Monthly Archives: July 2016

80% off. Gotta lead with that, because it’s huge*. You can get the Vampire: the Masquerade 20th Anniversary Edition for six bucks, or you can get a bundle that has it and four other books that go with it for fifteen dollars! Now is pretty much the perfect time to grab these PDFs if you’ve been thinking about it. Hit the link for both deals.

(* – No, I will not give into the temptation to do it “Trump style.”)

It really is an amazing time to be a Savage Worlds fan, and this Kickstarter is all about a world featuring Lovecraft and Tesla dealing with monsters and adventure in a fantastic alternate 1920s! Think League of Extraordinary Gentlemen meets The Expendables pulp-style action against the monsters of Lovecraft’s nightmares.

Science and Fiction in the Savage Worlds of the Roaring 20s. A host of historical characters face the mysteries of the Cthulhu Mythos!

Welcome to the Roaring Twenties! A decade filled with adventure and the spirit of invention.  

Based on the ongoing Action Lab comic series, Herald the TTRPG gives you the chance to make history as you investigate clues, fight unspeakable creatures, design your own technologies, and uncover the mystery and adventure of the pulpy world of the 1920’s… all while trying to maintain your sanity.

These are the days of new technology, of cults and magic, everyday items imbued with extraordinary powers, talismans, coded messages, mysterious trans-Atlantic plane disappearances, kidnappings and crooked businesses, mafia-controlled moonshine production, the jazz age, the stars of the silent film era, the scientists and explorers who opened our minds and expanded our brains, the age of astronomical discovery and the adolescence of quantum physics, the first automatons, the blinding era right after the Great War, the days your great grandparents barely survived. Oh, you didn’t know that? That part wasn’t passed down in your family history? Well prepare yourself…

There are terrifying things from beyond the stars. 

Yes, BEYOND. Unimaginable, unspeakable, cosmic horrors from the great Cthulhu Mythos have arrived, unseen, and those that find out too much end up lost in debilitating madness. Lovecraft knew that. His stories were actually observation, and so many of the great minds and spirited adventurers of this age joined together to keep humanity from falling to the Mi-Go, Elder gods, sly Shoggoth or the dreaded avatars of Nyarlathotep. Human cults that worship these fiendish beasts have infiltrated all levels of society. The conspiracy is unraveling, the secrets have become too much to hide, the cultists too bold and dangerous.

H.P. Lovecraft teams up with Nikola Tesla, Amelia Earhart, Albert Einstein, Harry Houdini, Sonia Greene, Marie Curie, Babe Ruth, Josephine Baker, Jack Dempsey, Charlie Chaplin,Clara Bow, Kandinsky, Trilussa, Keaton, the list goes on and on. So many joined the fight against the Cthulhu Mythos creatures who invaded our world in the 1920’s. But this is no ordinary Call-back to Cthulhu style TTRPG, this is as much about the history and personalities of the notable figures alive in this exciting era. 

You can play as any well-known person from the 1920’s, mix up history, have fun! Or create an unique character from scratch to join the fight. 

Or, if you are feeling like you want to twist your RPG experience a bit… CREATE YOUR GREAT GRANDPARENTS.  

Why not take your inspiration for your next player-character from your family photo album? Perhaps your great grandfather was famous in your family for being one of the first airplane pilots or sketching wonderfully artistic drawings. Maybe your great grandmother was best-known in your family for her inventions or being the first one in town to get a degree in biology. Or maybe you always loved the stories about your black-sheep great uncle who spent his life travelling the world and searching for adventure. These are the archetypes that will fit perfectly in the world of Herald: Lovecraft and Tesla.  

Science meets Fiction in the Savage Worlds of the Roaring Twenties.

THE STORY SO FAR:

On a cool autumn morning, Nikola Tesla’s fiancee, Amelia Earhart, is pulled into another dimension while “borrowing” one of his prototype magnetic engines. 

