Category: GM’s Pick of the Day

Giant bipedal tanks – most often called mecha – were always a huge part of Saturday mornings and after-school cartoons. Most of the animation came from the Pacific Rim (especially Japan), and while the Americanization of the material often leaves “true fans” a bit frustrated, nothing could take away from the sheer badassery of those mega-spectacular combat scenes. I’ve already pointed out Mekton Zeta earlier this month, so let’s take a look at a mecha game many of you might not have known about.

Battle Century G has all the right bits – giant robot armor, super-competent characters, the ability to customize and kit out your mecha, and combat that rewards style as much as tactics. A perfect choice for Extra Large Bowl of Cereal Week.

Big Heroes, Fast Pacing and Dramatic Plays

Battle Century G is a Roleplaying Game for 4-7 Players in the style of Mecha anime and videogames. Big Heroes means the Player Characters are badasses on par with any main character from Mecha fiction. The Fast Pacing is because battles never slow down only getting faster with each passing minute. Finally, combat revolves around making Dramatic Plays through flashy combos, secret techniques, and using weapons inventively.

Battle Century G has style. Super robots powered by the sun and mass-produced suits of power armor both play using the same set of rules. The game is effects-based, so how you do something does not matter as much as what you do. And what you do is pilot a kickass Mecha, command a badass Battleship, or ride a terrifying Kaiju.

Battle Century G has substance. You have to think about your options, choosing your loadout of weapons and how to tackle the challenges that the GM throws at you. What worked against your Rival the last time might not work again, this time they might be prepared. It is a game for smart players who like overcoming difficult challenges.

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!

We at Evil Beagle Games just released the Freedom Squadron line to the public today (after getting all the backer stuff out). Thus, my inspiration for Extra Large Bowl of Cereal Week – a celebration of games that take us back to the days when sitting down on a Saturday morning with a box of processed sugar-and-grains and a half-gallon of milk while animated madness filled the TV screen was just what every kid did.

The Freedom Squadron Commando’s Manual is your introduction to a Savage Worlds-driven celebration of the action adventure cartoons, comics, and fully-articulated figures that featured colorful combat uniforms and code names of varying degrees of coolness. However, it also features excellent rules for creating powerful and effective soldiers, spies, combat pilots, adventuring scientists, and many other types of heroes that could inhabit any setting about military action, special ops, and action/thriller stories. GMs will also want to look at the innovative Plans & Operations Manual (and the special P&O Deck that goes with it).

For Freedom!

It’s the year 2051, and World War III only ended two years ago. Even as the world began to rebuild from the conflagration, humanity was rocked by the revelation that a massive organization engaged in a terrible conspiracy to bring Earth to its knees and under their control. VENOM became the enemy of all freedom-loving people, using military might, criminal undertakings, weird science, occult mysteries, and economic warfare to attack humanity and install their mighty leader, VENOM Commander, firmly in control of the world.

But Freedom Squadron has something to say about that! Formed by the allies of the Trans-Atlantic Coalition, under the auspices of the United Nations, Freedom Squadron is an international force comprised of elite soldiers, sailors, pilots, special agents, first responders, and more, all dedicated to protecting the Earth from VENOM and other terrible forces and
strange, mysterious dangers.

The Freedom Squadron Commando’s Manual is everything you need to create a hero ready to take the battle to VENOM, using the Savage Worlds system:

  • Vocation Frameworks like Athlete, Guerilla Fighter, Law Enforcement Officer, Medic, Ninja, Pilot, Sailor, Soldier, Spy, and many more!
  • Hero’s Journey Specialization Tables such as Black Ops, Close Quarters Combat, Command, Intelligence, Naval Operations, Special Operations, Tech & Engineering, and more!
  • New Edges, including Carnage Corps, Fighting Style, Operational Planning, Strange DNA, Zone Specialist, and more!
  • Introducing Focuses, special enhancements to Skills that both simplifies and fleshes out the Skill system of Savage Worlds.
  • Tons of Gear – weapons, armor, vehicles, and more! 

Grab this manual and get started on earning your Code Name, Recruit! Welcome to Freedom Squadron!

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!

