Buy Lee’s Book!

For those of you following along at home, you may have recognised that the Liberation Industries crew frequently leap headlong into creative endeavours, followed by screams, explosions and a great deal of boozy rambling close at their heels.

But after a spectacular chrysalis, the first instalment of Lee’s book series, The Ferryman’s Apprentice, is now available for you to possess! So for those among you who prefer something with physical mass, its your lucky day; head over to Amazon and check this out!

You can find more ways to support Lee at their website, Whimsy and Metaphor, including the book in both electronic and physical format, so… well , frankly, the more you support Lee the higher the number of Jury the Rigger’s clones you all get to meet. Ultimately its win-win.

Keep on rockin’, listeners (and readers).

Ferryman Cover



Blades Ep 8: The Alarming Real Estate Caper Pt 1

With their reign of terror on the Docks having some unexpected side effects, the Disciples of the Depths formulate a plan to avoid eviction from their alms house. After all, they stole it fair and square… can Miss Ruby the Spider, Veleris the Hound and their recently returned friend Talitha the Leech staunch this redevelopment plan?

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Blades in the Dark is a creation of John Harper and is distributed by Evil Hat. Like its ancestor, Apocalypse World, it has begun to spawn a legion of new games… so check out Forged in the Dark if you’re interested.

Urban Explorer Aboard Derelict Frigate by Tom Blackwell CC A N$ 1

Pic is Urban Explorer Aboard Derelict Frigate by Tom Blackwell on Flickr, CC A N$.

Planescape Ep 9: Crunchy Cave Lobster Pt 2

With their delicious assailant slain, the party plots the best way past the Duergar guards. The plan is more or less what we have grown to expect from Carson, Urdan and Domingo…

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This is a recording of a Dungeons and Dragons 5th Edition game, and this is perhaps the closest we have come to a dungeon. There were, however, no dragons in this episode.


Pic is P1016484 by Jeremy on Flickr. CC A.

Planescape Ep 8: Crunchy Cave Lobster Pt 1

With some of their usual adventure buddies on sabbatical, Carson the Half Elf Gunslinger, Urdan the Wood Elf Ranger and Domingo the Anthropig Mathematician set out on a planar jaunt to rob a Duergar strongpoint. Ideally causing as much chaos and destruction as they can in the process.

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These Planescape episodes are currently operating on Dungeons and Dragons 5th Edition, with a generous helping of random generators from across DnD’s highly diverse history.


Pic is P1016484 by Jeremy on Flickr. CC A.

FWTD Rentpunk Ep 3: FBBM Pt 3

With the final exhibition match closing out and the steady stream of coffee-tequila beginning to simulate the effects of a long term tomato-only diet on the minds of the players, the capers of our wrestlers coast to an irrational, shouty denoument… will they be able to scrape together enough to save the Federation?

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Fates Worse Than Death: Rentpunk is a product of Vajra Enterprises, and frankly deserves your time and attention. It is super cool!


Pic is El Santo by Siete Coyote on Flickr, CC A SA.

FWTD Rentpunk Ep 2: FBBM Pt 2

Having accepted Rosa’s request to trash the wedding, and seeing a potential marketing opportunity in the process, the three strange Newarkers put their plan in motion. Will Francois, Stanton and Brian stay ahead of the knives of Black Meds long enough to gather the gym’s rent?

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Fates Worse Than Death: Rentpunk is a product of Vajra Enterprises, and frankly deserves a much saner playthrough than we have really given it.


Pic is El Santo by Siete Coyote on Flickr, CC A SA.

FWTD Rentpunk Ep 1: FBBM Pt 1

Join special guests Sam and Owen with the Liberation Industries crew on a spandex clad romp through the ruins of a disintegrating future Newark, engaging in string of desperate ploys to save their beloved Lucha Libre gym. Can Francois the Dragon of Detroit, Stanton “Red Bear” Barbados and Bryan “El Tomate” Middleton scam enough to keep the Federation open?

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Fates Worse Than Death: Rentpunk is a product of Vajra Enterprises, and frankly deserves a much saner playthorugh than we have really given it.


Pic is El Santo by Siete Coyote on Flickr, CC A SA.

