Monthly Archives: October 2018

As we make our way through the aftermath(s) of Something Happened Week, here’s a 2d6 (Xd6)-driven game from Michael Brown that lets the GM stew up their favorite “end of the world” scenario and launch a campaign around it. Whatever brought on the end, Afterday: 2d6 Adventure After the Apocalypse is about the beginning of a group’s adventures in the World That Comes After.

The end of the world has held a morbid fascination since time immemorial. Stories concerning it can be found in the myths and oral traditions of many ancient cultures. In many of these stories, the world is destroyed (often as a byproduct of a war between deities or other supernatural entities) but remade anew or is returned to a chaotic or primordial state. The modern expression of post-apocalyptic fiction can be traced to the early 19th century and the works of Mary Shelley, Jean-Baptiste Cousin de Grainville, and Edgar Allan Poe. Of course, the advent of film, television, and the Internet has made such stories ubiquitous and introduced many commonly associated tropes, such as vast wastelands; predatory raiders (often mutated), and devices from the previous civilization held up as objects of desire and awe.

Now players using the 2D6 system can survive humanity’s worst day and perhaps help rebuild what has been destroyed. Afterday is based on the Mongoose 1st Edition 2D6 OGL system (which is itself based on The Original Science-Fiction Roleplaying Game first published in the late 1970s) and designed to create heroes struggling to survive and the strange new world around them. The rules include:

  • A variety of adventuring careers using an easy yet familiar lifepath and skill-acquisition system
  • An overview of ways to implement the destruction of human civilization
  • Tables to allow the referee to customize the odd cultures that may arise after the fall
  • A good selection of equipment, weapons, and armor, as well as a system to quickly create minor artifacts
  • New critters to kill (or be killed by) your heroes, including the terrifying zombie
  • A discussion of creating mutants and other posthumans
  • and to top it all off, a system for creating settlements, the last bastions of civilization and survival.

Afterday. It’s the end of everything…and the beginning of adventure.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, Freedom Squadron, and much more!
Please check out my Patreon and get involved directly with my next projects!

Many mythologies and legends tell of a time when one or more “rogue” deities decide to uplift the masses, going against “the natural order” or the will of their peers. Overlight: A Fantasy Roleplaying Game of Kaleidoscopic Journeys takes that idea and blows it up into an expansive and deep setting. The experience is founded on a custom engine that serves the very specific elements of the setting, and the sheer poetry and cosmic beauty of it is intriguing. This is a non-typical Something Happened Week Pick; while apocalyptic in nature, the event in this case is far more mythical than your typical Armageddon.

The Story

Since the beginning of time, a race of serpentine, celestial beings have been the caretakers and observers of the cosmos. At some point in Earth’s past, probably around 1,000 B.C.E., a small contingent of these celestials argued that humanity was ready to learn the secrets behind the making of the world. That the Homo sapiens species had achieved such a level of cultural growth and spiritual awareness that they deserved to be shown all the wonders of the universe, to be given the literal Keys of Creation.  

This small group of celestials was overruled by the will of the majority. Humankind was not yet ready. Defying this judgment, one individual fled to Earth with the Keys, and gifted them to humanity with one warning, “Do not use the Black Key”. Humanity did not listen.  

All of reality was turned inside out. The burning heart of the world was now the bright white, unending sky, and the unknowable depths of space now a vast star-filled sea beneath. Entire continents float in the space between, without a moon or sun to guide them.  

The Game

Welcome to Overlight, a roleplaying game of kaleidoscopic fantasy among the shards of a broken world. It’s a world in which seven great continents hang in the sky, stacked almost vertically far above an unending sparkling sea. And shining down upon it all is a limitless light, emanating not from a great sun or moon, but from the sky itself: the hallowed Overlight. 

The heroes of this world are called the Skyborn. These individuals are born to disparate folk and cultures the world over, and who on some deep genetic or spiritual level are driven to make the world a better place, knowing in their hearts that things are not as they should be. The Skyborn are able to consciously manipulate the Overlight, fracturing it into seven distinct colors and using it to power remarkable abilities called Chroma. 

While this game system is an RPG, this is just the beginning. This backbone can be used in future games and allow players to dive into this world through different entry points. While this book will cover the game mechanics to run this as an RPG, it can also be viewed as a source book for games to come. 

[There’s a lot more to read; hit the links to get the rest of the preview.]

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, Freedom Squadron, and much more!
Please check out my Patreon and get involved directly with my next projects!

