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  • FREAKS Playtest: Red Shadows – Session 1

    The Setup

    Our playtest of FREAKS: 80s/90s Teen Parahuman RPG launched the “Red Shadows” campaign, set in Fairfax County, Virginia in 1987. The cosmic Dark Energy transit has begun, and Soviet agents have a head start on recruiting America’s first generation of empowered teenagers.

    Our players took on the roles of four high school students who had just manifested extraordinary abilities:

    Sydney played Raven LeBeau – An agile gymnast with enhanced reflexes, senses, and the rare ability to duplicate others’ powers. A runaway taken in by her late mother’s friend, she works at a local bookstore but struggles with trust issues.

    Larrett played Jimmy White – A crafty country kid who can create powerful purple energy constructs, but his glowing purple eyes make it impossible to hide when using his abilities. From a loving family with two younger brothers.

    Josh played Tommy Oliver – An agile skater with super speed, regeneration, and the ability to nullify others’ powers. The “new kid” from a wealthy but absent family, working at the movie theater and looking for where he fits in.

    Cassidy played Hope Beauchamp – A crafty wallflower artist who creates illusions and energy constructs, but her powers constantly “leak” at low levels. A dreamy single child from a wealthy family that keeps her background quiet.

    The Dodge Ball Incident

    Using FREAKS’ collaborative opening mechanic, the session began in medias res in Principal Morrison’s office. The players built the story together: during gym class dodge ball, Hope had been daydreaming when her power incontinence caused her illusion abilities to leak, creating the appearance of a fire in the boys’ locker room. By the time authorities arrived to investigate the “fire,” there was no evidence because it had never been real. Their cover story? “It was just a firework.”

    This opening perfectly demonstrated one of FREAKS’ strengths – letting players establish both their powers and the complications those powers create through collaborative storytelling. Hope’s Power Incontinence quirk created the perfect accidental incident that draws unwanted attention.

    Under Surveillance

    After the incident, each teen noticed they were being followed by mysterious individuals – a clear sign that their manifestations hadn’t gone unnoticed by hostile forces. The paranoia of being watched added to the Cold War atmosphere as the characters tried to figure out who was tracking them and why.

    The Soviet Trap

    The next day, the substitute teacher “Mr. Petrov” had the teens serve detention for the disturbance. He led them to an old storage barn to “retrieve equipment” – where four Soviet agents attempted to capture them.

    The combat showcased FREAKS’ streamlined system beautifully. With their 3 starting perks (we used the optional multiple starting perks rule), the characters felt immediately capable:

    • Jimmy’s Level 3 Energy Constructs created purple force barriers and weapons
    • Tommy’s Power Nullification shut down enemy abilities while his Super Speed kept him mobile
    • Hope’s Level 2 Illusions confused and misdirected attackers
    • Raven’s Power Duplication let her copy and support her teammates’ abilities

    Interrogation and Revelation

    After defeating the agents, they interrogated “Mr. Petrov,” who revealed the secret history: parahumans have existed throughout history in 50-year cycles, the Soviets predicted this wave and sent recruitment teams to America, and the cosmic forces are just beginning.

    The players loaded the defeated agents (with Sydney coldly cutting their Achilles tendons to prevent escape) into the Soviets’ own van and headed to the one adult they could trust.

    Enter the Mentor

    Ritsy Wilcox, Raven’s guardian, is a WWII-generation parahuman with shapeshifting, size manipulation, enhanced reflexes, and regeneration. A former Allied operative who’s spent 40 years in hiding, she was horrified by what the teens had brought to her door:

    “I spent forty years trying to forget what I was. Then you manifest and drag Soviet agents to my doorstep. Do you have any idea what you’ve done? The Shop will come next. They always do. When they realize the Soviets found you first, they’ll assume you’re compromised.”

    The Iron Wolf Arrives

    As if summoned by her words, Major Viktor “Iron Wolf” Volkov arrived – a WWII Soviet veteran with ice control, super strength, enhanced senses, and decades of Cold War experience. Ritsy recognized him immediately, adding personal history to the confrontation.

