Monthly Archives: July 2015

Naming things. Describing things. Defeating things of untold horror. These and many other needs can be met by grabbing stuff from Tabletop Adventures, and they’re celebrating their 11th birthday by giving you 25% off everything they make and sell. You’ve got to the 22nd of July to take advantage.

Take this opportunity to check out our books of fantasy descriptions: the Bits of Darkness (Dungeons, Caverns and Dungeons II); Bits of the Wilderness (Into the Wildwood, Into the Swamp, Into the Open, and Into the Mountains); the city descriptions in Bits of the Boulevard; Shards of the Heart, our book of creative NPCs; and the Bits of Magicka series of unique magical items (Mystic Writings,Rings and Jewels, and Pocket Items).

If something modern is more in your line, try Against the Darkness, a Vatican horror game. Be one of the few with the power to defend an unknowing humanity against legendary terrors! Already have a favorite horror RPG? Take a look at Halls of Horror, for descriptions to use in any “spooky house.”

For Future settings, see our Destinations products – your gateway to the universe, providing flexible, creative, stat-free settings that you can use to bring life and adventure to virtually any game system. You can also get Into the Future: Derelict Starships, to help make any dead spaceship more lively.

Also included is TTA’s line of unique “on the fly” naming products, the Deck O’ Names. Four different sets are available as both card decks and software, to suit different needs. The original Deck O’ Names provides unusual but reasonable names for fantasy or futuristic characters. Anglo Saxon Places can be used to name towns and other land features and the card version includes runes for an authentic touch. The Modern deck gives a wide variety of ethnic names for present-day RPGs, or futuristic ones that use similar naming conventions. Deck O’ Names: Japanese provides realistic names for Japanese fantasy or anime games, plus additional cultural material such as lucky (or unlucky) names.

Tabletop Adventures has resources for GMs or players, and support for nearly any fantasy system as well as modern and science-fiction games. Celebrate our anniversary by buying yourself a present!

Tabletop Adventures: Whatever you play, we’ve got your back.

It’s kind of a perfect fit, really, and Eloy Lasanta nailed the title in one take, so to speak.

You’ve been gifted with the spark of divinity. Will you give into the power and leave your mortal life behind? Or will you lead a double life and protect those closest to you? Choose wisely – You only have one soul. Part-Time Gods of Fate is a roleplaying game where players take the role of ordinary people imbued with the powers of a god. Balancing one’s mortal and divine lives can be tricky, and divine responsibility doesn’t always pay the rent.

Now Powered by Fate Core!

This is the final version for the conversion of Part-Time Gods to the Fate Core system, bringing you this unique setting with the rules system you know and love. Contains new rules like Territory Creation, Worshippers and Relics, and more! (Previously available as a Beta).

We’re going to end the week with another ENnie Award Nominee, this one in the Best Monster/Adversary Category.

The 13th Age Bestiary introduces all-new creatures for the 13th Age roleplaying game, plus surprising takes on some of your favorite monsters. It includes the fun and flexible mechanics you expect from 13th Age – and it makes every monster an adventure in its own right, with story hooks, icon relationships, customisable campaign elements and more advice on building exciting battles.

Because we made it so easy to create your own monsters in 13th Age, we had to make the creatures in this book truly amazing; so we designed cool and unexpected mechanics for each creature that bring something truly new to the game, and story options that can serve as the starting point for a single adventure or an entire campaign. 

In this 240-page book you’ll discover:

The macabre lich aristocrats of the Undying Peerage

  • The shadow dragon, which baits greedy adventurers with cursed treasure
  • The twygzogs, a genuinely weird new player character race of fungaloids
  • The intellect devourer, which can slip undetected into the party after eating someone’s brain … and be transformed by the experience to join the side of the heroes

…and many more!

One thing you can say for certain about Shadowrun’s 5th Edition – there is absolutely no lack of ongoing support for it. The latest book, Chrome Flesh, delves into the many ways you can augment your runner.

EDGE OF THE POSSIBLE

Shadowrunners cannot be limited by what their bodies can—or cannot—do. They have to do more, stretch farther, surpass any limits, and accomplish the impossible. Some runners can rely on magic; for everyone else, there are augmentations. From shiny chrome that makes your body into a humanoid semitruck to genetech that alters you at the most fundamental level to drugs and chemicals that give you a quick and dirty boost, Chrome Flesh provides dozens of new ways to alter Shadowrun characters and make them better, stronger, faster, and altogether readier to kick ass and take names on the streets.

