Friday, April 17, 2015

That Big Swords And Wizardry News

There was a quiet announcement made today regarding the next "edition" of the Swords & Wizardry retroclone created by +Matt Finch, and published in its "Complete" version by Frog God Games.

For those who don't know, Swords & Wizardry is a clone of the earliest edition of the Dungeons & Dragons rules, before there were Basic or Expert versions and long before there was an Advanced version. Published as a boxed set, this edition of Dungeons & Dragons was three booklets...Volume 1: Men & Magic, Volume 2: Monsters & Treasure, and Volume 3: Underworld & Wilderness Adventures. There were also a handful of supplements for these rules as well: Greyhawk, Blackmoor, Eldritch Wizardry, Gods, Demi-Gods & Heroes, and Swords & Spells.

Swords & Wizardry comes in three versions: Whitebox, Core and Complete. Whitebox covers the initial three booklets of the D&D rules. Core uses the first three supplements and parts of Greyhawk. Core uses the three booklets and the stuff from Greyhawk and Blackmoor. [I'm sure that I got one of those wrong and someone will correct me.]

So, this summer there will be a Kickstarter campaign to raise the money for a new printing/edition of Swords & Wizardry. What makes this newsworthy is that the fact that the graphic design, layout and art direction for this new edition will be an all-woman team of artists and designers lead by +Stacy Dellorfano, the founder of the online gaming convention +ConTessa. The art for the new edition will also feature new iconic characters that are female and people of color. In a way, the old school is stepping into the "new" school and with this edition of Swords & Wizardry we see Frog God Games bucking the perception that OSR/old school gamers are all conservative and reactionary individuals, interested only in continuing the status quo. Good on them for that.

This couldn't have come at a better time. It was only a few months ago that the latest edition of D&D was under fire from conservative elements of the tabletop gaming community for "insufferable PC propagandizing" for putting language saying that it was okay to play gay or transgendered characters in the game (not that anyone really needed permission for that anyway). I have said before, and I say again, that I don't like elements like these to try to claim any form of gaming of their own, and I am more than happy to see tabletop gaming dragged into the 21st century (even if some of the people are kicking and screaming).

There will be more to come on this...

Tuesday, April 14, 2015

R.I.P. Herb Trimpe

For comic fans of a certain age, artist Herb Trimpe was everywhere, and for those of us who were fans of the Shogun Warriors and Godzilla, Trimpe was a defining part of our childhoods.
Herb Trimpe was born in 1939 and raised in Peekskill, New York, where he graduated from Lakeland High School. Of his childhood art and comics influences, he said in 2002, "I really loved the Disney stuff, Donald Duck and characters like that. Funny-animal stuff, that was kind of my favorite, and I liked to draw that kind of thing. And I also liked ... Plastic Man. ... I loved comics since I was a little kid, but I was actually more interested in syndicating a comic strip than working in comics." As well, "I was a really big fan of EC comics and [artist] Jack Davis."
In the 1960s, during the period known as the Silver Age of Comics, Trimpe was assigned to pencil what became his signature character, the Hulk. Beginning with pencil-finishes over Marie Severin layouts in The Incredible Hulk vol. 2, #106 (Aug. 1968), he went on to draw the character for a virtually unbroken run of over seven years, through issue #142 (Aug. 1971), then again from #145–193 (Nov. 1971 – Nov. 1975). Additionally, Trimpe penciled the covers of five Hulk annuals (1969, 1971–72, 1976–77, titled King-Size Special! The Incredible Hulk except for #4, The Incredible Hulk Special), and both penciled and inked the 39-page feature story of The Incredible Hulk Annual #12 (Aug. 1983). Most writers on The Incredible Hulk heavily relied on Trimpe for the plot as well; in most cases he was not even given a written plot, and was left to draw the issue after only a brief story conference. Trimpe has said that he had no difficulty with this level of collaboration, and in fact enjoyed it.
Among the characters co-created by Trimpe during his run on the title were Jim Wilson in issue #131 (Sept. 1970) and Doc Samson in #141 (July 1971).[13] During his time on the comic, he became the first artist to draw for publication the character Wolverine, who would go on to become one of Marvel's most popular. The character, designed by Marvel de facto art director John Romita, Sr., was an antagonist for the Hulk, introduced in the last panel of The Incredible Hulk vol. 2, #180 (Oct. 1974) and making his first full appearance the following issue.[14] Trimpe in 2009 said he "distinctly remembers" Romita's sketch, and that, "The way I see it, [Romita and writer Len Wein] sewed the monster together and I shocked it to life! ... It was just one of those secondary or tertiary characters, actually, that we were using in that particular book with no particular notion of it going anywhere. We did characters in The [Incredible] Hulk all the time that were in [particular] issues and that was the end of them." Trimpe co-created nearly all of the characters introduced during his run on The Incredible Hulk, with Wolverine being a rare exception.
I was lucky that I was able to meet Herb Trimpe a few years ago at a local comic show in Tampa and thank him for everything that he did for my childhood. I was also able to get him to sign an issue of the Shogun Warriors comic for me.

