My friend Lee Garvin has been struggling for a long while from a list of health issues no one should have to face, but especially without the financial resources to get them under control. He’s the guy responsible for one of the most entertaining RPGs of all time, Tales From the Floating Vagabond. He’s got a lot of other stuff he’s worked on, and even more that he’s got in the works. The man nearly died, frankly, so it’s pretty amazing that he’s still putting out fun stuff for us all to enjoy.

He could use some help, though, and I really want to bring your attention to two ways you can help him.

One is his Patreon, where you can be directly involved in not only helping him, but in supporting his creations.

If you’re more inclined to just dive directly into charitable efforts on his behalf, he’s got a GoFundMe and he’s offering all kinds of nice returns to folks who help him there.

Hi there! My name is Lee Garvin, and I need you to help me create wild and wacky, dark and terrible, weird and woolly worlds. I created Tales From The Floating VagabondControl: The Game of Absolute CorruptionDravakorBadass Zombie Killers, and The Noble Wild. I am also the curator of The Fawndray Trust.

Unfortunately, the past few years have been pretty hard for me: a number of severe health issues and their connected financial problems have effectively removed me from the employment market, completely depleting my savings.

Writing is the thing I love to do most in this world, so I am grateful that this ability has not been taken from me. I am hopeful that your support will make it possible for me to pay my rent while creating for you.

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

Symbaroum, the European hit – originally produced in Swedish, now available in English – has an advanced player’s guide to expand your options and your fun.

The chanting of the cultists came drifting with the breeze.

Dorael-Ri had tracked them all the way from the settlement of Merel, at the border of Davokar. A small, human child – one of few to survive the massacre – had asked how he dared to travel the woods alone. “In Davokar you are never alone,” he had answered. “Not me, nor you, no one…”

Aided by mystical rituals Dorael had managed to follow the cold tracks, but now the enemy was close enough for his friend and servant, the owl Strigi, to take over the hunt. He raised his black sword, took a deep breath and placed the Horn Mask over his face; vengeful spirits immediately flocked around him, veiling him from the world.

The sword quivered in his hand, hungering for tainted flesh and blood.

“Soon my dear, soon,” he whispered. “For this enemy, simpler steel will do.”

He put the hallowed sword back in its scabbard and drew the shorter blade that had belonged to his sister. Soon he lunged through the forest, with Strigi soaring at his side. The first enemy fell before any of the cultists realized that the avenger had come.

___________________________________

The Advanced Player’s Guide expands on every aspect of the Player’s Guide section in the Symbaroum Core Rulebook and is equally useful for players and Game Masters. The book is brimming with new races, occupations, abilities, powers and rituals, also with lots of new equipment that will influence how the game is played. Moreover, if you take all optional rules in regard, along with its contribution to the expansion of the game world, it is hardly any doubt that the Advanced Player’s Guide is a must for everyone who cannot wait to walk further into the shadowy halls of Davokar!

Featured Content

  • Five new playable races, in the form of Abducted Human, Dwarf, Elf, Troll and Undead.
  • About twenty new occupations, out of which some are so called Professions that the characters can strive to reach – for example Inquisitor, Monster Hunter, Wrath Guard and Troll Singer.
  • A system of Boons and Burdens, effective in problem solving situations and perfect for adding color to the player character.
  • About fifty new Abilities and Rituals – some exclusive for members of the Professions, others only available to certain archetypes.
  • Rules on the crafting of artifacts and items, along with creatable Lesser Artifacts and Mystical Qualities to infuse into the masterworks.
  • Alchemical weapons in the form of explosive grenades and fire tubes, the latter either stationary or carried by members of the occupation Sapper.

Capping off this week with something Shaintar fans have been asking for since the line launched. Here’s the first collection of smaller products for the world, all wrapped up in a nice, printable package for those who want a solid book at the table. Naturally, the opener is a compilation of the various books that comprise the legendary Southern Kingdoms.

(And, yes, I believe they are working on getting it set up for print-on-demand and/or other print options.)

