Our first look at the nuts and bolts of combat in Horus Heresy
With each preview article we have stepped ever closer to the release of Horus Heresy, and have offered a glimpse at what you will find when you first open your very own copy of this magnificent release. Our...
Hello, Dark Heresy fans! This is Sam Stewart here: Ross asked me if I wouldn’t mind taking a few minutes to talk about one of the sections I wrote for Ascension, Ascended Psychic Powers.
Check out a character from The Highland, an upcoming Talisman expansion
Legends say all magic in the land comes from an enchanted stream that flows from the tallest mountain. Atop the tallest peaks, the magical waters are at their most pure and potent, and the banks are littered with precious gems. But one must beware, for within the Highland dwells the feared Eagle King, guardian of the source of magic...
Apparently, it’s Read an E-Book Week – certainly a trendy event, what with all the Kindles, Kindle-likes, and upcoming iPads pushing the book market that direction. In order to celebrate and promote the medium, DriveThruRPG and White Wolf Publishing have a free electronic offering for gamers. Those who stop by DriveThruRPG.com before the end of [...]
Apply to host a Regional Tournament for your favorite LCG by March 22nd!
Don't forget! LCG™ Regional season is about to begin, and you have a chance to organize your area's Regional Championship for Warhammer: Invasion The Card Game,
No, no ... in a good way! We have sold out of the first print run of Set 1 of the Dragon Age RPG! The shelves at Green Ronin's warehouse are empty. Rest assured that we'll fill them up again as soon as possible, but right now the only copies of the boxed set are those already out on the shelves of your friendly local retailers. So if you have been thinking about picking up Dragon Age, you might want to act now before those remaining copies are gone!
Mirror's Edge is a beautiful paradox: a first-person action game that emphasized "flight" over "fight." But while it took a familiar genre and reconfigured it into an entirely new kind of gameplay, it was also deeply flawed. Michael Cook examines what brought Mirror's Edge close to greatness, and what held it back.
If there was ever a game that exemplified the term "flawed masterpiece," it's Vampire: The Masquerade - Bloodlines, a 2004 PC title that aimed high and very nearly made it. Logan Westbrook looks at what went wrong - and right - with Troika Games' swan song.
Not many games use psychoactive drugs as necessary plot elements, but the intense visuals of Outcry do little to make up for the nonsensical puzzles and gaping plot-holes. Still, Outcry has enough artistry going for it that Lewis Denby urges you to play it, warts and all.
The latest addition to the Alone in the Dark series was almost universally panned when it hit shelves in 2008. But while Yahtzee heaped his share of scorn onto the game in his review, he actually has a strange affection for it. Yahtzee explains how Alone in the Dark came closer to greatness than you may think.
Abracadabra reads the fine print of magic, in Limits and Conclusions. And since reviews were foiled by our site crash yesterday, here's a pair of new ones to make amends.
E-book information and free e-books define Read an E-Book Week. From March 7-13th major e-book retailers and authors offer free, or deeply discounted e-books for the event.
At DriveThruComics.com check out these free comics:
Something terrible stirs upon the pleasure planet of Quaddis. Portents and ancient evils become evident as the penultimate 13th Hour approaches. Will your Acolytes be able to discover the secret of the Haarlock's Legacy in time? From the bloody, labyrinthine Red Cages to the mansion of Gabriel Chase, the adventure draws the Acolytes into the dark underside of Quaddis.
The affairs of the notorious Rogue Trader Erasmus Haarlock takes form, setting the stage for the fate of the Calixis Sector. First in a definitive trilogy of epic adventures, Haarlock's Legacy is designed for all levels of play. A copy of the Dark Heresy Core Rulebook is necessary to use this supplement.
In light of developments in the role-playing games market, Contested Ground Studios have undertaken a thorough review of our sales policy. So what does that mean for you, our customers?
Well, the major change is that when you buy the hardcopy version of any of our products such as Cold City, or
Today Shannon's continues the Fifth Imperium with Genre-ic Plot Seeds, Part One, a look at how to use mysterious genres in Traveller.
We had some reviews lined up, but this morning's crash messed them up, so at this point we're going to save them for later in the week. In the meantime, we always love new reviews, so write one yourself (or, if you prefer to write shorter notes, rate your most and least favorites in the RPGnet Game Index).
And speaking of crashes, remember that we always keep status on status.rpg.net when this site is down.
