Monthly Archives: May 2016

It’s the official start of summer for most folks around here, and I had a pretty great extended weekend (hence why no Picks yesterday, for which I apologize, but seriously, I was on holiday!). Let’s start the shorter week with a fun little game about yumminess-dispensing food trucks in total combat with each other! Makes you look at that food truck lineup at Gen Con in a whole new light!

Food Truck Destruction Derby! is a storytelling game about the dangerous and exciting world of modern Food Truck cuisine. You serve customers delicious food and blow up other Food Trucks because you don’t like competition! You might also have to draw some food trucks getting destroyed. If you are are afraid of crayons or food, do not buy this game. A fast-playing story-telling and truck-drawing* game for like 3 to 6 players. Maybe 8 players. Have some time to kill? Why not blow up most of Flagstaff, Arizona with a pasta cannon strapped to a Food Truck. It’s what you have been craving!

*Also missile, bomb, ninja, taco, and hot dog drawing…

“These guys could not have designed a better game!” – Mike Selinker, who totally has

“This sounds dumb…” – Rob Daviau, Waterville, Maine, Dominos’ Pizza Employee of the Month, July 1988; creator of Risk Legacy

“Everybody loves fudge!” – Luke Crane, former employee of the Candy Dungeon; creator of The Burning Wheel & Mouse Guard RPGs

This product contains no gluten, tree nuts, soy products, wheat products, eggs, shellfish, dairy, pork, nutritional value, or any other known allergen or forbidden food. ENJOY AT OWN RISK!

If you watched the event we held in the final hours of the Savage Rifts Kickstarter, you did so thanks to the incredible efforts of the guys at Stoneforge Studios. These guys came out of nowhere for me, stepped up, and pulled together an exceptional show that really brought the whole thing together in a way we just did not anticipate being able to pull off.

And they did it in a matter of a couple of days!

They are talented, solid, and have exactly the right attitude to do these kinds of things more and more. Evil Beagle Games (Ross, Carinn, and myself) intend to work with them in the near future on other programs and ideas, and I know they’re going to be a part of Total Escape Games‘ efforts to make themselves the center of Gaming Awesomeness in Northern Denver.

If you want to support truly talented creators who are going to reward you with more phenomenal online experiences related to gaming and geekery, check out their Patreon! Keep an eye out, as there’s more coming!

 

Genre mashups can be messy, unwieldy affairs. They can be messy, gonzo, incredibly fun experiences, as well.

Sometimes, they can be something else entirely – something beautiful and provoking and… different.

The art alone tells me this one is in that last category. Only five days to go, so let’s help them get that initial funding.

A Steam, Diesel & Cyber-Punk Fantasy role-playing game set in a Post-Apocalyptic Dystopia scarred by the war between magic & machinery.

What is Ether Rpg?

Ether Rpg is a roleplaying game built upon the genres of fantasy, steampunk, dieselpunk & cyberpunk as well as being supported by post-apocalyptic & dystopic themes.

What-Punk?

Ether Rpg primarily focuses on the genre of steampunk (think Howl’s Moving Castle,Dishonored, Van Helsing, or The Time Machine). Steampunk is defined by its alternate view of technological change (or lack thereof) of 19th century Victorian Europe.  Instead of gasoline, steam & retro-futuristic machines which generate power in esoteric ways drive the industrial revolution of the world.

It also utilizes the genre of dieselpunk (think Suckerpunch, Sky Captain & the World of Tomorrow, The Rocketeer, or Bioshock).  Dieselpunk is the next stage in evolution of steampunk & is characterized by the sharp & sleek military trappings of the World Wars.

And it takes a nod from the genre of cyberpunk (think Ghost in the Shell, Blade Runner,Shadowrun, or Deus Ex). Cyberpunk is often considered the original “punk” genre & focuses on technologically-advanced, although dystopic, futures.

Didn’t you also mention Fantasy?

Absolutely.  In Ether Rpg, players have the capacity to use many of the staples of the fantasy setting (such as magic & alchemy) & the quintessential machines of the various “punk” genres.

Staples?  So, like, elves & such too?

Actually, no.  Ether Rpg might fit into the same genre as other fantasy games, but it strays from many of the classical species found in your typical fantasy RPG.

Instead of the usual fare, players can expect to control shapeshifters, living plants, monstrous descendants, spell eaters & many other unusual beings.

Sweet!  So I can have a magical machine gun right?  Right?

