• 23rd Letter Playtest

    Kris Green wrote up an AP for The 23rd Letter playtest.

    Highlights:

    The scenario, titled “Psilence is Golden,” follows a crew of four “Espers” navigating the dangerous underworld of a near-future Seattle where psychic abilities are both a gift and a curse. The team consists of Harry Finch, a psychometric antiques dealer; Marley, a telepathic courier; Randall, a pyrokinesis-wielding goon; and Whisper, a specialist in mind control. Operating out of a shared safehouse, the group balances their personal lives and illicit businesses with high-stakes missions that often pit them against powerful corporate interests.

    The primary antagonist of the narrative is Muon Biochem, a pharmaceutical firm led by the ambitious Oliver Guttierez. The company is the source of Psilence, a critical drug that suppresses the psychic “stress” that accumulates when Espers use their powers. As the crew investigates Muon, they discover a dark secret: Guttierez has been keeping a young Esper named Ella captive in a hidden basement facility, using her unique biology to facilitate the mass production of the drug.

    The story reaches a climax when the crew orchestrates a daring raid on the Muon Biochem facility to rescue Ella and seize a valuable stockpile of Psilence. During the operation, the team navigates tight security and moral dilemmas, eventually liberating Ella from her containment. However, the extraction turns chaotic when Randall loses control of his pyrokinesis, triggering a massive, supernatural “all-consuming conflagration” that levels the building and covers the group’s tracks.

    In the aftermath of the explosion, the crew finds themselves in possession of several boxes of Psilence worth approximately $360,000 on the black market. While they have dealt a massive blow to Muon Biochem and saved Ella, they remain wary of the inevitable corporate retaliation. The campaign ends with the team safe for the moment, having secured both a massive payday and the responsibility of protecting a powerful, traumatized young Esper.

  • Arcane Manifold Announces Time Killers for PocketQuest 2026

    Arcane Manifold Announces Time Killers for PocketQuest 2026

    For Immediate Release

    Arcane Manifold is pleased to announce Time Killers, a compact tabletop roleplaying game created as part of PocketQuest 2026.

    The title began, appropriately enough, as a riff on the phrase “doing something to kill some time.” From there, it became something stranger, sharper, and much more dangerous. In Time Killers, players take the role of agents dispatched through history to ensure that certain deaths happen exactly as recorded. Not because those deaths are good, just, or merciful, but because continuity demands it.

    Armed with limited equipment, buried instructions, and a fragile understanding of cause and effect, the agents arrive at critical moments where hesitation can fracture the future. Their work is ugly. Their orders are precise. Their existence may depend on obedience.

    Designed for fast play, moral pressure, and time-bending complications, Time Killers combines dark humour, historical tension, and uncomfortable choices in a small but lethal package.

    After all, everyone has to kill time somehow.

  • Arcane Manifold Announces Burning Frontier Will Move In-House Ahead of Publication

    Arcane Manifold is pleased to announce that Burning Frontier, currently available in playtest beta, will be brought fully in-house ahead of its final publication.

    Since its initial release in playtest beta, Burning Frontier has continued to grow through feedback, testing, and development. The decision to bring the project in-house reflects Arcane Manifold’s commitment to giving the game the focused attention, refinement, and production support it deserves as it moves toward full release.

    Set against the harsh and dramatic realities of the eighteenth-century frontier, Burning Frontier is a roleplaying game of survival, conflict, and difficult choices in a land shaped by war, wilderness, and competing peoples. The playtest period has helped sharpen the game’s identity and deepen its design, and this next step marks an important stage in its journey.

    Bringing Burning Frontier in-house will allow Arcane Manifold to oversee the game’s continued development more directly, ensuring that its final published form reflects the strongest possible version of the project. This includes further work on presentation, structure, and overall polish as the team prepares the title for publication.

    “We are incredibly excited about the future of Burning Frontier,” said Arcane Manifold. “The playtest beta has been invaluable in helping shape the game, and moving it in-house gives us the opportunity to develop it with even greater care and clarity before release.”

    Further updates on Burning Frontier, including publication news and future announcements, will be shared by the team in due course.

    For more information, follow Arcane Manifold for future news and updates on Burning Frontier.

  • Psilence: A Monoaminergic Antagonist and Psi-Suppressant

    Subject: Preliminary Clinical Evaluation of Psilence (WP-47) as a Monoaminergic Psi-Suppressant

    Author: Dr. Eleanor Harcourt, Department of Neurocognitive Anomalies

    Date: 12 October 1973

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  • Interview on RandomWorlds

    Interview on RandomWorlds

    Sunday night we were interviewed on the RandomWorlds Discord by

    Full Transcipt: https://gmshoe.wordpress.com/2026/03/08/qa-matt-johnston-aj-rogers-shifters-arcane-manifold-engine/

    [1:00 PM]Matt | Lategaming.com: Hey folks, I’m Matt, game designer and general nerd. I’ve been writing RPGs for around thirty years (woohoo!) and I’m here to talk about Shifters and the Arcane Manifold Engine.