In case you aren’t in the know just yet, OgreCave’s voice is echoing in more directions than ever before. For those who have joined the massive Facebook nation, you can become our fan at OgreCave’s Facebook page, facebook.com/OgreCave, and find bonus goodies there like our Oddness Observed by Ogres gallery. Also, most everything posted there [...]
In case you missed out on the first two years, the third annual Windhammer Prize is posting its rules and schedule early to allow plenty of time for writing and judging original gamebooks. While this hasn’t quite reached the scale of the computer-based Interactive Fiction Competition, it’s a similar opportunity to be creative in [...]
Mega-City One - a vast metropolis where each of 360 million citizens is a potential lawbreaker. Patrolling these mean streets are the judges, tough lawmen of the future, trained to keep the peace and equipped to take on the criminals of the 22nd Century. Toughest of them all is Judge Dredd, for he is the Law, and you'd better believe it creep!
Judge Dredd is a new setting for the Traveller roleplaying game, in which you take on the role of Mega-City One judges, patrolling the streets astride your Lawmaster bike, ready to defend the city's civilians against an array of foes.
For Free RPG Day, Impressions Advertising & Marketing works with hobby game retailers and RPG publishers to bring NEW RPG Quickstart Rules and Adventure Modules into the hands of gamers.
Consumers WORLDWIDE will be able to grab brand new material for a variety of RPGs --- no overstock, retail-priced or dead product here. The goal of Free RPG Day is to inspire gamers to play a new RPG, which will in turn, create sales through local game stores.
Happy GM's Day! Christopher provides us with a thorough breakdown of his Reviewing Criteria, in case there's anything we'd forgotten to consider. Now you really want to contribute some reviews... right?
We have opened up pre-ordering for Silver Age in our Green Ronin Online Store. From now until the book hits store shelves, when you pre-order the print book you'll be offered the PDF version for free during checkout (a $15 value)! Of course, if you prefer, you can buy the PDF.
Silver Age is the latest genre sourcebook by Christopher McGlothlin for Mutants & Masterminds, designed to bring the Silver Age of comic books to your game table.
A pair of new reviews hold down the fort for us today. If you'd like to contribute your thoughts - on products new or old - write up a review and send it our way.
Recently, Neall Raemonn Price plugged for a brand new comic to be known as Fractured. Here's a brief synopsis which was posted in an earlier Solar Deliberative Blog:
Fractured is a webcomic set in the world of Exalted (which is owned by White Wolf). It goes up Mondays and Fridays.
It is written by Ed Modugno and drawn by Brian Monteverde. They're both
former players of mine - the Twilight Sephus is based on Eddie, and the
Dawn Dayne is based on Brian. Eddie's done most of the plot work, but
raided a lot of ideas from our long-running games. I can't claim the
same fame that Neph's nearly decade-long game can, but Eddie and I ST'd
a lot of games of Exalted, and we did a lot of stories in a shared
world. You'll finally get to see a variant of these stories and the
development of a lot of the theory that goes into the setting and my
Storytelling Chapters - much of which was developed in a moldy-smelling
basement in New Jersey, in true gaming tradition.
The comic will feature the adventures of a broken Circle of Solars, and
their allies. The writer and artist are aiming for more of a mix of
plot, action, drama and comedy,
rather than the "joke-a-page" style of webcomic that Keychain and the
like embodies - no Cerebus Syndrome here. Don't get me wrong though, we
love Keychain (well, Eddie and I do - Brian is an artist, and he tends
to judge the art first), and it was a big part of the drive for these
two to get the comic done.
You might be curious about the coloring of Dayne's hammer in the last
panel. They've decided to go for a stylistic coloring in the comic;
only Essence is colored. So inactive artifacts are colored pale, as are
light Caste marks; gods and Exalts in bonfire anima are fully-colored;
any bright manifestations of aspected Essence are bright.
In a few weeks, you should be able to see it at fracturedcomic.com, but
the webpage is still under construction. In the meantime, they've set
up a DeviantArt page for the comic.
The Konami Code and the Game Genie may be relics of another time, but there's one corner of the gaming space where cheating still runs rampant. John Szczepaniak looks at how certain game reviewers are encouraged to cheat, and what the consequences may be.
One month from tomorrow, on March 26, PAX East, the second location for the Penny Arcade Expo, will hit Boston, MA full force. The new show, a spinoff of the original PAX in Seattle (dubbed “PAX Prime” by many), had already sold out of full-show passes over three weeks ago, and with only a few [...]
