d-Infinity Volume #4: Dark Future (Comicpalooza Special Edition)

RPGNow - Thu, 05/31/2012 - 20:57
d-Infinity Volume #4: Dark Future (Comicpalooza Special Edition)Publisher: Skirmisher Publishing

The idea of a Dark Future is one of the most omnipresent in science fiction and fantasy literature, films, and games. And whether the cause is aliens, vampires, zombies, atomic holocaust, oppressive governments, megacorporations, or divine retribution, the net effects upon most individuals tend to be strikingly similar. It is to this theme that this volume of d-Infinity is dedicated.

This preview of d-Infinity Volume #4 was released for the Comicpalooza fan convention held May 25-27, 2012, in Houston. The full final edition of the publications will be 30 pages longer and cost $3 more, but anyone who buys this version of the publication will receive the full version for free when it is released.

Volume #4 Contents

Editorial: “Dark Future”

Interview: Comicpalooza Founder John Simons

UFO Invader (Flying Saucer Deckplan)

Digital Dice: Remote Gaming

City Builder/The City and Island of Kos:The Four Winds Bar

Basic System: A Rainbow of Slimes

Basic System: Biology for Fantasy Settings

Basic System: Six Lizardfolk Spells

OGL System/Interplanetary: 62 Interplanetary Feats

Pathfinder System: A Flawed Tomorrow (32 Science Fiction Character Defects)

Pathfinder System: The Mutant Race

Pathfinder System/Lance & Laser: The Post-Apocalyptic Barbarian

Sample Cardstock CharactersTM

d∞ (“d-Infinity”) is a multi-platform gaming supplement that covers a wide variety of rules systems and includes content that can be universally applied to many different sorts of table-top, live-action, and role-playing games. It includes both material that can be applied to all or many sorts of games and items that are self-standing and which can be played on their own.

Features of each thematic volume include a self-standing game; new rules, stats, and bonus content tying in with several different game systems; character portraits; paper miniatures; and interviews. Rules systems supported include Pathfinder, OGL v.3.5, 4th Edition Dungeons & Dragons, “Basic” system, Labyrinth Lord, Mutant Future, Call of Cthulhu, and Cthulhu Live. It is jointly published by Armorcast, Dagon Industries Inc., Dark Threads, Flying Buffalo Inc., Mindgame Productions, OffWorld Designs Inc., Skirmisher Publishing LLC, and the United States Marine Space Corps.

We believe that the most enjoyable gaming periodicals are not just devoted to single games or even the products of a single company, but also include content that makes a reader interested in other games, material that can be applied to all or many sorts of games, and items that are self-standing and which can be played on their own. For that reason, this publication includes many voices and exclusive material compatible with many rules systems and the products of many different companies.

Zombies, ghouls, Bigfoot, and every other sort of “Children of the Night” can be found in d∞ Volume #3! Its contents include a self-standing card game, an interview with an industry luminary, a zombie survival guide, a complete adventure dual-stat’ed Call of Cthulhu and Cthulhu Live, lots and lots of monsters, and more! d∞ (“d-Infinity”) is a multi-platform gaming supplement that covers a wide variety of rules systems and includes content that can be universally applied to many different sorts of table-top, live-action, and role-playing games. It includes both material that can be applied to all or many sorts of games and items that are self-standing and which can be played on their own. Rules systems supported include Pathfinder, OGL v.3.5, 4th Edition Dungeons & Dragons, “Basic” system, Labyrinth Lord, Mutant Future, Call of Cthulhu, and Cthulhu Live. 


Price: $4.99
Categories: Company News

A Roll of the Dice

Fantasy Flight Games - Thu, 05/31/2012 - 20:56
Announcing the Climactic Final Chapter Pack from Beyond the Narrow Sea

Frog found him dicing with Beans and Books and Old Bill Bone, and losing yet again. The sellswords loved Greenguts, who bet as fearlessly as he fought, but with far less success.
    –George R.R. Martin, A Dance with Dragons

Fantasy Flight Games is proud to announce the upcoming release of A Roll of the Dice, the climactic final Chapter Pack in the Beyond the Narrow Sea cycle for A Game of Thrones: The Card Game!

The Great Houses each take long gambles in A Roll of the Dice, with all of the Seven Kingdoms at stake. As they double down on the strategies they hope will win them the Iron Throne, the Great Houses introduce new players to the game of thrones and explore new locations. They reinforce their positions by recruiting Armies, hiring Mercenaries, and treating with their Allies. Nonetheless, at the heart of every gamble is an element of chance, and fate plays a large role in this climactic conclusion to the intrigues and struggles Beyond the Narrow Sea. The Chapter Pack introduces eight new events that can drive thrilling plot twists into your games.

Place Your Bets

In A Dance with Dragons, House Martell bets upon the assistance of the mercenary company, the Windblown, as it pursues its interests across the Narrow Sea and into the lands of Essos. Of course, such a bet is not without risks. By their very nature, mercenaries are prone to changing alliances as best benefits them, selling their services to the highest bidder, and the thinness of their loyalty often becomes apparent whenever the tide of battle turns against them.

Why, then, would anyone bet on a mercenary? Mercenaries have their uses. Many are veterans of multiple battles, and while some are craven, others are fearless, even reckless, in combat. Every day a mercenary gambles his life against his opponents’ swords. Those who survive may sometimes be lucky, but more often they know how to turn the odds in their favor.

The Mercenary Old Bill Bone (A Roll of the Dice, 111) of the Windblown offers House Martell his blade and his luck. Each time you kneel Old Bill Bone as an attacker or defender, you may choose to discard the top card of your deck. If you do, and the card isn’t a character, you can place one gold token on him from the treasury. Then, Old Bill Bone allows you to spend gold tokens from your Martell characters as though they were in your gold pool. On his own, Old Bill Bone might net you a few extra gold over the course of a game, but if you’re willing to take the risk and integrate him into a House Dayne strategy with Starfall (A Sword in the Darkness, 52) and some Southron Vessels (Illyrio’s Gift, 16), the veteran Mercenary may just provide you the flexibility you need to win your battles.

The Winds of Fate

Characters watch their fortunes rise and fall with dizzying speed in George R.R. Martin’s A Song of Ice and Fire, and A Roll of the Dice will soon grant players the means to redirect their opponents’ fates, as well as their own.

Look for this climactic final Chapter Pack of the Beyond the Narrow Sea cycle to roll into retailers by the third quarter of 2012!

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Categories: Company News

Arcane Secrets Revealed

Fantasy Flight Games - Thu, 05/31/2012 - 20:48
A Preview of Descent: Journeys in the Dark Second Edition

After one too many heated arguments with the Provost, Professor Leoric of the University of Greyhaven was invited to go on an “extended sabbatical.” As an adventurer, Leoric’s constant references to his scholarly texts quickly earned him the sobriquet “of the Book.” Leoric’s sabbatical continues as the former professor applies his magical knowledge in the field and seeks out long-forgotten knowledge and wisdom.

Over the past several weeks, our previews of the upcoming Descent: Journeys in the Dark Second Edition have alternated between two types: those that reveal core mechanics, and those that reveal the thematic and strategic choices players can make. From the first type, we’ve explored such concepts as combat and the campaign system. From the second, we’ve seen both the Warrior and Healer archetypes and their associated classes.

Today’s look at Second Edition will continue in the latter vein. Mages are powerful spellcasters capable of unraveling the mysteries of runes and tapping into the arcane secrets of the world. In Second Edition, these masters of the supernatural are represented by two classes, the destructive Runemaster and the ominous Necromancer. We’ll delve into more detail in a moment. First, however, meet Leoric of the Book.

Leoric’s Hero Ability offers his party welcome supplementary defense, while his once-per-encounter Heroic Feat allows him to envelop nearby enemies in the destructive power of his equipped Magic weapon. Perhaps most noteworthy, however, is Leoric’s substantial Knowledge attribute. His decades of study are represented by his Knowledge value of “5,” which gives him the wisdom to overcome almost all trials of the mind.

Elemental Energies

Their true origins shrouded in mystery and conjecture, the runes of Mennara are powerful artifacts that the greatest scholars have only begun to understand. Runemasters are mages who have devoted their lives to these relics of the dragon wars, and who have learned to tap into their considerable magical properties. To his ignorant foes, a Runemaster may appear to wield nature itself, calling down the wrath of the heavens and causing the earth to tremble with a gesture. Indeed, even a Runemaster’s companions must take care, else they find themselves singed by an errant blast of flame.

