Category: Pick of the Day

As the massive Pathfinder sale continues, so we continue with Pathways to Adventure Week, and today we zero in on Interface Zero (Pathfinder Edition). This is David Jarvis‘ masterwork cyberpunk setting, with complete and satisfying rules for bringing the fullness of posthumanism, cyber-warfare, and dystopian future storytelling into your Pathfinder world.

The Year is 2090. The Tendril Access Processor—or TAP—connects humanity to the Global DataNet, allowing interaction with Hyper Reality and all the Global DataNet has to offer, for better or worse. Malware, viruses, and hackers are as much of a threat as they ever were, and now your personal computer is woven into your cerebrum. The human genome is an open book to science, one that can be rewritten to order if you can afford it. If transgenics aren’t to your liking, then chrome yourself with the latest cyberware and let technology improve upon the original model. The geopolitical landscape has been fractured and reformed by revolutions, nuclear exchanges, and economic collapse engineered by a rogue AI. This world is filled with new, wondrous people.

Bioroids are on their second (or third, perhaps fourth) body, their dubbed consciousness uploaded into new flesh fresh from the vat. Cyborgs have done away with the flesh, and are more machine than human. Then there are hybrids, whose genes are enhanced with animal DNA. Choose from these or four other featured races. Then pick a class and be the most desired freelancer in the sprawl. Cybermonks combine martial training with cybernetic augmentation, pushing their chrome beyond the limits. Gunners bring the muscle as bounty hunters, mercenaries, or sector cops. Hackers are masters of manipulating computers and data, even the ones in people’s heads. The medic keeps the team patched up and provides stims to boost performance. Pick from these or five other featured classes.

Equip your character with a variety of modern arms, armor, high tech gear, and cybernetic upgrades. The book features modern vehicles, drones, and robots. New and modified combat rules, skills, feats and drawbacks, and character traits facilitate play. The world chapter details the history and current state of the planet, providing a rich selection of areas for play. The threats section offers twenty technological and biological horrors, as well as a gallery of dozens of NPCs for the GM to use to challenge the players and flesh out the world.

Interface Zero: providing comprehensive rules and an evolved setting for full metal cyberpunk 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!

I remain eternally perplexed by the unceasing popularity of the bizarre horror world conceived by H.P. Lovecraft. He was a terrible human being, but a genius writer and creator by the accounts of possibly millions of fans. His mythos of eldritch, mind-bending horror dominates the tabletop gaming world, and few grok it so well as Sandy Petersen, who worked with a team of experts to bring you the Cthulhu Mythos for Pathfinder. It’s all part of Pathways to Adventure Week, inspired by the huge sale going on at DriveThruRPG.

I don’t get it, but I know many of you do, so hold onto your sanity as you weave the Great Old Ones and their unyielding horror into your Pathfinder campaigns…

Sandy Petersen’s Cthulhu Mythos is the most comprehensive guide to including Lovecraftian elements in your Pathfinder Roleplaying game, written by the author of the groundbreaking Call of Cthulhu RPG, and developed primarily by James Jacobs (creative director of Paizo) and David N. Ross.

This massive 512 page tome contains over 100 monster stat blocks, dozens of which are Cthulhu Mythos monsters that have never been described for Pathfinder – including new rules for interacting with 25 different Great Old Ones and Outer Gods (they are much more than a simple encounter!).

This tome is much more than a mere bestiary, however. Inside you will find new rules for Insanity and Dreams; 40 new spells and 30 Rituals – a new magic ruleset; dozens of mythos items and artifacts; dozens of Mythos cults detailed; and four new player races from Lovecraft’s universe – Dreamlands Cats, Mythos Ghouls, Gnorri, and Zoogs – as well as new character options, professions, feats, and race options for them.

If you like Cthulhu, Pathfinder, Monsters, and Madness, you need this book!

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!