THE JOURNEY NEVER ENDS
 
Battles won. Homes saved. Mysteries revealed.
 
Now things get really interesting! ~ Sean Patrick Fannon, Creator of Shaintar
 
Many of Shaintar’s heroes have humble beginnings within the Southern Kingdoms – those who have chosen to stand together in the light  and stand strong against the forces of evil; whether they be Darkness, Flame or Tempest. 
 
This is the fist anthology to be released and it contains a wealth of detail about the most iconic places in all Shaintar. Contained within this tome are the following guidebooks:
 
Dwarven Clanhomes – these massive underground cavern seem to show the very mountain’s favor upon this stocky race. Their smith’s are without equal and their miners can sniff gems out that are hidden to all others. Yet, there’s more to the dwarves – a society rich with lore & tradition as much as metal & jewels.
 
Elvish Nation: The beutiful fae are the artistic ones; their architecture exhibits a deep love of nature. These are the scholars, mages and druids of the land. After all, their long lives allow generations of study. Learn about the Life Bond, a spiritual connection and The Becoming, the greatest punishment of the nation.
 
Galea: A beacon of equality and created from a desire to flee the horros of the Kal-A-Nar Empire, this country is ruled by a king both strong and fair. Many brave heroes have come from the noble houses – as have many great quests.
 
Mindoth’s Tower & Archanaya – The Druids & Church of Light have little in common, yet work in concert towards many goals. Each stands in the light and understands that learning and the exchange of ideas are the path to growth.
 
Olara – Tough, stroung warriors of the north: these dowr soldiers hide souls of great beauty. Ever vigilant, they keep close eyes upon the nations of Shaya’Nor and Kal-A-Nar. These folk are the broad shoulders upon which the strength of the Southern Kingdoms rests.
 
Serenity – The City of Secrets is at a crossrods in the Wildlands and is a place of intrigue and politics with a dash of religion and trade thrown together. There’s something here for everyone.
 
The Freelands – The true experiement in personal choice. Each person, group, town & city chooses its own laws in this area and they somehow manage to get along and work together. Guarded by the Freelords of Lone Keep, they remain protected and have a place to look to to defend all their laws.
 
The Wildlands – There are few settlements, a duchy or two and Kithros: home of the Rangers. The rest of the wildlands contains sparse towns, farmsteads and lots & lots of land to base an adventure in whether you’re looking for swamp, plains, mountains or forest; there’s a bit here for everyone.
Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Numenera, it seems, is not insane and expansive enough. Clearly moving towards the Cypher Singularity that entails The Strange and All Things Cypher, here’s the doorway for Numenera players to head into the infinite multiverse.

Head into the Multiverse!

The Ninth World is filled with the bizarre and unexpected. But beyond it, the truly astonishing awaits. Enter a dimension where you exist in three different places simultaneously. A pocket universe that transforms you into living sound. An existence where time carves living beings into separate time streams. Or a world where merely thinking changes reality. How can you even begin to cope with such radically different worlds? Explore Into the Outside and find out!

What will you find when you step into the outside?

  • Ten transdimensional locations. Visit the Banded Bluff, the Endless Abode, the Whispering World, Celerillion, or mysterious Reeval—the source of the Nibovian threat.
  • Multiple modes of dimensional travel. Explore the Sideslip Fields. Pilot the Crystal Ship. Take a ride on the Silent Nyek. Or enter the Grinder of Infinities.
  • New creatures, including the arravelon, the stealthy pariall, the carnivorous color, the time wraith, and the deadly lycidaris, a dimensional locust.
  • Twelve alternate realities, from the Ascension of Kex-Lianish—a world consumed by living crystal—to the Bloom, a vast creature composed of maws that can provide transport you to other dimensions.

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

I was sad to learn yesterday of the passing of industry giant Loren Wiseman. One of the founders of the trailblazing company, Game Designers Workshop and a co-creator of the definitive sci-fi RPG, Traveller, Loren was a friend, mentor, and inspiration to multiple generations of gamers and, especially, game designers.

