RPG

The Monster Hunters Club

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Description

Something strange is happening in the town of Gulf Haven. Horrible creatures are coming to life. The adults seem blind to the entire thing. It’s up to you to find out what is happening, and stop it before it’s too late! Growing up in the 1980’s… You’ve got Saturday morning cartoons, a tree fort, a boombox, a fast bike, and oh… Monsters are real. You heard me. Don’t bother telling your parents. Grown-ups can’t see ‘em. When something gets smashed up, they blame us. When somebody goes missing, they blame someone from out of town, or maybe the Russians. The monsters are real though, and it’s up to us to do something about it. That’s right, between babysitting your little sister, dodging bullies like Chet Paxton, and surviving middle school, you also have to figure out how to fix the monster problem. You can’t phone home, and there’s nobody you can call. It’s up to you to save the town, and maybe even the world! Inside this book you will find: Tons of detailed, customizable archetypes New Edges and Hindrances Four Arcane Backgrounds The town of Gulf Haven, Alabama as it appears in the mid-1980’s A complete plot point campaign with savage tales An adventure generator Setting Rules to help capture the feel of 80’s Kids’ Adventure movies Please note: the Savage Worlds rule book is needed to use this product. - from the publisher's blurb

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