    [1:00 PM]Matt | Lategaming.com: (Done)

    [1:01 PM]AJ | Arcane Manifold: I’m AJ, I’ve known Matt for many years, we’ve designed and built a bunch of games and worlds together (some of which are published), including the Arcane Manifold Engine (AME) that Shfters was built with.

    [1:01 PM]AJ | Arcane Manifold: (Done)

    [1:01 PM]zerotheory: Welcome guys! What is Shifters exactly?

    [1:02 PM]Matt | Lategaming.com: Aha, Shifters is a trans dimensional occult horror game. The premise is that there’s a layer of dimensions other than our own…and things grow in them. Sometimes they grow big enough to affect our world – in very negative ways*. And the PCs are set to destroy them with an array of powers and abilities

    [1:03 PM]Matt | Lategaming.com: If they don’t destroy them then Great Old One type beings will take action and destroy them – taking part of our world with it

    [1:03 PM]Andy-C: Strong Silent Hill vibes there.

    [1:03 PM]Matt | Lategaming.com: Yeah: Silent Hill, Nightwatch, even Stranger Things

    for more, read the Full Transcipt: https://gmshoe.wordpress.com/2026/03/08/qa-matt-johnston-aj-rogers-shifters-arcane-manifold-engine/

  • AME Web Dice Roller

    We’ve uploaded the AME web dice roller to the site so you can test out the probabilities and have a way of having a neat way to roll dice using a simple online tool.

    It works on mobile (as you can see) and builds in the Nudge mechanics.

    This is the first in a series of tools to help AME GMs understand and use the Arcane Manifold Engine system.

    Plain Example of an Action

    A character attempts to climb a rough stone wall.

    The character rolls Dexterity d8 + Athletics d6.

    Dice rolled: d8, d6

    Result: 6, 1

    Outcome:

    • The 6 counts as 1 Success.
    • The 1 creates 1 Complication.

    The character successfully climbs the wall, but the Complication means the ascent is not clean. The GM rules that loose stones fall during the climb, making noise and potentially alerting anyone nearby.

    Plain Example of Assistance

    Two characters attempt to move a heavy crate blocking a doorway.

    Lead: The Lead character rolls Vitality d8 + Athletics d6
    Assistant: The Assistant contributes Vitality d10

    All dice are rolled together: d8, d6, d10

    Result: 7, 5, 1

    Outcome:

    • The 7 counts as 1 Success.
    • The 1 creates 1 Complication.

    The crate is successfully moved aside, clearing the doorway.

    The Lead decides the Assistant takes the Complication. The Assistant slips while lifting and strains their back, slowing them for the next task.

  • Arcane Manifold Engine (AME) System Resource Document (SRD)

    We have released our SRD for the AME Engine under the ASRDL v1.0.

    AME SYSTEM REFERENCE DOCUMENT LICENSE v 1.0. Copyright © 2026 Arcane Manifold

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  • Arcane Manifold Engine: why?

    The Arcane Manifold Engine (AME, pronounced Amy) is a our game engine which we designed to address some of the issues we had with YZE (Year Zero Engine) from Free League, which we’d written games and supplements for.

    These issues were:

    • A general dislike of the dice pool proliferation (playing Aliens, a YZE game, one player had to roll 17d6. It looks like Invincible has gone that way too). We prefer to roll a small number of dice, and ideally only once to fully resolve an action.
    • Discomfort with the target numbers (6, 10) and so we aligned the target numbers to 5, 10, 15, 20. Easier to remember.
    • Pushing slows the whole game down, particularly when rolling a lot of dice. Also players frequently express confusion about whether they’re trying the task again or just getting a re-roll with some risk attached. Also, we prefer to roll once!
    • Hit Points seems like a step backwards in terms of game design. AME uses attribute decrease to reflect minor injury, fatigue, pain and distraction. These heal quickly.
    AME logo

    As we developed the engine, we added some other key things we felt were important to use as both players and writers.

    • Critical Injuries are expanded into multiple tables in AME implementations for the most part. Let’s not ignore Mental and Spiritual injuries!
    • Simplified table for combat modifiers. These are very easy to refer to, and ideally will end up with a mnemonic!
    • Streamlined “life path” for character generation. Life events are tied to Qualities/Talents so you know when/where you got your skill for horse riding or your underworld contacts.
    • Cross-Universe compatibility. A character from Shifters can easily fit into a MAJESTIC or 23rd Letter campaign. The base resolution mechanic and its currency (Successes and Complications) are the same.
    • Addition of the d4 for PCs and also including d20 as part of the scale. (In theory if d14, d16 and d18 were readily available, we’d use those too.)
    • We built a game (The 23rd Letter, more on that soon!) and then made an SRD. And then rebuilt the game, and had a partner launch their first game with the SRD!
    • AME is actually 100% compatible with YZE games and supplements.
  • Arcane Manifold

    We are a tabletop role-playing games company, and our journey is just getting started. More info to come soon.