Violence is "the use of physical force so as to injure, damage, or destroy." Less conventional definitions are used, such as the World Health Organization's definition of violence as "the intentional use of physical force or power, threatened or actual, against oneself, another person, or against a group or community, which either results in or has a high likelihood of resulting in injury, psychological harm, maldevelopment, or deprivation."Globally, violence resulted in the deaths of an estimated 1.28 million people in 2013 up from 1.13 million in 1990. Of the deaths in 2013 842,000 were attributed to self-harm, 405,000 to interpersonal violence, 31,000 to collective violence and legal intervention. In Africa, out of every 100,000 people, each year an estimated 60.9 die a violent death. For each single death due to violence, there are dozens of hospitalizations, hundreds of emergency department visits, thousands of doctors' appointments. Furthermore, violence has lifelong consequences for physical and mental health and social functioning and can slow economic and social development.
In 2013, assault by firearm was the leading cause of death due to interpersonal violence, with 180,000 such deaths estimated to have occurred. The same year, assault by sharp object resulted in 114,000 deaths, with a remaining 110,000 deaths from personal violence being attributed to other causes. Violence in many forms can be preventable. There is a strong relationship between levels of violence and modifiable factors in a country such as concentrated poverty and gender inequality, the harmful use of alcohol, the absence of safe and nurturing relationships between children and parents. Strategies addressing the underlying causes of violence can be effective in preventing violence, although mental and physical health and individual responses, etc. have always been decisive factors in the formation of these behaviors. The World Health Organization divides violence into three broad categories: self-directed violence interpersonal violence collective violenceThis initial categorization differentiates between violence a person inflicts upon himself or herself, violence inflicted by another individual or by a small group of individuals, violence inflicted by larger groups such as states, organized political groups, militia groups and terrorist organizations.
These three broad categories are each divided further to reflect more specific types of violence: physical sexual psychological emotionalAlternatively, violence can be classified as either instrumental or reactive / hostile. Self-directed violence is subdivided into suicidal self-abuse; the former includes suicidal thoughts, attempted suicides – called para suicide or deliberate self-injury in some countries – and completed suicides. Self-abuse, in contrast, includes acts such as self-mutilation. Collective violence is subdivided into economic violence. Unlike the other two broad categories, the subcategories of collective violence suggest possible motives for violence committed by larger groups of individuals or by states. Collective violence, committed to advance a particular social agenda includes, for example, crimes of hate committed by organized groups, terrorist acts and mob violence. Political violence includes war and related violent conflicts, state violence and similar acts carried out by larger groups.
Economic violence includes attacks by larger groups motivated by economic gain – such as attacks carried out with the purpose of disrupting economic activity, denying access to essential services, or creating economic division and fragmentation. Acts committed by larger groups can have multiple motives; this typology, while imperfect and far from being universally accepted, does provide a useful framework for understanding the complex patterns of violence taking place around the world, as well as violence in the everyday lives of individuals and communities. It overcomes many of the limitations of other typologies by capturing the nature of violent acts, the relevance of the setting, the relationship between the perpetrator and the victim, – in the case of collective violence – possible motivations for the violence. However, in both research and practice, the dividing lines between the different types of violence are not always so clear. State violence involves upholding, forms of violence of a structural nature, such as poverty, through dismantling welfare, creating strict policies such as'welfare to work', in order to cause further stimulation and disadvantage Poverty as a form of violence may involve oppressive policies that target minority or low socio-economic groups.
