Secret Halls | Urban Fantasy TTRPG
This TTRPG is made to be played right out of the box. A more traditional TTRPG than ZOETROPE or What We Possess, Secret Halls asks you to get into character, and work towards fulfilling a story as told by your Story Leader.
3-5 players take on the roles of Mages, humans who are bound by a pact to protect the supernal world from discovery by mortals, while also seeking to keep the peace between the supernal myths that inhabit this complex dream world of 1996 Chicago.
The game runs on two decks of semi-standard playing cards. Using these decks, mages will gather power from areas they inhabit, drawing cards both in and out of game, as they use the magic Lady Luck has granted them to cast their spells. Getting just the card you need, a 4 for example, lets you Base Cast a spell. Using a 3 and a 7 with subtraction to get to the 4 you needed will get you a Cut Cast, a slightly weaker version of your spell. Using two different 2s to add up to the 4 will get you a Combo Cast, a stronger version of your spell.
Each of the 14 kinds of mages also have their own unique card in the decks that, when drawn, can be used to cast any spell in their repetoire of spells available to them.
Players will also draw cards when taking other actions, seeking to align number ranges with their skills, or suits with their attributes to succeed on their actions.
Stretch goals in the upcoming crowdfunding campaign will unlock the ability to play as other myths in this world of urban fantasy, including the world’s take on vampires, Moth Children, the shape-shifting Vanara, or the animalist Therians and more.
Illustration work across Secret Halls by Reid Aster/Kollapsar
Secret Halls is estimated to ship by early 2027.
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