DriveThruRPG has a huge Pathfinder sale going on this week, so we’re gonna celebrate it with a Pathways to Adventure WeekMidgard is one of the most popular settings outside of anything Paizo is doing, and this amazing bundle – valued at over $100 – is everything you need to dive into a fully-realized, rich campaign.

Yes, a new version of Pathfinder is coming, and that goes a long way towards explaining why a huge sale is underway on stuff designed for the existing iteration. However, you can bet all this stuff will be easily converted to the new version, and I suspect a lot of you will simply stick with the game you know and love, anyway.

Midgard brings to life a world of dark fantasy drawn from the great European traditions. You’ll find ley lines and deep magic; the Western Waste’s giant, shambling horrors and magic-blasted landscapes; and the schemes of immortal Baba Yaga. 

In this bundle, get five of the bestselling Midgard books published for PFRPG. 

Bundle includes:

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!

Heroes of the Hidden Week closes out with this critical darling and fascinating award winner, Tales from the Loop. Youngsters grab what weapons and tools they can, dig where others aren’t looking, and work to uncover the dangerous mysteries of a world others refuse to see. Simon Stålenhag inspired this game with his evocative paintings, meant to spark imaginations about the “hidden world” of 1980s suburbia in Sweden, and this game takes those inspirations and runs wild with them. Some folks have had some great things to say about Tales

“RPG Tales from the Loop lets you channel Stranger Things and ET.”
The Verge

“Tales From The Loop could very well be the RPG phenomenon of 2017.”
Geek & Sundry

The landscape was full of machines and scrap metal connected to the facility in one way or another. Always present on the horizon were the colossal cooling towers, with their green obstruction lights. If you put your ear to the ground, you could hear the heartbeat of the Loop – the purring of the Gravitron, the central piece of engineering magic that was the focus of the Loop’s experiments. The facility was the largest of its kind in the world, and it was said that its forces could bend space-time itself.

Scifi artist Simon Stålenhag’s paintings of Swedish 1980s suburbia, populated by fantastic machines and strange beasts, have won global acclaim. Now, you can step into the amazing world of the Loop.
In this roleplaying game in the vein of E.T. and Stranger Things, you’ll play teenagers solving mysteries connected to the Loop. The game rules are based on Mutant: Year Zero, which was awarded with a Silver ENnie for Best Rules at Gencon 2015. 

Key features:

  • Create your unique player character – including skills, items, prides, problems, and relationships – in mere minutes.
  • Explore the secrets of the Loop in two main game settings – one based on the Swedish Mälaren Islands, the other on Boulder City, Nevada.
  • Investigate mysteries and overcome trouble using fast and effective rules, based on the Mutant: Year Zero game engine.
  • Play the four complete scenarios included, tied together in the campaign named Four Seasons of Mad Science.

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!

As we continue our journey through Heroes of the Hidden Week, we encounter Ken Hite’s critically acclaimed Night’s Black AgentsSpies, assassins, agents, and special forces operators find themselves not just pawns in the games played by nations… but games played by the would-be “true masters” of the world – vampires. It’s Bourne vs Underworld, and it’s driven by the excellent GUMSHOE system.

Here’s what some others have said –

As good as the toolkits that Night’s Black Agents provides are, the rules and advice deliver on the game and genre that they promise. Whether it is blood pumping action or heart stopping shocks, Night’s Black Agents is probably best shaken, and definitely has the “Vampire Spy Thriller” staked. – Matthew Pook

Vampires and spies – once you’re past the initial surprise, you’ll see that they work tremendously well in tandem. Well, I think they do, and I think the book’s an absolute knockout. – Sidney Roundwood

The Cold War is over. Bush’s War is winding down.

You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly.

Then you got out, or you got shut out, or you got burned out. You didn’t come in from the cold. Instead, you found your own entrances into Europe’s clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn’t matter.

It turned out to matter a lot. Because it turned out you were working for vampires.

