E. R. F. Jordan 🏳️⚧️ Mooncroft Manor, available now!
@erfjordan
🏳️⚧️ Trans lesbian (it/she) ✒️ TTRPG writer & editor, OPEN FOR WORK 🛑 NO AI 📧 Business inquiries: hexjellyfish@gmail.com / erfjordan.carrd.co 📖 Small games:
Sometimes, especially where fear is concerned, less is more.
Another pair of Grim from PURGATORY LIMITS. These are the only paired-up Grim in the book, thematically and in their writing, so we decided the art should reflect that, too. APATHY causes pain by rendering your actions meaningless. HOPE causes pain by rendering your actions all-important.
In PURGATORY LIMITS, your powers come from forming pacts with Grim: manifestations of human suffering and pain. Some, like WOMB, are more abstract in their horror; others, like BOMB, are exactly as advertised. (Amazing how much difference one letter makes.)
The saint duology, covenant & heresy, is a pair of games about consent and authority. The vehicle they use to discuss these topics is mind control: an all-powerful Saint invading and altering the mind of a struggling Pilgrim (and, eventually, the Heretic who tries to defy them).
Heat is the death of productivity, but still we chip away. Purgatory is the only world the Local has ever known. Escape means nothing to them. But they know something bad is coming, and if they want to *keep* living here, they need to find their people and get busy.
Skin as white as snow. Lips as red as blood. Hair as black as ebony. GLASS COFFIN is a module for Fatherfog 0E. Winter is here, and with it a vampiric menace—a queen with a heart like ice. How will you fare against the fairest of them all? Get it now on DriveThru or itch (see thread for links).
Not everyone comes to Purgatory against their will. The Eccentric crossed the boundary in pursuit of their research. Underappreciated in our world, they will find knowledge and glory in the city of the mind's shadow.
What kind of people survive in Purgatory? Well, that depends on your definition of "survive." The Cadaver is a patron frozen in the moment of death—promised a second chance at living if only they fulfill a mysterious agenda.
The specifics of the rules don't really *matter*—they're there as a bludgeon, not a guide—but this gets me: "Don't use explicit images, but also, even if you censor them we don't care. We know what's under there, you pervs." Pragmatically: what's the difference between a shirt and a censor bar?
I've rewritten this section a billion times, and will probably rewrite it six or seven more before the game is done. But as it stands, it's a pretty good answer to the question, "What is Purgatory Limits?" #rpg #ttrpg #backerkit
Purgatory is a city that hates you, but you must live there. You have no choice. So you might as well know why it's so awful. #ttrpg #rpg #backerkit
"Mooncroft Manor" is a social-competitive game about mages gathering in an isolated manor to pursue their world-changing theories, destroying themselves and each other in the process. Lightweight rules, focus on socialization, exploration, intrigue. www.drivethrurpg.com/en/product/5...
We've posted lots of beautiful art from MOONCROFT MANOR, but how's it play? 🧵 The game is broken down into phases. The first three are preparatory: —RUMOR, for seeding and changing rumors —UPKEEP, for taking inventory of your Desires —EPISTOLARY, for scheming with other guests (1/4)
MOONCROFT MANOR is now live on Backerkit! Scheme, research, duel, seduce, and betray in this social-competitive game about mages destroying themselves in their hubristic pursuit of power. #rpg #ttrpg #indie #crowdfunding www.backerkit.com/c/projects/c...
Magic in MOONCROFT MANOR is simple and flexible. The twelve essential Spells provide a loose framework of how you might use them. Low effects are easily managed—only risky if cast under duress; High effects are always risky and can scar the caster with their backlash. #ttrpg #rpg #indie #backerkit
The rhythm of play in MOONCROFT MANOR swings between low-stakes exploration and socialization, and dramatic events that shake up the status quo—galas, festivals, duels, and more. #ttrpg #rpg #indie #crowfunding
One of my favorite bits of MOONCROFT MANOR is the rules for Duels! The gist: mages choose their Spell and roll—but the rolls are concealed beneath a cup. The outcome is determined but unseen as the Duel occurs. Then the mages declare how badly they intend to hurt their opponent. (1/4)
In MOONCROFT MANOR, the Necromancy Thesis interrogates life and death itself. You refuse to accept that death is the end—that what is lost can't be ripped back precisely as it was. But your own life is a fragile thing. Thinning it to find the gates of death puts you at grave risk of dying yourself.
In MOONCROFT MANOR, the Diabolism Thesis is about control. What if you could use an evil power for a good purpose? You ensnare demons in binding contracts to serve your goals—all in preparation for seizing the hellish kingdom of an archdemon. But can you resist the corrupting influence of power?
In MOONCROFT MANOR, the Biomancy thesis interrogates life itself. What makes a living thing useful—beautiful—worthwhile Seize the mantle from the gods and create wondrous new life from nothing. But beware: love is not universally understood, and creations often turn on their creators.
In MOONCROFT MANOR, the Alchemy thesis is about perfection of the self: externalizing your flaws and destroying them to become a flawless immortal being. But who decides what's a flaw and what's a virtue—and what if your flaws decide they should be in control instead?
In MOONCROFT MANOR, the Chronomancy Thesis invites you to ask: what would you change about the past? Slowly master the flow of time, undoing mistakes and stealing extra days of research as you mold the future. But a person is defined by their past. Who will you become when yours disappears?
Mages in "Mooncroft Manor" pursue a Thesis: a magical masterwork that defines their career—and the challenges they'll struggle against. Some Theses involve creating something new that will change the world for the better. Others would rather wipe the slate clean and start anew.
In MOONCROFT MANOR, players characters are narrative, not numerical. A player character is a sum of their * Experiences (what parts of their past define them), * Methods (how they approach problem-solving in the present), * and Desires (what they hope to achieve in the future).
Now that some art is trickling in, I feel confident sharing bits of the project I've been working on for several months: MOONCROFT MANOR, a social-competitive game about mages, hubris, and changing in pursuit of your deep desires. Flavor notes: Good Society, the Locked Tomb, & Baru Cormorant.
[the creature comes crawling out of her cave with bloody hands, dragging the pages of something new] More Heart. Here's a taste; expect more soon.
Pre-pathfinder sketch to get in the right headspace for mischief and mayhem! The character is "Mars", a Catfolk Sorcerer with the Chronoskimmer archetype.
Doing a bit of editing for a D&D project and stumbled upon the Malnutrition rules. If you *eat but not enough*, you make a save against Exhaustion. If you *don't eat*, you just gain Exhaustion, but only on the fifth day. How I read that: eating a little risks a save, but not eating doesn't.
OUT NOW: "The Book of Blood," a collection of blood magic options for Pathfinder Second Edition. Choose one of 2 new blood-themed archetypes and bleed your foes dry with 13 new sanguine spells! www.drivethrurpg.com/en/product/5...