Actually, when magic & machinery mix… things explode.  They’re something like opposite ends of the magnet & work against one another.

Machinery runs on a still-misunderstood energy source, while magic draws its strength from the life-force of its caster.  And not everyone is capable of using one or the other.

The world of Ether Rpg has a particular focus upon the concept of balance & counterbalance. When something comes into being that shouldn’t, something else comes into being to counteract it.

I heard Apocalypse, I know I did!

You really did.  Ether Rpg is set in a period shortly after a war between… you guessed it… magic & machinery.

Residual fractures in reality threaten everyone’s lives.  The planes have spilled into one another. Dimensional creatures run rampant in the wilds.  Cities lie in ruins.

And the rebuilding has just begun…

Where can I read more?

Several of the additional segments right here on the campaign give a brief synopsis!

But, you can also read more about the various genres of Ether Rpg, the setting & all sorts of additional information about the game on Clockwork Angel Studios’ website & YouTube channel.  Just follow the links below.

Ether RPG’s Website

Clockwork Angel Studio’s YouTube Channel

Most of you know how much I love supers gaming. It’s where my career as a writer and designer started. I love running supers games, and I dearly love playing them. So a sale on supers gaming stuff is a special little kind of Christmas for folks like me!

From the “Notes from Scott’s Desk” part of the latest DriveThruRPG Newsletter –

This week, our May Supers Sale launched Wednesday morning. Now, through until the end of the month, get 25% off on a wide assortment of superheroic, supervillainous, and super-fun titles from about 150 publishers, including titles for Fate, Savage Worlds, ICONS, Cypher System, and numerous other popular and unique game systems. 

If Captain America: Civil War and X-Men: Apocalypse have got your blood boiling, maybe now’s the time to pull out a superhero slugfest on your gaming group!

Still too damn many fighting this horrible monster. This one is a friend of some dear friends of mine, so here’s hoping folks can help mitigate the cost of this battle.

Hi,
My friend Ron just found out he has cancer which as you all know sucks and is expensive which makes it suck even more. It would be nice if cancer would only affect horrible people. If that were the case Ron and his wife Stacey would be unaffected. It is amazing how you can just be living life, and then something like this happens and yanks the rug out from under you.

Honestly though, money is one of the biggest concerns. They do have really good insurance, but they also have a lot of medical expenses already, and now they are looking at a lot more medical bills, prescription costs, and fuel to Pittsburgh for who knows how many sessions, additionally any day that Stacey wants to be with Ron in his time of need is a day she doesn’t get paid.

For now we are estimating conservatively that they will need $5k to get through this if all goes well. That number could grow much larger very quickly under the wrong circumstances. Let’s pray that it doesn’t.

Any donation you make will be a huge help and greatly appreciated!

Here is a word from Ron from his Facebook:

“After trying to think of several different ways to start this post, I realized that there is no easy way to tell the world that you have cancer. Maybe that is dramatic. I don’t know. Some of you know that I have been having some problems, and I recently had my back scanned. A cyst appeared on the scan, and that lead to CT. The CT showed a cyst and a mass about the size of a ping pong ball on the top half of the back of my left kidney. All signs point to Renal Cell Carcinoma. I saw my local urologist today, and they have already scheduled me for what looks like a pre-op appointment in Pittsburgh the day after Memorial Day. There are some points that come up frequently with the few people who know about this.

• Why wasn’t this caught sooner? I have a liver disease, but all scans for that occur on the right side, never the left. The indicator on the blood tests that give an early warning for cancer is CBC. NASH causes my CBC to always be abnormal. In short, my “Check Engine” light is always on.

• Maybe it isn’t cancer? Unlikely. Kidney cancer is one of the easiest cancers to diagnose. A simple CT is all that is necessary. If the words “SUSPICION OF RENAL CELL CARCINOMA” appears on the report, then there is only a 5% chance that it is incorrect.

• What is the treatment from here? Surgery. I am scheduled with a surgeon who specializes in saving as much renal tissue as possible. If he can, he will remove the top part of my kidney. If it doesn’t remain contained, more cutting will need to be done. Chemotherapy and radiation are not very effective for RCC.

• What is the biggest concern? If it escapes my kidney. Even if it stays in the kidney, a radical nephrectomy (removal of whole kidney) would work). RCC is the fastest cancer a human can get so it can infect other organs quickly. Those organs would be removed too. Those include some or all of the bladder, the adrenal gland, lymph nodes, or other tissues. Lungs, bones, or the lymphatic system is worst case scenario.