Along with the gear and a compiled table of all cyberware, bioware, genetech, and nanotech currently available in Shadowrun, Fifth Edition, Chrome Flesh covers how runners break down and what resources can help fix them up, and where augmentation tech might go in the future. It’s paydata every shadowrunner needs if they want to overcome everything the Sixth World is going to throw at them.

Another choice from the ENnie Awards Nominees, this one being one of the choices for Product of the Year. Evil Hat and Shannon Appelcline did a fantastic job of encapsulating the history and journey of our unique and intriguing hobby, with a focus on the people who made it happen.

PART ONE OF A FOUR-VOLUME SET!

EVERYTHING YOU’VE WANTED TO KNOW ABOUT THE ORIGINS OF ROLEPLAYING GAMES…

Designers & Dragons: The ’70s is a comprehensive picture of the beginnings of the RPG industry. This second edition expands the original single book into a series of four, and we’ve added over 50,000 new words to this volume alone. Learn about the colorful history of TSR and the wave of D&D inspired games (and gaming companies) to follow, and dip your toes into wargaming trivia. Regardless of your gaming background, Shannon Appelcline’s meticulously researched history won’t disappoint.

In this volume, you’ll find:

  • A foreword by Greg Stafford, creator of Glorantha and author of King Arthur Pendragon
  • Profiles for thirteen 1970s gaming companies including TSR, GDW, and Chaosium
  • The inside scoop behind games like D&D, Traveller, and The Fantasy Trip
  • Ten things you might not know about roleplaying in the ’70s
  • An extensive bibliography and index

Hungry for something more beyond a small handful of possible character types and only three levels of experience, we of the first wave of D&D fans eagerly grabbed copies of the first Advanced Dungeons & Dragons Players Handbook off of whatever shelves we could find them on. What is now called First Edition (or 1e) changed everything about gaming, taking it from a very minor blip in the hobby game culture to a phenomenon that continues to grow decades later.

You can now grab a PDF of this historic and still-entertaining set of rules. Just take a look at all the tables!

The 1st Edition Player’s Handbook is back!

No more searching through stacks of books and magazines to find out what you need to know. The Player’s Handbook puts it all at your fingertips, including: All recommended character classes: Fighters, Paladins, Rangers, Magic-Users, and more.

  • Character Races: Dwarves, Elves, Gnomes, Half-Orcs, Humans, and more.
  • Character Level Statistics.
  • Equipment lists with costs.
  • Spell listings by level and descriptions of effects (including many new spells!).

As a dungeon adventurer or Dungeon Master, you will find the contents of this book to be what you have been waiting for. All useful material is now compiled under one cover, especially for players!

Product History

Players Handbook (1978), by Gary Gygax, was the first book of rules for the AD&D game. It was published in June 1978 and seen by many for the first time at Gen Con XI (August 1978).

Moving Toward AD&D. The D&D game began with the OD&D box (1974), which was expanded with four supplements (1975-1976) and additional articles in The Strategic Review (1975-1976). However, by the time that Supplement III: Eldritch Wizardry(1976) was published, TSR had already decided that the system — which now spanned a half dozen books and several newsletters — needed to be unified and cleaned up.

A new Basic D&D (1977) came out first, thanks to the singular efforts of J. Eric Holmes, but it was just an introductory book, intended to shepherd new players through the first three levels of play. What D&D really needed was a revamped game for the more advanced players: Advanced Dungeons & Dragons.

The AD&D system technically began with Monster Manual (1977) in December 1977. This compendium of monsters showed off the increased detail that would be present in the new AD&D game, but it didn’t give much hint at the game mechanics. That would await the publication of the AD&D Players Handbook (1978) six months later.

Despite the publication of AD&D, Gygax claimed that the original “D&D will always be with us”. He thought that OD&D and AD&D served different audiences, and that there was no reason to retire the original. OD&D did indeed remain available into the ’80s. Afterward, later editions of Basic D&D (1981, 1983) picked up the mantle of OD&D as the simpler and looser D&D game.

Taking another look at the nominees for the 2015 ENnie Awards, here’s one from the Best Supplement Category.