Fantasy Flight president and founder Christian Petersen on the upcoming “Battles of Westeros: A BattleLore Game”: “We acquired BattleLore to be our core brand for medieval tactical warfare games (in the scale represented in the classic BattleLore game). The BattleLore name is not necessarily tied to Richard’s ‘Command and Colors’ system.”
Right, right, Christian, because you’re [...]
When Holden and I were converting the Alchemical Charms for Second
Edition, we quickly realized that some of the most iconic combat Charms
I gave them in First Edition were so narrow that they tended to produce
One True Builds. With everyone rocking Essence Pulse Cannons and using
mechacthulhu multi-limb Grievous builds because they were where the
firepower was, nobody was exploring all the other amazing aesthetics
that Alchemicals could wield. To combat that, we took a broader
approach, ensuring that people could arm themselves however they want
to. Still, some people miss their Essence Pulse Cannons. And we get
that. They were cool.
We think they're still cool. We might be biased.
—Michael A. Goodwin
For that matter, are there any other lost First Edition gems your Alchemical just can't live without?
—Holden Shearer
Essence Pulse Cannon (Artifact ••)
This specialized artifact weapon is custom designed to
perfectly integrate with Transcendent Multimodal Artifact Matrix (see The Manual of Exalted Power—The Alchemicals,
p. 166), so much so that the device's delicate motonic circuitry is
incapable of independent operation. When deployed for a five mote
attunement, the device transforms one of the character's hands and
forearm into a the bulbous barrel of a heavy cannon mechanism. Within
the machine, pneumatically-driven clockwork gears turn banks of
capacitors in opposing rotation, building up charges of super-heated
ball lightning in the colors of the
Champion's anima. After each shot, the cannon audibly vents jets of
steam from the wrist area to prevent overheating.
Essence Pulse Cannons use the base statistics below and gain the
benefit of the appropriate thrown weapon Magical Material bonuses
(though wielded with Archery). Each shot costs one mote for ammunition
and can inflict bashing or lethal damage as desired. In the former
case, damage never spills over past Incapacitated to become lethal and
so cannot do worse than knock the target out. Lethal attacks
disintegrate slain or destroyed targets, destroying all
non-indestructible objects carried by them. Physical disintegration
does not affect the target spiritually (slain spirits to reform
normally, etc.). Non-magical armor predominantly constructed of metal
conducts the plasma blasts, reducing soak to one third (rounded up)
rather than the piercing tag's usual half.
Variant models of this weaponry exist. Hands-free subtle designs can
be mounted as miniaturized emitters implanted in the eyes, as shoulder
turret cannons or any number of other options. Regardless of the
specifics, such weapons only inflict 8L/12B due to their reduced size.
Siege Devastators are rated Artifact 3 and take the opposite approach,
with oversized cannons that impose a -2 mobility penalty that stacks
with any from armor and blasts that ignore the soak of non-magical
metal armor entirely. Targets are also hurled back and suffer injury if
slammed into objects as though the attack was enhanced by Heaven
Thunder Hammer (see Exalted, p. 242), though knockback damage caps at 25L.
Essence Pulse Cannon: Speed 6, Accuracy +2, Damage 10L/15B, Rate 3, Range 100, Tags F, P
Siege Devastator: Speed 6, Accuracy +0, Damage 15L/20B, Rate 1, Range 200, Tags F, P
The response to the launch of this new blog feature has been very positive so far, which is pretty cool!
Ink Monkeys is not intended to purely act as our bully pulpit, though. It's a gift to the community, and in light of that, we're interested to know what the community wants! All of the Ink Monkeys have tons of topics they're interested in exploring, of course, but community feedback can help us prioritize those topics, or even bring to light things we haven't yet considered.
So use the feedback feature and let us know what you want to see, Exalted fans!
On that note—this is also a good time to clarify a few things about Ink Monkeys. Specifically, Ink Monkeys is a separate affair from Errata Team Prime, so "I'd like to see a better Familiar background for Solars" or "make Mantis style's apex Charm suck less" are not helpful suggestions. This is not an errata blog.
Moreover, our topic list is subject to the guidance and approval the Exalted line developer. We're enthusiastic freelancers who get to explore some of the game's nooks and crannies here, thanks to his awesome support, but we're not autonomous developers. There is no developer but the developer, and John Chambers is his name. As such, we can't make any promises about future topics unless he's cleared them, so we can't immediately let you know which topics we'll be doing or in what order.