The'war on drugs', for example, rather than increasing the health and well-being of at risk demographics, most results in violence committed against these vulnerable demographics through incarceration and police brutality War is a state of prolonged violent large-scale conflict involving two or more groups of people under the auspices of government. It is the most extreme form of collective violence. War is fought as a means of resolving territorial and other conflicts, as war of aggression to conquer territory or loot resources, in national self-defence or liberation, or to suppress attempts of part of the nation to secede from it. There are ideological and revolutionary wars. Since the Industrial Revolution the lethality of modern warfare has grown. World War I casualties were over 40 million and World War II casualties were over 70 million. Violence includes those acts that result from a power relationship, including threats and intimidation, neglect or acts of omission; such non-physical violence has
Dice are small throwable objects that can rest in multiple positions, used for generating random numbers. Dice are suitable as gambling devices for games like craps and are used in non-gambling tabletop games. A traditional die is a cube, with each of its six faces showing a different number of dots from one to six; when thrown or rolled, the die comes to rest showing on its upper surface a random integer from one to six, each value being likely. A variety of similar devices are described as dice, they may be used to produce results other than one through six. Loaded and crooked dice are designed to favor some results over others for purposes of cheating or amusement. A dice tray, a tray used to contain thrown dice, is sometimes used for gambling or board games, in particular to allow dice throws which do not interfere with other game pieces. Dice have been used since before recorded history, it is uncertain where they originated; the oldest known dice were excavated as part of a backgammon-like game set at the Burnt City, an archeological site in south-eastern Iran, estimated to be from between 2800–2500 BC.
Other excavations from ancient tombs in the Indus Valley civilization indicate a South Asian origin. The Egyptian game of Senet was played with dice. Senet was played before 3000 BC and up to the 2nd century AD, it was a racing game, but there is no scholarly consensus on the rules of Senet. Dicing is mentioned as an Indian game in the Rigveda and the early Buddhist games list. There are several biblical references to "casting lots", as in Psalm 22, indicating that dicing was commonplace when the psalm was composed, it is theorized that dice developed from the practice of fortunetelling with the talus of hoofed animals, colloquially known as "knucklebones", but knucklebones is not the oldest divination technique that incorporates randomness. Knucklebones was a game of skill played by children. Although gambling was illegal, many Romans were passionate gamblers who enjoyed dicing, known as aleam ludere. Dicing was a popular pastime of emperors. Letters by Augustus to Tacitus and his daughter recount his hobby of dicing.
There were two sizes of Roman dice. Tali were large dice inscribed with one, three and six on four sides. Tesserae were smaller dice with sides numbered from one to six. Twenty-sided dice date back to the 2nd century AD and from Ptolemaic Egypt as early as the 2nd century BC. Dominoes and playing cards originated in China as developments from dice; the transition from dice to playing cards occurred in China around the Tang dynasty, coincides with the technological transition from rolls of manuscripts to block printed books. In Japan, dice were used to play a popular game called sugoroku. There are two types of sugoroku. Ban-sugoroku is similar to backgammon and dates to the Heian period, while e-sugoroku is a racing game. Dice are thrown onto a surface either from a container designed for this; the face of the die, uppermost when it comes to rest provides the value of the throw. One typical dice game today is craps, where two dice are thrown and wagers are made on the total value of the two dice.
Dice are used to randomize moves in board games by deciding the distance through which a piece will move along the board. The result of a die roll is determined by the way it is thrown, according to the laws of classical mechanics. A die roll is made random by uncertainty in minor factors such as tiny movements in the thrower's hand. To mitigate concerns that the pips on the faces of certain styles of dice cause a small bias, casinos use precision dice with flush markings. Common dice are small cubes most 1.6 cm across, whose faces are numbered from one to six by patterns of round dots called pips. Opposite sides of a modern die traditionally add up to seven, implying that the 1, 2 and 3 faces share a vertex; the faces of a die may be placed counterclockwise about this vertex. If the 1, 2 and 3 faces run counterclockwise, the die is called "right-handed", if those faces run clockwise, the die is called "left-handed". Western dice are right-handed, Chinese dice are left-handed; the pips on dice are arranged in specific patterns.