Should the distinguished professor choose Runemaster as his class, he’ll begin his adventures with the Arcane Bolt rune, which fires piercing darts of raw magical energy at the overlord’s minions. He’ll also take with him the ability to focus his mind through his runes, represented by the Runic Knowledge starting skill. As with any class, however, where he goes from here is entirely dependent on his individual tastes and play style.

If Leoric’s player wishes to pursue an “area of effect” style of attacks, he might spend his experience on skills like Exploding Rune or Break the Rune. Alternatively, he could take a more focused approach (and one with less risk of friendly fire) by learning skills like Quick Casting, Runic Sorcery, or Rune Mastery. Although each of the aforementioned cards requires a weapon with the Rune trait, fear not. A true Runemaster learns the art of inscribing magical markings for himself, turning otherwise mundane daggers and maces into vessels of arcane wrath.

The Dead Rise

Distasteful among so-called legitimate spellcasters for their unsettling fixation with death, Necromancers nevertheless make useful allies in battle. The formidable sight of a Necromancer shuffling into the fray, wielding his Reaper’s Scythe, is enough to scatter whole parties of monsters. But it’s the Necromancer’s skill with the dark arts, and not his appearance, that makes him a true asset. As the only Second Edition base game class to provide a familiar (using his Raise Dead starting skill), the Necromancer affords his player the unique ability to engage with several monsters per turn. He can even briefly reanimate defeated monsters!

Additional skills allow the Necromancer to bolster his familiar’s already significant powers. Vampiric Blood gives this shambling horror extra offensive might, along with the ability to channel energy directly to its master. Similarly, for the more defense-oriented Necromancer, Undead Might lends the Reanimate additional health.

With the first step down the unholy path that is Necromancy, all followers of this dark art learn the importance of sacrifice. A Necromancer might use his skills to affect large groups of foes, even turning his own Reanimate into a walking bomb of boiling ichor. Corpse Blast does just that, allowing the Necromancer to attack a tightly assembled group of enemies. Army of Death similarly calls upon the dead, compelling them to rise up and attack whoever dares tread on their resting places. Note that although this powerful skill uses the Necromancer’s Reanimate as a reference for the strength of the undead army, the attack actually originates from the Necromancer himself.

The way of the Mage is perilous, but those who accept it, and can complete its decades of training, are some of the most powerful heroes in the realm. Keep checking back for more in the next few weeks (including the rules!), and look for Descent: Journeys in the Dark Second Edition later this summer.

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Categories: Company News

The Great Houses of Westeros Cross the Narrow Sea

Fantasy Flight Games - Thu, 05/31/2012 - 20:48
A Look at Some Highlights from Days of Ice and Fire 2012

“When Aegon the Dragon stepped ashore in Westeros, the kings of Vale and Rock and Reach did not rush to hand him their crowns. If you mean to sit his Iron Throne, you must win it as he did, with steel and dragonfire. And that will mean blood on your hands before the thing is done.”
    –Ser Jorah Mormont to Daenerys Targaryen, A Storm of Swords

The Days of Ice and Fire have come and gone, leaving the Seven Kingdoms of Westeros much changed in their wake.

Recently, scores of fans and players crossed the Narrow Sea to participate in the battles and intrigues of Westeros. Days of Ice and Fire 2012 hosted the Minnesota A Game of Thrones: The Card Game Regional Championship tournament, provided players the opportunity to get their hands on the new A Dance with Dragons expansion for A Game of Thrones: The Board Game Second Edition, introduced the new Clash of Kings variant for A Game of Thrones: The Card Game, and featured a weekend full of Westeros-themed games.

Today, we’re happy to share several highlights and a video from this exiting event!

The Days of Ice and Fire 2012 Regional Championship Tournament

  • The A Game of Thrones: The Card Game Regional Championship tournament drew 42 players for the melee and 51 for the joust, making it the largest Regional Championship at the Fantasy Flight Games Event Center to date.
  • Melee champion Anthony Christie narrowly missed the Top 8 during the joust but earned enough total points to claim the title of Overall champion! (A tournament report by Anthony Christie is available on the A Game of Thrones: The Card Game website.)
  • Joust champion Jeremiah Duggan defeated a vibrant field that featured challengers from all the great Houses, running nearly every agenda in the game. The Top 8 players represented five different Houses and ran five different agendas, but it was Jeremiah’s Martell Maester deck that won the day. (A tournament report by Jeremiah Duggan is available on the A Game of Thrones: The Card Game website.)


Watch a video recap of the A Game of Thrones: The Card Game Regional Championship tournament (QuickTime, 60.1 MB). Also available on YouTube.

More Days of Ice and Fire 2012 Highlights

  • Tables of the new A Dance with Dragons scenario for A Game of Thrones: The Board Game Second Edition ran all weekend long, drawing new players to the board game, and drawing them back for multiple games. Several players were even able to compete for control of Westeros against the expansion’s developer, Jason Walden.
  • Four Houses vied for dominance of Westeros in the Clash of Kings variant for A Game of Thrones: The Card Game. House Targaryen lost all their territory in the first round, but came back late to win King’s Landing from House Lannister. That fateful siege ended up putting House Baratheon in the dominant position, and Baratheon won the world premiere of this strategic team event. Kyle Szklenski of House Lannister excelled in the format and won honors as the top individual player.
  • Tim Schirm put his knowledge of George R.R. Martin’s A Song of Ice and Fire to good use by winning the weekend’s trivia contest, for which he earned a copy of the first season of HBO’s A Game of Thrones signed by the man himself, George R.R. Martin.
  • Several players vied for control of the Iron Throne against FFG CEO and designer of A Game of Thrones: The Board Game Second Edition, Christian T. Petersen. After all the treaties had been written, battles fought, and allies betrayed, George Kennedy won the Throne for House Greyjoy!
  • Finally, after a full weekend of games, contests, and political maneuvering, participants tallied their points for the Caravan to Vaes Dothrak metagame, and House Martell rose triumphant, winning a Dothraki feast.


FFG CEO and A Game of Thrones: The Board Game Second Edition designer Christian T. Petersen vies for the Iron Throne.

Fantasy Flight Games would like to offer our thanks to all who attended this year’s Days of Ice and Fire, and we look forward to seeing you again for future events!

 

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Categories: Company News

National Glory

Fantasy Flight Games - Thu, 05/31/2012 - 20:46
A Preview of Rising Sun, Falling Shadows, the upcoming Tannhäuser Novel

The cheering and clapping was louder than ever. The Shogun waited, beaming at the audience. Then, reaching down to the scabbard at his waist, he drew out his sword and raised it overhead.
“My sons! The Emperor himself has given his blessing! Go forth secure in the knowledge that your mission, divinely inspired as it is, can have but one result!” The Shogun waved the sword as he chanted into the microphone. “Success! Success! Success!”
“Seikouri! Seikouri! Seikouri!” The ranks of soldiers chanted along with him in perfectly synchronized cadence.
      –Robert Jeschonek, Rising Sun, Falling Shadows

The army of the Shogunate is on the rise, and only Union Major John MacNeal and the elite soldiers of the 42nd Marines can stop their sinister plot before it’s too late! In Rising Sun, Falling Shadows, the first Tannhäuser novel, author Robert Jeschonek brings your favorite characters from the board game to brilliant life.

Dark Alliances

Rising Sun, Falling Shadows will be on store shelves in about two weeks, and today, we’re pleased to offer a taste of its gripping action. In our preview of chapter one, you were thrust behind enemy lines on a mission of stealth and intrigue. Then, in chapter two, you caught a glimpse of the mysterious Mizu, a legendary agent of the fabled Shin organization.

In today’s final preview before the novel’s release (pdf, 70 KB), you’ll meet Hiruko Orochi, a superior private in the glorious army of the Shogunate. This loyal follower of the Emperor stands at the threshold of an era of national glory. Why, then, does he feel so uneasy? And who are the shadowy and unsettling foreigners he’s seen fraternizing with his commander?

Check out this exciting preview, and look for Rising Sun, Falling Shadows in just two weeks!

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Categories: Company News

EP at Origins

Posthuman Studios - Thu, 05/31/2012 - 20:41

Posthuman Studios isn't attending Origins this year, but if you're at the show, you can find our books at the Indie Press Revolution booth, #832

Categories: Company News

EP at Origins

Posthuman Studios - Thu, 05/31/2012 - 20:41

Posthuman Studios isn't attending Origins this year, but if you're at the show, you can find our books at the Indie Press Revolution booth, #832

Categories: Company News

Unusual Races: The Vummorech

RPGNow - Thu, 05/31/2012 - 18:56
 The VummorechPublisher: Zaboom! Press

Unusual Races: The Vummorech presents a new race compatible with the PATHFINDER RolePlaying Game, and easily adapted to other d20 based systems. This supplement comes complete with a thorough description of the Vummorech and their culture, game statistics, and racial options -- including alternate race traits and favored class bonuses. To make full use of this supplement, Players and GM's should have access to the PATHFINDER RolePlaying Game Core Rulebook, and access to the PATHFINDER RolePlaying Game Advanced Player's Guide is also recommended.