Herb Trimpe drew The Hulk for forever, and even illustrated the Hulk story written by Harlan Ellison. He also drew the first appearance of Wolverine. His fingerprints are on the Marvel Universe until the end of time.

He will be missed.

Over on Twitter, writer Ron Marz made a couple of tweets that should be a reminder to comic fans.

Friday, April 10, 2015

Going Back To Kali

Sure, everybody loves using ninjas in their super-hero campaigns, but what if you want something that is a little different?

Luckily John Ostrander gave us an interesting new option during his run on the Suicide Squad (which I have talked about before) by introducing the Thuggee assassin Ravan in the first arc of that book. He later went on to become a member of the team and added an interesting moral dimension to the team.


There may be historical issues with the existence of the Thuggee, but that rarely gets in the way of good gaming (or comics for that matter). What I liked about Ostrander's incorporation of the cult into the DC Universe was the idea that, while they ostensibly worshiped the dread goddess Kali, their worship was out of fear and the murders that they committed were sacrifices to her in order to forestall the end of the current age and the start of the Age of Chaos, the Kali-Yuga. Ravan's "catchphrase" was "A Thousand Years, O Kali," because each consecrated death to their goddess would stall the coming of the Kali-Yuga by another thousand years.

Ravan, one of these Thuggees, set himself up as a mercenary killer. This way he could not only forestall the coming of Kali, but he could become very rich and live a playboy lifestyle while doing it. No mindless abasement here. He saw himself (as the panel to the right says) as the first of a new Thuggee cult that was in touch with the modern world. He used technology in his kills, using it to augment the traditional tools like the garrote.

Unlike the ninja, there is no running around in their underwear and using of ancient, outdated weapons for this cult. Their mixture of the ancient and the modern makes them an interesting foil for high tech super-heroes, or espionage agents.

So, how do you do this in your campaign? You could easily just reskin whatever passes for a ninja in the existing writeups for the system you are playing and add the bits about "killing for a higher cause" to them. Bam. You have Thuggee. When I introduced them into my Marvel Super-Heroes campaign back in college, that was basically all that I did. I think that my writeup for Ravan was cribbed from the one for The Taskmaster, removing his powers. A Ravan-like enemy should be capable of going toe-to-toe with a Daredevil or Bronze Tiger, but should be outclassed by a Batman or Captain America. Throw in a half dozen generic Thuggee to round things out for the player characters.

When will you use these Thuggee in a campaign? Their "calling" makes them a little more complex than your typical smash and grab type of villain. You can even make the Thuggees in your campaign world into a sort of morally grey hero, after all they are trying to keep the destruction of the world at bay and stop millions from being killed when a mad death goddess incarnates in the world. Sure, their tool for doing this is to kill people, but sometimes you have to break a few eggs to make omelettes. These killers consider themselves to be holy warriors on a mission, and the super-heroes are at odds with that mission.

This can add an interesting moral dimension to a super-hero campaign, particularly if the Thuggees only target evil or criminal individuals for their sacred killings. If there was demonstrated proof that gods like Kali really existed in the world, would that make a hero's choice to stop a killer from killing a killer a more difficult one? It would certainly make it a more interesting choice. Super-heroes, particularly in role-playing games, tend to have a black and whiteness to their morality. The simple addition of a faction like this can spice a game up considerably.

Another way to introduce the Thuggee into the campaign (and this is what we did with our game back in college) is to have one of the heroes be a repentant former member of the cult. This gives an immediate "in" for the cult, and it juices up the backstory of the hero. Did they leave the cult before...or after making their first kill. Is the hero trying to make up for having killed...or are they trying to make up for the deaths that the cult is responsible for. Either choice adds interesting dimension, and motivation, to a character.

