A sound that can only be described as thunderous echoes through the streets. Countless eyes turn towards the sky. There, emerging from the mouth of the nearby inactive volcano, rises the monstrous Carcinisagon, the magma-incrusted giant enemy crab! The terrible beast approaches the city, intent on destroying all life and joy. But the city has its own defenses, the awesome power of p05-5uM, the mechanized weapons platform! Two titans clash, the city crumbles, who will be victorious?!
What is ITS SHADOW MEANS DEATH?Its Shadow Means Death (ISMD) is a rules-light roleplaying game where players take on roles of massive kaiju. We wanted to create a fast and easy game where players could step into the scales of giant monsters and duke it out while causing glorious destruction. Inspired by a love of kaiju films, you can recreate that feeling. If you have the toys available, we fully recommend busting them out and recreating the action on the table as you play. In fact, the rules are so light that if you wanted to, you could slap ISMD in the middle of another game, using it to control Kaiju/Giant Robot moments! But that's not all; with our expanded rules, you can take on the role of cities defending against monsters, or get into mass monster melee!
What is the BadAss System?The BadAss system was designed for Splatter League, initially, and was born from a desire for a TTRPG in which you could go from level one to godlike power in a single session. The BadAss System is designed to launch players into play as quickly and painlessly as possible and could be seen as a crystallized version of the "Rule of Cool." Players are rewarded for improvising actions that play to cinematic and "radical" scenes. To quote Splatter League: A single game could see a character going from a simpering acolyte to fist-fighting God with some sort of magical crab-powered punch. You grow more powerful by making the person running the game say, "Oh shit!" or "goddamn!!" Or even "That's stupid, you insane yet beautiful lunatic!" Power fluctuates wildly and quickly. This isn't just a philosophy; it is the very crux of the mechanics of the game. It serves as a vehicle for telling off-the-cuff, insane, and inane stories."
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