As we continue our Celebrating InSight Week, here’s another look at Mars as a place of adventure in the RPG world. An elaborate adventure and sourcebook for Space: 1889The Complete Canal Priests of Mars restores tons of cut material from the original version and provides a Mars-based mini-campaign that can be the basis for a much longer time spent on the Red Planet.

Serving as an excellent introduction to Space 1889, The Complete Canal Priests of Mars has our heroes help Martians accomplish a holy mission in London, then travel to Mars aboard the Princess Alexandra, the largest and most luxurious ether liner ever built! Throughout their journey they must face the hazards of London, the Ether, and Mars, compounded by mysterious enemies bent on stopping their Martian allies!

The original edition of Canal Priests Of Mars cut slightly over a third of author Marcus L. Rowland’s manuscript to fit GDW’s adventure format.

The Complete Canal Priests Of Mars restores the cut material, features all new artwork by Paul Daly, and adds many useful player handouts. Enjoy the “author’s cut” of a classic Space 1889 adventure, or experience it for the first time!

BASK! In the glory of London, hub of Empire!
TRAVEL! Aboard a luxurious ether liner!
MARVEL! At the wonders of Mars!

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!

It’s Celebrating InSight Week as we cheer the successful landing of NASA’s latest exploration of Mars project! So Mars is the theme all week, starting with Blood Red Mars, a sourcebook for Why Not Games‘ Rocket Age RPG. Featuring their Vortex system, this book details a pulpy, wartorn planet with armies in battle and ancient mysteries to uncover – kind of Burroughs-meets-Rocketpunk.

The red sands of Mars are stained dark with the blood of conqueror and conquered, of explorer and savage beast, of alien and native alike. Mars, the Red Planet, named for some long-dead Earthling god of war, has lived up to its namesake. Armies march, archaeologists battle the traps of Ancient Ruins, and warbands of the native Chanari raid the towns of the ‘civilized’ castes with impunity. Life on Mars is one of conflict, of gun and blade, of bow and fang, of ideas. Freedom cry out the Julandri slaves, faith call back the Kastari priestly sects, mine scream the prince and the revolutionaries!

In Blood Red Mars you will find a complete gazetteer of the alien world, listing of its major cities, principalities, physical features, and geographic regions, along with story hooks and example characters for each. There’s also information and rules for the (often-deadly) flora and fauna of Mars including the dreaded silt sea dragons, deadly stigia bird, and ravenous desert well tree; a list of organizations operating on Mars, each with detailed descriptions of their history, operations, and rules and story hooks for using them in the game; a complete adventure set on the Red Planet and more besides!

Can our heroes prosper on Mars, or will their blood too soak into the sands of the Red Planet?

Written by Rocket Age Line Developer Ken Spencer, Blood Red Mars is 160 pages long with black and white artwork by Paul Bourne, Jon Hodgson and Paul Bourne.

About Rocket Age
“It’s alternate history pulpy retro-sci-fi space opera planetary romance. It’s throttled up rocket packs burning radium on the long blast to the farthest reaches of the Solar System. It’s hunting thunder lizards in the upland jungles of Venus. It’s battling Ancient Martian killing machines piloted by the Deutsche Marskorps across the baking red deserts of Mars. It’s exploring the deadly skies of Jupiter under the constant threat of Europan disintegration. It’s RAY gun wielding heroes bulls-eyeing mutants in the blasted ruins of Io” – Ken Spencer, Rocket Age Line Developer

Rocket Age is our new radium-powered game line of interplanetary adventure! Powered by the Vortex System, it’s packed to the fins with all the rules, setting information and game ideas to keep you playing throughout your very own rocket 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!

There can be no celebration of Extra Large Bowl of Cereal Week without highlighting the ultimate series of books dedicated to the genre of action adventure cartoons. Cynthia Celeste Miller‘s Spectrum Games is all about genre emulation, and their flagship game line is the enormously fun Cartoon Action Hour. Of course, you want the latest core book, CAH: Season 3 (featuring the design work of Cynthia, Barack BlackburnNorbert Franz, and others), but you’ll also want the many fantastic “series” books, such as:

It’s all on sale through the weekend, too, as the Black Friday Through Cyber Monday Sale continues with everything 33% Off.

Remember those bygone Saturday mornings and weekday afternoons spent in front of our television sets back in the ’80s? Remember how we watched the eternal struggle between the forces of good and evil unfold right before our young eyes as our heroes stopped at nothing to out the kibosh on the seemingly endless machinations of the villains? Remember how these wondrously cheesy shows drw us in and spoke to us on a personal level, all the while trying to sell us action figures?

We remember it too! 