The Vummorech are a short, friendly, and simplistic people from a primitive culture. Wide-eyed and curious, they are eager to explore the world and interact with other races; yet wary to lead others back to their own. They have a unique outlook on the world, and should present a fun and challenging role-playing experience.

Price: $1.99
Categories: Company News

Palladium Books® Weekly Update – May 31, 2012

Palladium Books - Thu, 05/31/2012 - 18:37

With a little luck, Rifts® Megaverse in Flames™ will follow hot on their heels. These titles are to be followed by sourcebooks for the Palladium Fantasy RPG®, Beyond the Supernatural™, Splicers® and Chaos Earth™ in the Fall, with more support for ALL game lines in 2013.

This week has been going very well as we work to clear our schedule so we can knock out one new release after another.

UPDATE: Rifts® Vampires Sourcebook

While I had done a little of this and that on the Rifts® Vampires Sourcebook, I have finally dived into it with both feet. From this point forward, I hope to spend most of my time writing one book after another. This has most of the material that was left out of Vampire Kingdoms: Reid’s Rangers, Doc Reid, Fort Reid, Camazotz, the Yucatan, Werebeasts, more on the Vampire Kingdoms, Vampire Hunter Slayers (vampire henchmen who hunt and destroy Vampire Hunters!), and other good stuff. All updated and expanded. FYI: Traveling shows appear in Rifts® Black Market.

UPDATE: Rifts® Black Market Sourcebook

I’ve started assigning the artwork for this book. It is packed with good stuff.

UPDATE: Northern Gun™ One

Chuck Walton has been working on the art for the two Northern Gun books for months. I’m told Robots should be finished by the weekend and I should be seeing the finished, tight pencils for the wraparound cover any day. I will be assigning the rest of the artwork for this book soon.

The Northern Gun™ One – Megaverse® Insider crowdsource funding offer starts next week on June 7 and runs til June 25, 2012. This is your chance to get your name listed in the book and acquire items made available exclusively for the Megaverse® Insider crowdsource funding offer. Items such as a PDF of the book, limited edition hardcovers and so on.

UPDATE: Northern Gun™ Two

Same story as above. Chuck has been working on the interior art, John Zeleznik has been busy working on the cover and I expect to see the tight pencils for it any day now. I also need to assign the rest of the artwork. FYI: Northern Gun™ Two – Megaverse® Insider crowdsource funding offer will take place in July, 2012. It will be structured very much like the Lemuria offer. Full details for both Insider offers have yet to be finalized.

UPDATE: The Rifter® #59 & Rifter® Submisisons

Wayne has begun selecting material for The Rifter® #59. Art assignments will follow. Out thanks to those of you who have submitted material for our consideration.

UPDATE: Robotech® The Genesis Pits™ Sourcebook

When I’m not working on Rifts® Vampires Sourcebook I’ll be working on Robotech® Genesis Pits. Art assignments should be going out this weekend.

UPDATE: Rifts® Megaverse® in Flames

No change on this title yet. I’ve gone over the manuscript, broken it down into sections, done a few bits and pieces of editing, and will be assigning art for it by the end of June. This book will knock your socks off.

UPDATE: I’m still calling Lemuria Benefactors & Ultimate Insiders

I was unable to call everyone I had hoped to call over the Memorial Day weekend, though I done leave messages for almost everyone. Most of you were out having Summer fun and enjoying what I hope was a gorgeous weekend with family and friends. I did speak with 6-8 people over the weekend and I have been enjoying my conversations with EVERYONE I’ve spoken to so far. I look forward to speaking with the rest of you by the end of the weekend. At least that’s the plan.

UPDATE: New PDFs now available on DriveThruRPG.com

The Rifter® #51 and #52 are now available on DriveThruRPG.com and we may be adding a few more items in the weeks to come. The Rifter® #49 and #50 were added just last week, and all issues #1-52 are currently available. We’re also continuing to move forward with plans for the PDF only editions of The Rifter® #0.1 and The Rifter® #0.2 – both are big, juicy digital editions of new, fan created material for the Palladium Megaverse® of games.

Don’t forget, DriveThruRPG.com also offers the Rifts® and Palladium Fantasy® Game Master Kits (both written by Carl Gleba and complete with maps, combat matrix, character sheets, spell list, and 20 pre-rolled characters created by Julius Rosenstein; $5 each), and FREE Sneak Previews of Endless Dead™, Rifts® Lemuria, Rifts® Vampire Kingdoms™, and Thundercloud Galaxy™, as well as 90+ back stock titles, including back issues of The Rifter®, and first edition rule books for Rifts®, Palladium Fantasy RPG®, Heroes Unlimited™, The Mechanoid Invasion® Trilogy, and lots of other good things. ALL available as PDF downloads at reasonable prices. And there is MORE to come.

UPDATE: Online Sales

I’m afraid the Memorial Day Weekend sent sales into a tailspin, making them the worst weekend sales of the year. Maybe the worst weekend ever. Yikes. We assume everyone was out enjoying a long weekend with family, or taking advantage of the million Memorial Day sales. The rest of the week, so far, has been better but very slow. Hey, slumps happen and we typically see a seasonal slump just before it picks up for the Summer. Don’t forget, we have all kinds of recent book releases, reprint titles, and new non-book products. I know gamers are hungry for new product and that is a good sign, especially since we have a lot of great new items coming your way.

UPDATE: Kevin’s Online Toy & Collectibles Store

Alex and I continue to add a bunch of Palladium collectibles as well as a large number of collectible toys and action figures to my online store. More will be added all weekend long as well as more new items every few days for the next several weeks. Right now they include proofreader copies of books, Palladium gold editions, some artwork, some art prints, and other good stuff. Most Palladium items are signed by me, Alex and other Palladium creators. We’ll keep them coming if you keep buying them. http://stores.ebay.com/kevinstoys-artandcollectibles

UPDATE: Gen Con® Indy – Booth 1125 – August 16-19, 2012

I’m not sure why, but I’m more excited about Gen Con Indy this year than I’ve been in a long time. It’s probably because of all the new releases we should have available by then.

This year’s lineup of Palladium troublemakers available to chat with you and sign books include: me (Kevin Siembieda), Wayne Smith, Matthew Clements, Charles Walton, Brandon Aten, Sarah Aten, Mark Oberle, and possibly a couple of others. We are looking forward to seeing old friends and making new ones. If you are coming to Gen Con® Indy, make sure you stop by the Palladium Booth, #1125.

Enjoy Videos of Palladium Creators

Want to see what kind of goofballs we really are? Then check these out. ALL 24 of these video interviews are on YouTube and waiting for your enjoyment.

Carmen Bellaire and Wyll Johnson conducted short video interviews of Palladium artists, writers, staff and personalities at the Palladium Open House. They are fun and worth watching. Carmen hopes to post a few other Open House videos this weekend, including at least some part of my opening ceremonies. Each video is 8-10 minutes long and include chats with Amy L. Ashbaugh, Nick Bradshaw, Mike Mumah, Chuck Walton, Brian Manning, Allen Manning, Brandon Aten, Irvin Jackson, Mike Leonard, Mark Oberle, Wayne Smith, me and many others. Check ‘em out at youtube.com/user/Maloquinn – you can also read my 2012 Palladium Open House Report and see photos for more insight and info about the event.

REMINDER: The Palladium Website

We’ll be doing some routine maintenance, and making upgrades and changes behind the scenes over the next few weeks. That means it is a good time for you to offer suggestions on things you might like to see added, changed and improved on the website.

UPDATE: Northern Gun Megaverse® Insider starts June 7, 2012

I’m surprised at how many of you seem to be anxiously awaiting our Northern Gun crowdsource funding opportunity. To help fund and facilitate new Palladium products and growth, we will continue to offer new Megaverse® Insider crowdfunding opportunities. Such crowdfunding will be reserved for major releases like Northern Gun One and Two and new ventures into new markets and mediums. Money made above and beyond our projected goals for the specific project is applied to paying off debt, increasing promotion and advertising, and other new products.