Our final World at War Pick is the anti-Golden Age “supers in WWII” game from Arc DreamGODLIKE: Superhero Roleplaying in a World on Fire, 1936-1946With mechanics designed by maestro Greg Stolze and world building by Dennis Detwiller, the game features people with powers, but instead of bright costumes and dashing derring-do, the grim-darkness that Arc Dream is known for permeates the setting and the game. As Ken Hite puts it –

“The world is richly super [yet] delightfully bleak and war-torn…. Look, up in the sky — and take cover.” 

“Godlike in their abilities, let us hope this new breed of man will carry the burden of a suffering world to our ultimate and unwavering goal — freedom for all the people of the Earth.”

Franklin D. Roosevelt
November 10, 1941

At the dawn of World War II, a handful of people called “Talents” manifested strange powers that set them apart from the rest of humanity. With these powers man took to the air without mechanical aid, explored the depths of the sea without life support, and touched the rim of space.

To others, Talents seemed godlike in their power. Only the Talents themselves, pushed to the front lines of every battle, knew the truth — that these newfound powers seemed pointless in the face of death.

That their power set them apart from family, friends and enemies.

That it made them more, and yet somehow less.

These fears, like the power that feeds them, are godlike in their scope.

A GAME LIKE NO OTHER

GODLIKE is a role-playing game in which the players take the roles of superhuman Talents fighting in World War II.

No bright spandex, no pulp machismo. In the grimmest conflict in history, ordinary men and women emerge who have the Talents their times demand — but who are still as vulnerable, and ultimately as expendable, as the ordinary troops in the foxholes.

The core book includes everything you need to play in a wartime setting ripe with intrigue and combat.

“An excellent game with many roleplaying opportunities and chances to be real heroes.” —Jody Harkavy, About.com

GODLIKE features an amazing, intensively researched alternate history by award-winning author Dennis Detwiller (Delta Green).

There’s a full list of ready-to-play powers, and easy rules for creating your own from scratch. A huge “field manual” of weapons and vehicles covers all sides of the war.

And Greg Stolze (Unknown Armies) presents the innovative “One-Roll Engine,” built for lightning-fast superpowered action.

A WORLD ON FIRE

GODLIKE features an intensively researched alternate history, the depth of setting and character for which award-winning author Dennis Detwiller (Delta Green) is famous, an innovative rules set by Greg Stolze (Unknown Armies), and a complete “D20” rules conversion by Mike Mearls.

“Slick production values, and a simple and clever system with an eye toward punching through tanks and German machine gun nests, make this a great superhero game.” —Mark Finn, RevolutionSF

REVISED EDITION

This new edition of GODLIKE includes corrections and revisions throughout the book based directly on the feedback of gamers over the years since GODLIKE first appeared.

It also includes a new appendix with further rules options adapted from GODLIKE sourcebooks and campaign books by Dennis Detwiller, Allan Goodall and Shane Ivey: squad combat rules, bombardments, minefields, the One-Roll Patrol generator, new powers and more.

“GODLIKE ultimately succeeds because it successfully and believably integrates superheroes into the war…. Our Pick: ‘A’.” —Kenneth Newquist, Science Fiction Weekly

GODLIKE: You are larger than life . . . but the War is larger than you!

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!

Shoot Nazis! Blow up supernatural creatures! Save the world! One of the things I love best about Modiphius’ Achtung! Cthulhu line is that, while Lovecraftian in essence, the capacity for rollicking good heroism in the face of all kinds of evil is omnipresent. This Investigator’s Guide is set up to let you make characters for both Call of Cthulhu (6e, but Chaosium is doing a pretty good job of supporting easy translations to the new 7th) and Savage Worlds.

Regardless of the system, the material is solid for whatever system you want to use, so long as you want a cool, scary, and pulptastic world of action and adventure in a World at War.

Achtung! Cthulhu is a terrifying World War Two setting, fully compatible with the Call of Cthulhu, Sixth Edition and Savage Worlds roleplaying games. This is the Investigator’s Guide, with everything players need to create and run character’s in the late 30’s and 40’s. 

Discover the secret history of World War Two: stories of amazing heroism, in which stalwart men and women struggle to overthrow a nightmare alliance of steel and the occult; of frightening inhuman conspiracies from the depths of time; of the unbelievable war machines which are the product of Nazi engineering genius – and how close we all are to a slithering end! The Secret War has begun!