Vampires exist. What can they do? Who do they own? Where is safe? You don’t know those answers yet. So you’d better start asking questions. You have to trace the bloodsuckers’ operations, penetrate their networks, follow their trail, and target their weak points. Because if you don’t hunt them, they will hunt you. And they will kill you.

Or worse.

Night’s Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases.

Updating classic Gothic terrors for the postmodern age, Night’s Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rules options let you set the level of betrayal, grit, and action in your game. Riff from the worked examples or mix and match vampiric abilities, agendas, and assets for a completely custom sanguinary spy saga.

The included hook adventure gets the campaign going; the included city setting shows you what might be clotting in Marseilles’ veins even now. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, and keep watching the mirrors … and pray you’ve got your vampire stories straight.

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!

As we continue to discover the Heroes of the Hidden this week, we examine a Pathfinder-driven modern world where ancient bloodlines and practitioners of secret magics protect an unsuspecting world from dangers crossing in from many other realms. This is less horror and more urban fantasy, though, as various societies hidden from the average human interact in strange and interesting ways.

Bloodlines & Black Magic is called an “O7 Game,” and this is what they have to say about that –

Occult 7 – shortened to O7 throughout this book – is a variant rules system based on the Pathfinder Roleplaying Game. Like much of the core of the Pathfinder Roleplaying Game, O7 is a game of enigmatic heroes who rise up against terrible dangers and overcome powerful, diabolical and earth-shattering foes. However, instead of using Pathfinder’s usual 20 levels of character progression, O7 uses only the first seven levels. This keeps characters in the “sweet spot” of adventuring. They are tough enough to take on the darkness but are still manageable. Adapted from the Epic 6 rules variant, O7 is designed specifically for Bloodlines & Black Magic and is intended to work with the classes presented in both Pathfinder Occult Adventures and the Pathfinder Advanced Class Guide, both of which are suggested for this setting.

The Worlds You Don’t Know

Hamlet had the right of it when he said, “There are more things in heaven and Earth, Horatio, than are dreamt of in your philosophy.”

The scope of human knowledge and endeavor is woefully limited, compared to the incalculable vastness of the cosmos as it truly is. Worlds – metaphysically speaking – lay atop, beneath, beside, and even within the warp and weave of the one that people take for granted as the truest, and perhaps only, face of reality. These many worlds abut and overlap one another, and, for the most part, those within any given plane of existence only perceive and interact with their own immediate environment. The average spirit in the infernal realm knows as little about what’s taking place in an Addis Ababa apartment as the people living in that apartment know about that’s spirit’s goings-on.

The difference, of course, is that those existing firmly beyond the borders of mundanity are generally aware of the reality of the other worlds, and capable of interacting with the denizens of those places – though whether they can do so safely is another matter, entirely. The day-to-day world is a dangerous enough place, in many cases, and these realms beyond are even more so. It’s rare for entities originating in other planes of existence to visit the mundane world for what most humans would consider being benevolent purposes.

In truth, there are seven “worlds” that exist within reality, at least as we know it. These worlds are the mundane, the secret worlds, the invisible world, the ethereal plane, the astral plane, the celestial plane, and the infernal plane. 

Seven Secrets of Bloodlines & Black Magic.

1. Magic is real. For most of the world, magic is one of two things: a series of well-crafted illusions designed to entertain, or the unsubstantiated believe in loosely connected, human-driven events. While most people give magic little more than lip (or card) service, the truth is quite simple; magic exists.

2. There are global elites. Both the occult and conspiracy communities have long pointed to a nameless, global, ruling elite who they believe is holding them back. While most rational humans wave off such conjecture, the truth is stranger still – there are global elites and they have a vested interest in keeping the masses dumb, fat, and divided.

3. Monsters walk the night. Parents, the world over, tuck their children in with the same reassurances over and over. They open closet doors, look under beds, and click on night-lights to hold back the darkness, all of them repeating the same refrain; there are no monsters, go back to sleep. Those parents, like so much of the world, are wrong.