The next Megaverse® Insider offers will be for the two Northern Gun Rifts® World Books – the first of which kicks off on June 7, 2012. More on it next week.

Palladium’s Megaverse® Insider offers, in effect, sell you an array of special items that are NOT generally available to the public. Product available only to Megaverse® Insiders and only for the limited 2-3 week period of that specific Megaverse® Insider offer. “Insider exclusive” products include your name listed in that book as one of the “Insiders” who made it possible, a very limited edition hardcover, a more limited edition, collector’s hardcover foil edition, a PDF version of the book, and special combination packages that may include limited edition prints, original artwork and a call from me, Kevin Siembieda, for a brief chat.

We try to make these special Megaverse® Insider products and opportunities special and worthwhile. This is not a charity, it’s the sale of unique items and opportunities that we hope have sentimental and financial value to you, as well as a means to help fund the production of the specific book/project. We hope that in a few years, those limited edition hardcovers, for example, are worth 2, 3 or 10 times what you paid for them. After all, they are printed to your exact orders plus a few dozen extra. (Both of the Rifts® Lemuria hardcovers were under 200 copies. That’s a limited press run!)

Have a nice weekend. I’m happy to report that I’ll be writing away all weekend, taking breaks only to call Benefactors and Ultimate Insiders from the last Insider crowdsource funding. Have a pleasant weekend and keep those imaginations burning bright.

– Kevin Siembieda, Publisher, Writer and Game Designer

 Endless Dead

NEW! Dead Reign™ Sourcebook 3: Endless Dead™ – Available now

Endless Dead™ is a new 96 page sourcebook that will send your Dead Reign™ campaign in new directions or add depth (and zombies). What are you waiting for? Order your copy today. And if you haven’t taken a look at the Dead Reign™ RPG yet, but love zombies, you need to give this dynamic game a try.

  • 7 new types of weird zombie amalgamations including Fused Zombies, Multi-Zombies, Parasite Juggernaut, Silent Sloucher, Spare-Parts Thinker, Twin Speedster, Fast-Slow Zombie and Walking Grave, plus variations.
  • 5 new O.C.C.s include the Wheelman, Zombie Hunter, Zombie Researcher, Survivalist and Sentinel.
  • The Military. An expansive section on the military and their response to the Zombie Apocalypse. Includes many random tables for the creation of military units, military bases and encounters.
  • Vehicles. Stats for specific types of vehicles and rules and tables for adding customized armor, weapons and anti-zombie defenses.
  • Vehicle combat rules and zombie-fighting in vehicles.
  • Random tables for military bases, police stations, gun stores, buildings, suburbs, business parks, small towns, farmland, wilderness and encounters.
  • Tables for creating survivor caravans, hideouts, hermits, Safe Haven Communities and Death Cults.
  • Timetable for setting campaigns during the Wave, the beginning of the Zombie Apocalypse or months into the reign of the dead.
  • Stats for some of North America’s dangerous wildlife, a threat to survivors and zombies alike.
  • Written by Kevin Siembieda and Matthew Clements.
  • Cover by E.M. Gist. Interior art by Mumah, Bradshaw and others.
  • 96 pages – $16.95 retail – Cat. No. 233. Available now.

Rifts Vampires Sourcebook

Rifts® Vampires Sourcebook™

In final production right now. Unknown to most humans, deep within Mexico the vampires have established entire kingdoms. There they live like tyrants and gods, dominating an underclass of cattle people used as slaves and food stock. Learn more about the vampires, their rivals, allies and the humans who willingly serve their supernatural masters for a chance to join the undead. A must-have guide for those who wish to travel deeper into the Vampire Kingdoms or play as vampires and their human minions.

  • More human kingdoms within Mexico like the Tampico Military Protectorate and Durango, the Silver City.
  • Firefighting robots, hover firetrucks and more anti-vampire gear.
  • Magic based Vampire Hunters and human strongholds.
  • Techno-Wizard anti-vampire weapons and magical devices.
  • Profiles for Doc Reid and Reid’s Rangers, the world’s most famous Vampire Hunters.
  • Fort Reid, an entire city devoted to hunting the undead.
  • The Bloodwatch, a secret vampire intelligence agency that tracks down and exterminates Vampire Hunters.
  • The Yucatan Peninsula, a mysterious dimensional pocket overrun by strange demons known as Xibalbans.
  • The return of the Mayan god Camazotz, Lord of Bats and Darkness.
  • The werebeasts of Mexico and Central America; those who assist the vampires and those who fight against them.
  • New O.C.C.s like the Bloodwatch Vampire Operative, Silver Swords Militia, Werejaguar Vampire Hunter and the Vampire ‘Borg.
  • Cover by Michael C. Hayes. Interior art by various artists.
  • Written by Kevin Siembieda, Matthew Clements and Braden Campbell.
  • 128 pages – $16.95 – Cat. No. 884. June release.

Rifts Black Market

Rifts® Black Market™ – A Rifts® Sourcebook

The Black Market is the most prevalent trader in weapons, magic items, drugs, and contraband outlawed by the Coalition. Explore the day to day business of the North American Black Market along with its smuggling routes, practices, policies and notable nefarious products and services. Learn about the five major Black Market factions in North America and foreign groups like the Yakuza, Green Scarf Sect and the Underground Railroads of Atlantis and the Vampire Kingdoms.

  • 18 Black Market O.C.C.s including the Con Man, Coyote and Venture Criminal.
  • The Five Black Market factions that wield the greatest power in North America: Bandito Arms, The Chicago Network, The Immaterial Hand, El Oculta, and Le Marche Noir.
  • Black Market internal operations and security.
  • Black Market services, products, practices and customers.
  • More equipment from Bandito Arms and specialized smuggling gear.
  • Black Market criminal jobs/assignments and mercenary bounties and work.
  • Major Black Market smuggling corridors and routes through Coalition territory.
  • Smuggling methods, both magical and conventional.
  • Traveling Shows: Freak Shows, Medicine Shows and Circuses.
  • Traveling Shows as fronts for the Black Market.
  • Traveling Black Market Merchants, Market Towns and Market Outlets.
  • How the Coalition States deals with organized crime, and information on the Coalition prison system and border security.
  • Written by Matthew Clements, Taylor White, Kevin Siembieda, Julius Rosenstein and Alex Marciniszyn.
  • 160 pages – $20.95 retail – Cat. No. 886. June release.

Rifts Northern Gun One

Rifts® World Book 33: Northern Gun™ One – New

Northern Gun™ is the largest independent manufacturer of high-tech weapons, robots and vehicles in North America. Outside of the Coalition States, one could argue, no other kingdom is as powerful or influential, at least when it comes to technology and weapons. The manufacture and sale of Northern Gun weapons and vehicles has given virtually every kingdom, town, colony of settlers and adventurer group a chance to survive and prosper. Located in Michigan’s Upper Peninsula, NG has been the premier outfitter of mercenaries, adventurers and upstart kingdoms for generations. Now, for the first time ever, learn Northern Gun’s history, goals and plans for the future. Of course, that means new weapons, robots, power armor, vehicles and gear.

  • In-depth look at Northern Gun: its business operations and its community.
  • Bionic and cybernetic services.
  • Weapons and combat gear; new and old.
  • Northern Gun robot drones; new and old.
  • Northern Gun giant combat robots; new and old.
  • Northern Gun freighters and hover trains.
  • Northern Gun character classes and more.
  • 109 P.A. catalog of Northern Gun products!
  • Key locations, people and sales outlets in and around Northern Gun.
  • Northern Gun’s relationship with the Coalition States, Triax Industries, the Black Market and others.
  • The Kingdom of Ishpeming, a puppet-state propped up by NG.
  • The Ishpeming military and more.
  • Written by Matthew Clements and Kevin Siembieda.
  • Interior Artwork by Chuck Walton, Nick Bradshaw, and others.
  • 160 pages – $20.95 retail – Cat. No. 887 – Summer release.

Rifts Northern Gun Two

Rifts® World Book 34: Northern Gun™ Two – New

More information about the weapons, vehicles and practices of Northern Gun, including the new rage of Robot Gladiatorial combat.

  • Northern Gun power armors; new and old.
  • Northern Gun hovercycles & land vehicles; new and old.
  • Northern Gun aircraft; new and old.
  • Northern Gun boats, ships and submarines; new and old.
  • Northern Gun Robot Gladiatorial Arena; new!
  • Robot Gladiator O.C.C. and robot gladiators.
  • The NG Bounty Board, the largest collection of bounties and mercenary contracts anywhere on Rifts® Earth.
  • Mercenaries, pirates and more.
  • Written by Matthew Clements and Kevin Siembieda.
  • Interior Artwork by Chuck Walton, Nick Bradshaw, and others.
  • 160 pages – $20.95 retail – Cat. No. 888 – Summer release.