Inside you’ll find a whole kit-bag stuffed with:

• New occupations, skills, equipment, and backgrounds from across Europe, the British Commonwealth, and the United States

• How you can keep the home fires burning, become part of the Allied war effort, or risk everything by joining the partisans to bring down the Reich from within!

• What life was like serving with the various military forces and on the Home Front

• An array of historical and fictional material to help you create exciting player characters and NPCs

• A background generator, designed to help you find out what dark secrets your past contains…

• Full rules for use with BOTH Call of Cthulhu 6th Edition AND Savage Worlds in one book!

The Investigator’s Guide to the Secret War is the definitive guide to the late 1930s and ‘40s for use by players and Keepers alike.

Don’t miss the Achtung! Cthulhu Keeper’s Guide to the Secret War also available now. The essential wartime reference for any Keeper or fan of the Cthulhu Mythos. A full-blown tome of dark knowledge, including – Allied and Nazi forces & intelligence agencies, New rules and strategies for World War Two combat & survival, Key characters & vile creatures, New tomes, secret weapons, artefacts & equipment, Occult organisations and Mythos-based missions, Full rules for use with Call of Cthulhu 6th Edition and Savage Worlds in one book! In fact – There’s a whole Shoggoth’s worth of Cthulhu villainy, enough for any Keeper to have his investigators dead, insane or running for their lives in no time!

Get the Keeper’s & Investigator’s Guide Bundle!

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!

Another World at War Week Pick, this one brings the entirety of World War II to life via your 3rd Edition D&D rules set. You can either play it straight, or go all-in to change history. You could also mix it with other OGL products and mash-up fantasy, sci-fi, or more into the mix. A hidden gem fairly well-received by those who found it the first time around. Hell on Earthnot to be confused with the Deadlands product of the same name, is an OGL Modern product.

Hell on Earth contains all the information you need to take your d20 game to the beaches of Normandy, the streets of Krakow, or the jungles of Burma. Whether you prefer cloak and dagger spy missions, commando raids behind enemy lines, daring dogfights over the English Channel, or enduring the horrors of a death camp, this supplement can bring epic history your game table!

Chapter 1 of Hell on Earth introduces the World War II campaign setting and includes a detailed timeline covering hundreds of different adventure possibilities. It also discusses a list of Allegiances that exist in the setting, including sinister groups like the White Brotherhood. and the Thule Society.

Chapter 2 presents ten advanced classes that are related to the WWII setting. Commandos, Demolitions Experts, Nazi Occultists, Spies, and Combat Pilots, among others, are covered in detail. Resistance fighters are available for those heroes whose homes become battlefields. Snipers are included for those who can handle the stress.

Chapter 3 discusses dozens of new feats necessary for waging war in the early 20th century including Combat Flight, Crash Endurance, Hail of Bullets, Targeted Autofire, Duck and Cover, and Hopeful Vigor. With these feats, your heroes might actually survive long enough to tell someone about their adventures.

Chapter 4 is over 40 pages long and covers hundreds of vehicles and equipment items available in the WWII setting. Tanks, spy cameras, 16-inch guns, multi-ball ammunition, battleships (including the Bismarck and the Yamato), H.E.A.T. rounds, aircraft carriers, fighter planes, bombers, submarines, jeeps, gliders, mine detectors, half-track motorcycles, cipher machines, torpedoes, V-2 rockets, and “J-guns” are only a few of the vehicles, weapons, and equipment covered in this exhaustive chapter.

Rules for aerial combat and poor driving conditions are also included in Chapter 4.

Chapter 5 discusses the possibilities of FX in the WWII setting. This chapter begins with a few artifacts such as the Arc of the Covenant, the Spear of Destiny, the Rod of Aaron, and other items of ancient power. It then discusses several new FX items such as death rays, poison gas guns, and a strange serum of heroic empowerment. A handful of fiendish monsters round out this chapter, including foo fighters, swarms, andgremlins.

Whether you want to relive history’s most crucial turning points or rewrite the history books entirely, if you’re ready to fight for your homeland, struggle to survive, and die for ideals, Hell on Earth can provide the battles, the horrors, and the glory you crave!

