Hirukoa Publishing House
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Draconis Memoria RPG
On February 28th we started the Draconis Memoria Kickstarter: https://www.kickstarter.com/projects/hirukoa/draconis-memoria-rpg
The Draconis Memoria RPG is set in a vibrant new world where the blood of drakes—creatures similar to dragons—is valued beyond reckoning, and can be distilled into elixirs that grant fearsome powers to those who are “blood-blessed.” Is a stand-alone roleplaying game set in the world of the novels written by Anthony Ryan and uses a system based on the Dungeons and Dragons 5th Edition Open Game License, the world's most popular tabletop roleplaying game.
In this book, based mainly on the first novel of the trilogy, the players and game masters will find all they need to explore the wild continent of Arradsia, visit the different outposts built in an attempt to colonize it, take part of plots of political intrigue and corporate sabotage, sail around the Razor Sea, fight or join the pirates that lurk amongst the barrier isles, wield the supernatural powers of the volatile Drake's blood and wage war on land and sea. Draconis Memoria is set during the Corporate age, when different private for-profit groups control the world's most powerful government, the Ironship Syndicate, which is trying to monopolize the resources from the newly discovered continent and keep them away from the hands of the Corvantine Empire. Criminals, pirates and mercenaries have their own reasons to search the continent for treasure and accrue riches and power. And the pale-skinned natives of Arradsia, the Spoiled, are savage but dangerous foes for all the colonizing factions.
The players will have plenty of choices of new cultures and backgrounds for their characters, as well as new subclasses and a completely new class, the Scientist. While all characters in Draconis Memoria are humans, a few individuals known as the Blood-blessed have the innate ability to ingest the caustic blood of the fire-breathing beasts known as Drakes and channel it in burst of mystical powers. The blood of each type of Drake, usually identified by the color of their scales, provides a different set of benefits, as summarised in this mantra:
Blue for the mind.
Green for the body.
Red for the fire.
Black for the push.
This “magic” is represented by a completely new and dynamic system, giving powerful capabilities to some player characters in exchange for the consumption of the valuable product. Unlike traditional spellcasters, there is no specific class tied to this power, making it just another option from the many available to players to create their own unique characters.
SUPER HIGH SCHOOL RPG
Super High School is a teenage superhero role-playing game especially designed for the younger members of the household and as an introduction to role-playing games.
Role-playing games are a way of learning values and useful skills. Super High School emphasizes this, offering a simple and entertaining way to narrate superhero scenes and at the same time transmitting values typical of the superhero genre, such as effort, empathy, responsibility and helping those in need. And this is a fundamental part of the game, in which both children and adults will discover that their actions have consequences and that beyond defeating the villain of the week, it is necessary to protect both innocent bystanders and the environment or public opinion will change their perception of them and they will go from heroes to villains.
The Circus Western Company travels the wild west with their show, but when they arrive at Rock Mountain, a small village in the mountains, they find that its citizens are scared because an Apache Warlock has them under the control of a horde of zombies.
Included is a 30+ page comic book, a complete set of rules that combines the simplicity and spirit of OSR games with some more modern mechanics and an adventure to play with your characters.
Pro Wrestling Fantasy World: Cody Deaner
Tonight, we have a great show for you! We bring to your scrying balls and magical mirrors a night of high-flying daredevils and fistcuffing lunatics from the pro-wrestling world. In this line of PDF’s you will find famous international wrestlers whose gimmicks have been transformed intro 5e races, class specializations, and their attacks have been transformed into spells or special maneuvers.
In this very fist Pro-Wrestling Fantasy World we bring to you the adaptation of the famous wrestler Cody Deaner, with some part of his character developed into a dwarf clan that follows his giv’er philosophy, and another part of his gimmick developed into a barbarian path that fuels his rage by drinking beer.
Includes a 6 page comic book.
We'll Return to Paris
In 2033 Europe is suffocating under several fascist governments that reached power after a long economic crisis that desolated most countries. Paris is a corrupt shadow of its former self. All the immigrants have been expelled and the political dissidents are jailed or in exile. The members of the resistance flood Montmartre to drink their woes away during the night and retreat back to their dens to plot during the day, but they lack the impetus and discipline to act.
In an abandoned building in a Parisian suburb, a group is planning an attack on an important political figure of the regime. Jean Montenegro, a former film director, is their leader. Jean, forty years old, after spending three years in jail and being left behind by his wife, decided to create a group with like-minded friends: Claudia, an Hungarian actress that avoided the mass expulsion and is out of options, and Max, a young student of political sciences in the Sorbonne who decided to stay in Paris to fight instead of joining his family in exile. The rest of the group is made up by Charles, a brave and impulsive man, and Francis, an alcoholic driver who is sick of everything.
Cara is a nervous and very imaginative girl who lives in a dark apartment with a long and tenebrous corridor with her father and mother. They have locked themself in their room for several days, and the scant communication that sometimes happens through the door with their daughter is becoming less frequent. Cara, abandoned and having to fend for herself, will soon begin an abject immersion in the disturbing nightmares that occur in the lonely corners of her home, result of what may be a terrible repressed truth that tries to break through.
With a dark and disturbing esthetic, the comic embarks us on a nightmare ride towards decadence, in which its protagonist deteriorates on each page, and sinks more and more into an insane and deranged lonelyness to which his young mind tries to find meaning, while his sanity is tested with what seem hallucinations and febrile dreams…
Smacks & Guzzlers
In a world where the job of being an adventurer is tied up in red tape, two not-very-promising wanderers with delusions of grandeur set out to visit a tower rumored to be enchanted.
With one’s lack of cunning and the other’s lack of eloquence, they venture into the unknown, eager to find plenty of loot and make it out of poverty.
But it won’t take long for things to go awry; the tower isn’t as empty as it seems, and its long-dead landlord continues to watch over his sinister home, even from beyond the grave.