Robotech® Genesis Pits™ Sourcebook

An in-depth look at the Invid Genesis Pits, their purpose, function and the creatures they create.

  • Secrets of the Invid.
  • Different types of Genesis Pits.
  • Written by Irvin Jackson. Additional text by Kevin Siembieda.
  • An 8½ x 11 inch sourcebook (not manga size).
  • 96 pages – $16.95 retail – Cat. No. 555. Summer release.
  • Available in the U.S. and Canada only.

Rifts® World Book 35: Megaverse® in Flames™

The Minion War spills across Rifts Earth, where demons and infernals hope to recruit allies and use the Rifts as gateways of destruction. Their influence shakes things up across the planet, especially at locations where demons and Deevils already have a strong presence. Demons, Deevils and supernatural beings run rampant and wreak havoc across the world.

  • Demon plagues and mystic blights.
  • Soulmancy and Blood Magic revealed.
  • Magical and demonic weapons and war machines.
  • Demonic armies, strongholds and places of evil.
  • Hell Pits and Rune Forges.
  • Many Demon Lords, their minions and plans.
  • Calgary, the Kingdom of Monsters; in detail.
  • Ciudad de Diablo, Harpies’ Island and other notable Hell holes on Earth.
  • Lord Doom, Pain and other demonic leaders.
  • Horune treachery, Dimension Stormers and other villains.
  • Notable demonic generals, mercenaries, people and places.
  • Battleground: Earth – as demons and infernals amass their legions.
  • Global chaos and the places most dramatically affected by the Demon Plagues.
  • Epic battles and adventure ideas galore.
  • Written by Carl Gleba. Part of the Minion War “Crossover” series.
  • 192 pages – $24.95 retail – Cat. No. 876. Summer release.

DriveThruRPG

PDF downloads from DriveThruRPG.com

This is a great resource for getting out of print Palladium titles and other select books. We’ve made 90 titles available as PDF digital downloads from DriveThruRPG.com. This is a great way to try Palladium products and get access to out of print RPG source material. Some notable titles include.

What’s next?

The following are in development:

  • Robotech® sourcebooks
  • Rifts® Antarctica and other sourcebooks
  • Splicers® Sourcebooks
  • Heroes Unlimited™ Sourcebooks
  • Chaos Earth™ Sourcebooks
  • Palladium Fantasy®: Mysteries of Magic™ Two & Three
  • Palladium Fantasy®: Land of the Damned™ Three
  • Nightbane® Sourcebooks
  • Beyond the Supernatural™ Sourcebooks
  • And other good stuff.

Recent Product Releases – available now

New! Rifts® PencilCat. No. 2561 – 50 cents per each pencil. People love this item and often buy them in sets of 10. Enjoy.

New! Palladium Fantasy RPG® Coffee Mug – red on a black, 15.5 ounce mug – Cat. No. 2560 – $10.00.

New! Dead Reign™: “Survive or Die Trying” T-Shirt – Cat. No. 2556 – price varies with size: Medium: $18.95, Large: $18.95, XL: $18.95, 2XL: $20.95, 3XL: $22.95, 4XL: $24.95, 5XL: $26.95

New! Rifts® Wilk’s Laser Technologies™ Logo T-Shirt – Cat. No. 2557 – price varies with size: Medium: $18.95, Large: $18.95, XL: $18.95, 2XL: $20.95, 3XL: $22.95, 4XL: $24.95, 5XL: $26.95

New! Imagination Unleashed T-Shirt – black image on a red T-shirt – No. 2558 – price varies with size: Medium: $18.95, Large: $18.95, XL: $18.95, 2XL: $20.95, 3XL: $22.95, 4XL: $24.95, 5XL: $26.95

New! Rifts® Northern Gun™ Logo T-Shirt – Cat. No. 2559 – price varies with size: Medium: $18.95, Large: $18.95, XL: $18.95, 2XL: $20.95, 3XL: $22.95, 4XL: $24.95, 5XL: $26.95

Property of the Coalition™ T-Shirt – Cat. No. 2528 – price varies with size: Medium: $18.95, Large: $18.95, XL: $18.95, 2XL: $20.95, 3XL: $22.95, 4XL: $24.95, 5XL: $26.95

Books Back in Print – Available Now

- Old Ones™ for Palladium Fantasy® – Cat. No. 453

- Wolfen Empire for Palladium Fantasy® – Cat. No. 471

- Mutant Underground™ for Heroes Unlimited™ – Cat. No. 520

- Rifts® Mercenaries – Cat. No. 813

- Rifts® Splynn Dimensional Market™ – Cat. No. 836

- Rifts® Free Quebec™ – Cat. No. 837

- Rifts® Three Galaxies™ – Cat. No. 851

- Rifts® Black Vault™ – Cat. No. 855

- Rifts® Triax™ 2 – Cat. No. 881

New Rifts® Miniatures

The following new Rifts® miniatures have never before been released by Palladium Books.

  • Approximately 28 mm in size.
  • Each figure is an unpainted, pewter miniature. Some assembly and cleaning may be required.
  • Sold as a single, individual figure in a plastic bag and comes with a black, 30 mm or 40 mm plastic base.
  • Prices vary according to size, but range from $6-12 retail.
  • Sorry, not currently available in stores. Available only from Palladium Books.

MI8021 – Rifts® Shadow Beast – $12.00

MI8022 – Rifts® Mystic Knight – $6.00

MI8023 – Rifts® Lord Magus – $6.00

MI8024 – Rifts® High Magus – $6.00

MI8025 – Rifts® Coalition Psi-Stalker (new-style Dead Boy armor) – $6.00

MI8026 – Rifts® Coalition Dog Boy in DPM-D1 Armor – $6.00

MI8027 – Rifts® Coalition Dog Boy #2 (with energy rifle) – $6.00

MI8028 – Rifts® Coalition Dog Boy #3 (with rifle and Vibro-Knife) – $6.00

MI8029 – Rifts® Coalition Dog Boy #4 (German Shepherd with rifle and Vibro-Claws) – $6.00

MI8030 – Rifts® Coalition Dog Boy #5 (Bulldog with energy rifle and Vibro-Claws) – $6.00

Classic Rifts® Miniatures – Back in stock

The following favorite Rifts® miniatures are back in stock. Some, like the Glitter Boy, have sold on the collector’s market for as much as $50-$120. They are being re-released for the first time in a decade.

  • Approximately 25 mm in size.
  • Each figure is an unpainted, pewter miniature. Some assembly and cleaning may be required.
  • Sold as a single, individual figure in a plastic bag and comes with a black, 30 mm or 40 mm plastic base.
  • Prices vary according to size, but range from $6-20 retail.
  • Sorry, not currently available in stores. Available only from Palladium Books.

MI8031 – Rifts® Glitter Boy Power Armor – $20.00; this is a large, heavy figure.

MI8032 – Rifts® Glitter Boy Pilot – $6.00

MI8033 – Rifts® Kydian Overlord (Atlantis) – $20.00; this is a large, heavy figure.

MI8034 – Rifts® Dragonsaurus (Atlantis) – $10.00

MI8035 – Rifts® Slaver and Slave (Atlantis); 2 figs, no plastic bases – $10.00

MI8036 – Rifts® Crazy – $6.00

MI8037 – Rifts® Juicer #1 (with laser pistol) – $6.00

MI8038 – Rifts® Juicer #2 (with Vibro-Sword) – $6.00

MI8039 – Rifts® Cyborg #1 (with Rail Gun) – $12.00

MI8040 – Rifts® Cyborg #2 (with gun hands) – $12.00

MI8041 – Rifts® Cyborg #3 – $6.00

MI8042 – Rifts® Coalition Officer (old armor) – $6.00

MI8043 – Rifts® Coalition Grunt #1 (old armor) – $6.00

MI8044 – Rifts® Coalition Grunt #2 (old armor) – $6.00

MI8045 – Rifts® Coalition Grunt #3 (old armor) – $6.00

© Copyright 2012 Palladium Books Inc. All rights reserved.

Rifts®, The Rifter®, RECON®, Splicers®, Palladium Books®, The Palladium Fantasy Role-Playing Game®, Phase World®, Nightbane®, Megaverse®, The Mechanoids®, The Mechanoid Invasion®, Coalition Wars® and After the Bomb® are Registered Trademarks of Palladium Books Inc. Beyond the Supernatural™, Chaos Earth, Coalition States, Dead Reign, Heroes Unlimited, Ninjas & Superspies, Minion War, Mysteries of Magic, SAMAS, Thundercloud Galaxy, Three Galaxies, Vampire Kingdoms, Warpath, and other published book titles, names, slogans and likenesses are trademarks of Palladium Books Inc., and Kevin Siembieda.

