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Capers

NBGCAP001H

In Capers, players take on the role of exceptional people (called Capers), endowed with superhuman powers, in the midst of American prohibition in the 1920s
  • English

42,90 €

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This is the era of Prohibition in the United States in the 1920s.

Alcohol is illegal. Organized crime is growing at an unprecedented rate, with gangsters getting rich by selling moonshine to a thirsty population. Law enforcement struggles to cope with the understaffed and underfunded Bureau of Prohibition.

You are one of a handful of people who have been given superpowers!

Will you use your abilities to build a criminal empire as a super-powered gangster? Or will you focus your powers to serve the law and bring these criminals to justice?

Capers is an all-in-one playbook with complete rules for players and GMs.

In Capers, each player uses a standard poker-style deck of cards (52 suits plus 2 jokers) to resolve actions (deck not included).

When you attempt an action, you have a number of cards that you can turn over based on a character trait and possibly an associated skill. You can turn over one or more cards, choosing to stop at any time and take the result of the last card turned over.

Turning over cards takes into account both the degree of success or failure of the attempt. You can have a successful card draw but with a low degree of success. You can stick with that result or take the gamble of turning over more cards to try to get a higher success rate and hopefully avoid a failure.

This all-in-one playbook includes:

  •     Complete rules for players and GMs
  •     Character creation chapter
  •     GM guidelines
  •     Background information and several city backdrops
  •     NPCS.
  •     Story ideas
  •     And much more!


Theme(s) FantasticSuperhérosPolar
Language(s) English
Author(s) Craig Campbell
Artist Craig CampbellBeth VarniOwen St. Gelais
Number of pages 162
Book cover Hardcover
Editor NerdBurger Games

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