This can make a character who is like the Paul Kirk version of Manhunter from the 1970s revamp of the character. The hero is fighting a silent, shadowy war against the cult, which occasionally erupts into the streets of the city, or on some espionage mission, drawing the heroes into the action and giving the former Thuggee some allies for a time.

And if you would prefer to not integrate a real world religion or goddess into your games, then substitute a fiction god or goddess for Kali. Imagine a version of the Cthulhu Cult that isn't trying to raise their god from his watery grave in R'lyeh, but is instead trying to keep him from rising and destroying their world. Imagine a cult that sprung up out of the end of the novel Dracula (or any of the countless adaptations if you prefer) that is taking the blood of victims so that the Count will not once again rise and make his vampiric armies. A concept like this has a lot of applications to a number of different genres of gaming. The idea is that the deaths caused by this religion is supposed to serve a greater good, and by interfering with them the heroes may be dooming their own world.

Of course, it could all just be a lie and, no matter what the members of the religion believe, there is no actual god or goddess or future destruction that they are forestalling, and their murders don't make them any better than any other killer.

Regardless of how you use this concept in your games it will add an interesting morality to them. My only real recommendation would be that whatever variant of this cult that you use in your games, you make them NPCs and any PCs are former members of the group.



Tuesday, April 07, 2015

The Super Villain Handbook Kickstarter


Last year, we had a post and interview about a little supplement that was in development for ICONS -- The Super Villain Handbook. Now, that supplement is being Kickstarted and, at the time of this writing, already nearing its funding goal with over three weeks left to go. For those not in the know, The Super Villain Handbook contains 40 different super villain roles for use with the supers-themed RPG, ICONS. So, if you play ICONS (or are interested in it -- you can grab it here) you'll definitely want to check out the Kickstarter.

Speaking of the Kickstarter, this project is set up fairly simply, but fairly efficient. The video is fairly long, at just over six minutes, but it covers all the information that you could want about the supplement. The text of the page is wordy, but it's written in-character and some may find it entertaining and worth the read specifically for that. Probably the biggest negative I can find is the general lack of imagery for the Kickstarter page -- having a book all about super villains should have some pretty fantastic artwork to tease the potential pledger with.

Some of the biggest positives for this project are on the financial side -- the funding goal is very reasonable and the pledge tiers are well priced. If you'd like to get in, you have some choice, low-cost options available: $1USD gets you the unillustrated PDF version of the rules, $10USD gets you the illustrated PDF version of the rules (and stretch goals) and $25USD includes the PDF, stretch goals and a credit for the print copy (shipping to be handled separately).  The more stretch goals hit, the better the value, to boot.

They have also added stretch goals with support for Fate Core, so fans of that game can now use The Super Villain Handbook in that system as well.


If you'd like to know more about The Super Villain Handbook, be sure to check out its Kickstarter page or its Facebook page.

Wednesday, April 01, 2015

Car Wars Giveaway: Not An Imaginary Story

This is not a Dream! Not a Joke! Not an Imaginary Story!

I've been threatening a giveaway for a few months, and it is time that I actually do it. I have an extra copy of Car Wars Classic, still in the shrink wrap, that I want to give to someone who reads the blog. In fact it is the copy that I just took a picture of:

First, I am sorry to say, that this contest is only going to be open to people within the United States. Postage anymore has gotten ridiculous, and it is too much (and to much hassle anymore) to send this outside of the U.S. for a giveaway. I will be taking entries from now until the end of April, at which point I will choose a winner.

What is the contest, you may be asking right now? Simple. In the comments of this blog post finish this sentence: "When I rolled into my first autodueling arena I ____________." Don't get carried away, the odds are good that the longer you write, the less interested I will become in your entry. The winner will be judged solely on whether or not their answer amuses me. Also, only enter once.

The box will then be put into a padded mailer and sent via some form of US Postal Service service that will allow me to get a tracking number. There will be no requests for how I send it.

I have to be able to reach the winner and get a real name and address, so if you don't want to do that please don't bother entering.

Direct questions about this contest to me via social media instead of in the comments.

Good luck and Start Your Engines!!! 

Tuesday, March 31, 2015

Lankhmar: City of Thieves From Pinnacle Entertainment Group

Lankhmar is coming to your Savage Worlds games, and it is coming soon. The PDF of Lankhmar: City of Thieves will be available April 14th, when the print book goes up for preorder.

That is a kickass promo image.