4. The Power is in the Blood. Beyond the glass towers and exotic retreats of the global elite, a stranger group of people – many of who occupy thrones in the Invisible – play an even more delicate game with the world; these blooded humans, collected into bloodlines families, are the secret lineages of those who truly rule. Although some have waxed in influence, many of these bloodline families still exercise considerable power in the mundane – making kings from fools, changing national borders, and even reorganizing societies to suit their own, personal agendas.

5. We are Legion. Made famous in the New Testament, the Goëtic Spirits have long been at odds with the Archons, taking on forms from a wide array of cultures and myths. Some of the spirits could easily be traditionally considered demons or devils, although they are clearly in the minority. The Goëtic Spirits comprise a much larger, more diverse group than those commonly identified by the various monotheistic faiths.

6. The Veil is real. Occultists, conspirators, refugees, activists, veterans, protesters, magicians, gamers, and weirdos – all of them have their own ideas of what is really going on in the world. Some of them actually have a clue, too. But the truth is, while some of those wild ideas might actually hold a little water, most of them are little more than hyped-up conjecture riding shotgun with a bunch of speculation. Which is exactly what the Archons want. The truth should make you sound crazy. Why? Because that’s how the Veil works…

7. The Archons have a mission. Most people have no idea who or what the Archons are, much less what sort of mission they might have. The truth is, whatever the Archons are trying to do, it’s a slow march toward completion and keeping humanity in the dark is a big part of that mission. The few magicians who have discovered them know little about them, although a single word does keep reoccurring in plenty of conversations – stability. What that word means to them, however, is still a mystery for most.

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!

Celebrating Heroes of the Hidden Week, we take a look at this Powered by the Apocalypse game where a heroic few protect the unknowing world from the many monstrous and supernatural threats out there. Monster of the Week is Buffy, the Winchester boys, Mulder, and Scully doing all they can to stop humanity from (a) finding out about monsters and (b) being eaten by them. Time to sign up for the hardest and most thankless job there is.

A monster lurks in the shadows…

Most people don’t believe in monsters, but you know the truth. They’re real, and it’s your task to bring them down. This revised edition of Monster of the Week brings that adventure to life.

Monster of the Week is a standalone action-horror RPG for 3-5 people. Hunt high school beasties a la Buffy the Vampire Slayer, travel the country to bring down unnatural creatures like the Winchester brothers of Supernatural, or head up the government investigation like Mulder and Scully. This book contains everything you need to tackle Bigfoot, collar a chupacabra, and drive away demons.

In this revised edition, you’ll find:

  • Character creation rules to bring your hunter to life and create a cohesive hunting team.
  • Eight simple moves to investigate and deal with monsters.
  • An easy-to-use system based on the popular Apocalypse World RPG.
  • Thorough mystery-creation tools and two ready-to-play mysteries.
  • New material including an introductory mystery; example monsters like Balkan vampires, ghouls, and spore trolls; and hunter types like the Crooked and the Spell-Slinger.

Grab the fireplace poker and open your spell book. That monster’s going down!

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, a fun “Setting Kit” for Savage Worlds from Tricky Troll Games and Nathan Carmen called Sewer Rats, inspires this week’s theme – Heroes of the Hidden. In this case, mutant animals living beneath the city streets, plotting revenge against an evil megacorp while the world above remains oblivious. According to Nathan, it’s “inspired by the original, grittier Teenage Mutant Ninja Turtles comic, and the 90s TV show Gargoyles.” Figure that’s going to scratch a few creative itches out there, and the reviews are very favorable.

In an alternate modern-day earth, a villainous corporation known as Evolved Technologies Inc. has begun abducting humans and turning them into freakish mutants. Now, these mutants are escaping and living in large numbers beneath our feet, plotting revenge against ETI while trying to survive the urban jungle. 