Asian style dice bear similar patterns to Western ones, but the pips are closer to the center of the face. One possible explanation is. In some older sets, the "one" pip is a colorless depression. Non-precision dice are manufactured via the plastic injection molding process; the pips or numbers on the die are a part of the mold. The coloring for numbering is achieved by submerging the die in paint, allowed to dry; the die is polished via a tumble finishing process similar to rock polishing. The abrasive agent scrapes off all of the paint except for the indents of the numbering. A finer abrasive is used to polish the die; this process creates the smoother, rounded edges on the dice. Precision casino dice may have a polished or sand finish, making them transparent or translucent res
Dungeon World is a fantasy tabletop roleplaying game created by Sage LaTorra and Adam Koebel. The game uses the Powered by the Apocalypse engine designed for Apocalypse World and used in Monsterhearts and other games; the game is advertised as having old school style with modern rules. The text of the game was released under the Creative Commons Attribution 3.0 Unported License. Dungeon World raised just over $80,000 from 2400 backers on Kickstarter before it was released, was the 2012 Golden Geek RPG of the Year, the 2012 Indie RPG Game of the Year and was the Best Rules Gold Winner in the 2013 Ennie Awards; the setting for Dungeon World is Dragons-esque fantasy. Rather than present a pre-written setting, the game master is instructed to "Draw maps and leave blank spaces", meaning to not put too much detail in the setting but allow it to emerge in play. Dungeon World uses the Powered by the Apocalypse engine; the game uses the same six ability scores used by D&D. Dungeon World uses D&D character classes: the Bard, Druid, Paladin, Ranger and Wizard.
The fan community has created and shared many third-party classes online. Like other Powered by the Apocalypse games, actions in Dungeon World are called moves; when a player character makes a move, the player rolls two six sided dice and adds the appropriate ability modifier. On a result of 10+ the move succeeds without complication. On a result of 7-9 the move succeeds or succeeds with a problem, allowing the GM to make a move of their own. On a result of 6 or less there is trouble; the character gains the GM makes a move. Characters gain unique moves from their class. To represent character relationships and facilitate quick setup, each class lists bonds that show, before the game starts, how the characters see each other, filling one name of one other player character in the blank space of each bond. Example bonds are: _______________ owes me their life, whether they admit it or not. I have sworn to protect _______________. I worry about the ability of _______________ to survive in the dungeon. _______________ is soft, but I will make them hard like me.
The full rules for Dungeon World can be found in the Dungeon World SRD. Dungeon World was developed starting in 2010 and an introductory edition was brought to Gencon 2011. Fund raising for the game itself was begun via Kickstarter in mid 2012 and more than a year after being launched was still the eighth fastest current seller at Drivethru RPG. Dungeon World - Official website Sagelt / Dungeon-World - Official source text from the book on GitHub Dungeon World - Text from the book, formatted for the web. Dungeon World GM's Screen - Nate Marcel official artist for Dungeon World
Driving is the controlled operation and movement of a motor vehicle, including cars, motorcycles and buses. Permission to drive on public highways is granted based on a set of conditions being met and drivers are required to follow the established road and traffic laws in the location they are driving; the origin of the term driver, as recorded from the 15th century, refers to the occupation of driving working animals pack horses or draft horses. The verb' to drive' in origin means "to force to move, to impel by physical force", it is first recorded of electric railway drivers in 1889 and of a motor-car driver in 1896. Early alternatives were motor-man, motor-driver or motorist. French favors "conducteur", while German influenced areas adopted Fahrer, the verbs führen, steuern —all with a meaning "steer, navigate"— translating to conduire; the world's first long-distance road trip by automobile was in August 1888 when Bertha Benz, wife of Benz Patent-Motorwagen inventor Karl Benz, drove 66 mi Mannheim to Pforzheim and returned, in the third experimental Benz motor car, which had a maximum speed of 10 mph, with her two teenage sons Richard and Eugen but without the consent and knowledge of her husband.
She had said she wanted to visit her mother, but intended to generate publicity for her husband's invention, which had only been taken on short test drives before. In 1899, F. O. Stanley and his wife, drove their Stanley Steamer automobile, sometimes called a locomobile, to the summit of Mount Washington in New Hampshire in the United States to generate publicity for their automobile; the 7.6-mile journey took over two hours. Driving in traffic is more than just knowing how to operate the mechanisms which control the vehicle. An effective driver has an intuitive understanding of the basics of vehicle handling and can drive responsibly. Although direct operation of a bicycle and a mounted animal are referred to as riding, such operators are considered drivers and are required to obey the rules of the road. Driving over a long distance is referred to as a road trip. In some countries, a basic both practical and theoretical knowledge of the rules of the road is assessed with a driving test and those who pass are issued with a driving license.
