Not Your Average Heroes Week continues with this Powered By the Apocalypse gem, Night Witches. Very real women banded together, went up in completely outdated and barely working airplanes to drop bombs and heavy junk on German forces invading their homeland in World War Two. This is a game wherein you are immersed in who they are, what they did, and how they lived as they struggled to survive.

This is gaming taken to someplace very new and important.

There was a night bomber regiment in World War Two composed entirely of women. Natural-born Soviet airwomen.

These 200 women and girls, flying outdated biplanes from open fields near the front lines, attacked the invading German forces every night for 1,100 consecutive nights. When they ran out of bombs they dropped railroad ties.

To each other they were sisters, with bonds forged in blood and terror. To the Red Army Air Force they were an infuriating feminist sideshow. To the Germans they were simply Nachthexen—Night Witches.

Night Witches is a tabletop role-playing game about women at war. As a member of the 588th Night Bomber Regiment, you’ll answer the call of your Motherland in her darkest hour. Can you do your duty and strike blow after blow against the Fascists? Can you overcome discrimination and outright sabotage and rise above your sexist comrades? Are there limits to patriotism—or endurance? Play Night Witches and find out!

Night Witches requires 3-5 players, who will take turns in the role of game master during the game. It can be played for a single two-hour session or expanded into a literal campaign following the Regiment across the entire Second World War. Either way, you’ll tell an epic tale of heroism and sacrifice that honors the women who did it for real.

The game is based on Vincent Baker’s brilliant Apocalypse World and is heavily modified from that core to meet the demands of Night Witches. We also took inspiration from the many offshoots already on tables everywhere—Dungeon World, Monsterhearts, Sagas of the Icelanders, and others.

In play you will alternate between day and night, with unique moves for each. Days are about renewal and interpersonal conflict, and nights are about hair-raising bombing missions on historically accurate targets across the Soviet Union, Poland, and, in the end, Germany. Missions are crazy dangerous and you have to make hard choices constantly. And when they end, a whole new kind of danger is waiting back at the airbase—paranoid secret police, sexist Red Army officials who want you to fail, and chronic supply shortages are just the beginning of your troubles!

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’m going with the theme of Not Your Average Heroes Week. An exploration of “the little guys,” the reluctant adventurers, and “normal” people called to do extraordinary, abnormal things. The recently-released Arecibo launches the theme with a group of kids dealing with supernatural and otherworldly threats, themselves becoming more than they expected in the process. The beauty of this product is its celebration of Puerto Rico (and Evil Hat is donating profits to help in the ongoing aftermath of the devastating hurricane that swept through the region earlier this year).

Enter the all-too-timely world of Arecibo…

Everyone on the island knew that something was amiss when the power went out. In the municipality of Arecibo, frogs and crickets fell quiet, bringing stillness to the night. Slowly but surely, the children started to understand that something far worse than animals dwelled in their tropical paradise. When the island is abruptly blockaded by US Armed Forces, it is up to them to determine what has gone wrong when no adult will listen, and perhaps stop the very end of the world. In the far reaches of space, something stirs in response to the Arecibo message. Deep in the giant caverns of the island, something else answers. Stranger Things and the eldritch meets Puerto Rico in its darkest hours in Arecibo, a Fate World of Adventure by Nicolas Hornyak.

Arecibo requires Fate Core to play. This 43-page supplement includes:

  • Streamlined rules to make young characters, including guidelines on appropriate aspects, skills, and stunts
  • Essential background information for running games set in Arecibo, a city on the north coast of Puerto Rico, complete with drop in locations for your games
  • Transmogrification rules in Fate to define the process of character change from a normal human into an instrument of eldritch power
  • Alternate dimensions—and their inhabitants—reachable through Arecibo
  • A complete starter adventure: The Wow Child

Author Nicolas Hornyak wrote Arecibo to honor his Puerto Rican roots in the days before Hurricane Maria, and Arecibo’s stories are now more relevant than ever. Evil Hat will be donating profits from our 2018 sales of Arecibo to the UNIDOS Disaster Relief and Recovery Program organized by the Hispanic Federation.

In Arecibo, somos fuertes. We are strong.

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 wrap up Big Bad Supervillain Week with another entire line for you to explore. Rogue Genius Games has tons of great support products for so many different games, and their love for both Mutants & Masterminds and superhero stuff in general is clear. You can browse through literally dozens of products here and grab whatever you like for just a couple of bucks! If you need a good mine to delve for inspiration for your game – M&M or otherwise – here’s one more great place to spelunk!