• What are the odds? Let’s keep it small. Let’s say stays where it is and it can be removed. My five year outlook is 90% survival. Until I talk to the surgeon (or you want to be depressed), as my mom says, let’s not borrow trouble.

I will keep everyone updated. If you have questions, feel free to ask. I have done nothing but research this down to the genetic marker level, but that’s what I do when I get nervous. I’m not going to lie, it’s pretty rough around here. Things like this make you reexamine your life. I can tell you this: don’t waste any time. You never know how much you have.

Thanks for giving this a read.
~ Ron”

Ancient Sumeria and “In Search Of…”-style ancient alien conspiracy theory as the basis of an RPG? Interest piqued!

ANKUR-kingdom of the gods is a new sci-fi, table top role playing game based on Sumerian mythology, and the ancient alien theory. 

ANKUR-kingdom of the gods is a new sci-fi, table top role playing game. It immerses players in a setting based loosely on ancient Sumerian mythology, and the alien astronaut theory. Inspiration was taken from authors like; Maurice Chatelain, H.P. Lovecraft, Edward Bulwer-Lytton, and Zacharia Sitchin. Ankur is being developed by: Chris Miller Games (CMG™).

Chris Miller is an Independent game designer from Atlanta, GA. Chris has been a table-top role-player, and Larper since the early 1980’s. He was a former guest liaison for Dragon-Con from 1998-2003. In addition to being an avid gamer, Chris is a historian, martial artist, paranormal investigator, and ordained minister with an honorary Doctorate in Metaphysics. He enjoys using his extensive practical knowledge to help create realistic game mechanics. In 2014, Chris quit his career as an Optician, to create “Chris Miller Games” (CMG™), and design his first table-top RPG: ANKUR – kingdom of the gods.

The game focuses on two worlds; Nibiru (the collective name of the planet Nibir and its 4 moons) and Ki (Earth). They are forever linked by ancient cataclysmic events that shaped both worlds. Nibir, a wandering planetoid originally from the “Bow star” Sirius, entered our system and collided with Ki nearly 4 billion years ago. This event created the asteroid belt, and gave Ki it’s current axial tilt and rate of spin. Due to this mingling, Ki was left with two moons and assumed its current orbit around the sun (Nuru-Zal). Nibir was sent hurtling into the void along a 3,600 year elliptical orbit around both suns of this binary “Zalar” system; Nuru-Zal & Etu-Zal. Yes, like most star systems, our sun also has a counterpart called Etu-Zal. It is a brown dwarf about 539 AU from Nuru-Zal and is virtually invisible from Ki (Earth). Both worlds developed life sustaining properties but every 3,600 years they would once again come near one another; causing planetary upsets. 

Approximately 1 million years ago, Nibir’s planetary core started to slow its rate of spin and Nibir’s magnetic field began to wane. It’s thick atmosphere began to disperse, giving the planet the appearance of having fiery wings. The once active volcanism and geothermal activity which sustained life on the planet began to calm. It was discovered that Manna (mono-atomic gold powder), if dispersed into the upper atmosphere, could generate the magnetic field necessary and insulate the planet. 

The beings of Nibiru (known as Nibru-ene) found gold very plentiful on Ki, and established several mining colonies for its extraction and conversion into Manna. The Nibru-ene workers began to notice changes while on Ki. Differences between the torsion fields of the two planets, generated by each planet’s magnetic core, caused Nibru-ene workers who spent long periods of time on Ki to experience shortened life spans. This combined with the back-breaking work of gold extraction, caused the workers of Nibiru to revolt. It was decided to genetically create a species of slaves to do the labor using primitive hominids existing on Ki. Thus the Lu-ki (Earth-men) were born! 

30,000 years ago, Ki’s second and smallest moon, drifted out of orbit causing cataclysmic floods worldwide. The presence of two moons had kept the sea level around the equator over 400 feet higher than today. Once the gravitational force of the second moon was lost, a tsunami of of biblical proportions washed over the entire planet. It was known as the Great flood or the Deluge. Though much was destroyed, the Lords of Nibiru have since rebuilt great cities on Ki and have once again resumed mining operations. As for the original slaves, few survived the flood. However, though Lu-ki life cycles are short, they breed quickly. In the five thousand years since the flood, mankind has become plentiful once more.

