Reliquary Game Studios

The Character Sheet… and more to come!

This is it. The good stuff is finally rolling out. Here is the beta version of the character sheet (a dynamic fillable PDF). It should give some clues to the mechanics of the game until the Quick Start Rules and Clockwork Cards are released later this month. Until then, feel free to leave feedback in the forums. ClockworkEmpire_CharacterSheet

Beastfolk

The original game design included a character bloodline called beastfolk, a race of animal-human hybrids based on the novel The Island of Dr. Moreau. The bloodline was very popular with early play-testers and added a grotesque underdog quality to the larger storyline that allowed for interesting drama. However, as the game world developed, this...

Alchemy and Art Update

On November 29, 1875, Thomas Edison held a press conference declaring that he had discovered what he called “etheric force.” In the two decades that have passed, this mystical energy has become the missing link to the ancient art of alchemy. Now upheld as a proper field of scientific research, alchemists study the ability to harness...

A Letter from Valdis

November 6, 1896 Westminster Abbey 20 Deans Yard London My friend,   In the beginning there were only the waters of chaos. It was an endless and formless primordial void that we have since named the Pontus. This was the scene upon which the Clockmaker first stepped to utter the words, “Let there be…”  Thus creation was...

Clockwork Cards

The Clockwork Roleplaying Game uses cards rather than dice to provide random elements within the game. We found that this allowed us to completely control our bell curve for skill tests, allow for our more dynamic initiative system, and produce random attack effects without cumbersome tables that slow down gameplay. Here is a first glimpse at...

Physical Conflict: Initiative

One of the design goals for the Clockwork physical conflict system was to allow for simply organized combats where characters were always on the edge of their seat, never knowing who would act next. We wanted players to be constantly engaged with the fight rather than simply waiting for their turns to act. Creating a fair and balanced initiative...