After speaking with Einstein, Tesla is told to find HP Lovecraft for his arcane expertise, but the two are instead pulled into a world of secret societies, strange science, and the Cthulhu conspiracy; the same conspiracy that Mr. Mark Twain has recruited you to fight. yes, THE Mark Twain. Why is he still alive in the 1920s? What kind of dark magic is at play here? Well you can ask him, but don’t expect a pleasant response. He’s a bit cranky at 97 years old, but he sure looks great.

Herald the TTRPG places you at the center of the Cthulhu Mythos, kicked by its cosmic unknowns and shoved into the soup of history.

There’s post-apocalyptic. Then there’s Post Apocalypse. This one goes pretty deep, with definite shades of “Scion-meets-Rapture: the Second Coming.” The best part is that, while there’s system support for D&D-driven gaming, much of the tools created are intended for direct lifting/hacking into whatever game system you prefer.

The Throne stands empty.

Heaven has fallen, and the Words of Creation thunder from new throats.

Undestined, unfettered, unchosen, you are Godbound, and your will is writ with fire.

Godbound is a game of divine heroes in a broken world, men and women who have seized the tools that have slipped from an absent God’s hands. Bound by seeming chance to the Words of Creation, these new-forged titans face a world ravaged by the mad ambitions of men and the cruel legacy of human folly. Their foes are many: the jealous parasite gods that suck at the wounds of the world, the furious Angelic Host that once held Heaven against the armies of men, and the endless legions of sorcerers, god-monsters, mortal tyrants, and eldritch relicts that scourge the shattered realms. The Godbound stand against these horrors, determined to forge a better world from the fragments of the old. Still, not all these newborn divinities have a hero’s soul, and some nurture red dreams of glory and unfettered rule. Will you be a merciful god to your people, or will you make them dread your holy name?

Godbound does more than simply give you the tools to create these wielders of the Words. Within these pages, a GM will find the guidelines they need to challenge the mightiest of heroes and mark tremendous deeds on the face of their world. Inside this book, you’ll find…

  • Everything you need to take a Godbound hero from their first uncertain awakening to the pinnacle of divine supremacy, with mighty Words of Creation, divine gifts, and enormous works of celestial Dominion.
  • Fearsome god-monsters and terrifying foes to tax even a pantheon of Godbound. More than that, you’ll find specific instructions and advice for matching martial challenges with situations and groups.
  • Sine Nomine-style system-neutral tools for building demigod-worthy adventures and Former Empire ruins. Create noble courts, lost shards of Heaven, hidden ruins, and dire perils for your heroes to overcome. Play a different game? Lift these tools out and use them with your system of choice!
  • A system-neutral Dominion and faction mechanic that lets heroic deeds have mechanically-supported effects on the campaign world. Your hero wants to build a fortress in her native village, or ward an allied nation from the scourge of a Host-spawned disease? These rules show you how to do so, and how to make it count in play. Need to find out what happens when the pantheon’s holy nation declares war on an insidious empire of evil? The rules here will give you an answer you can use.
  • Old-school inspired play mechanics derived from the Scarlet Heroes game system that are easy to pick up and let you loot decades of material for foes and challenges for the players. Just grab a classic arch-enemy, run it through the conversion notes in the bestiary chapter, and you’ve got your next campaign nemesis.

But that’s not all. While the free version of Godbound includes all of the above to help new players and new GMs get rolling, this deluxe version of Godbound includes yet more mighty material from the Sine Nomine game-forges.