The Nibru-ene created beings of great variety in order to accommodate different tasks. There are five player character species and many more non-playable NPC species to discover. ANKUR is a world where Yeti porters and pygmy nomads walk the streets among Neanderthal soldiers and cone-headed scribes. ANKUR is a melting pot of species and ideas. The “gods” of antiquity are real and lead the populace from their fortress-like Ziggurats. Prehistoric animals, remnants of the time before the great flood, still roam the countryside. 

Seen everywhere in the ANKUR game world is the duality of life. Stark contrasts exist between the primitive and the high tech. Warriors clad in animal skins sit astride pre-historic creatures, while carrying ray guns. Scribes may use an abacus to tally market sales and then broadcast the results via wireless radio. Air travel, though expensive, is common and incorporate a strange and wonderful variety of Vimanas to shuttle people and cargo from city to city. A system of “wire-less energy” is transmitted by pyramids located in all major cities. Any electronic device, including airships, will function within their radius. This obviously increases the desirability and power of the city-states that control them. 

“Steampunk before steampunk was cool” is a fair thing to say about Space: 1889 (which also has the distinction for riffing off a classic, now-obscure sci-fi TV series of my youth). The setting’s seen a lot of love across a lot of systems, and Clockwork Publishing keeps it going with Ubiquity. Marvels of Mars explores the very rich, very important-to-the-source world of Mars.

Creatures of Mars

Mars—a dying planet, still far from dead!

In the vast steppes, in the sand of equatorial deserts, on the mountain tops, at the icy poles, in the massive artificial canals and in the ancient sewers of Martian cities, underneath the dry dust of Mars’ surface, and in the wide open of the cloudless skies: the Martian flora and fauna thrive everywhere and have managed to adapt to even the most unfavorable of environments.

Expand the game’s atmosphere by including herds of grazing eegars, a lens beetle lamp, or a tasty krolik dish with all six legs still attached. Confront your players with challenging combat encounters with a teshuwaan, a dust kraken, or even the legendary white ape. Alternatively, add some flavor to your game by having the adventurers participate in a gashant race or ambush them with a Deimos crawler—the deadliest weapon of the Worm Cult. This sourcebook contains descriptions and stats for more than sixty Creatures of Mars, for every purpose imaginable!

Wonders of the Martian Past

The Mars of today is but a pale shadow of its former glory, where great technological marvels lie hidden in the sand, long forgotten by the native Martians. For Martian technology had already reached its lofty peak by the time human weapons technology had evolved to the stage of throwing stones at each other. But the slow death of the planet halted the march of Martian technology, and now the secrets of the ancient Martians lie forgotten as Martian civilization continues to decay.

Discover the many varied roles of Martian crystals: shoot mighty rays with fire lances, communicate across the void with pair stones, or have mind blowing experiences with Martian mind crystals. Encounter amazing Martian robots or find out how ancient Martian cities were powered by telluric currents. Discover the ancient history of the Canal Builders themselves, and uncover their darkest secrets!

The second part of this sourcebook is dedicated to the Wonders of the Martian Past and contains background information about the technological history of Mars as well as detailed descriptions of more than 20 aspects of ancient Martian technology. Also included are two adventures centered around Martian technology.

Evil Beagle enjoyed working with our friends over at Sasquatch Game Studio on the Primeval Thule for Savage Worlds book, and we’re really looking forward to this wickedly cool board game they’ve got in the works.

Ultimate Scheme is a board game with a not-too-terribly serious theme of evil geniuses, mastermind villains, and world domination!

Ultimate Scheme is a game for 2 to 4 players, in which you are an evil genius or criminal mastermind, taking on the role of a faction such as the Dark Masters of Darkness, Professor Roboto, or the Cult of Tentacly Doom. You direct your minions across the globe to gather resources and complete nefarious schemes such as Build a Freeze Ray or Market Evil Soda. Each scheme earns you progress toward your Ultimate Scheme, your secret victory condition for the game. When you’ve completed your secret Ultimate Scheme, you win the game! 

Back Ultimate Scheme at either the base game level, the Expanded level which includes the Ultimate Scheme expansion: Plan Number B, or even the Deluxe level that includes special custom tokens. Higher reward tiers let you make your own mark on the game, or ship the game in its own aluminum attache case!

We have Customs-Friendly shipping for Ultimate Scheme! Shipping costs are added to your reward level when you select the shipping destination. More shipping details in the Shipping Info section below!

Download the Rulebook from our website!

Here’s the game’s BoardGameGeek Page!

