Get Ready for the Embers of Humanity RPG print edition
by John Hedge
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Why has the old world gone? Civilisation has collapsed and humanity has nearly vanished. Only a few survivors are left, scratching out a meagre existence off the ruins of society. You are one of them, trying to rekindle the Embers. Scavenge the surrounding area for supplies, build your settlement from a temporary camp into a thriving wasteland town, and uncover the secrets of this new, weird reality.
A hope-filled TTRPG about the end of the world with a thriving community.
Designed to provide players and GMs with a clear and easy to use rules system, Embers should feel familiar to experienced groups, while accessible to new players.
Create your own apocalyptic conditions, or use the inbuilt setting & prompts to play exactly the way you want to.
Rules and structure that massively reduces GM prep. Embers of Humanity can be run with zero GM prep between sessions.
A simple Settlement system that invites players into the world building and gets them excited to return to the table.
Empathy rules help players tell the story of their Survivors, as their outlooks change and shift over the campaign.
The Weird, an inexplicable, many-faceted problem that's linked to the end of the world.
A living system, with regular updates offered through community funding, including scenarios, supplements and settings.
Those already familiar with BRP & d100 systems will love how intuitive this system is.
Players looking for a generic post-apocalyptic system that they can mould to their own setting.
GM's that want to build a setting alongside the players as they play the game.
OSR/NSR lovers looking for a new setting might just find that Embers scratches that itch.
The System: powered by BRP, Embers is a d100 roll under system, with a classic GM role and is best for 2-6 players.
The Setting: One day, the world just ended. Civilisation is gone and humanity has nearly vanished. Play as a Survivor, rebuilding from the embers.
The Weird: Electronics no longer work, time is relative, and bubbles of Weird cover the world, containing inexplicable phenomenons and dangerous creatures.
The Settlement: Build out a new home. Starting from nothing, build a house, a village, and maybe even a thriving town.
After successfully publishing a digital edition in February, we are ready to go to print. Including an overhauled manuscript, an updated settlement section and custom art, the Embers of Humanity print edition will be small enough to fit into your rucksack, and robust enough to survive the apocalypse.
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