Robotech® and Robotech® The Shadow Chronicles® are Registered Trademarks of Harmony Gold USA, Inc.

This press release may be reprinted, reposted, linked and shared for the sole purpose of advertising, promotion and sales solicitation.

Categories: Company News

Mutants & Masterminds Power Profile: Gravity Powers

Green Ronin - Thu, 05/31/2012 - 18:04

 Gravity PowersIt's one of the fundamental forces of the universe, and a wielder of Gravity Powers can make things light as a feather or heavier than a mountain, soar through the air, and perhaps even harness the power of an almost infinitely-dense singularity! For M&M Third Edition.

Mutants & Masterminds Power Profile: Gravity Powers

Categories: Company News

Zounds!

RPGNow - Thu, 05/31/2012 - 17:09
Zounds!Publisher: SFX RPGs
Zounds! The Fantasy RPG! Journey into the Fantastic

Unlock the power of your imagination!
Any kind of fantasy adventure, any powers, any scope...
one Simple, Fast, Exciting system!

Zounds! gives you everything you need to play the Fantasy RPG of your dreams: Powers, mounts, equipment, non-human races, factions, ruling kingdoms, war, questing...it's all there, and you don't need a degree in accounting to create the hero you've always wanted to play!

Does your game sound like a Fantasy Story? If you use Zounds! it will. Zounds! uses the SFX! System, which blends free-form play, with players deciding whether their actions are plausible within the fantasy genre, and dice-driven mechanics where the degree of success--or failure--can come as a surprise to all, and the Tension is real.

Play Zounds!  And begin your Adventures today!

 

Price: $0.00
Categories: Company News

Paizo Publishing's 10th Anniversary Retrospective--Year 4 (2005)--Laying the Foundation

Paizo - Thu, 05/31/2012 - 17:00

Paizo Publishing's 10th Anniversary Retrospective—Year 4 (2005) Laying the Foundation

Thursday, May 31, 2012

This blog entry is the fourth in a series of blogs commemorating Paizo's 10th anniversary.
Click here to read the first installment.

At the start of 2005, the loss of our friends and co-workers who had worked on Undefeated and Amazing Stories still lay heavily on our hearts, but the feeling in the company that we had already hit bottom and there was nowhere left to go but upward was oddly hopeful. Nevertheless, there was a lot of revenue that still needed to be made up for from the loss of Star Wars Insider a year and a half earlier. If we were going to be just the Dragon and Dungeon magazine company, we would still need to get much leaner, which would mean more layoffs—something none of us wanted to go through again. Instead of retreating, we needed to secure new territory.

In January, the top managers in the company met at my house. The goal was to find new uses for Paizo's existing people and skills, with an eye toward quickly increasing revenue. Instead of focusing on actual product ideas at this meeting, we were looking for broad categories of things we were already good at. Here are the strategies we devised that afternoon:

  1. Use our strong position in the distribution chain to help other publishers get their products into game stores, taking a bit off the top for our efforts.
  2. Increase paizo.com sales by expanding the scope of products available on the website through partnerships with other publishers, who would in turn bring in new customers for us.
  3. Expand our license for Dragon and Dungeon to create official non-magazine Dungeons & Dragons products—especially those we could base on in-demand but out-of-print material from the magazines.
  4. Create generic gaming accessories that would appeal to our RPG customers.
  5. Expand Paizo into areas of gaming outside of RPGs that would spread our risk around.
  6. Expand our subscriber base for Dragon and Dungeon while continuing to make those businesses more efficient.

The tower of Shackled City hardcovers at Gen Con was as tall as some of our customers!

With those in place, we next had a brainstorm session with the entire Paizo staff to come up with some product ideas that might fit those strategies. A key rule of brainstorming is that you don't critique any ideas at first; you just write them down and discuss them later... so everything got recorded for posterity: the good, the bad, and the ugly. (See below for the results of our brainstorm.) Some of these ideas came to fruition, including the compilation of comic strips, the DM Workbook (which turned into our Campaign Workbook), preprinted plastic/vinyl maps (which evolved into the Flip-Mat line), and a few others. Some were just plain silly, like LARPing with paintball rules, the swimsuit edition, minted Greyhawk coins (though the GameMastery Campaign Coins line comes close), cereal bowls, and replica D&D artifacts. (That last one, and some of the others, also involved a lot of wishful thinking about things that our license with Wizards of the Coast didn't even begin to cover.)

Now that we had a plan, we spent the rest of 2005 executing it. The most visible result was probably our first two hardcover books. The Shackled City hardcover compiled the first-ever Adventure Path into a huge 416-page book. Magazines have a short shelf-life by design, and The Shackled City was originally spread across 11 non-consecutive issues of a magazine that was still bimonthly at the start, so the first chapters of the AP had already been out of print for over 2 years. Because D&D 3.5 had been released during this time, we also needed to update the first few chapters from 3.0. We generally fine-tuned things throughout based on customer feedback, and we even had Chris Perkins write a whole new adventure to fill an XP gap. James Jacobs slaved away many an evening—on top of his normal Dungeon duties—getting this book ready to go. We released it just before Gen Con, and had a huge stack of them for sale at our booth.


The full Greyhawk map from Dungeon 118–121.

At the end of the year, The Shackled City's sister book was released. The Dragon Compendium Volume 1 (yep—we had hoped to release additional volumes in subsequent years) compiled some of the top articles from the long history of Dragon magazine, updated to 3.5 where necessary. Erik Mona spent many an evening going through the entire Dragon archive and tagging pages for future reference. To this day, our archive copies have those little tags sticking out of the top of every issue, a testament to how thorough Erik was in his task!

We brought Dungeon one of the most highly anticipated events of its history at the beginning of 2005. Back in the days of Team Greyhawk at Wizards of the Coast, we had begun making the Greyhawk map to end all Greyhawk maps. We pored through every Greyhawk source we could find and made sure every single location ever mentioned was on the map. Sadly, the project was shelved at the time. However, when Paizo was looking for something to help raise awareness of the new and improved Dungeon, we hit upon the idea of breaking that enormous map into four parts, which we released in consecutive issues. Dungeon #118–121 ended up being some of the most popular and best-selling issues in the magazine's history.


The Age of Worms Adventure Path kicked off in 2005.

Another big change for Dungeon was making the Adventure Path a monthly feature. Beginning with Erik Mona's now infamous adventure "The Whispering Cairn" in Dungeon 124, the new Age of Worms AP brought new stories every single month, climaxing in the demigod Kyuss's attempt to enter the world of Oerth. From that point in July 2005 onward, we've scheduled a new Adventure Path installment every single month!

Dragon didn't have any earth-shattering events in 2005, just a refinement of the changes we'd debuted at the previous Gen Con. A couple of regular articles in particular had become reader favorites: One was James Jacobs's "Demonomicon of Iggwilv" articles, delving into the details of D&D's biggest bads. Fraz-Urb'luu and Zuggtmoy had their fiendish plans unveiled in issues #333 and #337 respectively. We started Sean K Reynolds's "Core Beliefs" series, which covered Greyhawk deities in the same depth that Faiths and Pantheons had brought to the Realms gods. We also started the "Worm Food" series, providing information especially useful to folks playing though the Age of Worms Adventure Path running over in Dungeon.

While our first two hardcovers were certainly the stars of the 2005 lineup, we also launched another line of products which has been much more prolific over the intervening years. GameMastery was envisioned as a line that would provide GMs with a wealth of tools that they could use to augment their ongoing campaigns. Our first product was the Compleat Encounter line, which brought to reality an idea I'd had for years. In my own campaigns, I struggle when my players have random encounters that turn out to be more substantial than an orc or two. I'd always wanted a line of products that would give you a map, a couple of miniatures, and a mini-adventure that you could just plop into your campaign. I really wanted the miniatures to be prepainted plastic, but that was beyond our capabilities. My good friend Bob Watts (formerly at Grenadier, Heartbreaker, Ral Partha, and Games Workshop) helped Paizo create our first unpainted metal miniatures by getting us in touch with the best sculptors, painters, mold makers, and miniatures spinners. All we needed was somebody to draw the maps and write the adventures.