There are places far beyond the familiar bounds of Earth. Some lie twinkling in the distant starfields, waiting to be discovered by intrepid explorers or conquered by legions of space marines. Others are just around the corner in time, a near future where hovertanks race across blasted battlefields, cyberware replaces organic limbs, and robots serve humanity—or attempt to annihilate it.

The Savage Worlds Science Fiction Companion contains new races, Edges and Hindrances, Setting Rules, gear, cyberware, and numerous strange creatures from across the galaxy. It also includes detailed but simple rules for players and Game Masters to create their own robots, power armor, vehicles, starships, walkers and more to travel to the stars…and beyond!

Honestly, I never imagined I’d have a title on Steam, of all places. But there it is!

The first of three Visual Interactive Novels I wrote for the Deadlands Noir setting, gussied up by the fantastic folks at Smiteworks and featuring the art of the awesome Cheyenne Wright! If this one does well, this may mean a lot more of the style and even other settings, so your support is greatly appreciated!

A Visual Novel set in the Deadlands Noir RPG Setting from Savage Worlds. 

New Orleans, 1935. Whoever called this “The Big Easy” sure got that one wrong. Things are tough all over. Honest work is hard to find, and even dishonest jobs are getting scarce. The one thing that’s not in short supply is trouble. From shady thugs to crooked cops to mafia soldiers, there’s plenty of characters out there looking to give an honest Joe a hard time. And that’s not the worst of it.

There are stories going round about things that go bump in the night. Things you wouldn’t want to meet in a dark alley on a darker night. And those stories aren’t just coming from rummies or saps who read that epitaph rag.

Still, there are a few heroes left in the concrete jungle. Steely-eyed private dicks, fast-talking grifters, wild-eyed inventors, and shadowy houngans still struggle against the encroaching darkness. With enough moxie–and more than a little luck–they might just be enough to turn the tide.

This is just one story. The story of Harvey Jenkins, Private Investigator.

This story was written by Sean Patrick Fannon, Lead Designer and Brand Manager for Savage Rifts and author of numerous RPG products such as Shaintar: Legends Arise and The Fantasy Roleplaying Gamer’s Bible. The story is set in the Deadlands Noir RPG Setting created by John Goff, Shane Hensley, Clint Black and Sean Preston. The soundtrack was produced by Harry Mack for the Deadlands Noir Kickstarter and has been incorporated here as compelling background music. Cheyenne Wright produced all the images and artwork. The original concept was produced by Brendan Quinn and converted into it’s final form by Doug Davison, using the Ren’Py visual novel creation software. Editing was provided by Sara Quinn.

If you like this story, please look for more stories featuring Harvey Jenkins in The Big Easy.

As a young gamer, the Vampire Kingdoms region (effectively, all of Mexico) was one of the most fascinating places in the entire Rifts setting to me. It remains a compelling idea – a place where your group of heroes can go nuts, slaying evil vampires and saving a part of the world. The depth of the region and its inhabitants (including the far more complex and sinister than expected Reid’s Rangers) was always impressive, and now they’ve gone in and made it even better.

For centuries, Mexico has been considered the realm of monsters best left alone. A land dominated by packs of Wild Vampires and rumored to be the home of Vampire Kingdoms in the south. Most of the northern civilizations have stayed away, but over the last 20 years, a growing number of heroes, vampire slayers and adventurers have been waging something of a secret war against the undead. As that battle escalates, stories of heroes, vampires and entire human populations enslaved by the undead or penned, raised and slaughtered like cattle, are starting to leak out. Come see for yourself if the rumors are true and join the battle for humanity in Mexico.

  • Rifts vampires, how they think, behave, fight and kill.
  • Different types of vampires, their Master, and the Vampire Intelligence (the deific creator of the undead).
  • 40+ vampire abilities, vampire weaknesses and combat notes.
  • Hero Vampire and Deluded Vampire optional player characters.
  • Chupacabras, Mind Slaves, henchmen and other vampire protectors.
  • Vampire Hunter O.C.C., Reid’s Ranger O.C.C., and other heroes.
  • Vampire combat and the weapons and techniques of vampire slayers.
  • Vampire slaying weapons and gear, riding animals and monsters.
  • The city-states of El Paso and Ciudad Juarez described.
  • The Vampire Kingdoms, vampire society, human cattle and servants.
  • Town creation rules and tables, and the hold vampires may have over them.
  • Ideas for adventure, combat and much more throughout.
  • 224 pages, written by Kevin Siembieda.