  • Mortal player character creation, whether as desperate dirt farmers-turned-adventurers or as budding mortal heroes who dare the perils of this dark world. Can your PCs survive and prosper in a world blighted by the past?
  • Cybernetics and clockwork prostheses, for those GMs that want to add in a high-tech or steampunk-flavored note to their worlds.
  • Divine Supremacy and Paradises, citadels and divine strongholds to shelter the souls of the Godbound’s faithful.
  • Godwalkers, titanic engines of ruin built by the Former Empires to face divine foes. Salvage them from forgotten ruins or build your own with the creation system here.
  • The Martial Strifes, divine martial arts that channel the natural conflicts of the mundane world into fearsome feats of destructive prowess.
  • And not least, Themed Godbound that allow you to customize and flavor the demi-deities of your campaign to fit your own ideas about how they should work- with five worked examples to show you how to create superhuman Exemplars, shapeshifting Proteans, fate-thwarting Undestined, elemental Scions, and patchwork Arrayed.

Every download includes the full-color, DRM-free Deluxe PDF, character sheets, .MOBI and .EPUB file versions for easy reading, and a special lightweight PDF version optimized for fast rendering and small file size. Bookmarks, topic indexes, and a full index of divine gifts are in each PDF, the better to speed your play at the table.

So get it now. Together with the calamitous woes a GM can build with the Sixteen Sorrows guidebook, Godbound gives you what you need to run a fast, smooth, easy-to-learn system for bringing the light of a new age to a world too long plunged into Uncreated Night!

I have a personal connection to this one, no lie. Skye Island is a “crossover point” between Shaintar and Ian Liddle’s fantasy world of Dolonde. Ian’s one of the best people I know, and he’s got a fantastic creative spirit. Definitely take a look at this project.

The 2nd edition of the Synergy Fantasy Roleplaying Game needs artwork, this is how you can help, and get the books at a special price.

This is the second edition of Synergy Fantasy; rebranded as Worlds of Adventure: Fantasy Realms with a host of additional content, rules addition, revisions and expansions. Synergy is the same game system as that found in Blue Planet v.2 adapted for the fantasy genre.

The Kickstarter is to fund full color artwork and production costs for the two core books – the Players Guide and the Moderators Guide. Exceeding the funding goal will open up both stretch goals and further reward levels.

Cartography in the Players Guide will be provided by Stephanie McAlea. Full color artwork by Savage Mojo.

This edition focuses on the world of Dolonde and more specifically Skye island; the remnants of a long dead volcano jutting out from the sea. It is part of a larger chain of land called the Pearl islands, whose nearest neighbor is the elven land of Vaqeon.

Skye is a land of savage jungle elves, pirates, evil necromancers wondrous scenery and great mysteries. Protecting the good, honest folk of the island are the Heroes of Skye, a group of adventurers based out of Lookout Point but active across the entire land.

If you would like a taster of the game system, why not pick up the Worlds of Adventure: Test Drive. It has a streamlined version of the rules, sample characters and a short scenario for you to try them out with.

 

Five fantastic authors tackle the mysterious and intriguing Mummy part of the World of Darkness in this anthology that’s certain to open eyes and stir imaginations.

WHAT IS THE BLUE NILE? 

An image of rare beauty and terror, fashioned of the unbound portion of an angry, deathless soul. 

A very special child who violates the natural laws of the living and the dead alike. 

An ancient sculpture that opens pathways of glory to anyone who dares possess it. 

An instrument of profound sound and meaning, drawing the ever-hungry to its prescient wave. 

TO KNOW THE NILE, KNOW ITS CURSE 

Welcome to the first anthology of original fiction set in the world of Mummy. With Curse of the Blue Nile, the veil draws back to reveal a host of dark glimpses into the power of a single relic… and of the lengths to which the Deathless of lost Irem will go to secure it. 

Each tale is a novella, spooling out the unique nature of the Blue Nile within its encapsulated view of the world’s setting, and each story touches on a different one of the five Arisen guilds: The Alchemists, Laborers, Masons, Priests, and Scribes. Five dark turns at the wheel, helmed by the talented hands of veteran talespinners Lisa Morton, Stefan Petrucha, Malcolm Sheppard, Greg Stolze, and Mercedes M. Yardley. 

Come, join us on a tour of the mysteries of the ancient, blood-soaked world.