[Image and text from Omega, one of the most Thanos-like selections available in the line.]

I Was the Beginning. I Shall be the End.

Thousands of years ago, a strange young man named Fitsum rose to power among the warriors of Kush. One of the first Metas of this world. He ate the flesh and blood of his enemies to gain their powers. Establishing himself as a god among men, his cult grew. They called him the Omega (PL 13), as he proved the end to many things.

Omega finally met his match in Princess Sthenia, who fought him to a standstill.The Cult of Omega locked him in stasis to heal. Here Omega remained until recently freed by the last member of his old cult.

Omega now seeks out the most powerful metas to assist him in reforging the world.

Super Powered Legends. Because sometimes you a need a character everyone knows, even if they’re meeting them for the first time.

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 took Carinn to see Avengers: Infinity War last night, and she had the same intense reactions as so many others. Thanos – once a kind of ridiculous persona in early Marvel comics – evolved into one of the most compelling, horrifying, understandable, reprehensible villains of the superheroic genre. He inspired Big Bad Supervillain Week, and here we are with the latest Pick for it – the FATE-driven Super Villain Handbook. For many, FATE is a preferred engine for the nigh-infinite ways one might express a superpowered entity and the actions thereof, and this is a book to give the GM lots of archetypes of villains to bring into their games. There’s also the ICONS and Supers! versions. Of course, plenty to work with regardless of system…

It’s true, super villains are a secretive lot. Other than the occasional slip of megalomania during world domination broadcasts, most super villains keep the essence of who they are and what they do under tight wraps. Dr. Comics (That would be Dr Tondro… Shh. It’s a secret) has tapped every informant, minion, and ex-villainous love interest he could get his hooks into to divulge the secrets of what makes a super villain tick. 
The Super Villain Handbook covers forty archetypes for various super villains that one might encounter throughout comics. While the book was created with [FATE] in mind, there are many reasons that this is an essential resource for GMs of any superhero game. 

The book classifies super villains not by what they can do (for example, “control magnetism”) but by their role in the story (“I must make the world safe for my people!”). In such roles, we see everything from the lowly Crime Boss to the Cosmic Menace. This allows villains of all types and power sets to fill different roles at the table without coming across as poorly re-skinned clones.

Recommendations for the SVH

From Steve Kenson (of Green Ronin and Ad Infinitum Adventures): Villains are a mainstay of superhero games: Who is going to challenge the heroes from week-to-week if not a reliable rogues gallery of villains? The Supervillain Handbook gives you enough ideas and archetypes for endless game-play and its discussion of classic villain archetypes is useful for all superhero games, beyond just Icons Superpowered Roleplaying. If superhero roleplaying games are your thing, then you want this book!

From Chuck Rice of Mayfair Games (and previously of Vigilance Press and RPGObjects)Jason Tondro continues his amazing work of mixing a scholar’s look at comics with great, ready-made NPCs for your [supers] games. This is his best work to date, focusing on the villains that oppose your plucky heroes. Every page is full of plot hooks and character ideas. This book will serve as a tremendous Game Master’s reference through countless campaigns.

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 power through Big Bad Supervillain Week with a huge book full of `em – Villains Unlimited, a must-have sourcebook for Heroes Unlimited and damned useful for any superhero genre campaign you’re running in any system. Siembieda and Co. just don’t mess around when they put a book out, and this 200+ page tome will be great for mining all kinds of fun and useful stuff.

An epic sourcebook that features rules for designing your own super-organizations, the Jury, the S.C.R.E.T. government agency, Game Master tips, villain teams, and a rogues gallery of 80+ villains waiting to drop into your adventures.

  • 80+ villains, plus villainous teams and organizations.
  • The Jury – heroes or villains? A self-appointed group who polices superheroes and takes down those who become evil, reckless or crazy.
  • S.C.R.E.T. – Superbeing Control, Retrieval, and Elimination Teams, a multi-national organization designed to handle “superhuman” problems.
  • Fabricators, Inc., an evil organization that supplies evildoers; their weapons and gizmos.
  • Magic tattoos, weapons, cyborgs, a crazed world conqueror, monsters, madmen and adventure ideas galore.
  • 224 pages, written by Kevin Siembieda & Kevin Long.

