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You open your eyes to find the whole world broken;
the past you knew washed away in blood and fire,
and the world all but consumed by the Sin of our fathers.
The Song of the Mother denies the dead their rest and
they howl for the communion of all flesh; the end of mankind.

 

Slavers scour the wastelands looking for the unfortunate and unwanted, Wars of faith consume what remains of mankind’s precious resources and the cults of long forgotten gods rise to prominence proclaiming their bloody dominance once again. By all rights, you should close your eyes; let the comforting darkness, or Mother’s song consume you.
But you, and those like you, are different.
Against all odds, you hold on to what it is which makes you human, and against the onslaught of the coming darkness,  you refuse to yield, refuse to die,  choose to live. The path ahead isn’t easy, but your rebirth grants you strength few beings can match the power to drive back mankind’s enemies, and the power to rule; to be saviour or destroyer.

Will you redeem mankind’s Sins,
or draw us forever into the Darkness?
Only one thing is certain;

Your Story has just begun.

A game of epic survival horror
In a world of hard choices and real consequence

Coming 2012...

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Welcome to the Sins developers diary!

Every month, as we draw closer to the day of release, we will be uploading information here to whet your appetite and let you see a little of how the world of Sins has been constructed, and how the final game will take shape.

 

11 October 2011: Diary 1

Welcome to this website, and the exciting project of Sins. We would like to thank everyone who’s taken part in the play-testing up to this phase, and thought we’d get the game rolling by explaining a little about the system behind Sins, known as the HOPE Engine. A lot of elements in this system might be familiar to most role-players, but as developers, we’ve done our upmost to bring together a wide range of knowledge and ideas to make the best system possible.

The heart of the HOPE Engine is a very simple mechanic, which involves rolling a number of 8-sided dice based on a character’s attributes, and the number on each dice needed to score a success being based on the character’s skill. Whilst this is a very straightforward mechanic, you would be amazed by the variation that the system can provide, particularly when combined with the wealth of system options available, some of which we will be discussing over the coming weeks.

Quite apart from dice, the HOPE Engine will also offer robust character creation, dealing with both the physical abilities we all know and expect, but also offering a great deal of scope for the building of motivations and back-story, and perhaps most importantly, plenty of customisation for characters of all power levels. We know this was only a tiny taster, and next week, we will discuss mechanics in a little more detail, and start to reveal some details of how character creation and motivations are handled.

 

Yours sincerely,

M. Tankard and R. Meader.