For the first two releases, we turned to longtime Dungeon cartographer Chris West for the maps. Wayne Reynolds provided us with design sketches for minis that we turned over to sculptors Neil McKenzie and Dennis Mize. And Mike Mearls wrote the adventures, using one of our spare desks as his part-time office. Dark Elf Sanctum and Death Shrine of the Ninja Cult released in September and October, and saw pretty good sales for a miniatures product. In the subsequent months, further Compleat Encounters were written by James Jacobs, Keith Strohm, Jason Bulmahn, and Sean K Reynolds, with Corey Macourek contributing maps and Andrew Hou designing minis. Some of the villains that would become iconic in the not-yet-even-dreamed-of Pathfinder campaign setting saw their births in this line, including the Whispering Tyrant and the Gorilla King. Ultimately, though, the line was more effort than it was really worth, and because the cost of metal for making the miniatures skyrocketed that winter, we decided to end the line in April 2006. (For trivia buffs, this line provided three of the very few Paizo products that were cancelled after being officially announced: Fane of the Black Adept, which would have been written by Wes Schneider; and Stand & Deliver and War Golem Factory, which hadn't been assigned to writers.)


Compleat Encounter: Dark Elf Sanctum was the first GameMastery product.


Map Pack: Village kicks off this popular GameMastery product line.

The other GameMastery line that debuted that year, Map Packs, have done quite a bit better for us. We kicked off the line in November 2005 with the now sold-out Map Pack: Village. Using the same 5" x 7" map tile configuration that we created for the Compleat Encounter line, Map Packs were envisioned as a tool that GMs could use on the fly, giving them high-quality graphics to replace the marker scribblings most of us manage on our own. The fact that we've just released our 37th Map Pack shows you just how successful this product line has been!

In an effort to expand Paizo's business into other types of games, we announced the formation of Titanic Games at Gen Con. Titanic Games found its genesis at the same con the previous year when Bob Watts and I were talking with Cheapass Games proprietor James Ernest. James had built an entire business around the premise that folks tend to have all the bits and pieces they need for most games—dice, pawns, and such—so he could provide high-value games at low cost by supplying only the unique parts—usually, rules, game boards, and cards, printed in black-and-white on thick paper, with clip-art illustrations, often packaged in an unassuming envelope. Titanic Games started with the idea of flipping that premise back around—bringing high production values to some of the most popular Cheapass Games. Of course, we announced that we'd be starting with the number one game in the Cheapass portfolio, Kill Doctor Lucky. James, along with fellow designer Mike Selinker, had a few non-Cheapass ideas kicking around too, including one that we thought could be a real game changer... but that story will have to wait until 2006.

We also took our first shot at using our existing distribution chain to help out other companies in 2005. Order of the Stick creative guru Rich Burlew had already produced two printed compilations of his webcomic early in 2005, and they'd quickly sold out and already needed to be reprinted. Rich had found that sending out all of those books was taking time and effort that he really wanted to direct back to drawing his strips, so he was open to working with us to handle those things for him. We announced our partnership in September, along with the news that Order of the Stick would now appear monthly in Dragon. We had similar deals in the works with other companies; we'll talk about those in the 2006 blog.

The paizo.com online store really started to take off in 2005. We created several strategic relationships with manufacturers and publishers that wanted to get their products into the hands of the growing Dragon and Dungeon customer base. In 2005, among the most successful were a variety of T-shirt manufacturers who began to offer their funny and geeky designs through paizo.com. We also began selling PDFs of Paizo issues of Dragon and Dungeon in March, and added our first third-party PDF publisher, Ronin Arts, in May. And we alerted gamers to the trove of products available at paizo.com by adding a few catalog pages to the back of Dragon. By the end of the year, paizo.com online sales had beaten 2004 by more than 500%.

At Gen Con, Paizo made our return to the ENnie Awards, raking in 4 gold awards and a silver. The awards received were:

Best Cartography—Gold ENnie: World of Greyhawk 4-part map from Dungeon #118–121
Best Adventure—Gold ENnie: "Maure Castle" from Dungeon #112
Best Aid or Accessory—Gold ENnie: Dungeon
Best Free Product or Web Enhancement—Gold ENnie: Dungeon Maps & Handouts (Issues #114–122)
Best Publisher—Silver ENnie: Paizo Publishing

Erik Mona, Jeremy Walker, and James Jacobs accept an ENnie award for Paizo. Five minutes later, Paizo wins another ENnie. Note the ribbon from the previous award hanging out of Erik's pocket! Keith Strohm, Vic Wertz and Lisa Stevens accept the silver ENnie for Best Publisher! The Paizo table at the 2005 ENnies. (Clockwise from the front of the table: Erik Mona, Jason Bulmahn, Jeremy Walker, Wes Schneider, James Jacobs, Keith Strohm, Vic Wertz, Lisa Stevens, and our 2005 Dream Dates)

Winning the silver ENnie for best publisher—an award voted on directly by gamers—was a real validation that Paizo was finally on the right track. We still had a way to go to fill the gap left by the loss of Star Wars Insider, but 2005 showed lots of progress, with our losses being just one-third of what they were in 2004. 2005 would be the last year that Paizo lost money.

Our hard work in 2005 set the stage for Paizo's growth into an RPG powerhouse. Little did we know that more rocky weather would be coming in 2006...

Employees who started in 2005 (in order of hiring date):
Joshua Frost, Sales Manager
James Sutter, Customer Service Representative
Jeff Strand, Warehouse Manager
Drew Pocza, Graphic Designer
Cosmo Eisele, Customer Service Representative

Employees who left in 2004 (in order of their end date):
Rob Stewart
Amanda Titus
Mike Schley
Dave Neri

Lisa Stevens
CEO


James Sutter: The Little Intern That Could

First off, let's set something straight: I started working for Paizo in 2004, not 2005. Sure, I may not have had a desk, or technically been inside the office more than a handful of times. And maybe only Lisa knew my name. But I was there, dang it!

In fall 2004, I was 20 years old. I had graduated from the University of Washington the previous spring, and was scraping by via a combination of freelance journalism for local papers, teaching SAT prep courses to high school kids, and a chunk of change gained by getting my butt kicked on Wheel of Fortune (a story in itself). Having already realized that I didn't want to spend my life covering obituaries and little league games, I was searching the classified ads for some sort of magazine job when I ran across a listing for the Editor-in-Chief of Amazing Stories. The realization that such an important SF magazine—not to mention Dragon and Dungeon—was located just a few miles from where I was living clinched it: I needed to work at Paizo Publishing.

The only problem was that there was no way I was qualified for the Editor-in-Chief position. So instead, I emailed folks at the company trying to find out if perhaps there were any other positions that needed filling—things they hadn't got around to posting yet. Eventually I ended up talking to Lisa, and she brought me into the old office (now the old-old office) for an interview.

Before this blog results in a flood of people asking Lisa for a job, I should emphasize that I already had a pretty solid portfolio at this point—I'd sold more than a hundred articles to various papers, and had a few short stories published in fiction 'zines. In any case, Lisa looked at my credentials, and told me that while there were no editorial positions open, she thought she could find something for me.

Which is how I ended up collecting images for products on the newborn paizo.com web store at a nickel a jpg. Hardly the most glamorous position, but every time I walked into the office to pick up a check, I would look over at the side of the office with the big Amazing Stories banner and think, "Someday, I'm going to have a desk there."

It turned out I was right. After several months of contract work, Lisa brought me in as Paizo's very first Editorial Intern. The position even came with a desk in the Amazing Stories side of the building!

Except that, unknown to me, the entire staff of Amazing Stories and Undefeated had been laid off a few weeks prior. The banner was still there, right above my desk—but now all the other desks were empty. I was alone in a cubicle wasteland.

Still, it didn't matter—I was officially on the inside now. Wes Schneider, himself the youngest person at Paizo until I came along, was the first of the editorial team to make the long walk across the building and introduce himself, exposing me to a wide array of internet humor in an effort to determine my taste. Slowly the other editors—a generally shy and skittish lot—began to get to know me as well, and I ceased to be just "that kid," instead becoming "Sutter."

There were still tests, though. On one of my first days as an intern, Erik Mona walked over and threw a manuscript down on my desk.

"I hear you want to edit," he said. "Let's see what you've got."

I agreed happily, and asked who wrote the document.

"I did," he said.

The mystery manuscript? Erik's first draft of "The Whispering Cairn," the leadoff adventure in the Age of Worms Adventure Path. Sweating bullets, I put my head down and began to edit.

Fortunately for me, Erik found my comments worthwhile, or at least respected a newbie bold enough to question his comma usage. I was judged competent, and turned loose on the Shackled City hardcover, my first real project. Though still working my newspaper and teaching jobs in the evenings, I was elated.