*10 advanced classes including spies, commandos, and occultists  

*55 Feats including Battle Sense, Tactical Strike, and Crash Endurance 

*Tons of vehicles including 47 aircraft, 5 battleships, 6 aircraft carriers, 6 submarines, 44 tanks, and 20 jeeps, cars, and trucks

*100s of weapons including cannons and big guns, rockets, mortars, torpedoes, handguns, long arms, machineguns, grenades and explosives.  

*Radios, spy gear, cipher devices, and miscellaneous equipment.

*Magic items including Ark of the Covenant and the Spear of Destiny

*Exotic equipment including flying saucers, ray guns, and a super soldier formula

Take your game to the bleeding edge with Hell on Earth

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 World at War Week Pick looks back on the Great War through the eyes of the Weird War concept that drives many of Pinnacle’s products. Actually, the more I think on it, the more I realize how many products that deal with real wartime topics also mix in heavy doses of horror. It’s a disturbingly natural mix – the horrors of war meet … even more horror. Weird War I is considered by many to be the best of the series, combining believable depictions of the world’s first truly modern war with well-researched and highly creative monsters and supernatural challenges.

YOUR COUNTRY NEEDS YOU!

The world is at war! It’s time for your hero to join the soldiers, sailors, marines and all-new airmen in the greatest war the world has ever known! Fight for glory in what is sure to be a short and mannerly conflict, then come home with a chest full of ribbons to win the kiss of your best gal or guy!

That was the pitch. Now you find yourself knee-deep in mud and corpses on some forsaken battlefield in northern France. The sergeant blows the whistle. It’s time to stand up, fix bayonets, and give the enemy hell in one of the most horrible wars ever to deface the world’s fields and forests. Your country is counting on you, soldier. Over the top you go…

The Weird War I Player’s Guide contains everything you need to make and equip characters from all the Allied and Central powers. You’ll also find a batch of grisly Setting Rules for this most terrible of conflicts, the history of the war, and all the details you need to embrace dark and arcane secrets that may alter the outcome of the War to End All Wars!

Requires the Savage Worlds Core Rules to play, and the War Master needs the Weird War I War Master’s Handbook as well.

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 we celebrate Veterans Day, and we also mark the 100-year anniversary of when the Armistice of World War I was enacted. In observation of these two key moments, I’m calling it World at War Week and looking at RPG products focused on either World War I or World War II. No Man’s Land is a rather famous Call of Cthulhu adventure crafted by Sam Johnson for CoC a while back, but is readily adaptable to the 7th Edition of the game (a link in the sales text on the page takes you right to what you need for it). Originally crafted as part of their Master Tournament series, this adventure focuses heavily on making soldiers in the era and, more importantly, emphasizing the experience of the “mundane” horrors of war even while more supernatural horror lurks in the shadows of the trenches.

WWI Mythos Action with the Lost Battalion

THE DATE IS OCTOBER 2, 1918. In France, soldiers huddle in hastily-dug trenches, faith their only protection against the never-ending artillery barrage. It is the time of World War I — the Great War — when mankind proves itself capable of atrocities never before conceived. As above, so below. Beneath the cracked and shattered soil of the Argonne Forest lives something that waits, lurking and feeding upon misery—something inhuman. Very soon the members of the doomed Lost Battalion will stumble upon this mystery older than Mu, and then the fate of the world will lie in their hands.

No Man’s Land includes rules for generating soldier characters in WWI and a guide to a soldier’s life in the period, detailing dangers from shell-shock to mustard gas. It is the first of the Cthulhu Master’s Tournament books, which are designed to be run as stand-alone or tournament adventures. It originally formed part of the Cthulhu Master’s Tournament at GenCon. No Man’s Land can also act as the basis of a campaign set in the 1920s. Match your wits against the masters of Mythos horror!

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!

We close out Adventures in the East Week with this fantastic smashup of “Eastern Fantasy Noir Steampunk,” Mists of Akuma, specifically designed for the Shadows of the Demon Lord crowd. There’s also a 5e version, but I really wanted to point this one out as I so rarely see stuff that goes out of its way to use SotDL rules for something not in that universe.