A little bit of suspense is good for you, anyway. :)
Finally, we already know everyone is dying for Kimbery and the Infernals overflow stuff, so you don't need to bring that to our attention; rest assured, it is being taken care of.
So, with that out of the way—let the feedback commence!
Definition 1: A species of playful arboreal primate bred via First Age Genesis technology by the Twilight sorcerer Borighana to entertain him while he meditated. Unfortunately, due to a minor design defect, the creatures developed a homicidal addiction to the bones of thaumaturges and sorcerers after consuming the enchanted ink their creator used to scribe his research. Second Age Ink Monkeys are feral, degenerate things that prey upon priests and shamans. They are more pest than threat, at least to Exalted, but swarms of the creatures have been known to slaughter Chosen who did not recognize the smiling simians for the howling marrow-drinking fiends they really are.
Definition 2: A trio of freelance writers and occasional Errata Team Prime members for Exalted whose mad propensity for overflowing words and overflowing propensity for mad words can no longer be contained by published texts. The strange creations of this creative team may now be found on this blog (after receiving developer vetting to screen out prophetic content). It is hoped that this creative outlet will slake the mad hunger of the beasts. For now.
Roster:
Michael A. Goodwin wrote the core rules of Exalted Second Edition and has directly written or assisted with every Exalted Charm set of Second Edition save for Lunars. He holds the dubious honor of having written more Charms than any other freelancer in the history of the game. He lurks on the White Wolf Exalted forum under the pseudonym Nephilpal. Michael’s full list of Exalted writing credits include: Exalted: The Abyssals, Kingdom of Halta (Additional Uncredited Material), Exalted Players Guide, Aspect Book: Earth, Exalted: the Fair Folk, The Book of Bone and Ebony (Additional Uncredited Material), Exalted: the Autochthonians, Exalted Second Edition, The Books of Sorcery, Vol. I: Wonders of the Lost Age, Scroll of Kings, Dreams of the First Age, Manual of Exalted Power: The Abyssals, Manual of Exalted Power: The Infernals, Glories of the Most High: The Unconquered Sun, Glories of the Most High: Luna, Glories of the Most High: The Maidens of Destiny, Scroll of Exalts, Thousand Correct Actions of the Upright Soldier, Manual of Exalted Power: the Alchemicals, Return of the Scarlet Empress and [Sekrit Book]. By day, Michael is a college administrator who casts judgment on the wicked and offers mercy to the penitent. By night, he is not a superhero.
Holden Lee Shearer is a relative newcomer to the Exalted freelancing team, but a longtime contributing member to the fan community. This blog marks a return to his roots as a fan creator. In addition to stress-testing and editing the Charms in Manual of Exalted Power: The Infernals and collaborating of the design of the revised Dragon-Blooded Charms in Thousand Correct Actions of the Upright Soldier, Holden officially coauthored Glories of the Most High: The Unconquered Sun, Glories of the Most High: Luna, Glories of the Most High: The Maidens of Destiny, Debris From the Fallen Races, Scroll of Exalts, Manual of Exalted Power: The Alchemicals, Return of the Scarlet Empress and [Sekrit Book]. When he is not an Inkmonkey, Holden is a college student and may or may not be a hamster.
John Mørke made a successful surprise attack on the Exalted community in Glories of the Most High: The Unconquered Sun, Glories of the Most High: Luna and Glories of the Most High: The Maidens of Destiny, launching a flurry of unbridled awesome from the panopticon perch of Daystar and the Silver Chair. He reportedly laughed in the face of furious Deathlords, Unshaped horrors and demon princes less than pleased with his work. He also boasts uncredited work in Scroll of Exalts and his advice enriched Manual of Exalted Power: the Alchemicals and Return of the Scarlet Empress. It is hoped that John’s fertile imagination may be looted for many years to come.
Agenda:
The Ink Monkeys scheme to bring readers Exalted content on par with their published works, using the blog as a pulpit to expound on topics that Second Edition never got around to updating from First Edition, as well as subjects deemed too esoteric or niche to merit precious allotment of wordcount. Here, unbound by such restraints, the Ink Monkeys will dig up the bones of the setting and crunch them.