And then, you will most likely see the book in your local game stores this summer. I'll try to take a picture of it, if the book is available at Gen Con in a couple of months.

FINAL FANTASY: Record Keeper launches in US for iOS and Android


There's another Final Fantasy-themed mobile game out in the US -- Final Fantasy: Record Keeper is an RPG set in the universe(s) of Final Fantasy. It's also a free-to-play fix for FF lovers (with some in-app purchases available, too).

So, I've been playing around with the game a bit since its launch -- should you care about it?

Short answer: if you really love the Final Fantasy universe (all of it) and are very familiar with (all of) it, you will likely get some entertainment out of it and might even really enjoy it. If you're new or inexperienced with the Final Fantasy games, there is still a decent game here for you -- with some nice music, graphics and game play. The game is filled with references to the universe(s) and the inexperienced will, likely, have no clue as to why they should care or what's really going on.

Still, it's free and worth a look. Press release below:


DeNA and Square Enix Launch
FINAL FANTASY: Record Keeper in North America

Fans Can Now Battle their Way through the Most Epic FINAL FANTASY Moments

SAN FRANCISCO - March 26, 2015 - DeNA and Square Enix (OTC: SQNXF) today announced the highly-anticipated release of FINAL FANTASY®: Record Keeper™ inNorth America. The first mobile game where players are able to experience the completeFINAL FANTASY universe, FINAL FANTASY: Record Keeper lets fans relive favorite moments across all past FINAL FANTASY installments and build a team of classic characters. FINAL FANTASY: Record Keeper is available on the AppStore for iPhone, iPad and iPod Touch and Google Play for Android devices beginning today.

FINAL FANTASY: Record Keeper delivers the entire FINAL FANTASY universe directly into the hands of players and fans of the storied franchise. Players can recruit favorite FINAL FANTASY heroes, including Tidus, Lightning, and Cloud, to form the most dynamic team of all time. Characters can each be completely customized and equipped to the fullest with iconic gear, powerful spells, summons, and hundreds of weapons to choose from.

Gameplay in FINAL FANTASY: Record Keeper is as strategic and challenging as ever with the classic FINAL FANTASY Active Time Battle (ATB) system in place. Players battle their way through the most epic FINAL FANTASY moments, woven together for the first time on mobile with an all-new tale. Featuring skill-based interactive gameplay, players plan attacks, carefully choose tactics, and engage enemies in active time battles.

"The wait is finally over for fans who have been anxiously awaiting the release of FINAL FANTASY: Record Keeper in North America," said Shintaro Asako, CEO of DeNA West. "The game truly delivers the entire FINAL FANTASY universe that players know and love in one immersive experience that won't disappoint."

"DeNA and SQUARE ENIX are proud to present the highly anticipated FINAL FANTASY: Record Keeper to players in the US," said Ichiro Hazama, Producer atSQUARE ENIX. "The mobile RPG that took Japan by storm is set to bring that same excitement to US shores."

FINAL FANTASY: Record Keeper is available as a free download on the AppStore for iPhone, iPad and iPod Touch and Google Play for Android devices beginning today. For more information on the game, visit: http://www.finalfantasyrecordkeeper.comTo download multimedia assets, including screenshots, game logo, and more, visit the game's online press kit.

A gameplay trailer is available to watch and embed on your site via the following YouTube link: https://www.youtube.com/watch?v=yivGwd39lSA.

# # #
About FINAL FANTASY
Since the release of FINAL FANTASY in 1987, this unique RPG series continues to showcase the spectacular visuals, highly imaginative worlds and rich stories leading the industry and earning the highest accolades from users around the world. Titles of the series have so far achieved a cumulative shipment of over 110 million units worldwide.

About DeNA
DeNA (pronounced "D-N-A") is a global Internet company that develops and operates a broad range of mobile and online services including games, e-commerce and other diversified offerings. Founded in 1999, DeNA is headquartered in Tokyo with offices and game development studios across the globe. DeNA Co., Ltd. is listed on the Tokyo Stock Exchange (2432). For more information, visit: dena.com

About Square Enix Co., Ltd.
Square Enix Co., Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content around the world. The Square Enix Group operates a global network of leading development studios and boasts a valuable portfolio of intellectual property, including: FINAL FANTASY, which has sold over 110 million units worldwide, and DRAGON QUEST® which has sold over 64 million units worldwide; TOMB RAIDER®, which has sold over 42 million units worldwide; and the legendary SPACE INVADERS®. Square Enix is a Japan-based, wholly-owned subsidiary of Square Enix Holdings Co., Ltd.

