Current Games



The Price of Power

GM: Alex
System: Aberrant (Storyteller System)

On November 13th 2018, the space station Galatea, dedicated to the research of a new form of power generation, touted as the technology which would end humanity’s dependence on fossil fuels, exploded, killing
all eight of its crew. Less than two weeks after this tragedy, however, news agencies and the social media found something much more interesting to cover: A New York City fireman ran into a blazing school bus  and whilst the fires swirled around him, both he and the children he saved were left unharmed.

This, according to the common wisdom, was the start of the Nova Age.

Following the dramatic emergence of Randal ‘the Fireman’ Portman, more individuals with superpowers emerged, from pyrokinetics to telepaths to people whose intellect, charisma or simple brute strength far exceeded merely human capability. Before long, the philanthropic Aeon Society came forwards and, in conjunction with the United Nations, formed Project Utopia, an organisation dedicated to using the powers of the newly-christened Homo Sapiens Novus (or Novas) for the betterment of humanity as well as training Novas in the use of their powers.

Not all agree, though, with Utopia’s mission. The mysterious Divis Mal published the ‘Null Manifesto’, which calls for novas to transcend ‘baseline’ humanity and become something entirely new, unbound by human law. Mal’s followers, the self-proclaimed ‘Teragen’ run the gamut from philosophers to terrorists, and beyond the influence of either faction there are novas, humans and organizations pushing their own agendas.

Now it is 2028, and it is the age of wonders.


The Adventures of the Baker Street Irregulars

GM: Mike
System: Victorian Apocalypse World Variant

Sherlock is dead, sacrificing himself to finally rid London, and mayhap the world of Moriarty's malign machinations, but someone has to step up to continue the legacy of Sherlock's deductive skills.
Enter The Baker Street Irregulars, sponsored by Mycroft, you will continue the fight against the Victorian underworld.
Thrill to the rush of hansom cab chases; battle thugs in London's murky back alleys; utilise all your inductive brain power to decide which cutlery item to use when confronted by a request to dine with the gentry.


Wisdom of the Woods

GM: Andrew
System: D&D 5th

"Long ago the Land prospered under the care of the Druids, then civilisation came and they retreated into the Great Wood. Many years
have passed and the land has become blighted by a curse, crops fail, streams run foul, wells run dry and animals fall sick. Can a cure still be found in the Great Wood?"


"Something's Amiss in Whitesparrow!"

GM: Mike
System: Dungeons & Dragons 5th Edition

Light rain falls and a gloomy mist covers the landscape. You and your group are nearly home. You look around at them. It's hard to believe you are all from the small village of Whitesparrow. You didn't really hang around when you were younger but you seem to have gravitated together over your adventures. You are just taking a quick side-trip home between adventures and the weather is horrible. Light, drizzly rain, soaking your armour, kit and spare clothes. Good job you will be home soon and in the Evershady Tavern before it gets dark! But wait! Is that that tree blocking the road?

A large tree has fallen across the road crushing a wagon under its great weight. More fallen trees lie at the sides of the road.
"Your weapons and belongings! Drop them to the ground and in the name of the Night Blades, we'll spare your lives!"