Mists of Akuma is a huge, rich, deeply-crafted world with a lot going on. This means a lot to explore, to investigate, and to fight with. The mashup of elements could have turned into a seriously mess of creative slurry. Instead, it’s tight, exciting, and campaign-worthy.

Almost two centuries ago the lightning-powered ships of Ceramia pierced the skies of Soburin heralding an age of oppression that still marks the lands with the resources stripped from the countryside. Ripped away from a long age of peace and broken by soldiers wielding scientifically advanced weaponry, the warriors of the prefectures were drafted into a distant conflict across the edge of the world and ancient traditions of violence have reawakened a thirst for blood in those few that survive the decaying world. Emperor Hitoshi’s rebellion a decade ago threw down foreign rule but an ancient danger has reappeared to push society to the brink of collapse: the Mists of Akuma.

The corrupting fog transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat. Nobles have retreated to the cities dotting the countryside leaving the common folk to face the supernatural haze alone, adding to the undead horde. Nature itself has been perilously wounded and the technology that might save the prefectures is shunned and feared by the Masuto Dynasty and Emperor Hitoshi’s subjects.

Mists of Akuma is an eastern fantasy noir steampunk campaign setting for the Shadow of the Demon Lord RPG. Using new mechanics steeped in eastern lore, the book focuses on providing in-depth urban settings and a diverse array of character options to make truly unique parties of adventurers perfectly suited to survive the decay and desperation in Soburin. Bengoshi (governmental agents) empowered to deputize individuals in service of the Masuto Dynasty are attempting to hold the apocalypse at bay but intrigue and graft are as common and deadly as the corrupting fog, and the ancient threat’s influence is spread all the further by the despair of Emperor Hitoshi’s subjects. Death and corruption are everywhere, and only the devious or strong thrive as the world dies around them.

Can you survive the Mists of Akuma?

In the 250 page Mists of Akuma: Shadow of the Demon Lord rulebook you’ll find…

  • An overview of the recent history of Soburin and basic information about the world including the dangerous Mists of Akuma, rules for traveling the prefectures, and what rigors maddened explorers must overcome to visit the apocalypse that has become of the other continents.
  • Over 100 NPCs and monsters ranging from foreign generals to eastern dragons, powerful bengoshi and underlings from each of the 24 unique clans, and more than two dozen kami, oni, and tsukumogami!
  • Cultural practices and traditions for Soburin inspired by and drawn from eastern lore.
  • Gorgeous cover artwork by Claudio Pozas, interior scene illustrations by Indi Martin and Sara Shijo, and character illustrations by Jacob Blackmon and Nathanael Batchelor!
  • A chapter each for three different cities: the capital of the Imperial Prefecture, Sanbaoshi, the advanced mechanical metropolis of Kyofu, and the traditionalist magic-steeped settlement of Nagabuki.
  • Short stories with gorgeous half page illustrations at the start of each chapter to firmly posit the desperation and diversity inherent to adventuring in Soburin!
  • Details on each of the two dozen clans of the prefectures, including the bengoshi that negotiate on the behalf of each ruling family’s lady or lord and how the Kengen Occupation affected each region of Soburin.
  • 6 maps for the continent and its settlements by cartographers Michael McCarthy, Mike Myler, and Tommi Salama!
  • 16 new races to breathe life into Soburin, making it an exotic and unique world that is eager to shrug off the shackles of western imperialism.
  • Ancestral Blessings (to give adventurers an edge in this unforgiving world) and martial arts stances, 3 new magic traditions and various new spells, 11 new expert paths (including ninja, samurai, and wu-jen!), 4 new master paths (for gun priests, misted ragers, and more), and 8 pages of new equipment that ranges from new armor and weapons to steampunk prostheses and vehicles!
  • Revenge of the Pale Master, an epic 25 page mystery adventure for expert adventurers set in the industrialized city of Kizaki beneath the shadow of an ancient, evil necromancer that has the settlement firmly within his ethereal grasp.

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!