This week, I am going with an interesting theme – Something Happened Week. The premise is… well… something happened. The world changed in some fundamental way, and the player characters in the setting are defined by that change in some way. Their experiences are driven by the altered world, and often they are trying to do something important that the changes to the world drive them to.

The first such experience for many of us who started playing RPGs in the beginning was the original Gamma WorldStrange, random mutations, looking for vaults full of neat toys, and dealing with insane monsters that belonged in a Thundarr the Barbarian cartoon was the order of the day, and it changed the sense of what was possible in gaming for many of us. There have been many other editions of the game, all modernizing the experience in one way or another, but this is the classic that started it all off.

Can you survive in a world gone mad? A world where civilization as we know it has been destroyed in a cataclysmic holocaust? What is left in this world? Find out and encounter such bizarre things as mutated plants and animals more terrible than you can imagine, radiation wastelands that stretch as far as the eye can see, and fearless machines gone uncontrollably berserk . . .

This is the setting for a GAMMA WORLD™ campaign, with players taking on the persona of an individual character somewhere in this forbidding locale. In a quest for survival and in search of a better future, the players adventure across the land, enduring hardships and encountering dangerous obstacles and mysterious foes – never knowing quite what to expect. The result is a game which can go in many directions, but which will be challenging and fascinating no matter what the outcome.

The GAMMA WORLD™ Set includes all the basics needed to set up your own “world”: game booklet (packed with terrible mutants, as well as guidelines for creating additional ones of your own), a large campaign map (designed to be easily modified by individual gamemasters), and a full set of polyhedra dice. The only other things necessary are a good imagination and a spirit of adventure! The GAMMA WORLD™ rules are also suitable for use with the ADVANCED DUNGEONS & DRAGONSTMrules.

The GAMMA WORLD challenge awaits you – are you ready?

This digital edition includes the PDF version of the book, and a ZIP file containing printable JPGs of the campaign map.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, Freedom Squadron, and much more!
Please check out my Patreon and get involved directly with my next projects!

Though it’s an “all-in-one,” I am going ahead and including the Modern AGE Basic Rulebook in my Player’s Guides to Awesomeness Week thanks to its heavy focus on the player experience (and the fact that it’s just a really neat book). This is your gateway to taking Green Ronin‘s AGE System and using it to play modern action, urban fantasy, cyberpunk, and more.

Enter the Modern AGE!

Leap into exciting adventure in any era from the Industrial Revolution to the modern day and beyond. The Modern AGE roleplaying game allows you to shape the setting to suit your style—whether it’s gritty action or high adventure, urban fantasy or a dystopian future. With a new, classless character-building system, twenty levels of advancement, and optional rules for psychic and magic powers, you can create the heroes your world needs. Along with an innovative stunt system, rules for thrilling chases, and an introductory adventure, you’ll find all the action you’re after inside the Modern AGE Basic Rulebook.

The Modern AGE RPG features:

  • A classless implementation of the Adventure Game Engine. Develop characters based on their backgrounds and experiences across 20 levels of advancement.
  • Focuses, talents, and specializations like Investigator, Hacker, and Martial Artist let you customize your character.
  • Fast-paced combat featuring modern weapons and high-octane vehicle chases.
  • A game based around action, exploration, and social stunts. Roll doubles on three six-sided dice and something cool happens!
  • Arcane magic and psychic powers for modern era games.
  • Advice for first time and veteran Game Masters, including ways to customize the system for gritty stories, two-fisted pulp, and cinematic high adventure.
  • Sample antagonists and other non-player characters, and an introductory adventure: everything you need to start playing right away.

Use Modern AGE in the campaign setting of your choice, including the World of Lazarus, based on Greg Rucka’s creator-owned comic series of near-future feudalism, or use it to run adventures in the world you create. Grab three six-sided dice, and you’re ready to play in the Modern AGE!

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, Freedom Squadron, and much more!
Please check out my Patreon and get involved directly with my next projects!

Today’s Pick for Player’s Guides to Awesomeness Week is the player-facing product for that most-praised gateway into modern eldritch horror, the Delta Green Agent’s Handbook. Everything a player needs to create a character, become as capable an agent as possible, and even engage with “the home front” so they can have a sense of what they are fighting/dying/going insane for is right here in this award-winning and critically acclaimed tome.

Silver Ennie Award winner for Best Supplement, 2016.

WELCOME TO THE APOCALYPSE

Born of the U.S. government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green spent four decades opposing the forces of darkness with honor, but without glory. Stripped of sanction after a disastrous 1969 operation in Cambodia, Delta Green’s leaders made a secret pact: to continue their work without authority, without support, and without fear. Delta Green agents slip through the system, manipulating the federal bureaucracy while pushing the darkness back for another day—but often at a shattering personal cost.