A driver must have physical skills to be able to control direction and deceleration. For motor vehicles, the detailed tasks include: Starting the vehicle's engine with the starting system Setting the transmission to the correct gear Depressing the pedals with one's feet to accelerate and stop the vehicle and If the vehicle is equipped with a manual transmission, to modulate the clutch Steering the vehicle's direction with the steering wheel Applying brake pressure to slow or stop the vehicle Operating other important ancillary devices such as the indicators, parking brake and windshield wipers Observing the environment for hazards Avoiding or handling an emergency driving situation can involve the following skills: Making good decisions based on factors such as road and traffic conditions Evasive maneuvering Proper hand placement and seating position Skid control Steering and braking techniques Understanding vehicle dynamics Right- and left-hand trafficDistractions can compromise a driver's mental skills.
One study on the subject of mobile phones and driving safety concluded that, after controlling for driving difficulty and time on task, drivers talking on a phone exhibited greater impairment than drivers who were suffering from alcohol intoxication. In The US "During daylight hours 481,000 drivers are using cell phones while driving according to the publication on the National Highway Traffic Safety Association. Another survey indicated that music could adversely affect a driver's concentration." Seizure disorders and Alzheimer's disease are among the leading medical causes of mental impairment among drivers in the United States and Europe. Whether or not physicians should be allowed, or required, to report such conditions to state authorities, remains controversial. Safety issues in driving include: Texting while driving Speeding Drug–impaired driving and driving under the influence Distracted driving Sleep-deprived driving Reckless driving and street racing Driveability of a vehicle means the smooth delivery of power, as demanded by the driver.
Typical causes of driveability degradation are rough idling, surging, hesitation, or insufficient power. A driver is subject to the laws of the jurisdiction in which she is driving; the rules of the road, driver licensing and vehicle registration schemes vary between jurisdictions, as do laws imposing criminal responsibility for negligent driving, vehicle safety inspections and compulsory insurance. Most countries have differing laws against driving while under the influence of alcohol or other drugs. Aggressive driving and road rage have become problems for drivers in some areas; some countries require a vision screening test for individuals to acquire or renew a driver's license. A 2010 systematic review found insufficient evidence to assess the effects of vision screening tests on subsequent motor vehicle crash reduction; the review concluded that there is a need to develop valid and r
Master of ceremonies
A master of ceremonies, abbreviated MC, is the official host of a ceremony, staged event or similar performance. The term is earliest documented in the Catholic Church since the 5th century, where the Master of Ceremonies was and still is an official of the Papal Court responsible for the proper and smooth conduct of the elegant and elaborate rituals involving the Pope and the sacred liturgy; the master of ceremonies sometimes refers to the protocol officer during an official state function in monarchies. Today, the term is used to connote a compère, which corresponds to a master of ceremonies who presents performers, speaks to the audience, entertains people, keeps an event moving; this usage occurs in the entertainment industry, including for television game show hosts, as well as in contemporary hip hop and electronic dance music culture. In addition, the term exists in various chivalric orders and fraternal orders. Alternative names include compère, microphone controller; the term originated in the Catholic Church.
The Master of Ceremonies is an official of the Papal Court responsible for the proper and smooth conduct of the elegant and elaborate rituals involving the Pope and the sacred liturgy. He may be an official involved in the proper conduct of protocols and ceremonials involving the Roman Pontiff, the Papal Court, other dignitaries and potentates. Examples of official liturgical books prescribing the rules and regulations of liturgical celebrations are Cæremoniale Romanum and Cæremoniale Episcoporum; the office of the Master of Ceremonies itself is old. According to the Catholic Encyclopedia, the most ancient ceremonials and rituals of the Catholic Church are the Ordines Romani. Names of Masters of Ceremonies are known since the Renaissance. However, copies of books prescribing the forms of rituals and customs of pontifical ceremonies are known to have been given to Charles Martel in the 8th century; the rules and rituals themselves are known to have been compiled or written by the pontifical masters of ceremonies, dating back to the time of Pope Gelasius I with modifications and additions made by Pope Gregory the Great.
