This project will only be funded if it reaches its goal by Wed, April 10 2019 3:59 AM UTC +00:00.
The man behind the desk looked at the cover of the file in front of him. Printed on the cover of the manilla folder was the seal of a United States Government Agency which emphatically announced that the file belonged to the Office of Transhuman Affairs. The center of the impressive-looking seal showed a rectangle that was inset at a forty-five degree angle. In the rectangle was a stylized “Section” symbol, surrounded by a “2” and an “8” on either side. Written over the Section 28 symbol was the Department’s motto: Vigilanti Contra Nox. He thought about that motto, “Vigilance Against the Night.”
The man gently ran his thumb over the official seal for the covert operations division that had originally been a part of the Department of Homeland Security. Originally known to its own agents as Section 28, that designation had remained for the division of field agents responsible for direct action. A wistful smile crossed the man’s weathered face as he contemplated that symbol.
The man shook his head slightly, as if to clear away his thoughts, and then read the report title on the file’s tab: 20211006-001b - Supplemental Report. Around the edge of the folder was a green metallic script that seemed to dance in the light of his office.
–From the intro of Hidden Worlds: Incursion.
No Classes. No Levels. No Limits. Hidden World: Incursion.
Enter the World of Incursion with a brand new roleplaying game from author and game designer Bryan Donihue. Explore the dark present where the monsters hide in the shadows and governmental agencies try to keep their existence a secret. You and your party will hunt monsters that hunt innocent civilians and threaten the community. You may investigate cultists who want to bring about the apocalypse through their dark powers and calling upon the elder gods. Or you can work with fae and mythological creatures to maintain secrecy and stop those who might threaten world peace.
Hidden Worlds: Incursion is a game set in a world much like our own. Unfortunately, the edges of reality sometime blur, and... things... come through. It is a world where faith can do amazing miracles, as if by magic. It is a world where mythological creatures exist at the same time as horror monsters and Lovecraftian elder gods. It is a world where you and your party will play government agents, private investigators, or independent contractors as you search for monsters and other creatures, hunt them down, and keep the world safe. All while trying not to get killed in the process.
Hidden Worlds: Incursion is a roleplaying game with brand new mechanics and a fast, fun, roleplaying experience. Built on a skill and story-based advancement system, Hidden Worlds: Incursion offers no classes, no levels, and no limits.
THE ODG GAME ENGINE
The game is founded on the ODG Game Engine. The ODG Engine uses a single d20 for all the rolls to determine the outcome of actions. When a die roll is required for an action, it is either a Static Check or an Opposed Check. Roll the die to make a check versus a Static Check (SC) or an Opposed Check (OC). An SC is used when the target number is a flat number, and no other players or NPCs are actively opposing the attempt. An OC is used when a PC or NPC is actively opposing the skill or attribute attempt.
The actual die check will look like this: d20 + [Attribute] + [Core Skill] + [Proficiency] + [modifiers] vs. SC or OC.
UNIQUE CHARACTER CREATION
The characters in Hidden Worlds: Incursion are generated with a full, living backstory that allows players to start with a character that is fully fleshed out. The process begins with rolling out the character's Attributes and then filling in related Aspects. A character's Attributes are their basic physical, mental, and social stats in the game, and their Aspects are stats based upon those Attributes.
The player then determines the characters Backgrounds and Traits. Backgrounds are story-based items that are the external histories of the character. Traits are story-based items that affect the character physically or mentally.
After the Backgrounds and Traits, the player determines the Education, Life Path, and Careers of the character. The player determines what, if any, education that the character had, from high school dropout to advanced doctorate. In the Life Path, the player determines whether the character is married or has any kids. Then the player chooses the character's careers. This is where the character develops their first Skills and Proficiencies.
Following the Careers, the player considers any Hobbies that would generate additional Skills, Proficiencies, and Equipment. Once they've determined the character's Hobbies, the player uses the information generated so far to determine the character's Age and Body Type (height, weight, etc.).
One of the final pieces of Character Creation is to determine the "Incursion Event" that the character experienced. By choosing what type of "other" they experienced, and how that experience ended, the player determines how the character becomes aware of the Hidden Worlds.
COMBAT & CHALLENGES
Combat is usually one of the most prolific, and most tedious, mechanics in roleplaying games. For those who have been gaming for a long time, you've been a part of combats that take all night to run, and large combats may take an hour or more per combat round. If you are a fan of long, tedious combats and napping in-between turns, this game might not appeal to you.
If you instead enjoy a fast, rich combat and challenge system that is as fast as it is deadly, then you will enjoy Hidden Worlds: Incursion. Based on Opposed Checks from the ODG Engine, each combat round uses four stages to tell the story. First the players inform the GameMaster what their character is going to do during the round. Then the players (and the GM) roll Initiative SCs to determine the order of battle. Step-by-step the characters perform their actions, rolling the dice as necessary. Finally, the GM takes into account all that happened in the round and weaves all the activity together into a narrative story.
When the GM is done, the round resets, and the players kick off the next round by describing what their characters are doing. During all this time, the GM would normally be busy tracking all kinds of stats and looking for modifiers and tracking the battle and working all the various angles. With the ODG Engine, combat and challenges are more simple, and tracking modifiers and useless NPC stats are much less necessary. This, in turn, allows the combat rounds to speed up, and allowing the combat to move along relatively quickly.
Combat is not only quick, but it is very deadly. Combat damage is brutal, as it is in real life, and the damage can build up quickly. As the players are normally humans, when they battle the monsters and mythological creatures, they are usually at a distinct disadvantage. It is research and faith that can, sometimes, even the odds.