I knew Loren and we spoke frequently during the early days of my getting into this industry. He was very encouraging, and his wisdom helped me become a better game designer and (for me, more importantly) better at making myself known to the marketplace. He had a quick wit and a big heart.

You can be sure glasses will be raised to his memory at many conventions this year.

I haven’t Picked anything from Jon Brazer Enterprises in a while, but this one absolutely screams “Hey, Pathfinder fans! Want some cool, badass races and other options to supercharge your game? Want hundreds of class options, feats, items, and spells, too? Boom.”

Well, that’s what this says to me, anyway.

From the seas below to the skies above, from the land to the stars, heroes are all around us, and they come in many different forms. Now you can go beyond the common races and play a member of these 12 imaginative races in your game. Delve into each race’s culture and see the world from their unique point of view. Play a character that you have always dreamed of playing, with all-new specific character options tailored to each race’s flavor. Expand your horizons and your gaming experience with these Advanced Races today!

Book of Heroic Races: Advanced Compendium is the essential guide for playing untold numbers of characters. This 254-page supplement features

  • Racial Traits to play 12 different races, plus 60 Alternate Racial Traits, and 49 Character Traits to customize your character for your desired unique play experience
  • 125 New Character Class Options, including archetypes, sorcerer and bloodrager bloodlines, oracle mysteries and shaman spirits, cavalier orders, cleric domains and subdomains, rogue talents, alchemist discoveries, familiars and animal companions, time thief temporal talents, soulknife blade skills, and much more
  • 93 New Feats, including martial arts styles, metamagic feats, combat feats, and feats to enhance your chosen racial traits
  • 84 New Magic Items, Mundane Items, and Technological Items
  • 61 New Spells and Psionic Powers
  • 23 New Deities and Philosophies, reflecting the unique viewpoints and values of each race
  • Details for crafting your unique adventurer, as well as suggestions for GMs on how to incorporate each of these races into your campaign world

Be Heroic With These Advanced Races Today!

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

Traveller fans have reason to be happy these days as they get a whole book of rides of all kinds for their planet-side adventures, and a system with which to craft or upgrade whatever they can imagine.

Universes of science fiction are filled with vehicles ranging from the mundane to the exotic. A starport on a world far beyond the frontier may see a mix of pedal-powered rickshaws, horse-drawn wagons and anti-grav skimmers. A high-tech centralised and industrial world will have skies filled with the anti-grav equivalent of cars, trucks and buses, while its military will be able to deploy armoured tanks who can withstand bombardment from spacecraft in orbit above them. All of these, and many more, can be created with the Vehicle Handbook.

The Vehicle Handbook has been designed to be quick and easy to use, whether your Travellers are looking to quickly upgrade or modify their humble air/raft, or construct a massive battle-ready walker armed with city-crushing weaponry from scratch. Even a large, multi-turreted super-heavy battle tank will not take much longer than five minutes’ work.

The Vehicle Handbook comes complete with an immense catalogue filled with vehicles built using this system, allowing you to dive straight in and begin populating your worlds with vehicles the Travellers can ride, purchase and fight against.

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

[WARNING – NOT INTENDED FOR CHILDREN*]

Len Pimentel is a very dear friend of mine. He is also a brilliant RPG designer who doesn’t get anywhere near the attention and credit he deserves. Seriously, you folks should know who he is, and I intend to make sure you do. That’s why I’ve partnered with him to bring you the next great superhero game, Prowlers & Paragons: Ultimate Edition, later this year; the original P&P was a sea change for me, personally, where superhero RPGs are concerned, and I think it could be the next Champions, but for the “fast-play, easy-character creation” crowd.

Anyway, this is another one of his masterpieces. Part Apocalypse World Engine**, part Feng Shui, and all kinds of “jump-in-and-kick-ass” fun, it’s perfect for a night’s ridiculous fun or for long-term action-adventure gaming.

(Yes, I am a fan. So be it.)

“I was a 98 pound weakling who used to get sand kicked in my face at the beach. At least, that was until Magnum Fury came along!”   ~Nobody Ever Said This

MAGNUM (n): a really big bullet or gun that is awesome and in no way intended to compensate for any unspecified size-related deficiency.