It is reasonable to assume. The duties of the Master of Ceremonies may have developed from the time Emperor Constantine the Great gave the Lateran Palace to the popes or from the time Christianity became the official religion of the Roman Empire, were no doubt influenced by imperial practices and norms. However, documentary evidence from the late Roman period is scarce or lost; the ceremonies and practices of the Byzantine emperors are known to have influenced the papal court. The accumulation of elaborations and complications since the Renaissance and Baroque eras continued well into the 20th century, until some of the ceremonies were simplified or eliminated by Pope Paul VI in the 1970s after Vatican II. At a large Catholic church or cathedral, the Master of Ceremonies organizes and rehearses the proceedings and ritual of each Mass, he may have responsibility for the physical security of the place of worship during the liturgy. At major festivities such as Christmas and Easter, when the liturgies are long and complex, the Master of Ceremonies plays a vital role in ensuring that everything runs smoothly.
The current papal Master of Ceremonies is Monsignor Guido Marini, who succeeded Archbishop Piero Marini. Certain European royal courts maintained senior offices known as Masters of Ceremonies, responsible for conducting stately ceremonies such as coronations and receptions of foreign ambassadors. Examples included: Spanish Empire: Maestro de Ceremonias British Empire: Master of the Ceremonies France: Grand Master of Ceremonies Japan: Master of Ceremonies Russian Empire: see Table of Ranks Ottoman Empire: Kapıcıbaşı "chief doorkeeper" of the Topkapi Palace The function is prevalent in the culture of chivalric orders, as well as in more modern fraternal orders, such as Freemasons and Odd Fellows. Most large corporate and association conferences and conventions use an MC to keep the events running smoothly; this role is sometimes performed by someone inside the group but by an outside professional expert MC. Their role could include - introducing and thanking speakers, introducing the theme of the conference, facilitating a panel discussion & interviewing guests.
During the wedding reception, the multifaceted responsibility of the Master of Ceremony is to keep the agenda flowing smoothly by: skillfully capturing and maintaining the attention of the wedding guests directing their attention on whatever the bride and groom have chosen to include keeping the wedding attendees informed so at any given moment they know what is happening comfortably guiding the bride's and groom's friends and family so they know what they are supposed to do to participateThe role of the wedding master of ceremonies incorporates a wide range of skills, those who serve in this capacity have undergone extensive training in the following areas: Delivering applause cues Presenting introductions Microphone technique Posture and stance Voice inflection Staging Masters of ceremonies at weddings and private events ensure the coordination of their event, including liaison with catering staff. In hip hop and electronic dance music, "MC" refers to rap artists or performers who perform vocals for their own or other artist's original material
Kickstarter is an American public-benefit corporation based in Brooklyn, New York, that maintains a global crowdfunding platform focused on creativity and merchandising. The company's stated mission is to "help bring creative projects to life". Kickstarter has received more than $4 billion in pledges from 15.5 million backers to fund 257,000 creative projects, such as films, stage shows, journalism, video games and food-related projects. People who back Kickstarter projects are offered tangible rewards or experiences in exchange for their pledges; this model traces its roots to subscription model of arts patronage, where artists would go directly to their audiences to fund their work. Kickstarter launched on April 28, 2009, by Perry Chen, Yancey Strickler, Charles Adler; the New York Times called Kickstarter "the people's NEA". Time named it one of the "Best Inventions of 2010" and "Best Websites of 2011". Kickstarter raised $10 million funding from backers including NYC-based venture firm Union Square Ventures and angel investors such as Jack Dorsey, Zach Klein and Caterina Fake.