Still getting moved in and settled in the new den for the Beagle, so to speak, so a bit late today with the Pick. It’s an easy one, though, because I really want to make sure folks don’t miss out on the amazing sale prices on thousands of products all across the site. 25% off folks!

Christmas in July!

Here it is, folks. One of the most challenging – and one of the most rewarding – projects I’ve ever tackled. In many ways, this product cranks Savage Worlds up to 11. I greatly look forward to hearing and reading what you all think.

A MEGAVERSE® GONE MAD!

Prepare yourself for a railgun-shredding, mega-powered magic flinging journey into a post-POST-apocalyptic world where supernatural horrors vie with technological empires for mastery of the world!

THIS IS THE WORLD OF RIFTS®

Unpredictable holes in the very fabric of space and time open the way to countless creatures, beings, and dangers. Whatever you imagine—whatever you fear—it’s somewhere on this war-and-chaos ravaged world.

THE TOMORROW LEGION IS READY
In the battle for survival the Tomorrow Legion brings together the greatest, the bravest, and the craziest to stand against an infinity of threats. They stand for a better future than the past they’ve known.

The Rifts® Tomorrow Legion Player’s Guide contains everything you need to make and equip mega-powered characters for the Rifts® Earth setting. Iconic Frameworks load you up with options for well-known concepts (Glitter Boys, Juicers, Ley Line Walkers, Mind Melters), as well as the capacity to craft your own custom ideas. New Setting Rules bring home the gonzo, cranked-to-eleven nature of Rifts®, and the gear lists include everything from incredibly powerful weapons and armor to cybernetics to arcana-fueled Techno-Wizard items. New rules for Mega Powers bring magic and psionics to super-powered levels, and Hero’s Journey tables flesh out your characters in exciting and fun ways.

Savage Rifts® brings the incredibly popular world of Palladium Books’ Rifts® to the award-winning Savage Worlds system by Pinnacle Entertainment Group. It requires the Savage Worlds core rules to play.

Rifts® and Megaverse® are Registered Trademarks of Palladium Books, Inc. All character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. and used under license.

One of the things that’s always made Shadowrun stand out from other post-modern/dystopian games is the inclusion of magic within the cyberpunk fabric of the setting. The influence of the mystical and the wondrous has enormous potential to change the feel and flavor of the experience, and this book brings that front-and-center as GMs can now take their players right into the heart of fairy realm and explore the politics of the Seelie.

The Falling Dream

You have seen it. You have felt it. The dream where you are falling, falling, and you cannot see the ground but you know it is there waiting. You may try to brace yourself, you may try to force yourself awake—you do anything to avoid the impact that keeps rushing toward you.

The Seelie Court is the realm of the hidden, the rumored, and the unknown. Fairies, spirits, and enchanted creatures mingle there, building alliances, plotting, scheming, toying with the realm of humans—and with each other. The Court has long held a distant attachment to the material plane, influencing it like a dream influences our waking hours. But now a new connection has emerged, allowing humans to infiltrate the courts and influence its proceedings. At a time when magical power is ever in the rise, the mix of human and fae could set both worlds into a calamitous plunge, and no one will want to be awake when they hit bottom.

Court of Shadows is an alternate setting for Shadowrun, Fifth Edition, emphasizing the magic and intrigue of the Seelie Court. With full setting, character, and plot details, as well as information on using SR5 characters in the Seelie Court, this book presents all-new ways to play Shadowrun and to live in the mystical intrigue of the planes of fairy, capturing the magic of the dream world—and seeing if they can prevent its fall.

Court of Shadows is for use with Shadowrun, Fifth Edition.

Did you ever see that intensely odd animated movie, “Yellow Submarine?” I get the sense that this adventure (and the setting) was greatly inspired by that movie in a lot of ways. Delightfully odd, and possibly terrifying.