More seriously, we hope you enjoy reading our ravings as much as we enjoy gibbering them in your general direction. To that end, expect articles, essays, new Charms and spells and other crunchy bits, insane Deathlords with sane stats, fiction vignettes, locations you never heard of or thought you would never hear about again, new ways to beat ass with or without kung fu and perhaps even a contest or two. Updates will be frequent, but not at regular scheduled intervals. We welcome feedback. Tell us what you want to see. Tell us what you dislike. We don’t promise to take all reader comments to heart, but we do promise to listen. We hope you like what we have to say. Most of all, we hope you’ll have as much fun reading our work as we do writing it.
Because an introduction without content is never exciting enough, here is our namesake, updated for second edition:
Environmental Adaptation: Ink Monkeys add three successes to all Survival rolls in temperate forest climates. They also suffer a -2 internal penalty to all non-reflexive actions while in cold weather conditions; even a brisk day makes them miserable.
Meditative Capering: Essence users with Occult 4+ who meditate while watching Ink Monkeys play observe secret mudras of cosmic enlightenment hidden in their movements. These truths confer 10 motes per hour of meditation instead of the usual eight.
Scent of Magic: Whenever an Ink Monkey perceives an Intelligence 2+ character with a basic Awareness check, it intuits that target’s Occult rating as hunger pains proportional to the target’s metaphysical understanding. Anyone with Occult 2+ registers as prey. Ink Monkeys also add a number of bonus successes on all tracking-based Survival rolls equal to their quarry’s Occult rating.
Air Inked With Lies: Ink Monkeys can fool others with illusions that beguile the mind’s eye, courtesy of the crushed gossamer used in the ink that changed them into monsters. Creating an illusion requires a (Manipulation + Performance) roll as a social attack that potentially affects all Intelligence 2+ beings who could perceive it within 100 yards of the monkeys. Anything unreal may be created out of thin air within the maximum radius. If the attack overcomes an observer’s Dodge MDV, she believes the unreal things are actually present and reacts accordingly until she encounters proof that the illusions are fake (they have no substance) or she spends a total of three Willpower points to inoculate her mind against this power for a day. Those who resist in any way and other Ink Monkeys still perceive the illusions, but always recognize them for what they are. This doesn’t stop the creatures pretending something is real to give the ruse added credibility, like scattering and howling in response to the arrival of a large predator.
Attacks:
Bite: Speed 3, Accuracy 8 (+ specialties), Damage 3L, Parry DV —, Rate 2, Tags: N
Strike: Speed 5, Accuracy 7 (+ specialties), Damage 2B, Parry DV 4, Rate 3, Tags: N
Clinch: Speed 6, Accuracy 6 (+ specialties), Damage 1B, Parry DV —, Rate 1, Tags: C, N, P
Soak: 0L/1B
Health Levels: -0/-1/-2/-4/Incap
Dodge DV: 5 Willpower: 5
Essence: 1
Other Notes: Thought their mouths cannot speak human languages, all Ink Monkeys are imprinted with understanding of Old Realm as part of their genesis template. Borighana included this so she could instruct them to stop biting without having to break them. The creatures benefit from a -1 external penalty to hit them due to their small size and up to eight of them can surround a human-sized target. Ink Monkeys are often extras.
We're very pleased to present you with a PDF preview of the Song of Ice and Fire Roleplaying Campaign Guide. This preview shows you the Table of Contents and the Introduction. You'll see once you get the preview downloaded, but this book is chock-full of Westeros goodness. We can't wait to get it into your hands. With no further ado, here's the PDF preview. [http://is.gd/828r0]
Watch this space for more SIFRP Campaign Guide news in the next few days!
Over on MutantsAndMasterminds.com M&M game line developer Jon Leitheusser has been posting links to Wild Cards articles on Tor.com, Silver Age PDF previews, and Silver Age designer journals by Christopher McGlothlin. The Silver Age genre sourcebook for Mutants & Masterminds is coming soon.
Meanwhile, City of Freeport creator Chris Pramas updated the Freeport blog with news of the 4E Freeport Companion, just released by our friends at Expeditious Retreat Press, and with the news that we're working on a Freeport Companion for Paizo's Pathfinder Roleplaying Game.
In other Green Ronin news, the Dragon Age boxed set will hit store shelves this week! We are plugging right along on the Dragon Age Game Master's Kit and Blood in Ferelden, which will both be available soon. And finally, Family Games: The 100 Best is heading to print this week.
Roleplaying Tips Weekly #455 posted online: Mess with Your Players' Heads. Plus Let It Ride - A Technique For Entertaining Sessions, Strolen's Feature Article: Use of Constellations....