    The ensuing battle was a masterclass in tactical teamwork:

    1. Jimmy immediately created a protective dome around the group
    2. Viktor cracked it with his strength and tried to lift it bodily
    3. Tommy nullified Viktor’s super strength through the exposed edges
    4. Raven duplicated the nullification to help
    5. They trapped Viktor with only fingertips exposed to maintain the power negation

    Echoes of the Past

    With Viktor trapped but able to speak, Ritsy addressed him directly. When he heard her voice, his eyes widened in recognition.

    Viktor: “That voice… Rebecca? Rebecca Hartwell? I thought you died in Berlin.”

    Ritsy: “Just hiding, Viktor. Like we all should have done.”

    The conversation revealed fragments of their shared past – Allied and Soviet parahumans who had fought on the same side against Nazi forces, before the Cold War turned them into enemies. The teens watched as decades of history played out between two veterans who had once been allies.

    Viktor: “You always were too clever for your own good. Even then, in the bunker beneath the Reich Chancellery.”

    Ritsy: “And you were always too stubborn to know when to retreat. Some things never change.”

    This exchange added layers of complexity to what could have been a simple confrontation, showing how the Cold War had turned former comrades into opposing forces.

    The Test of Character

    Before releasing Viktor, Hope used her illusions to test his intentions, making him believe he was free. In the illusion, he hugged Ritsy warmly and drove off with his men as promised. When released from the illusion and realizing he’d been tricked, he called Hope “sneaky” but honored his word anyway – hugging Ritsy for real and departing with the injured agents.

    What Worked Well

    Collaborative Storytelling: The opening mechanic got everyone invested immediately and established both powers and consequences organically.

    Quirks Drive Story: Hope’s Power Incontinence quirk created the perfect accident that started everything, showing how character flaws become plot drivers.

    Power Combinations: The 3 starting perks rule created immediately interesting tactical combinations and made characters feel capable from session one.

    Surveillance Paranoia: The mysterious followers established the Cold War atmosphere and mounting tension perfectly.

    Generational Conflict: The WWII veterans’ shared past added emotional weight and historical depth to the confrontation.

    Moral Complexity: Viktor wasn’t a mustache-twirling villain but a veteran retrieving his people, creating interesting moral choices for the players.

    System Notes

    The Tricube Tales foundation worked smoothly with FREAKS’ modifications. The karma/resolve system encouraged players to use their quirks for both mechanical benefit and narrative interest. Power advancement felt meaningful, with clear choices between specialization and diversification.

    The Urban Legends public awareness level perfectly captured the 80s conspiracy thriller vibe – weird stuff is happening, but it’s dismissed as tabloid nonsense.

    Looking Forward

    With Soviet agents defeated, their mentor revealed, and a WWII veteran aware of their existence, the stage is set for escalation. “The Shop” – America’s parahuman program – will likely make contact soon, forcing the characters to choose between competing government factions.

    FREAKS delivered exactly what it promised: the coming-of-age superhero story set against Cold War paranoia, where the real question isn’t whether you’ll be discovered, but by whom.


    FREAKS: 80s/90s Teen Parahuman RPG uses the Tricube Tales system and is in development. This playtest used early manuscript materials.

  • Building the Freaks Campaign Manager: A Digital Companion for 80s/90s Teen Parahuman Adventures

    I’m excited to share the early development progress on the Freaks Campaign Manager, a specialized web application being developed alongside the Freaks RPG – a tabletop game about teenagers with supernatural abilities navigating the secret world of the late 1980s and early 1990s.

    Current Development State

    The foundation is already taking shape with core functionality in place. Players can create accounts, log in securely, and begin building their parahuman characters. The character creation system allows players to define their teenage protagonists with period-appropriate archetypes (Agile, Brawny, or Crafty), concepts ranging from honor students to punk rockers, and supernatural abilities like telepathy, super strength, and energy manipulation.

    The character sheets capture the unique flavor of Freaks, displaying not just powers (called “perks”) but also the complications that make these characters compelling – quirks like “Secret Identity Stress,” “Tech Phobic,” or “Cold War Paranoia” that reflect both the supernatural elements and the specific anxieties of growing up in the Reagan era.

    The Complete Vision

    When fully realized, the Freaks Campaign Manager will serve as a comprehensive digital toolkit featuring campaign management, enhanced character tools, collaborative dice rolling, shared campaign notes, and timeline tracking of historical events. The goal is creating a seamless bridge between tabletop play and digital convenience.