We stomp, blast, and fly our way through Adventures in the East with this venerable, beloved, and still hella-fun anime-flavored mecha game about a dedicated force of pilots and their support structure at war with impossible alien foes. Mekton Zeta is the love-letter to Japanese storytelling and anime that Mike Pondsmith (of Cyberpunk 2077 fame) wrote after years of both fandom and intensive research. The mechanics are slick and the worldbuilding is exquisite.

MASTER YOUR MECHA!

Build it. Fight it. Live it. Screamin’ combat, stylish characters, and amazing “mecha” action! It’s the world of Japanese animated giant robot shows, hitting your TV at the speed of light.

Build it. Now, create your own super combat machines, with streamlined construction rules for all types of mecha, from humanoid warriors, to transformable automobiles, to kilometer-long star-cruisers!

Fight it. Fast, detailed rules covering all kinds of anime combat action, from planet-busting devastation to kung fu blows!

Live it. Now, become the hero of your own anime roleplaying adventures with Mekton Zeta.

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!

Yesterday ate my brain and my life in all kinds of ways, and today did to for a good part of it (if you follow me on Facebook, you’ll know part of that story). So today, as part of Adventures in the East Week, you get two amazing, octane-fueled action games that come right out of the manga, anime, mythology, and cinema of the Pacific Rim.

Feng Shui 2 – Robin Law‘s homage to all things John Woo, Chow Yun Fat, Bruce Lee, Jack Burton, and wuxia (among so many other influences) – remains a go-to for pick-ups and campaigns among my expanded circle of gaming friends for a good reason. It’s a damn fine game. Yes, the shot clock sometimes seems a bit fiddly and unkind to slower characters, but the overall mechanics move so fluidly, it’s fine and it’s fun.

I’ve not had the chance to play OVA: The Anime Roleplaying Game yet, but I’ve heard amazing things about it from many friends and trusted colleagues. It goes to the same space as the venerable (and long-lamented) Big Eyes, Small Mouthbut it does so with a 21st century game design philosophy, making it far more accessible to the latest crop of gamers to come to the table.

A New Edition of the Acclaimed Anime RPG!

OVA: The Anime Role-Playing Game lets you and your friends become your favorite characters from the diverse worlds of Japanese animation. All you need are pencils, paper, dice, and your imagination! Save the princess (or prince!) from a fire-breathing dragon, tackle invading squadrons of giant robots, or find true love amid campus hijinks. It’s all up to you!
 
Create Your Perfect Character
With OVA, there’s no need to worry about rows of numbers and statistics. Creating characters takes just minutes—it’s as simple as describing them!
 
Entertaining and Lavishly Illustrated
Detailed examples and over 65 illustrations featuring OVA’s colorful, recurring characters are presented throughout the book.
 
Easy Yet Versatile
The rules are only as complicated as you want them to be. Whether you keep it simple or fine-tune every detail, OVA is perfect for gamers old and new.

Ancient sorcerers. Slick conspirators. Control freak monks. Cyborg apes.

Armed with the secrets of Feng Shui, all aim to conquer the past, present, and future.

Only you have the guts, guns, and flying feet to stop them!

It’s back in all its explodey, chi-blasting glory — Feng Shui, the classic game of Hong Kong–inspired cinematic action — refurbished with a fresh bag full of ammo for a new roleplaying generation! Original designer Robin D. Laws rushes your way on a bullet-riddled gurney to serve up the thrills fans remember, furiouser and faster than ever.

  • Choose between 36 action flick archetypes. Be an icy-cool killer, a determined martial artist, a maverick cop, a crusty old master, a clanking cyborg, a highway ronin, or a melancholy ghost.
  • Fight with free-flowing bravura! Take out mooks, foes and bosses with guns, fu, magic, creature powers or the genetic mutations of a blasted future. Deploy smarts and skill to find your next fight!
  • Bolster your abilities by capturing special sites of power, the key to the Chi War that secretly commands history’s course.
  • Journey through time portals from contemporary Hong Kong to the Tang Dynasty, from the rebellion-soaked Opium Wars era to scorched, post-apocalyptic roadways.

Loaded with Game Master advice, easier to run than ever, and including a fully fleshed, mayhem-rich introductory adventure, Feng Shui 2 is more than ready for you.

Are you ready for it?

FENG SHUI 2: KICK BUTT • BLOW THINGS UP • SAVE THE WORLD

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!