This Setting Kit provides a toolkit full of Savage goodness for the Gamemaster to use as they wish. This format is designed to highlight just how much a group can do with the Savage Worlds Core Rules and a little tweaking. 

Included are:

3 New Races which can be adjusted to create a variety of animal, demon, and human-like mutants.

5 New Edges

2 New Hindrances

A New Setting Rule

An Adventure Generator

26 Mutants, Villains, And more!

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!

Closing out Sci-Fi Adventure Week, I decided to focus on a set of tools you will enjoy using to craft your own “galaxy far away” kind of campaign or adventures. Savage Worlds works really well for science-fiction, and especially if you have the Science Fiction Companion. It covers new character creation stuff, sure, but it’s all the sci-fi featured gear and customization rules thereof – cybernetics, mecha, weapons, starships, and more.

Of course, Pinnacle has a couple of great settings that feature all of this material heavily – Fear Agent and The Last Parsec.

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

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

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!

When it comes to pure science fiction adventure, no name stands out more than Star Trek, and Modiphius has crafted what many feel is the single greatest presentation of that setting for gaming ever – Star Trek Adventures. This collection contains everything they’ve published so far, and also signs you up for everything yet to come, so if you’re a “give me everything for a decent price” kind of collector, here you go. If you just want to core book, here’s your link for that.

Onward through Sci-Fi Adventure Week!

The PDF Collection includes the PDFs of 9 books in the Star Trek Adventures line due out in 2017 and 2018.

• Star Trek Adventures Core Rule Book

• These Are The Voyages. Volume 1 Mission Book

• Command Division Supplement

• Beta Quadrant Sourcebook

To be released

• Operations Division Supplement

• Alpha Quadrant Sourcebook

• Sciences Division Supplement

• Gamma Quadrant Sourcebook

• Delta Quadrant Sourcebook


Welcome to your new assignment, Captain. Your continuing mission, to explore strange new worlds, seek out new life and new civilizations, to boldly go where no one has gone before…

Star Trek Adventures takes you to the Final Frontier of the Galaxy, where new discoveries await keen explorers of Starfleet. Your duties may take you to the edges of known space, or to Federation colonies in need, to the borders of neighbouring galactic powers or into the eye of interstellar phenomena. Your ship and your crew epitomise the best Starfleet and the United Federation of Planets has to offer, and you are needed more than ever.

A new threat looms from across the Gamma Quadrant, as it is confirmed by Commander Sisko and his crew that the Dominion, led by the Founders, represent a significant threat to the Alpha Quadrant. Tension is already high in the region of Bajor and Deep Space 9, as the Maquis continue to act against the Cardassian-Federation peace treaty, with Captain Janeway and the crew of the U.S.S. Voyager preparing for their mission in the Badlands. It is a volatile time for the Federation and new crews have never been in higher demand.

• Create your own Star Trek stories of discovery and adventure on the Final Frontier with 368 pages of content in the full colour PDF. 

• The Star Trek Adventures Hardcover Colour Book comes in a full colour edition with black text on a white background exclusive to DTRPG!

• Complete 2d20 game system from Modiphius Entertainment adapted for Star Trek Adventures, used in Mutant Chronicles, Conan: Adventures in an Age Undreamed Of, John Carter of Mars and the Infinity RPG.

• An extensive exploration of the United Federation of Planets and its galactic neighbours in the Alpha, Beta and Gamma Quadrants.

• Guidelines for Gamemasters old and new, on how to run an adventure of exploration and discovery for the crew of a Federation starship.

• A full catalogue of aliens and antagonists including Klingons, Romulans, Cardassians, the Borg and the Dominion.

• Brought to you by a team of expert Star Trek writers including writers from previous editions of Star Trek roleplaying games and other gaming talent.

• Personal logs and intercepted communications by Starfleet Intelligence provide a new perspective on Star Trek and its events. 

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!