Blades Ep 7: The Astounding Tentacle Assassination Pt 2

With injuries like these, Vand the Whisper, Veleris the Hound and Miss Ruby the Spider could really do with a cocktail, a massage and two weeks on a beach in Iruvia. What they have is two canisters of Leviathan Oil, some hastily trained orphans, a bag of improvised explosives and a priest to kill.

Time to do the Deep Lord’s work.

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Pic is Urban Explorer Aboard Derelict Frigate by Tom Blackwell on Flickr, CC A N$.

Blades in the Dark is a fantastic game, and you’re likely to be hearing a lot more of it and its descendants from us.

Urban Explorer Aboard Derelict Frigate by Tom Blackwell CC A N$ 1

Pic is Urban Explorer Aboard Derelict Frigate by Tom Blackwell on Flickr, CC A N$.

Karma in the Dark: The Team

Having taken a look in our previous installments at the City and the Factions that we created for our Karma in the Dark game, its probably time that we took a look at our leads! The base unit of Karma is a team of crooks toeing the line between striving and selling out… and its these desperate folks that we’ll be following on their adventures.

The Laundry

Our group decided on a crew of Cleaners… that being cleaners in the Jean Reno sense, specializing cover-ups, frame jobs, and at the extreme end outright assassination. Their lair is tucked away in the guts of a long abandoned tower block in the labyrinthine heart of Metro East’s decaying coastal highrises. Though partially collapsed, the team is in the process of stripping the building for resources.

Having chosen Anarchy as their Ideal, they’re going to need all of the resources they can get… but with their Tenacious rep and a knack for getting others to take the blame for their misdeeds, if anybody’s going to get away with it.

Jury the Rigger (Tech Jockey)

The teams resident tech head and getaway driver, Jury grew up in the elegant surrounds of one of the Clan capsule communities until the orcish tusks and muscles manifested along with puberty. Packed away to a vocational education away from prying eyes, Jury makes most of his money as a mechanic down in the lower levels these days. Despite little hints of sentimentality for his upbringing, Jury prefers a world where people have a purpose of their own, rather than being viewed as disposable.

Rebellion: Consumerism, Virtue: Give new purpose to the forgotten, Look: Mechanic Chic

Evie (Mystic)

Having made an unceremonious exit from her Clan after an unforgivable betrayal, Evie refined her understanding of the Source to push her body past the limitations of the petty laws of physics. As a highborn and an elf, she enjoyed a more refined upbringing than her compatriots, which made the fall more even more scarring, leaving Evie distrustful and wary of authority structures. Admittedly, when you’re a Source-fueled brawler who can free-run up sheer glass walls, structures begin to feel less and less real.

Rebellion: Exploitation, Virtue: I keep my promises, Look: Goth Clergy, Jaded: Distrust

Bertrand (Shadow)

If a life spent in and out of prison taught Bertrand anything, it was how to keep his head down. With a knack for co-opting social groups and a will to collapse concentrated power, he knows that power isn’t established by violence or strength, but by having others willing to use those for you. Understated, unobtrusive and on the run, Bertrand acts as a parasite living in the body of large and dangerous factions, and for now remains undetected… only time will tell how much damage he can do.

Rebellion: Monopoly, Virtue: I will feed the hungry, Look: Grey and Greasy

Fixer: Granny Lock

The ageing matriarch of an ever larger clan of low grade street criminals, Granny Lock has her ear to a lot of keyholes, including a string of recent coffee dates with Doctor Pierce of the Tailors’ Union. Granny shifts seamlessly between nurturing and ruthless; she knows from harsh experience that the city runs on the law of the wild, but also that its impossible to survive there alone. To her, the team are somewhere between adopted wastrels and a tentative retirement plan… no sense letting such talent go to waste, after all…

Traits: Ambitious, Patient, Drive: Secure the family’s future, Circle: Organised Crime

Tune in this Sunday to see what happens when the City and the Team collide…



Karma in the Dark: The People

Having given a description of our future-Sydney, Metro East, in last weeks post, lets take a look at some of its inhabitants. Building factions is collaborative in Karma in the Dark, and you can basically make as many as you like. With our team of ne’er do wells inhabiting an abandoned building down near the flooded districts and the industrial zones, that strongly influenced the flavour of our factions, and Karma gives you a lively nest of vipers right out of the gate.