Come visit the acid fantasy mini-sandbox of the Misty Isles, a hellish pocket plane that’s brutally displaced a bucolic paradise. Marvel at its massive grub-ridges, shake at the body horror of its protein vats—and watch as your players dynamically unleash the Anti-Chaos Index through their own in-game actions. Misty Isles of the Eld is a stand-alone sequel to Slumbering Ursine Dunes and Fever-Dreaming Marlinko.

What’s inside its 104 pages:

Four dungeons. The Vat Complex (with its menacing sealed off-west wing, body-horrific industrial process and pocket dimensions), the flying god-prison Monument Five, the meth-fruit Plantation House and Colonel Zogg’s Pagoda Bunker.

Full “extra-planar” pointcrawl. The wilderness crawl spreads over one main isle and two smaller islets subdivided by massive, movable grubs.

An “Anti-Chaos Index.” Through their actions the players shape the very reality of the Isles. Sometimes for the better, sometimes for the worst, but always for the weird.

A slew of new otherwordly monsters.

A large collection of bizarre technological Eldish artifacts and treasure. Includes a random generator for miscellaneous artifacts picked up.

A new psionicist player class, the Psychonaut, with a soft scifi twist. Including its own powers and mutations.

“The Misty Isles of the Eld … is a hundred and four page acid trip … if Frank Baum and William Burroughs had gotten together [for] a weekend of drink and drugs.”

— Needles, Swords & Stitchery

One of my favorite tabletop gaming experiences of my earlier days was Mutant Chronicles – a brilliant hybrid of miniatures gaming and tabletop board gaming. The world was every bit as compelling as the game play and the fun toys of that boxed set, and I’ve been fascinated to see what Modiphius is doing with the property. I am utterly thrilled to see a Savage Worlds version of the latest RPG iteration.

THE SOLAR SYSTEM IS A ROARING MAELSTROM OF WAR AND DEATH! 

THE INNER PLANETS HAVE BEEN SWEPT CLEAN BY THE VIOLENT ONSLAUGHT  OF THE DARK LEGION’S MONSTROUS HORDES AND UNDEAD SOLDIERS. 

IN THE ENORMOUS CITIES OF THE DISTANT FUTURE, HERETICS DEVOTED TO THE DESTRUCTION OF MANKIND STALK THE DARK BACKSTREETS AND GLOOMY ALLEYS, SPREADING THEIR TEACHINGS OF GREED, JEALOUSY, AND WAR. 

Mutant Chronicles takes you on a full-throttle diesel-punk ride through a solar system beset by corporate intrigue and the invasion of the Dark Legion. With technology failing due to the insidious effects of the Dark Symmetry, mankind must fight back against the Dark Legion hordes whilst dealing with in-fighting and conspiracy.        

Now, in this Savage Worlds Edition of the definitive techno-fantasy roleplaying game, you can play during the early days of the Dark Symmetry, through to the brutal Corporate Wars. Investigate foul cults as technology turns against mankind, or fight the armies of the Dark Legion as they pour forth from citadels across the colonies in the battle for humanity’s future. 

• Rules for character creation, including the new Lifepath Edge mechanic to define your character based on one of the iconic archetypes of the setting. 

• Master the Art of Light taught by the Brotherhood, or be drawn into the Dark Symmetry, and taste the power that comes from Heresy. 

• Equipment, powers, and custom rules reinforce the grittiness of this exciting techno-noir setting. 

• Never-before-seen secrets of the Mutant Chronicles universe, and maps of the solar system and Luna. 

• Insight in to the Dark Legion Apostles and their unique forces, tactics and plots, along with full stats for new and old monstrosities. 

• Briefings on the major corporations, Imperial, Bauhaus, Capitol, Mishima, and Cybertronic, as well as the Cartel, the Brotherhood, and Whitestar. Guide to running adventures during the rise of the Dark Symmetry and first wars through to the return of the Dark Legion.

This book requires the core Savage Worlds rules to play.