel free to come up with a wide variety of character ideas and know that you can modify these after you see the rules.