FAITH & MAGIC
Where would a supernatural RPG be without magic? Whether it's the mystical energies of the fae, the esoteric magic of wizards and witches, or the power of faith in priests and spiritual leaders, there is a wide open magic-type system in Hidden Worlds: Incursion. Referred to as Faith, the magic system in the World of Incursion is powered by belief. There are no set spell lists, or spell levels.
Instead, the system is balanced for creating Faith Abilities (spells), in whatever flavor the player wants. With mechanics internally balancing new Ability creation, the GM and the player consult with each other to create the exact Ability the character wants. With a roll of the dice, the character determines whether or not they can learn, and use, the new Ability. Every Ability is different, and every Faith User ends up with a VERY different Ability list.
A unique character creation system, quick and deadly combat, and a completely open magic/faith system are just some of the features of this new tabletop roleplaying game!
WHY ONLY $25?
Most RPG's run $50-$60 for their Core rulebooks. Most are also 8.5" x 11" hardbacks with full-color interiors. Bryan wants to make sure that this book is affordable for everyone at the table. It's also designed to be smaller, and easier to carry. This Player's Handbook is going to be 6"x9" in size, and only $25 for the softcover edition. Want to upgrade to hardcover? It will still be only $40, and will be the same portable size.
SO WHY SUPPORT THE KICKSTARTER?
If the MSRP of the book is going to be the same price as the Kickstarter version, why not wait until it comes out? This Kickstarter is being held for several different reasons.
- It's expensive to get great artwork for an RPG. Here in West Michigan, there are several great local artists, and I've hired some of them to design interior art pieces.
- The initial print run can get a bit pricey, depending on the copies ordered.
- The Marketing materials and booth setup for comic cons can be expensive as well.
The point is, we want to launch this book right. And that requires a Kickstarter. To make it worth it for backers, every book from this Kickstarter will be a Signature Edition of the book. What does that mean?
Every copy of Hidden Worlds: Incursion, both Kickstarter and regular, will ship with a "Signatures" page for autograph hunters. For kickstarter backers, each book will have a gold seal of the Signature Edition, and there will already be several signatures on the page. Section 28 Publishing will be hosting a "signature party" and inviting local play testers, artists, and editors to gather to sign the book before it goes out to you, the backer.
Also, any backer that orders a product with embroidery on it will get a special Kickstarter-only version of that embroidery. Those versions will not be available after the Kickstarter and Backer-kit closes.
It seems like every Kickstarter has Stretch Goals that become available if the campaign funds for more than the original amount. For this campaign, we have several Stretch Goals, and all of them include some form of physical AND digital rewards. The goals will unlock as this campaign proceeds.
There are several add-ons that can be pre-purchased here. To do so, select the Pledge level that you want. Once you have completed the pledge process, you can enter your pledge manager and add the amount of the item(s) to the Pledge amount. During the survey portion, you will be able to specify which add-ons you want.
NOTE: The first section is for DIGITAL add-ons. The second section is for PHYSICAL Add-ons.
These add-ons are digital files in nature. They will be fulfilled by DriveThruRPG and DriveThruStuff for download in any available format. Files will not be delivered until the standard physical rewards are shipped.
These add-ons are physical rewards that will ship to United States or Canada. All of the books will be "Signature Editions" containing multiple signatures, including the author, playtesters, and potentially even artists/models. Other physical rewards may be signed by request.
Risks and challenges
One of the biggest risks in any Kickstarter Project is for the project to not finish, and for it to never be fulfilled. As someone who has been on the receiving end of at least two of THOSE projects, I long ago made a vow to never be THAT guy. To that end, the first draft of the game book was already done and being edited before this Kickstarter even launched.
I have three successful crowdfunding projects so far (one on Indiegogo, and two on Kickstarter). This means that I know what it takes to complete them. I have all the vendors for the project lined up, and have worked with all of them in the past.
The biggest risk here is the unknown catastrophe, but barring that, we will fulfill this Kickstarter.
SECTION 28 PUBLISHING TERMS & CONDITIONS
By confirming your order, you agree that this sale is final, and no refunds will be issued except at our absolute discretion. You further acknowledge that the final look, materials and content of the order (and the project) are subject to change and may differ from what is presented on Kickstarter.
You also agree that we will be using a two-stage system for pledge management. The initial pledge amount (minus shipping costs) will be handled with the Kickstarter Pledge Manager. Once the project funds, we will be shifting to Backerkit for shipping and additional purchases. It is your responsibility to continue the process with the shipping in Backerkit as it becomes available.
You agree that our responsibility to you is to ship your order as entered into our pledge manager system, that title and risk passes to you upon delivery to a common carrier for such shipment, and you are responsible for import duties or any other duties that may be payable to the relevant tax authorities.
You are also responsible for providing correct address information and ensuring this address is deliverable by normal methods.
As per the terms stated on Kickstarter, a full refund will be provided if the request is received within 14 days of the close of the campaign. Otherwise such a refund will be at our exclusive discretion and will be net of handling costs, Kickstarter commissions and credit card processing fees (15%).
If you fail to check out and pay for your order, including shipping costs in Backerkit, before the posted payment deadline, you may be forfeiting your products. Unclaimed games and gear will be released after the closing date to online and retail sales since we lose money on unclaimed games due to storage fees.
Refunds and/or cancellation requests will only be considered before we set the print run size for our vendors, which takes place upon the posted payment deadline for the Pledge Manager.Learn about accountability on Kickstarter