More information on Square Enix Co., Ltd. can be found at http://www.jp.square-enix.com/ 

Sunday, March 29, 2015

Neon Sanctum RPG Kickstarter Interview with Adam Waite


A little over a week ago the Kickstarter for Neon Sanctum, an RPG set in a post-apocalyptic cyberpunk world, launched and it's already nearing the half-way point of its funding goal with around three weeks left to go. We here at Dorkland have managed to sit down with Adam Waite of Grenade Punch Games, developers of Neon Sanctum, for a little interview about the game and its Kickstarter.


Dorkland!: How has the Kickstarter been for you, so far? What have you learned that you wish you could share with your past self?

Adam Waite: We did a LOT of research prior to the Kickstarter, so we knew roughly what to expect. I’m not sure we expected that there would be so many other great games out this month. Neon Sanctum is up against some stiff competition!

DL: Most RPGs tend to stick with just a book as their material, which makes publishing them more straightforward. What are some of the unique challenges you're facing by publishing cards (and other materials)?

AW: Clearly, the printing and shipping of a game include cards, dice and battle maps with a rulebook too is more expensive than a book. But we’ve worked hard to get some good deals. Also, once you include dice in the game it automatically qualifies it as a game eligible for VAT if sold by retailers. That also means you have to start thinking about CE marking and try to find a printer who’ll ensure your game qualifies for CE marking if you’re marketing it to under 14s.

DL: What do the cards bring to the gameplay that wouldn’t be there otherwise? Can players use Neon Sanctum without cards?

AW: The cards make the game far more accessible than a traditional RPG, but they’re core to the game – you couldn’t play Neon Sanctum without cards. We use mechanics that you couldn’t do without easily without cards, things like shuffling for initiative. Also the way players use cards mean that they cycle between their hand and cooldown decks. This brings a resource management style mechanic to the game that is unique and constantly provides the players with interesting choices.

DL: Tabletop RPGs have been played online (through various clients and means) more frequently over the years. Could Neon Sanctum be played online? If so, how might they and, if not, are there any plans to allow fans to do so in the future?

AW: Yes! In fact we’ve been doing some demonstrations via Tabletop Simulator for people interested in the game. We weren’t sure if these would be popular, but over 70 people tuned in to our first one. In addition we’re offering a free app for character creation to aid the physical game.

DL: How does Neon Sanctum's setting differ from other cyberpunk settings? What might cyberpunk fans find familiar?

AW: Neon Sanctum is set in a unique world where the post apocalypse and cyberpunk collide. It’s set a couple of hundred years after a huge war, humanity was on the very brink of defeat when they found a final solution. It ended the war in a single stroke, but it also turned most of the world into uninhabitable dead zones. This forced the few humans who survived to look for new places to settle. Two hundred years one of these settlements has turned into Neon City a huge cyberpunk metropolis surrounded by mutant and bandit filled wastes.

The world obviously takes inspiration from films such as Blade Runner, Dredd and Ghost in the Shell as well as games such as videogames such as Shadowrun Returns and The Last of Us. The idea was to pick up where many movies and games end – how do humans survive once the world has been rebuilt from an apocalypse? And at what cost?

DL: Why should people buy and support Neon Sanctum? Why should they play it?

AW: People should buy and play Neon Sanctum because it’s great fun to play, accessible, and it’s something a little different. It may be a card game but it is also a really great RPG with full character customisation and advancement. The game has had some fantastic reviews so far, and as of three days in we’ve hit 34% of our target.

DL: What plans do you have for the future of Neon Sanctum?

AW: At the moment we are totally focused on the kickstarter, we do have some great stretch goals however. Things like more items, NPCs and even skill cards. The game is really modular so you could add in new cards really easily, so the scope for expansions is endless.

DL: Lastly, what has been a stand-out moment for you while playing Neon Sanctum?

AW: We always have a great time playing the game. Some recent moments include the group being so paranoid that they threw away a briefcase of a certain drug that they needed because they convinced themselves it was a bomb. Also we had a Pegasus character once leap onto the cockpit of a dropship and kill the pilot through the windscreen.


We would like to thank Adam for taking the time to answer our questions and wish him and Grenade Punch Games the best with their ongoing Kickstarter. If you'd like to know more about Neon Sanctum, be sure to check out the Kickstarter page and its website.