FURY (n): the kind of anger that makes you an unstoppable juggernaut of ass-kickery who can perform heroic feats normal wimps couldn’t even dream of.

MAGNUM FURY

A tabletop roleplaying game about action movies, especially those of the 80s and early 90s, Magnum Fury is designed to play the kind of fast combat and intense action scenes action movies are known for. Magnum Fury was heavily inspired by—and pokes a lot of fun at—the action movies and action comedies of the 80s and early 90s, but it can be used to play any kind of action adventure from any genre. It uses a simple set of rules that focus on the heroes and allow you and your friends to imitate your favorite action movies or make up your own. You can create your very own badass action hero in less than a minute, and game prep requires nothing more than a few ideas about how you plan to abuse the heroes.

If you’re looking for someone to blame for Magnum Fury, look no farther than 48 Hours and Another 48 Hours, Above the Law, The Adventures of Buckaroo Banzai Across the 8th Dimension, Aliens, The Beastmaster, Beverly Hills Cop and Beverly Hills Cop 2, Big Trouble in Little China, Bloodsport, Commando, Conan the Barbarian and Conan the Destroyer, The Crow, The Delta Force, Demolition Man, Die Hard, Escape from New York, First Blood and Rambo: First Blood Part 2, Flash Gordon, The Golden Child, Hawk the Slayer, Hard to Kill, Highlander, Invasion U.S.A., Kickboxer, The Last Dragon, Lethal Weapon (all of them), Marked for Death, Predator and Predator 2, Raw Deal, Red Sonja, The Road Warrior and Mad Max Beyond Thunderdome, Roadhouse, Robocop and Robocop 2, Running Man, Tango and Cash, Terminator and Terminator 2: Judgement Day, They Live, Timecop, Total Recall, True Lies, and Under Siege.

(*) – I would have said FOR MATURE AUDIENCES ONLY, but really, no one who’s into this kind of thing is particularly mature, right? 😉

(**) – Finally, somebody came up with an approach to the AWE dice mechanic that I might enjoy.

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

Science-fiction is huge again in gaming, folks, and Modiphius is coming fast-and-furious with the releases on all fronts. The house that will bring you a new Star Trek RPG is showing you their sci-fi chops with this decidedly Traveller-esque game of action and exploration.

“I’m getting a signal.” Dalil’s voice crackled over the com. “We’re close.” The navigator gazed into the darkness ahead, his face ghostly pale in the cold glow from the tabula in his hands.

Radwa nodded silently for her comrades to advance, approaching the strange ruins in the moonscape. The only sound they could hear was their own breathing through the air filters, and the soft crunch under their boots.The floodlights from the freighter Narzalus behind them cast long shadows of the trio.

“Something is wrong, boss.” The sharp voice of Jhara broke the silence. Her vulcan rifle hummed as the tall woman from Sadaal activated her weapon. Without turning, Radwa raised her hand to still her friend.

“Easy, Jha,” she whispered over the com.

The explorers shone their suit-mounted flashlights over the ruins. Alien signs were carved into the smooth dark surfaces. In the light, they seemed to be glowing.

Something slowly unraveled before them. A darkness rose from the surface of the dead moon, reaching towards the starry sky above them.

“Mercy of the Icons!” Radwa gasped, and felt a chill spread throughout her body.

Coriolis – The Third Horizon is a science fiction role-playing game from the makers of critically acclaimed Mutant: Year Zero (six-time nominee and winner of a Silver Ennie for Best Rules 2015).

Features:

  • Create your unique player character – including skills, talents, gear and relationships – in mere minutes.
  • Fight fast and furious battles, praying to the Icons to overcome your enemies.
  • Build and crew your own spaceship, to explore the many star systems of the Third Horizon.
  • Experience thrilling spaceship duels, using a game system that puts all player characters at the heart of the action.
  • Take part in the intrigue between powerful factions on the majestic space station Coriolis.
  • Uncover the mysteries of the Third Horizon, a rich tapestry of cultures that have settled the stars.