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 continue the “celebration” of Thanos and Big Bad Supervillain Week with not a single product, but an entire line devoted to supervillains. While specifically crafted for the Supers! rules set, books of supervillains are exceedingly useful for folks running any superhero genre games. Names, costumes, power sets, motivations, and all the rest are easily translated into whatever system you’re using, and the Injustice for All line will keep you in steady supply for a long while!

[Image is from #28, featuring a pretty powerful master villain. Text is, too.]

Descended from a long line of superhumans, their power accumulating with each generation, until it was suddenly lost by the lack of a suitable heir. In time, the noble and benevolent teachings of these beings was lost and the power was nothing more than a fanciful tale told among the poverty stricken and struggling family. When the power was found once more – greater than ever – its recipient was far from the long dead heroic figures. Now LEGACY is out to make up for his lifetime of suffering and will make the world into one more to his liking!

Injustice for All!

In your heroes’ neverending battle they are bound to meet a myriad of villains! INJUSTICE FOR ALL is a series of super powered villains, teams, and organizations to make sure your campaign can always bring on the bad guys.

Every villain presented in INJUSTICE FOR ALL is fully illustrated in color with a complete character write-up for the Supers! Revised Edition roleplaying game and includes a background, notes on powers & tactics, and story ideas to incorporate into your campaign setting.

The characters in INJUSTICE FOR ALL can be dropped directly into your campaign or used to inspire your own creations.

If you like INJUSTICE FOR ALL, be sure to check out our series of heroes: AND JUSTICE FOR ALL!

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!

With the triumphant release of “Avengers: Infinity War,” and the dominant presence of Thanos on the big screen, I’m going with Big Bad Supervillain Week as the theme. Decided to show my original go-to supers game some love at the start while also giving a nod to the very first full book I ever wrote in the RPG industry*. High-Tech Enemies is a “thematic” Enemies book – the first one Hero Games published. Technology and science-based villains abound, and there’s a couple of master villains in there that walk in the Thanos mold, one way or another – make the world better at any cost!

(*) – To be clear, no added royalties are in this for me (just the usual affiliate income).

High tech Enemies is the definitive source-book for high-tech villainy. This book is full of everything that every good Champions campaign needs; powered armor, robots, gadgets, androids, huge machines, cyborgs- the list goes on and on. Now your heroes can battle mutants that can mentally control electronics, match wits with mega-villains and their arsenal of devices and armies of agents and encounter cyborgs from another world. What more could you want?

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 round up Pulptastic Week with another great Savage Worlds Pick, the most recent release from Pinnacle Entertainment featuring one of the most iconic space-fantasy pulp properties every published – The Savage World of Flash GordonScott Woodward did an amazing job of taking all of that luscious and evocative material and turning it into one of the most advanced and exciting Savage game experiences ever published, and Shane getting “Flash” himself – Sam Jones – to do the Foreword was no small feat, either!

“He’ll save every one of us!”

On the rogue planet of Mongo, a brutal and sadistic tyrant named Ming the Merciless rules from his royal palace at the heart of Mingo City.

Secretly defying the emperor’s reign of terror are the Freemen, revolutionaries banded together from a number of kingdoms around the globe. From the winged hawkmen of Sky City to the ice giants of Naquk, from the water-breathing Coralians to the tree-dwelling Arborians, and from the nomadic lion men to the dwarfs of the Magnetic Mountains, many who have suffered under the drogiron fist of Emperor Ming have united under their own standard to see that the despot is deposed and freedom for all becomes the law of the land.

Inspiring this growing rebellion are three aliens from Earth: Dr. Hans Zarkov, Dale Arden, and Flash Gordon, the man whose face emboldens all who wish to live on a world free of Ming!

The Flash Gordon™ Roleplaying Game core rulebook contains updates to the Savage Worlds core rules system, new rules for powers, races, Edges and Hindrances, gear, rocket ships, and some of the most unique Setting Rules we’ve ever designed! It also includes a gazetteer of the fantastic world of Mongo, a Plot Point campaign, Savage Tales, and a host of heroes, villains, and horrific beasts for the Game Master’s eyes only!

This product requires the Savage Worlds core rules to play.

***

The Savage World of Flash Gordon is a setting for Savage Worlds based on Alex Raymond’s classic comic strips. It also draws from the Buster Crabbe serials, the Filmation series, and of course the fan-favorite 1980 film starring Sam J Jones (who does a foreword for our core book!)

