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Silver Age: A Mark of the Odd Game of Werewolves

Par R. Rook Studio

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7.5 BoardGameGeek

Statut actuel

Pledge Manager ouvert Fin de campagne : 25/02/2025

Fonds récoltés : 5 095 €

Aventure Combat Coopératif Enchère Fantasie Jeu de dés Mythologie Solo

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Hattie, Texas, 1991: A nowhere town between low peaks, mesquite-covered hills, and dried-out oil fields. Just 900 residents, 200 inmates, and one pack of werewolves.

Silver Age is a tabletop roleplaying game of werewolves and the towns they protect—a love letter to werewolf cinema, Jack Williamson's Darker Than You Think, T.J. Klune's Wolfsong, and late-night sessions of Mage: The Ascension and Werewolf: The Apocalypse.

Cover Mockup for Silver Age—Ecstasy | Prophecy | Communion | Pack

Hattie, TX, 1991

Inspired by the years I spent living in West Texas and the strange, end-of-the-world beauty of Coke County, I named the setting for Silver Age after Miss Hattie's Bordello Museum in San Angelo. Like a lot of little towns in the hills between Abilene and San Angelo, Hattie is deeply implicated in the problems of both the 1990s and the 2020s: American militarism, corporate prisons, and the carceral state. Its town fathers sold its soul for pork barrel and graft, but what they got in return were monsters. Hattie needs heroes, and in Silver Age, it gets heroes the town's respectable citizens would never choose and could never deserve.

As another American foreign war winds down, Hattie's monsters prowl its streets. Hattie's demons want to make Hattie their new laboratory, and Hattie's werewolves are their first big experiment.

From the Silver Palace Roadhouse on the north side of 270 to the boarded-up remains of the little old cinema near the head of Porter Trail, this little town and its pack of wolves only have one lunar month to make things right.

Magic & Silver

Ecstasy, Prophecy

In the Silver Age, silver fuels werewolves' powers and mysticism. No werewolf forgets the first time the sacred metal broke through their fur and pierced their skin. Joy, pain, wonder, fear: Silver can throw werewolves into ecstasy and euphoria, allowing them to know the world and its truths in new ways. But it also slows their healing, breaks their self-control, and sometimes kills them.

Characters

Communion, Pack

The werewolves of Silver Age are part of their turf. Their backgrounds—Cub, Guardian, Hunter, Mender, Outlaw, and Seer—bind them to their packmates. Their Anchors—the lovers, family, and friends—bind them to the town. Each anchor is there to help, get into trouble, and add to a werewolf's resistance to fear and stress.

Cover and Background Cards for Silver Age showing the background images for Cub, Guardian, Hunter, Mender, Outlaw, Seer

Rules, Quickstart, Playtests

Rules, Quickstart, and Playtests

Silver Age is a Mark of the Odd game of fury, frenzy, lycanthropy, and magic, inspired by Liminal Horror, Into the Odd, Cairn, and Mythic Bastionland.

A game for 1 Keeper (GM), 2+ Players, and Polyhedral Dice

The book will have 36+ saddle-stitched pages with character creation, full rules of play— including action, silver, magic, and anchors—and a Keeper's guide to all the forces arrayed against the little town of Hattie.

Want to see more? The Silver Age Preview & Quickstart is free. On DriveThruRPG, grab the pregens—one for each core background—and the rules. You can also pick them up on Itch.io or sign up for a one-shot playtest.

Each stretch goal for Silver Age is an alternate setting for PDF release, and the first is already funded. Check out the stretch goals for some previews of coming attractions.

Sunset, South Carolina. From Quinn Blackwell, inspired by South of the Border, SC, Sunset's werewolves must free the town from the grip of The Cadillac Man before he replaces the town with something else.

Neo-Asakusa, Japan. From Kyle Tam, inspired by Kamakura. In 2045, werewolves are protecting the last bastion of flesh and humanity before they must cede ground to The Lithium Conclave.

Bath, New Hampshire. From Sharang Biswas, inspired by Hanover, NH. In the present day, werewolves contend with sorcerers to protect their New England college town from sorcerers.

The Wolf-Marked of Barrow Keep. From Richard Ruane. Richard brings wolf packs to his Barrow Keep setting: Wolves of the Stonewood. Beyond the walls of Barrow Keep and inland from the ports and beaches of Cliffside, a pack of werewolf bandits defends the ancient sites of the Stonewood from beasts, goblins, humans, and the dead.

Team

Art: Furiarossa & Mimma. Richard licensed all the incredible werewolf art for Silver Age from two Italian artist sisters and webcomic creators.

Plus One EXP, where Richard is the operations manager, will ship all physical rewards. (He'll be packing and shipping the orders himself.)

DriveThruRPG will distribute all digital rewards.

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