Cartoon Action Hour: Season 3 is the third edition of the game that was nominated for  “Best RPG” at the 2004 Origins Awards. The game faithfully and meticulously emulates the action-adventure cartoons of the 1980s, using “cartoon logic” as the basis for every aspect of the system. This is not just a universal game that just happens to be adorned with genre-appropriate art. Every single design decision was made with the purpose of bringing to life the retro-toons of yesteryear, right at your gaming table.

Everything you need to play Cartoon Action Hour is included in this full-color rulebook. Some of the features include:

Sleek and Exciting Game System: You roll a d12 and add one or two ratings to it. That’s the core of the system, making it extremely easy to jump right into the animated fray. Every nuance of the system (transformation, vehicles, playsets, etc.) utilize the same game mechanics as a whole. 

Action Scenes: In Cartoon Action Hour, there is no “combat system”. In its place is the “action scene” system, which covers far more than just a slugfest or a laser-filled shootout. Violence is de-emphasized and players are rewarded for making indirect attacks of a less overt nature (“I shoot the tree branch, so that it falls on top of the enemy!”). Characters can be given Setback Tokens, representing anything from physical damage to confusion and everything in between.

Series Creation: The GM and the players work together to construct the series via the series creation system, which includes character creation. Speaking of which, creating characters has never been this easy in previous versions of the game, as the bookkeeping is now very minimal indeed.

Sample Series: The book includes eight series seeds and one more detailed sample series.

26-Page Action Scene Example: This ultra-detailed example of an action scene answers any question you care to ask.

Preface by Flint Dille: The legendary cartoon writer offers up an insightful preface that discusses the way cartoons were created in the 1980s.

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!

HAPPY THANKSGIVING!

It’s on the nose for Extra Large Bowl of Cereal Week, which is fine because – let’s face it – all those cartoons were pretty on the nose, too. Saturday Morning Tabletop RPG takes your 5e D&D rules, turns them on their ear, and lets go coo-coo-go-crazy-nuts with over-the-top action and outlandish adventures that would fit on any small screen. Grab the action figures, stat them up, and have a grand time!

Have you ever wanted to play halfling gunslinger or a yeti wizard? Or is a giant sword wielding cat more your style? Awe shux, maybe you’re the kinda person that’ll love playing a dwarven were-bear wrestler who suplexes giants to warm up before the real fight!? Whatever it is, the Saturday Morning Tabletop RPG has it. From the totally insane high fantasy combat to the kinda game that has you uttering “zoinks”, or even “jinkies”, the way you play is totally up to you.

         The Saturday Morning Tabletop RPG was designed using the D&D 5e OGL, but many new rules have been implemented to create a brand new experience while still having a sense of familiarity. Think of SMTT as D&D cranked up to eleventy five! And yes, eleventy five is a real number, just ask anyone under the age of five . . .

       SMTT includes some familiar races and classes, each with a unique spin. Like the massive weapon warrior being able to swing around a tree for a weapon. Included in the core rules are;

  • 28 fun, fantastical & unique race options
  • 9 crazy core classes, with unique archetypes
  • 33 totally unique backgrounds (like “fairy godchild”)
  • 54 cantankerous character options to customize your Saturday Morning hero!
  • 148 spells, & Spellcasting classes that cast those spells each in their own special way. 
  • An included toolkit for creating custom animal companions & followers!
  • An evildoer toolkit! So that maniacal GM can create an endless flood of baddies to be beaten up and bashed back into the boiling pits from whence they came! Or to just trounce on some would be heroes.

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!

The “strange critters that are your friends/gladiatorial warriors” craze was after my time as a consumer of cartoons, but it took hold and never went away with shows like Pokemon, Digimon, and Cardcaptors. Now there’s this rather elaborate and engaging tabletop RPG that does its own bit of worldbuilding while empowering creative players to craft their own magical war-monster creations. MagiMonsters is a huge hit with the local crowd here in Denver, and the players spend hours talking about the game between sessions, so Late Knight Games did something right, making this a solid Extra Large Bowl of Cereal Week Pick.

By the way, this and thousands of other titles are currently on sale for 33% off thanks to the Black Friday to Cyber Monday Sale.

You’re about to enter a fantastic place where extraordinary creatures dwell and where extraordinary things can happen. But nothing is more extraordinary than the people that make this world their home—the people who live to challenge Monsters.

The pages in this book invite you to become one of these incredible people, to write your own story.

Who will you be? What Monsters will you face? What story will you tell? Make your decisions wisely, and do not delay… Monsters are coming.


The MajiMonsters Core Rulebook contains…

  • Information on binders, the heroes of the world
  • How to make a customized character
  • Instructions for Game Masters
  • A horde of magical relics to find and use
  • All the rules for combat and playing the game
  • A catalog of all 114 known MajiMonsters
  • Descriptions of over 440 combat techniques
  • Sample NPC allies and rivals
  • Rules for making your very own, custom MajiMonsters!
  • PDF version includes bookmarks

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!

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!