    Maybe Putting the Cart Before the Horse?

    I’ll be honest – building a web application while the TTRPG itself is still in development might be a bit backwards. 🤷‍♂️ But there’s something exciting about developing both simultaneously. As game mechanics evolve, they can be immediately tested in digital form. When new character options emerge, they get added to the app. It’s creating a feedback loop between analog and digital design that feels… well, very much in the spirit of the late 80s, when technology was rapidly changing how people connected and shared stories.

    Technology & Approach

    The app uses Node.js, MySQL, and straightforward web technologies chosen for reliability over flashiness – much like the Freaks RPG itself, which uses streamlined mechanics to focus on compelling storytelling about young people discovering extraordinary abilities during one of history’s most turbulent periods.

    Both projects are being developed with the goal of launching together as a complete gaming experience. Whether this parallel approach proves brilliant or chaotic remains to be seen, but it’s certainly keeping things interesting.

    Looking Ahead

    For Game Masters preparing to run campaigns about government conspiracies and parahuman teenagers, and players eager to explore what it means to have incredible power when you’re still figuring out who you are, the Freaks Campaign Manager aims to enhance the storytelling experience from day one – assuming we can get both the cart and the horse moving in the right direction.


    Both the Freaks RPG and the Freaks Campaign Manager are currently in active development, with plans to launch together. Whether this simultaneous approach is genius or madness will be determined by future historians.

  • Design Choices: Why FREAKS Works the Way It Does

    One of the most common questions I get about FREAKS is “Why did you make X work this way?” Today I thought I’d share some of the key design decisions that shape how the game plays and why we made those choices.

    The 1980s Setting: More Than Just Nostalgia

    Setting FREAKS in the late 1980s wasn’t just about tapping into nostalgia (though let’s be honest, that’s part of it). The period offers something crucial for superhero gaming: plausible secrecy. In 1989, there’s no internet, no social media, no smartphones with cameras. Government conspiracies feel believable because information really was controlled by those in power. A teenager with superpowers could actually keep it secret, and that tension between hiding and wanting to use your abilities drives great stories.

    The Cold War backdrop also provides natural antagonists and moral complexity. Are the government agents trying to recruit you the good guys protecting democracy, or are they just another form of control? When your setting includes both the CIA and the KGB actively recruiting parahumans, players never quite know who to trust.

    Building on Tricube Tales: Fast and Narrative

    We chose Richard Woolcock’s Tricube Tales system because it gets out of the way of the story. After nearly thirty years of gaming, I’ve learned that the best superhero moments happen when you’re not counting movement rates or calculating damage modifiers. Tricube Tales keeps the focus on “what happens next” rather than “what’s my bonus.”

    The success-counting mechanic works perfectly for superpowers too. When you roll three dice for using your telekinesis, you’re not just succeeding or failing—you’re determining how spectacular or subtle your success is. One success might quietly move an object, while three successes could dramatically reshape the entire scene.

    The Six-Year Window: Background That Shapes the World

    The cosmic cycle that creates parahumans—Earth passing through an unknown energy field every fifty years for six years at a time—serves multiple purposes as a setting element. First, it explains why there aren’t millions of superpowered people running around. The abilities only manifest during these transit periods, creating distinct generations of parahumans separated by decades.

    This limitation also grounds the fantastic elements in consequence. Governments can’t just breed superhuman armies because the abilities don’t pass to children—the cosmic energy required for stable parahuman genetics simply isn’t present outside the transit windows. The rarity of parahumans makes each character special without making them the center of the universe.

    Most importantly, this background detail gives the setting its structure and helps explain the secret history that shapes the world characters inhabit, even if they never learn about the cosmic cycle themselves.

    Teenage Focus: Powers Plus Problems

    FREAKS deliberately focuses on teenage characters because that’s when the intersection of power and responsibility becomes most interesting. Teenagers are already dealing with identity, belonging, and figuring out their place in the world. Adding superpowers amplifies all of those challenges rather than solving them.

    The game works because it acknowledges that having amazing abilities doesn’t make you mature enough to handle them perfectly. Some of the best FREAKS moments come from characters making well-intentioned mistakes with world-changing consequences—which is exactly what real teenagers do, just usually with less property damage.