The company is based in Brooklyn. Andy Baio served as the site's CTO until November 2010. Lance Ivy has been Lead Developer since the website launched. On February 14, 2013, Kickstarter released; the app was aimed at users who create and back projects and was the first time Kickstarter had an official mobile presence. On October 31, 2012, Kickstarter opened projects based in the United Kingdom, followed by projects based in Canada on September 9, 2013, Australia and New Zealand on November 13, 2013, the Netherlands on April 28, 2014, Ireland and Sweden on September 15, 2014, Germany on April 28, 2015, France and Spain on May 19, 2015, Belgium, Italy and Switzerland on June 16, 2015, Singapore and Hong Kong on August 30, 2016, Mexico on November 15, 2016 and Japan on September 12, 2017. In July 2017, Strickler announced his resignation. Kickstarter is one of a number of crowdfunding platforms for gathering money from the public, which circumvents traditional avenues of investment. Project creators choose a minimum funding goal.
If the goal is not met by the deadline, no funds are collected. The kickstarter platform is open to backers from anywhere in the world and to creators from many countries, including the US, UK, Australia, New Zealand, The Netherlands, Ireland, Sweden, France, Austria, Belgium, Luxembourg and Mexico. Kickstarter applies a 5% fee on the total amount of the funds raised, their payments processor applies an additional 3–5% fee. Unlike many forums for fundraising or investment, Kickstarter claims no ownership over the projects and the work they produce; the web pages of projects launched on the site are permanently archived and accessible to the public. After funding is completed and uploaded media cannot be edited or removed from the site. There is no guarantee that people who post projects on Kickstarter will deliver on their projects, use the money to implement their projects, or that the completed projects will meet backers' expectations. Kickstarter advises backers to use their own judgment on supporting a project.
They warn project leaders that they could be liable for legal damages from backers for failure to deliver on promises. Projects might fail after a successful fundraising campaign when creators underestimate the total costs required or technical difficulties to be overcome. Asked what made Kickstarter different from other crowdfunding platforms, co-founder Perry Chen said: "I wonder if people know what the definition of crowdfunding is. Or, if there’s an agreed upon definition of what it is. We haven’t supported the use of the term because it can provoke more confusion. In our case, we focus on a middle ground between commerce. People are offering cool stuff and experiences in exchange for the support of their ideas. People are creating these mini-economies around their project ideas. So, you aren’t coming to the site to get something for nothing. We focus on creative projects—music, technology, design and publishing—and within the category of crowdfunding of the arts, we are ten times the size of all of the others combined."
On June 21, 2012, Kickstarter began publishing statistics on its projects. As of February 13, 2015, there were 207,135 launched projects, with a success rate of 40%; the total amount pledged was $1,523,718,656. The business grew in its early years. In 2010 Kickstarter had $27,638,318 pledged; the corresponding figures for 2011 were 11,836 funded projects and $99,344,381 pledged. On February 9, 2012, Kickstarter hit a number of milestones. A dock made for the iPhone designed by Casey Hopkins became the first Kickstarter project to exceed one million dollars in pledges. A few hours a new adventure game project started by computer game developers, Double Fine Productions, reached the same figure, having been launched less than 24 hours earlier, finished with over $3 million pledged; this was the first time Kickstarter raised over a million dollars in pledges in a single day. On August 30, 2014, the "Coolest Cooler", an icebox created by Ryan Grepper, became the most funded Kickstarter project in history, with US$13.28 million in funding, breaking the record held by the Pebble smart watch.
In July 2012, Wharton professor Ethan Mollick and Jeanne Pi conducted research
Powered by the Apocalypse
Powered by the Apocalypse is the name of Meguey Baker and Vincent Baker’s policy concerning others' use of their intellectual property and creative work. This term is associated with role-playing game mechanics developed for the 2010 game Apocalypse World and used for Dungeon World and numerous other RPGs. Apocalypse World won the 2010 Indie RPG Awards for Most Innovative Game and Dungeon World won the 2013 ENnie award for Best Rules. Powered by the Apocalypse games are centered around resolving what characters do as Moves. Characters have access to a default selection of moves based on the expectations of the game setting. In the fantasy game Dungeon World, characters have access to a hack and slash move, as combat is central to the dungeoneering experience. Alternatively, Apocalypse World has a "seize by force" move, as the game assumes a setting where collecting scarce resources is part of the game-play experience. Apocalypse World, Dungeon World, most other PbtA games are class-based. Character classes have access to a number of class-specific moves.
