Spectres of Brocken

Aaron Lim

Ace Pilots, Broken Friendships and Giant Mechs

Spectres of Brocken is a game about making friends and then years later going to war against them in giant mechs.

Make up some young, naive, messy trainee mech pilots. Find out who you are. Find out who you are to each other. Find out what you want in the world.

Years later, find each other on the field of battle, each in your own fearsome custom mechs. Find out who you've become. Find out what you've all done to get here. Find out what costs you would pay to get what you want in the world.

The game system is largely inspired by the No Dice, No Masters system pioneered in Dream Askew and Dream Apart, by Avery Alder and Benjamin Rosenbaum

Features

  • A fun twist on the No Dice, No Masters system, replacing abstract Tokens with Words that you can use as prompts for character action when gained or spent.
  • Two phases of play, each with their own unique mechanics and feel, anchored by a common core.
  • Academy Phase works like extended character creation and discovery, starting off with just one character trait and relationship and filling in the rest as you play.
  • Conflict Phase pays off all the relationships and desires set up in the Academy phase, retaining Words from the past and recontextualizing them, bringing in Blood tokens to show how actions now extract a heavy toll due to the scale of the pilots’ mechs.
  • Mix-and-match scene set up allows you to create many fun combinations out of 16 different scene situations and 16 key questions.
  • Pick a theme song for your character that you can play during dramatic moments.
  • Design your mech’s features as you play, introducing them when they highlight your character’s traits.

Team

  • Game Design, Writing Aaron Lim, tabletop gamemaker based in Malaysia. Previous games include An Altogether Different River, What Should We Have Tomorrow?, Homebound, and Baby’s First RPG.
  • Developmental Editing Rae Nedjadi, award-winning tabletop game designer, working on Apocalypse Keys, BALIKBAYAN, The Twilight Throne and more.
  • Layout and Graphic Design Vee Hendro, a full-time roleplaying game designer and graphic designer born in Jakarta and based in Sydney, Australia.
  • Editing - Misha Bushyager, accomplished writer, game designer and editor.
  • Cover & Interior ArtAmita Sevellaraja, Malaysian-born illustrator with a passion for good lighting and atmospheric images.
  • Interior Art – Alex Connolly, Harry YCH, Misael ‘Gio’ Manning, Valis Teoh

120 page, 6 x 9 inch, full color, perfect-bound softcover book

Includes access to digital version

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