Saturday, March 21, 2015

Neon Sanctum Kickstarter


If you have a post-apocalyptic cyberpunk RPG itch, there's a new Kickstarter that might just satisfy. Neon Sanctum by Grenade Punch Games is offering an RPG that utilizes cards in place of character sheets and involves them in the mechanics.

Sound strange? Well, it certainly might be at first and seeing, in this case, does wonders for understanding. Thankfully, the people at Grenade Punch Games have links to a free rule book and playtest kit on the Kickstarter page. Uncertain if the game is for you? Don't take anyone's word for it -- you can see for yourself.

If you do take my word for anything, though, it should be on this section: the Kickstarter project evaluation.

The video is, for most Kickstarter pages, the very first element seen and, in Neon Sanctum's case, the teaser image for it is a nice choice, and shows the post-apocalyptic setting off. The video is nicely edited, has a good length, and the imagery shows some of the cyberpunk elements. But, the information in it could easily fly over the head of someone without any knowledge of the product. Also, it didn't seem to have any audio, though I'm not sure if that's just me.

The main body of the page is really where this project shines. There is good use of imagery throughout the page and in a variety of ways. Then there's the formatting of the text and information that helps highlight important bits, and blocks of text are broken up into more manageable bites. There are even a couple of videos embedded to give further information and instruction for the product.

The product is clearly shown in imagery. The backing tiers, as well. And, as an added bonus, they went the extra mile and converted all of the monetary amounts into USD, GBP, and EUR. That isn't something we see too often.

All-around a very nice Kickstarter project.

Now, at this point, you might be wondering what getting in on it will cost you. The short: around a dollar for a 'Print and Play' version, $12USD for a player's 'deck' and, roughly, $50USD for the core set. All the contents of the core set are also shown on the Kickstarter page, if you're curious what your money is going to get you.

But, that's all this post is going to get. If you'd like to know more about Neon Sanctum, be sure to check out its Kickstarter page (which is full of information) or check out Neon Sanctum's website.

Wednesday, March 18, 2015

The Awesome -- A YA Novel From Eva Darrows

“Hilarious and twisted, this is one bad-ass jump-kick of a book. Move over Buffy, because monster hunter Maggie Cunningham is in town. THE AWESOME does not merely live up to its name, but in fact, speeds past it at the speed of a crossbow bolt slamming into a vampire’s breastbone.”

– Chuck Wendig, author of the Miriam Black series

Seventeen-year-old Maggie Cunningham is tough, smart, and sassy. She’s also not like other girls her age, but then, who would be when the family business is monster hunting? Combat boots, ratty hooded sweatshirts, and hair worn short so nothing with claws can get a grip, Maggie’s concerns in life slant more toward survival than fashion or boys. Which presents a problem when Maggie’s mother informs Maggie that she can’t get her journeyman’s license for hunting until she loses her virginity. Something about virgin blood turning vampires into pointy rage monsters. Blood and gore and insides being on the outside and all that.

Maggie’s battled ghosts and goblins and her fair share of house brownies, but finding herself a boy—fitting in with her peers—proves a much more daunting task than any monster hunt. Did you know normal girls don’t stuff their bras with holy water balloons? Nor do they carry wooden stakes in their waistbands. And they care about things like “matching” and “footwear.” Of course, they also can’t clean a gun blindfolded, shoot a crossbow, or exorcise ghosts from a house. Which means they’re lame and Maggie’s not. Because Maggie’s awesome.

The Awesome, in fact.
Just ask her. She’d be more than happy to tell you.
After she finds herself a date.

Part monster-hunter, part heart-breaker and all AWESOME, seventeen year-old Maggie Cunningham is the Whedon-worthy hero YA has been waiting for. An apprentice in the family business, Maggie’s interests slant more towards survival than fashion or boys, which presents a problem when Maggie’s mother informs her that she can’t get her journeyman’s license until she loses her virginity (something about virgin blood turning vampires into pointy-teethed rage monsters). One foiled fumble, a dead fledgling vampire and an angry undead prince later, and it would appear that the dating scene is more complicated than Maggie had first anticipated…

An anti-paranormal romance for the YA readership, The Awesome is fast, furious and funny. Maggie is a refreshing and recognisable figure who wouldn’t be caught dead going up against a ghoul in anything as silly as tight-fitting leathers (impractical, plus muffin top).

Coming in May from Ravenstone Press (the cutting-edge YA and Children’s imprint from Rebellion Publishing).