“The game’s authors describe it as ‘Arabian Nights in space’ and it fulfills that brief marvelously. Style 5/5, Substance 5/5.” – RPG.NET Review

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

Today, I’m bringing you a Pick from Patreon supporter and seriously good buddy Rick Chatwell, who is a fan of Gamma World. Though this pick features the current 7th Edition version, Rick genuinely loves this much older version’s cover.

Here’s the current cover as well, for the latest WotC version –

A wacky, wily roleplaying game of post-apocalyptic peril.

Earth. After the apocalypse. Never mind the radiation—you’re gonna like it here.

The D&D Gamma World Roleplaying Game offers hours of rollicking entertainment in a savage land of adventure, where the survivors of some mythical future disaster must contend with radioactive wastes, ravaged cities, and rampant lawlessness. Against a nuclear backdrop, heroic scavengers search crumbled ruins for lost artifacts while battling mutants and other perils.

This product is a complete, stand-alone roleplaying game that uses the 4th Edition D&D Roleplaying Game system as its foundation. It appeals to D&D players as well as gamers interested in fantasy science fiction set in a bizarre, post-apocalyptic world.

  • 160-page book with rules for character creation, game rules, and an adventure
  • 2 sheets of character and monster tokens
  • 2 battle maps
  • Character sheets and mutation power cards
  • Mutation power card deck
  • Loot power card deck

Excerpts from the Product History –

A Brief History of Gamma World. By 2010, the classic Gamma World game had gone through six and a half editions. The first edition (1978) appeared over three decades previous as an offshoot of Metamorphosis Alpha (1976). More recently, D&D 3e (2000-2008) had seen two versions of the game: “Omega World” in Dungeon #94 / Polyhedron #153 (September 2002) and Gamma World d20 (2003) from White Wolf.

Through its many editions, Gamma World was usually based on another game system. The first two editions (1978, 1983) evolved from OD&D (1974), the fourth edition (1992) was closely tied to AD&D 2e (1998), the fifth edition (2000) was an Alternity (1997, 1998) supplement, and the sixth edition (2003) was a d20 Modern (2002) game. So it’s no surprise that the seventh edition (2010) again paired up with a current system from its publisher. To be precise, it’s a variant of D&D 4e (2008).

Exploring the Gamma World. The sometimes serious, sometimes silly backstory of Gamma World was constantly changing over its many editions. Most recently, White Wolf’s sixth edition (2003) had done away with the weirdness of previous editions of Gamma World, instead offering up a largely serious post-apocalyptic game. Gamma World 7 entirely reversed that. Baker reports that Slavicsek requested a “zany, kitschy” game that was reminiscent of wacky RPGs like “Paranoia or Ghostbusters”. And that’s what he and Cordell delivered.

As usual, the designers updated the timeline of the game, this time basing its backstory on the Large Hadron Collider, which at the time was seen by the public as a potentially apocalyptic technology — as evidenced by TV shows like FlashForward (2010-2011). In the new Gammaverse, the Collider caused a horrific smashing together of dimensions. This created the post-apocalyptic basis of the game, as the Cold War led to a nuclear exchange in 83% of dimensions. But it also allowed for over-the-top combinations of weird things — from dinosaurs to aliens.

With that said, there’s very little background in Gamma World 7 — other than the big picture of what Gamma Terra looks like after the Big Mistake.

Monsters of Note. Gamma World 7 is full of monsters from the game’s long history, including piles of ‘bots and androids, the ever-popular hoop, badders, and more. The monsters in this core rulebook were mostly intended for conflicts with lower level characters: they focus on levels 1-6, with an emphasis on 1-3.

Love It or Hate It? Initial reaction for Gamma World 7 was somewhat mixed. Some players felt like it wasn’t Gamma World, because it focused too much on outlandish wackiness, while the collectible element was widely reviled. However, Gamma World 7 quickly generated a fanbase of its own, and now is considered one of the most successful releases during the D&D 4e era (2008-2012).

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