We’re partnering with a top-line game manufacturer to deliver an attractive game made with high-quality components. Your quest for world domination includes:

Game Board: An attractive game board with a linen finish.

Player Pieces; 20 minions (meeples) and control markers, in four colors for up to four players.

Resource Markers: 130+ punch-out resource tokens for your finance, occult, and science resources, as well as your Unobtanium.

Game Cards: 136 poker-sized illustrated game cards, including:

  • 10 Factions
  • 10 Ultimate Schemes
  • 63 Scheme cards
  • 48 Action cards
  • 5 X-factor cards

Rulebook: A full color rulebook to remind you how to take over the world.

Other Stuff: The Ninja token, Anarchy marker, and first player token. Everything else in the box is classified.

My friends over at Onyx Path are still cranking out tons of quality products for their whole Chronicles of Darkness line, including Werewolf: the Forsaken. Getting back to the heart of “troupe play,” The Pack takes your group down the path of forming a pack and really working together for the common goals.

The wolf must hunt, but it cannot hunt alone. Your hunts need the talents and instincts of other werewolves to slaughter the most dangerous prey. Your hunting grounds and families need the watching eyes of those with the blood of the Wolf of the spirit of the Moon. Your pack needs grounding in the world, humans who provide their contacts, expertise, and support. A pack is not a pack without a totem, a warden in the world of Spirit that watches over the entire pack.

A pack is family and gang and club and cult, but some werewolves go further. Tragedy drives werewolves apart, leaving the Wolf-Blooded to hold the pack together and herd the surviving Uratha in service to the Siskur-Dah. A pack cannot hunt without knowledge of the broader
supernatural world, so accepts a mystic into their ranks. Packs form protectorates & fragile alliances, cemented in rituals of honor or arranged marriage. A packmate joins a Lodge, a mystery-cult that teaches dangerous secrets that empower their whole pack on the hunt. 

Alone you die. Together you will feast on the blood of your prey.

This book contains:

  • The pack from within and without, including a number of sample packs.
  • Other organizations of werewolves, including protectorates and Lodges.
  • New systems for pack creation, hunting nature, and pack tactics..
  • Three new hunting grounds that show different sides to the pack.

A fantastic, very deep, gorgeous sci-fi game coming from our wonderfully creative gaming friends in Europe! This one will be done in English and Spanish.

Will you survive in a hostile alien planet? Do you have what it takes to defeat a Ravager Queen? Join us to discover it!

A Garden in Hell gives you a complete pick-up-and-play campaign containing everything you need to roleplay in the Faith Universe right out of the box.

It includes an overhauled ruleset, new gear and equipment cards, a player deck, and most importantly, a 64 page-long campaign that will take you to uncharted territory, right into the ravager’s den.

Faith: The Sci-Fi RPG is a tabletop roleplaying game that allows you to determine your own fate with a card based mechanic, and puts the art on the table to immerse you in your character and the story.

The setting tells stories about inter-species politics, undercover operations, business deals, space exploration, and fighting uncanny enemies. At its core, it’s about finding your true self and following it to the direst of consequences. When you do, one of the five gods will reward you with soulbending powers so that you may forge the destiny of the Universe.

WHO ARE YOU? WHAT ARE YOU?

The voice of reason or pure madness? Team-player or self-absorbed? Owner of the Universe’s largest Megacorp or peacekeeper on a forsaken planet? So long as you live up to it, you shall be rewarded.

Faith: A Garden in Hell is a campaign for 2-5 players and 7-12+ sessions. Everything needed to play the game is included in the box. 

Background. The fragile truce between the Iz’kal and the Corvo had been compromised by a series of murderous attacks on remote colonies. Mutually Assured Destruction was days away as both species laid blame on each other… and then the Battle of Izuan Tai shook the groundwork of the known Universe. It was the first big blow the legendary species of the Ravager would deliver to civilisation, but it wouldn’t be the last. A new menace had awoken from a long sleep. 

A Garden in Hell takes place 23 years after the Battle of Izuan Tai, when the rival Iz’Kal and Corvo species joined forces to stop the common threat, forming the Coalition. This entity has now become a “third state” independent of both the Iz’Kal and the Corvo, with emergency powers over all areas threatened by the Ravager. 

On its last military council, the Coalition high command agreed it was time to leave their defensive stand and strike back in full force to capture a Ravager Queen. At first, the attack was a thundering success, but when the injured Ravager Queen entered the Labyrinth only your battleship’s group was able to chase her unscathed deep into Ravager territory…