The Marine Patrol Corps (Police Faction)

A municipally funded force has the primary function of keeping a lid on any crime and unrest in the city’s vital aquacultural centres. Painfully underfunded and thinly stretched, the MPC would have their work cut out for them if it was just jittery unions they had to worry about; with the continuing campaign of sabotage perpetrated by the Circle of the Tides they are beginning to get desperate. Their shows of force might not be enough to stop the situation from boiling over… they need up to date gear and boots on the ground, fast, and they are getting rapidly less picky about who supplies those.

Drive: Order, Goal: Acquire Up to Date Hardware, Methods: Shock and Awe, Crackdowns

Relevance: 5 (Pervasive, Protective)

The Circle of the Tides (Arcane Faction)

A loose conclave of mystics, beast speakers and environmental extremists who have taken the Outbreak’s mission to annihilate technology as their own, seeking to defend a natural world that each day grows more complex and dangerous with each day. With extensive knowledge of the city’s flooded districts, powerful magic and a bestiary of awakened animals at their disposal, they seek to rid the coastline of exploitative resource extraction and return to the world to a state of balance. Viewed by some outsiders as misguided and others as a deranged death-cult, the Circle nonetheless continues its mission in places where those same outsiders would struggle to survive.

Drive: Defend the Natural World, Goal: Disrupt the Kelp Farms, Method: Secrecy, Hit and Run

Relevance: 3

The Circus Maximus (Entertainment Faction)

The Circus is a loose alliance of celebrities, entertainers and their myriad support staff, driven by the whims of the Oligarchs’ patronage and sharpened by their precarious position. With the favour of the great clans comes some of the benefits they enjoy, including the coveted biotech and longevity treatments… as long as one can hold the spotlight. Their power comes from being able to make or break reputations, and cultivation of powerful friends… though some whisper their attempts to secure monopoly rights in the burgeoning international market are their first step in replacing the nobility they have imitated for so long.

Drive: Power, Goal: Acquire an export monopoly, Method: Social Engineering

Relevance: 5 (Pervasive, Trendsetting)

Circus Maximus Agent: Clint Burgundy

Clint was one of the beautiful people once, but that was a long time ago. With the good life of sex, drugs and loud music having turned him into something of a greasy walnut of a human male, he clings on to his place in C-Max as a broker, enabler and troubleshooter. The team has landed on his Shit List due to their cover-up activities… if there’s a PR clusterfuck looming, Clint wants to be the one in control of it.

The Tailor’s Union (Crime Faction)

In Metro East, the rich get access to tailored bioware, and the finest medical care that can be found. For everyone else… there’s the Tailor’s Union. Where there is a demand a supply will surface soon enough, and the Union have a strong hand in keeping the city’s poor and desperate alive, running the black clinics, pharmaceutical smuggling and illegal cybernetics that keep the human element from breaking down. The fact that they cement this position with a merciless network of blackmail and a small army of augmented assassins has not done anything to hurt their reputation.

Drive: Expand criminal empire, Goal: Inflitrate the MPC, Method: Secrecy and Terror

Relevance: 4 (Consuming)

Tailor’s Union Agent: “Doctor” Francis Pierce

A quiet, almost monkish demeanour hides the scalpel sharp mind of “Doctor” Pierce, with the willowy troll being perhaps the most capable surgeon ever to have their license revoked. Not cruel, or malicious, they might best be described as efficient, whether in an improvised operating room or aboard a smuggling sub… and they owe the team one, on account of some help with some personal problems…

Artemis Pharmaceutical Futures (Corp Faction)

The local branch of APF has seen better days… a long way from their patron’s heartland, the lab has been struggling to produce the results that they need to avoid being written off as a loss come next review. The Head of Research is going to need to get creative… especially after a rather nasty chemical spill that they may or may not have been responsible for. There’s a lot to worry about, but Artemis aren’t to be written off just yet; they might not be a big lab, but their parent corporation doesn’t like competitors messing with their assets…

Drive: Secure more funding for research, Goal: Cover up recent accident, Method: Market Manipulation

Relevance: 4 (Protective)

Tune in next week, and we’ll meet the team!