In Delta Green: The Role-Playing Game, you are one of those agents. You’re the one they call when unnatural horrors seep into the world. You fight to keep cosmic evil from claiming human lives and sanity. You conspire to cover it all up so no one else must see what you’ve seen—or learn the terrible truths you’ve discovered.

The AGENT’S HANDBOOK is a players-only rulebook for Delta Green: The Role-Playing Game. This new incarnation of the award-winning DELTA GREEN game line includes:

  • Rules for creating agents of all types.
  • Rules for tense, fluid investigations. Players who use their agents’ skills in clever ways have the best chance to succeed — and survive.
  • Nerve-wracking rules for combat, where random disasters can undo the most careful planning.
  • Mind-melting Sanity rules that see agents gradually deteriorate — and sometimes snap.
  • Rules for “home” scenes where players see what their agents are fighting for.
  • Quick, intuitive rules to determine equipment and assets.
  • Dossiers on the federal agencies most likely to be featured in play.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, Freedom Squadron, and much more!
Please check out my Patreon and get involved directly with my next projects!

Of all the Player’s Guides for Savage Worlds products, this one is arguably the most game-changing* – Savage Rifts: The Tomorrow Legion Player’s Guide is arguably the most overpowered, elaborate expansion of the system to come along. There’s a ton of material in this book that not only bring Rifts to SW fans, but puts some powerful stuff into their hands to use in other games where mega-powered gameplay is desired. That makes it a solid choice for Player’s Guides to Awesomeness Week.

(*) – Full disclosure, I am the writer and designer for this product. Not only do I get affiliate income from you using the link, I get royalties from sales. Thank you!

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.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, Freedom Squadron, and much more!
Please check out my Patreon and get involved directly with my next projects!

Gonna be a short week, as I had a fairly life-changing meeting yesterday (stay tuned for more on that front), but let’s go with Player’s Guides to Awesomeness Week, focusing on products meant to give the players all they need to enjoy a game (without having to have the whole rules book the GM requires). The week is inspired by Monte Cook Games‘ Numenera Player’s Guidea low-cost option to give players all they need to dive in and play this groundbreaking game.

Create characters, explore the Ninth World, and learn the basic rules of the Numenera roleplaying game with this inexpensive player’s guide. It’s perfect for getting a taste of the game, having an extra reference on hand at the gaming table, and building new characters. The guide is an easy-to-access resource for anyone playing Numenera and a wonderful introduction and teaching tool for the game.

The Numenera Player’s Guide includes:

  • All the basic game rules for this fast-paced, story-based tabletop roleplaying game.
  • An intuitive, concept-driven character-generation system, with scores of options for building just the character you imagine.
  • An overview of the unique and wondrous Ninth World setting.

Your gaming group will also need at least one copy of Numenera Discovery and Numenera Destiny to play Numenera, but the Player’s Guide is an inexpensive option for having a second set of rules handy at the gaming table.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, Freedom Squadron, and much more!
Please check out my Patreon and get involved directly with my next projects!

There’s no discussing Wildest of the West this week without bringing forth the all-time most popular and beloved Western-themed RPG series – DeadlandsWhether you’re a Deadlands Reloaded fan, playing it with Savage Worlds (the globally-popular game system the original game inspired) or you’ve chosen to head back to original territory with the Deadlands Classic 20th Anniversary Editionyou are in most excellent company. It’s “Spaghetti Western With Meat,” it’s the original “Weird West” setting, and it’s inspired multiple sub-genres throughout the adventure game hobby (including a vastly enhanced interest in steampunk).

(From the 20th Anniversary Edition) –

This is the best version of Deadlands Classic, including both the original Player’s Guide and Marshal’s Handbook, with FULL COLOR art lovingly re-colored by Pinnacle’s top artists!

(If you already have the original Deadlands Classic Player’s Guide and Marshal’s Handbooks, this book does notpresent new material. It is a re-release of the original with a little cleanup and all the art re-rendered in gorgeous full-color.)

Deadlands Classic was originally released in 1996. This is the 20th Anniversary Edition, republished in full color in 2016.

Deadlands Classic was a surprise hit when it was originally released at GenCon ’96. The setting, the character types, the art, and even the poker-inspired mechanics combined to make an experience that won every major award the industry had to offer…and then some!