One of the first places you'll be able to play both Cthulhu Dice and Zombie Dice "in the wild" will be will be PAX East. Most of the staff will be carrying a copy around with them (since both games fit inside the Zombie Dice cup, as shown here, it's easy!) so they'll be ready to play any time, anywhere. And given the speed at which the game can be taught, played, and won -- SJ claims to have taught Cthulhu Dice to a group and played twice, all in just seven minutes, but he has Crazy Mad Skillz -- I'm confident you'll be able to find a game as easily as you can find the TableTop Open Play area.
In addition to playing our new dice games, you'll also be able to actually purchase copies. The Complete Strategist will be carrying our games and goodies, and we'll have a couple of displays there, fresh from the rush air delivery. But they won't have many, so if you're dying for a copy, get there early!
(A frequent question regarding conventions is "why don't you take a retail booth to shows anymore?" The smarty-pants answer is "because we're better at running a demo than we are at making change." The longer answer is that retailers are, unsurprisingly, much better at physically selling games than we are. They have the equipment, the supplies, and legal paperwork that makes it all go smoothly. And they know how to make change faster than we do. So we leave the retailing to the specialists.)
Remember: At PAX East, you're very likely going to be standing in a line for a few minutes. Why not pick up a game that can be played while you're waiting in the Queue Room? (And if you're at the head of the line for the MC Frontalot concert on Friday night, I'll be happy to bring my copies over.)
We announced this last week, so this is just a reminder. Or, if you missed last week's DI about our Open House during SXSW, this is news to you. Or if you're still on the fence about attending our little event, this is a nudge to encourage you to RSVP and attend.
It is, as Alton Brown would say, a multi-tasker.
On Saturday, March 13 (yes, that's this Saturday), we're inviting geeks visiting Austin (and the natives as well!) to swing by our office between 4pm and 9pm. We'll have games to play -- including, of course, ones we can't talk about here -- and stories to tell. RSVP to me, if you please.
Available now, Hero Lab V3.3 brings all the power and time-savings of ENnie Award-winning character management to the Cortex System RPG and its derivative game systems, including the Battlestar Galactica RPG and the Serenity RPG. Also included in this update are some refinements of the core product features, extensions to the Authoring Kit, assorted bug fixes, and extensive enhancements to the data files for all the different game systems. For more information, click here....
Money! Bah! Who needs it? We don't! We have cast aside our material needs. We have risen above such petty earthly desires. We look toward the looming giant named The Economy and say "nuts to you, buddy!" We're going to give away these two new products, and damn the torpedoes!
Transhuman Space: Teralogos News - 2101, Second Quarter is a collection of fake news articles for a real game about fake people having real fun. It will cost only your time. The Stars Are Right Invocation Symbol Counters are a collection of counters that will help you play The Stars Are Right without going completely mad. It will cost you only about 2 SAN. By offering these products to the public without a demand for monetary recompense, we believe we shall form the vanguard for a oncoming societal upheaval that will replace the bloated, decaying world of capitalism!
What's that? Transhuman Space Classic: In The Well was released this week and it's not free? One does, in fact, need about ten dollars to partake of the book's Martian, Venusian, and Mercurian goodness? Oh. Well. Nevermind, then.
The Indian Space Research Organization's Chandrayaan-1 used a lightweight imaging radar known as Mini-SAR to identify over 40 pockets of ice on the moon's north pole. The data doesn't include depth of the craters, so any estimate of the available water is pure speculation. Of course, that hasn't stopped the phrase "at least 600 million metric tons of water ice" from being thrown around.
Water on the moon isn't new -- the Daily Illuminator first mentioned it twelve years ago. But this latest report has the water in easy-to-mine, easy-to-melt ice craters, a significant improvement over the old "mine, process, and purify moon dust" idea.
That's one less thing we have to pack for our return trip to our closest satellite.
As previously reported, Cthulhu Dice will come in four colors -- green, purple, black, and yellow. In your friendly local game store, you'll be able to grab whichever color -- or colors; they are, after all, only $4.99 each! -- strikes your fancy. (If you don't know where your FLGS is, may we suggest our Retailer Finder?)
If you're lacking a FLGS for whatever reason, Warehouse 23 will of course be carrying Cthulhu Dice in all its many colors. Due to the ethereal nature of online ordering, however, please be extra sure the stock number you're ordering is indeed the color you desire. Of course, if you're quite happy with a random color, we can accommodate you as well. Heck, if you want one of each, we can do that as well.