    These design choices work together to create stories that feel both epic and personal, fantastic and grounded. That’s the sweet spot we were aiming for, and based on the play sessions we’ve run, I think we hit it.


    What design choices in your favorite games make them work? Let me know in the comments!

  • The Origin Story: How FREAKS Came to Be

    Welcome to G33K.PUB! I thought I’d kick off our blog by sharing the story behind our flagship project, FREAKS, and how it grew from family gaming sessions into something I hope other groups will love as much as we do.

    A Father-Daughter Gaming Legacy

    Like many of the best creative projects, FREAKS started at the gaming table. My daughter Sydney has been one of my greatest inspirations for this project, and honestly, one of the main reasons it exists at all.

    When Sydney first joined our gaming group, I watched something magical happen. Here was a young person discovering the same wonder and excitement that had hooked me on tabletop RPGs nearly three decades ago. But more than that, I noticed how naturally she gravitated toward stories about young people with extraordinary abilities trying to figure out their place in the world.

    Finding Her Genre

    Over the years, as we explored different games and settings, one theme kept emerging as Sydney’s absolute favorite: teenage superheroes. Not the polished, public heroes of the comic book movies, but the messy, complicated, secret world of young people dealing with powers they never asked for while still trying to navigate high school, family drama, and figuring out who they were becoming.

    Whether we were playing superhero RPGs, exploring coming-of-age stories, or diving into anything that mixed the extraordinary with the everyday challenges of growing up, that’s where Sydney’s eyes would light up. That’s where the best stories happened at our table.

    The Spark of Inspiration

    Watching Sydney and the other players in our group get excited about these stories made me realize something: this wasn’t just a genre she enjoyed playing—it was a genre that spoke to something fundamental about the gaming experience itself. We’re all, in some ways, young people trying to figure out who we are and what we’re capable of. We’re all dealing with new abilities (character abilities) and trying to understand how to use them responsibly.

    The more I thought about it, the more I realized that while there were superhero RPGs out there, very few captured that specific sweet spot of teenage empowerment mixed with the very real fear of being different, being discovered, being judged by a world that might not understand.

    The 1980s Connection

    The decision to set FREAKS in the late 1980s and early 1990s came from wanting to create that perfect storm of nostalgia and authenticity. It’s a time period that feels both familiar and foreign—close enough that we understand the world, but different enough that it feels special. It’s also a time when secrets could actually be kept, when government conspiracies felt plausible, and when being a teenager felt like existing in your own separate world anyway.

    Plus, let’s be honest—the 80s just have that perfect aesthetic for secret superhero stories.

    Building on Solid Ground

    When it came time to actually create the game, I knew I wanted to build on Richard Woolcock’s excellent Tricube Tales system. After nearly thirty years of gaming, I’ve seen a lot of systems come and go, and Tricube Tales struck me as something special—elegant, narrative-focused, and flexible enough to handle the kind of stories we wanted to tell without getting bogged down in complex mechanics.

    The beauty of Tricube Tales is that it gets out of the way and lets the story happen. For a game about teenage drama and growing up with superpowers, that narrative focus was exactly what we needed.

    More Than Just a Game

    FREAKS became more than just another RPG project—it became a love letter to everyone who’s ever felt different, who’s ever had to hide who they really are, who’s ever wondered what they’d do with great power when they’re still figuring out great responsibility.

    It’s dedicated to Sydney and her brother TJ, who’ve both shown me that the next generation of gamers is going to take this hobby to amazing places. But it’s also for every parent who’s discovered the joy of sharing their favorite hobby with their kids, and every young person who’s found their tribe around a gaming table.

    What’s Next

    This is just the beginning for G33K.PUB. FREAKS is our flagship, but we’ve got more projects brewing that celebrate the intersection of nostalgia, creativity, and the geeky stuff that makes life more interesting.

    We’ll be sharing more about the development process, design decisions, actual play stories, and the broader world of tabletop gaming that’s shaped who we are as creators.

    Thanks for joining us on this adventure. Whether you’re a longtime gamer or someone just discovering the hobby, we’re glad you’re here.

    Now let’s go save the world—or at least survive high school with our secret identities intact.


    What’s your favorite coming-of-age story in gaming? Share your thoughts in the comments below!

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