A 192-page core book, adventures, GM Screen, custom dice, Bennies, miniatures, a 192-page companion called the Kingdoms of Mongo, and even 3D rockets are also available. 

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 kind of impossible to say the work “Pulp” and not talk about Conan, making Conan: Adventures in an Age Undreamed Of the next logical choice for Pulptastic Week. Many are hailing this as one of the best iterations of both the property (Modiphius certainly seems to have the licensing game worked out like a guru) and sword-and-sorcery gaming yet, so it’s well worth your time and money to check it out!

WELCOME TO THE HYBORIAN AGE!

KNOW, O PRINCE, THAT BETWEEN THE YEARS WHEN THE OCEANS DRANK ATLANTIS AND THE GLEAMING CITIES, AND THE YEARS OF THE RISE OF THE SONS OF ARYAS, THERE WAS AN AGE UNDREAMED OF, WHEN SHINING KINGDOMS LAY SPREAD ACROSS THE WORLD LIKE BLUE MANTLES BENEATH THE STARS…

Robert E. Howard’s Conan: Adventures in an Age Undreamed Of takes you into the world of Conan the Barbarian, where heroes raise blood-spattered swords against dire sorcery, exotic lands beckon to the daring, danger and treasure lurks in forgotten ruins, and where loathsome creatures haunt the spaces beneath the earth… as well as in the throne-rooms of mighty kingdoms!

Seek your fortune in forbidden tombs or upon blood-soaked battlefields. Cast dark and terrible spells of unimaginable power, at the price of your soul. Sail upon untamed seas to lands where no human in living memory has walked. Fight for the fate of civilization — or barbarism — on a savage frontier!

  • Create your own legend in this decadent and violent world.
  • Complete 2d20 game system, including combat, skills, talents, sorcery, and equipment suitable for adventuring in the age before history.
  • An extensive gazetteer covering the whole of Conan’s world: featuring fair Aquilonia, gloomy Cimmeria, magic-haunted Stygia, all the way to the far-off steaming jungles of Khitai.
  • Extensive guidelines for running scenarios and campaigns in the Hyborian Age, allowing gamemasters to create suitably Howardian adventures.
  • Fearsome foes, ranging from bandits to sorcerers, apes to giant serpents, Children of Set to frost giants, forest devils, and characters of renown such as Conan or his most deadly foe, Thoth-Amon.
  • Art a team of iconic Conan artists, including Tim Truman, Simon Bisley, Esteban Sanjulian, Maroto, Mark Schultz, Tomás Giorello, and more.
  • Developed in close consultation with award-winning Conan scholars, this is the most authentic depiction of Conan and his world ever published for games. 

” I do love this game.  It has an ability to make a cohesive group of players out of any group (herd of cats) in my opinion.  The feel of this game is brilliant.  The system is smooth, the book is beautiful and the subject is compelling.  I like this game so much that I am even considering purchasing the Conan Official d20’s and d6’s.  I use poker chips of different colours for tokens but I want everything in hard-copy and official. In my opinion this is probably the best fantasy(ish) RPG on the market today.” RPG Knights Review

“If you really want the freedom to explore Howard’s world on your own, you should pick up Modiphius’ Conan: Adventures in an Age Undreamed. It is a true labor of love, filled with quotes from Conan stories and explanations of how the mechanics are meant to embody the spirit of the Howard’s world.” Polygon Review 

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!

Gareth Skarka‘s love of the classic pulps combined very handily with the core pulp nature of Savage Worlds, thus bringing about the Thrilling Tales line. With loving detail of the genre and the era, the line provides tons of great material for anyone wanting to run during the 20s-40s era, or wants to delve into the classic sources of what we call “pulp.” That makes it a great choice for Pulptastic Week!

Pulp is back!

Grab your fedora and your ivory-handled .45s and get ready for the adventure of a lifetime as Thrilling Tales unleashes the pulse-pounding excitement of the pulp magazines and cliffhanger serials of the 1930s and 40s into the Savage Worlds rules system!

This exhaustive guide to the genre features a timeline of the 1930s, information on pulp-era weapons & vehicles, a guide to pulp villains including Nazis, the Thugee and Perils of the Orient, a Random Adventure Generator, and a complete fifteen-chapter Plot Point serial campaign, The Crimson Emperor!

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!