It started with eight adventurers. Knight, Slayer, Scholar, Scout, Pilot, Mutant, Mage, and Dragon, each with their own reasons to make a difference in vampire-infested Mexico. Now the core of a regiment of warriors strong enough to strike at the very heart of evil, will it be victory and vindication, or defeat and death? One way or the other, Southern Brigade ends here. Let the final battle commence! Ya-Ho!!! This is a 3-part game - you must play from 10 am - 6 pm Thurs and also play in Parts 2 and 3 on Sat from 10 am - 2 pm and Sun from 10 am - 2 pm. Ticket price covers admission to all 3 parts.
A mixed band of super-heroes go up against an equally powerful band of power-monger villains. Can our heroes stop these schemers, madmen and maniacs before it's too late? Non-stop action in comic book tradition, orchestrated by the author of Powers Unlimited One & Two.
More comic book action, as a team of super-heroes seek to uncover who's responsible for a string of crimes and strange events at a bio-engineering laboratory. Could someone be creating genetic mutants and letting them run wild in the streets? GM'd by a long-time Palladium Game Master and friend of the game's creator.
A team of super-heroes investigate a series of mysterious crimes. The perpetrators are clearly a gang of superhumans, but they don't seem to be the usual suspects. Could a new band of villains be on the loose, or is there something more going on? What's the truth? Intrigue, mystery and comic book action. GM'd by a long-time Palladium Game Master and friend of the game's creator.
A team of super-heroes investigate a series of mysterious crimes. The perpetrators are clearly a gang of superhumans, but they don't seem to be the usual suspects. Could a new band of villains be on the loose, or is there something more going on? What's the truth? Intrigue, mystery and comic book action. GM'd by a long-time Palladium Game Master and friend of the game's creator.
Strange happenings at the Smithsonian, circa 1928. A collection of rare, valuable antiquities on loan from the British Museum has just arrived. While the characters have their hands full protecting it, who is going to protect the characters from the collection?
Desperate times require desperate measures. And with the Coalition hot on your tail and a group of refugees to protect, your only recourse is to flee through the nearest Rift. Of course, you expected to end up in Phase World, or perhaps even Wormwood. Instead, as you look around at the cloud covered sky and the stench of sulfur fills your nose, it becomes obvious, you're in Hades. Only you and your band of adventurers can protect the dozen or so refugees while you try and find your way out. Those with a fear of demons need not apply.
H'banan infantry has overrun your peaceful village, scattering the survivors. Your friends and family are destined for the butcher's market unless you and a small band of other frightened refugees can save them. You're unarmed, outnumbered, and unorganized, but you've got two things going for you - your teeth and your claws.
A mixed band of adventurers seek to solve an ancient mystery and find a lost treasure, only to find treachery and betrayal. Characters are both human and nonhuman. GM'd by the game's designer.
A mixed band of Splicers and warriors engage in a campaign to bring an end to the nightmarish reign of the Machine. Action-packed adventure in a sci-fi excursion into the bizarre. All characters are augmented humans (Splicers and others). GM'd by the game's designer.