Here are a few reminders about the Classic Deadlands rules:

  • A standard deck of playing cards with the Jokers left in is used for initiative, as well as for hucksters to “deal with the devil” or the Marshal to determine the outcome of your character’s transition to Harrowed. You even use a deck of cards to build your character! Beware the Jokers!
  • A set of poker chips in white, red, and blue mixed in a “Fate Pot” are drawn blind by players and Marshal alike, and when spent, they go back into the pot. You gotta work for those Legend chips, pardner!
  • Dice? Deadlands Classic uses ALL of them. And lots of them. It’s not uncommon to need five or six sets of dice from d4 to d20. And yes, they Ace! When you roll more “1s” than anything else, you go “bust” and your character fails catastrophically. Rolling the bones is not always a metaphor in this game…
  • Part of the character build process is to figure out what scares your sodbuster the most. Your Worst Nightmare can most certainly come true!
  • “Wind” is a derived statistic used rather like hit points. Wounds knock you down a few pegs…
  • The Game Master is called the Marshal, and the characters the posse. Some things have stayed the same! Deadlands Classic also uses Traits, Edges, and Hindrances!

(From the Deadlands Reloaded Player’s Guide) –

Strap on your six-gun and saddle up, partner. There’s Hell to pay and the currency is hot lead!

The year is 1879, but the history is not our own. The guns of the Civil War are silent in a tense cease-fire. California is shattered by the Great Quake Quake of ’68, a superfuel called ghost rock revealed in the new channels and cliff faces. Powerful Rail Barons strive to complete a transcontinental railroad, and the Great Rail Wars exact a bloody toll in the Union, the Confederacy, the Sioux Nation, the Mormon state of Deseret, and the Independent Commonwealth of California.

The Tombstone Epitaph has always been filled with lurid tales of daring desperadoes and deadly drifters, but lately the West’s most-read tabloid claims there’s something more sinister stalking the frontier’s lonely plains: monsters! Fortunately, where there are monsters, there are heroes. Squint-eyed gunfighters, card-chucking hexsligners, savage braves, and righteous padres have all answered the call. And if they fight hard enough, they might just discover the identity of the mysterious Reckoners some say are behind it all.

The Player’s Guide is the core rules book for player of Deadlands Reloaded. It includes new rules for shootouts at high noon, new Edges, Hindrances, and powers, and everything thing a cowpoke needs to begin his journey into the Weird West.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, Freedom Squadron, and much more!
Please check out my Patreon and get involved directly with my next projects!

And we roll on through Wildest of the West Week with Lock, Stock, and Barrelan admittedly quick-and-dirty, exploding dice system meant for action-cinema and highly fictionalized participation in both historical and legendary events of the Western era.

Lock, Stock, & Barrel combines real life stories and locations with the ridiculousness of dime novels to create a thigh slappin’ good time! Inspired by “Spaghetti Westerns,” Lock, Stock, & Barrel will recreate legendary duels with outlaws, daring train robberies (or rescues), and more than one chance to show your true grit.

Includes:

  • An action-packed, exploding dice system that emulates the feeling of the Wild West
  • Blazing fast character creation so that you can get up and ready in a few moments
  • Balanced and western themed ability scores with a wide range of skills, ensuring that no player is a one trick pony or master of all.
  • Famous Wild West Heroes & Villains, some fictionalized, some not

BETA V0.2.0

In this version you will find less content then is planned, absent internal links that are marked by the @@ symbol, and editing errors. As these are found and corrected the PDF will be updated accordingly. As more features and content are added to the game the PDF will be updated and you will be notified upon major releases. Once the full version has been released (est 2019) you will receive that final version as well.

Thank you for your support!

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, Freedom Squadron, and much more!
Please check out my Patreon and get involved directly with my next projects!

Today’s Wildest of the West Pick is one that mixes dimensional rifts, steampunk, dark fantasy, and a card-driven game mechanic to bring you one of the more evocative RPG experiences out there. Through the Breach definitely scratches the gunslinging itch, but you trade a lot of historical Wild West elements for more of what the world of Malifaux brings into the picture.

Control your destiny.

Journey back to the early 1900s, where a dimensional rift leading to the magical world of Malifaux has changed human history. Steam power and steel collide with magic and monsters in this dangerous and exciting roleplaying game. Are you brave enough to change your destiny?

This second edition rulebook has been designed to be backwards compatible with all first edition Through the Breach supplements and adventures.

The Core Rules contain all the information players need to begin adventuring in the world of Malifaux!

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, Freedom Squadron, and much more!
Please check out my Patreon and get involved directly with my next projects!