Moves are resolved by rolling two six-sided dice and adding the relevant modifier, should modifiers be a mechanic in the game. Success levels fall on a scale of total success, partial success, or failure—referred to as a "miss" in the system; because of the simplicity and the flexibility of the Powered by the Apocalypse engine, Vincent Baker's encouragement of publishing hacks, there are at least four dozen fan-made hacks that have reached the point of public playtesting. This list only covers the ones published. A list of Powered by the Apocalypse games, who have obtained permission to use the mark, is available on the lumpley games website. Apocalypse World is the post-apocalyptic game the system was created for and is set after an unspecified apocalypse that created a psychic maelstrom. Dungeon World is a fantasy game, created by Adam Koebel; the game is advertised as having old-school style with modern rules. The text of the game was released under the Creative Commons Attribution 3.0 Unported License.
The setting for Dungeon World is Dragons-esque fantasy. Rather than present a pre-written setting, the game master is instructed to "Draw maps and leave blanks", meaning to not put too much detail in the setting but allow it to emerge in play. Epyllion is a game where you play dragons in a dragon-centric world about dragons, published by Magpie Games. Fellowship is a high fantasy game; the player who controls the Elf, for example, is the only person who has the final say in anything regarding elves. The goal is to defeat the Overlord, a GM controlled character, by gathering sources of power while trying to prevent the Overlord from destroying communities that could be helpful in defeating them; the game was Kickstarted in 2015 and released in 2016 by LibriGothica Games. KULT: Divinity Lost is a reboot of the contemporary horror role-playing game Kult released in 1991; this Kickstartered version of the game features a new rule-set, the setting is updated to present day. Published by Swedish Helmgast and distributed by Modiphius.
Legacy is a game of survival and rebuilding in a world ravaged and altered by incomprehensible calamity. Its biggest feature is gameplay at multiple levels: each player builds a Family of survivors and a Character from that family. Stories take place across multiple generations, with each generation creating new characters and altering the families. Family stats are Reach, Grasp and Mood, with playbooks including The Enclave of Bygone Lore, The Brotherhood of Gilded Merchants, The Tyrant Kings, The Servants of the One True Faith, The Lawgivers of the Wasteland. Character stats are Steel, Sway and Lore, with playbooks including the Hunter, the Envoy, the Seeker, the Sentinel. Designed by James Iles and Kickstarted in December 2014. After another successful Kickstarter campaign, a second edition was released in June 2018. MASHED explores life in a Mobile Army Surgical Hospital during the Korean War. Default statistics are Luck, Nerve and Tough; the character playbooks are the Angel, Cowboy, Doc and Padre.
Designed by Mark Plemmons, MASHED was Kickstarted in October 2016 and published by Brabblemark Press in January 2017. Masks focuses on the lives of a team of teenage superheroes, inspired by the Young Avengers, Teen Titans, Marvel's Runaways; the playbooks include the Beacon, the Bull, the Doomed, the Legacy, the Janus, the Transformed, the Protégé, the Delinquent, the Nova, the Outsider. It was funded on Kickstarter in fall of 2015 and subsequently published by Magpie Games. Monsterhearts is "a story game about the lives of teenage monsters" by Avery Alder. Default statistics are Hot, Cold and Dark, the playbooks presented in the main rulebook are The Chosen, the Fae, the Ghoul, the Queen, the Witch, the Werewolf, the Infernal, the Vampire, it was nominated for six separate awards. "An action-horror role playing game" about a group of monster hunters, written by Michael Sands. Statistics are Charm, Sharp and Weird and the default classes are the Chosen, the Expert, the Flake, the Initiate, the Monstrous, the Mundane, the Professional, the Divine, the Spooky, the Wronged.
Ruma: Dawn of Empire is an upcoming game by Martin Greening. The game is set in an alternate Roman Empire, called the Ruman Empire, where magic and mythology exists; the project was launched on Kickstarter where it was funded, having raised $10,046