Nothing lasts forever, though. Six months into my internship, management informed me that they were going to bring me on full-time—as the new customer service person! (Back in the day, this was considered a one-person job.)

I thanked them, but pointed out that I was perfectly happy as the editorial intern. They pointed out that they needed customer service, not interns.

So began a six-month stint as Paizo's only customer service specialist. I learned a lot about psychology and human nature in those months, talking people down from canceling their subscriptions, sending out replacement copies, and helping Jeff Alvarez set up our very first warehouse in the building's basement. But my dream of being an editor hadn't died—and in fact came to a head late that year when a local paper began feeling me out for a position as the features editor. Not wanting to leave Paizo, but fearing a missed opportunity, I told Lisa and Erik—and as of the dawn of 2006, I was Dungeon's new Assistant Editor.

(As it turns out, my replacement as the customer service department was this weird guy from Idaho named—I kid you not—"Cosmo." If you've had to deal with him in the years since, I apologize. I trained him as best I could, but some creatures just refuse to be housebroken.)

Not even old enough to drink when I started here—Wes was actually present at my 21st birthday—I've spent more than a quarter of my life working for Paizo. I spent years learning what was cool at the feet of Wes, Jacobs, and Erik, while simultaneously fascinating them with my post-collegiate bohemian lifestyle. (I swear, you eat out of a few dumpsters, and you never hear the end of it.) I published my first adventure—"Shut-In" from Dungeon #128, co-written with Wes Schneider—and used the money to buy my very own copies of the 3.5 rulebooks. I earned the nickname "The Render" from freelancers for my uncompromising evaluation of the slush pile. And I was at ground zero for several of the pivotal points yet to come in Paizo's history, in which we were forced to adapt radically or die.

But it wasn't all work. There was also the Independent Republic of Jamesonia, established when Jacobs and I placed masking tape across the entrance to our shared cube (the one whose window looked out on a primordial swamp). There were the impromptu puppet shows whenever Jacobs got distracted by his pile of stuffed Lovecraft monsters. There was Operation Banjo Thug, an impromptu musical performance from Jacobs and me that caused Wes—the only witness—to question his sanity. There was the time I turned orange for a few months, and the long drive to a cabin in the woods with Wes and Jacobs that resulted in Jacobs calling me "Caligula" for several years.

It's been a long time since those early days. I'm not even "Young Master Sutter" at Paizo anymore—in the editorial department, the new youngster is Patrick "P-Ren" Renie, who no doubt seems just as alien to us with his youthful ways and speech patterns as I did to the other staff once upon a time. From website image-monkey to Senior Editor, I've seen Paizo from just about every angle, and I'm proud to say that we really are a family. A weird one, to be sure, but aren't they all?

James Sutter
Senior Editor/Fiction Editor


Cosmo's Place in the Cosmos

"We have to get you out of Idaho," he said. It was late summer 2005 and my week's vacation in Seattle was coming to a close. Josh Frost, with whom I've been friends since grade school, was lamenting my impending return to our hometown where, we both agreed, I was stuck.

"Then find me a job." It was the same refrain I'd given to all of my Seattle friends that week when the question of my living situation came up.

2005 was not a very good year for me. I was living in small-town Idaho, working a job I hated with few prospects for the future. I made a decent enough paycheck to be comfortable, but I was desperate to get out and short on options.

Two months passed before I received word from Josh: "We have an opening at Paizo for a customer service position. Send me your resume. Now."

I knew that Josh worked for some company in the gaming industry, but I had never heard of Paizo. What I did know, though, was customer service, something I had been doing in one form or another for nearly 10 years. I sent my resume, and immediately went out and bought a copy of Dragon (issue #338, by the way) so I would not be completely clueless if they called me.

They called, and I had one of the strangest interviews I've ever had. Phone interviews are never easy, and I was shocked to discover that, in addition to being interviewed by my potential manager, Jeff Alvarez, I was also being interviewed by the CEO of the entire company. For a customer service position.

This was my first clue that the job would not be like any other.

That year, I had Christmas with my family in Idaho. The next day, I loaded as much as I could into the 1995 Geo Storm that I had bought for $100, and drove to my new life in Seattle. The day after that, I started my new job at Paizo.

Sometime in my first month, I was taking everyone's mail around to their desks. I still did not really know any of these delightful weirdos that I worked with, and I was always intimidated about going into "The Pit." As I quietly crept in, I saw that all the editors were huddled together discussing something very intently, and there was a definite air of "meeting" in the room. I tried not to make a sound, so as to not disturb them. Then I started overhearing what the meeting was about:

"No... if the barbarian goes unconscious, then the rage ends and the temporary hit points are lost!"

"...but that means that any time a barbarian goes into the negs, they just auto-die?!? That can't be right."

The discussion wound on, and I quietly finished distributing the mail and went back to my desk, silently giggling over the absurd luck that had brought me to this place. It was precisely at this point that I realized that I loved my new job.

The thing I was most unprepared for, I think, was the level of empowerment I had. My last job was as a bank teller, where my responsibility was to toe the company line and make the customer accept whatever rules and policies were dictated to me. Rules were handed down from on high, and I was to follow without question.

Not so at Paizo. From the get-go, I was being asked "What do you think?" And my ideas were considered, and implemented if they stood up to the consideration. I could, and would, cry foul if I saw something that I felt was confusing to customers, and I was listened to. At previous jobs, if I ever felt that one of our customers had gotten a raw deal, I would approach management to make it right and just get shot down. At Paizo, if I find something wrong, Jeff's answer is "Well... fix it! Make it right."

For my first year or so, I was the only customer service person at Paizo, but I've never been the only one at Paizo doing customer service. I was (and still am) always getting ninja'd on the messageboards by Lisa or Vic, or any number of other folks. I had thrown my lot in with this strange little company where an entire culture of customer service made me, the low-man on the totem pole, feel like I was a key member of a team.

It was awesome. It still is awesome.

Cosmo Eisele
Customer Service Manager

Tags: Auntie Lisa's Story Hour, Paizo

2012-05-31T17:00:00Z
Categories: Company News

#1 With a Bullet Point: 7 Feats For The Undead

RPGNow - Thu, 05/31/2012 - 14:46
#1 With a Bullet Point: 7 Feats For The UndeadPublisher: Super Genius Games

Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.

#1 With A Bullet Point is a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.

The High Concept: Seven feats designed to augment the options and utility of creatures of the undead type (such as those found in Mythic Menagerie: Kingdom of Graves, but useable by a wide range of other undead), that can also just be used as additional undead powers (increasing an undead’s CR by 1 for every 2 bonus feats taken).

The feats included are:

  • Disturbing Movements: The disjointed, uneven, jerky way you move strains the minds of those who see you.
  • Fulminate: You explode.
  • Mist Walk: You can often get ahead of your prey, even though you always seem to be walking slowly.
  • Putrid Spray: When you are damaged, you spray a putrid fluid from your rotting flesh.
  • Shadow Minion: You can send your shadow out to do your bidding.
  • Staggering Consequences: Energy damage tends to stick to you, and harm those around you.
  • Weapon Bind: Your animate corpse often catches on weapons stuck in it.
Price: $1.00
Categories: Company News

Made Gay

Pelgrane Press Ltd - Thu, 05/31/2012 - 14:20

Made Gay

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Categories: Company News

Inkwell Stock Art: Wraith

RPGNow - Thu, 05/31/2012 - 13:03
 WraithPublisher: Inkwell Ideas

This stock art product features the talent of Storn Cook!  The file is a zipped PSD file of 1795x2400 pixels. The image shows a wraith with glowing green eyes, but the color could be easily varied in GIMP/Photoshop.

Below is the license in plain English:

  • The art may not be sold as part of a stock art or clip art product. Further, Inkwell Stock Art may not make up over 25% of any product where it is used.  (So if you want to do your own bestiary using a 1/4 page image of each monster, you're at the limit, but that's OK.)
  • The licensee may modify the image as he sees fit as long as it does not affect the artist's moral rights. (Purposely make the art look bad.)
  • The image can appear in advertisements for products which use the image.
  • The artist’s name must appear in the product’s credits.
Price: $4.95
Categories: Company News

Blue Mosaic Dungeon: Angles (2 square Hallways)

RPGNow - Thu, 05/31/2012 - 11:31
 Angles (2 square Hallways)Publisher: Black Falcon Games LLC

Welcome to the ModuMaps series, a line of sensational modular gaming tiles for tabletop and miniature gaming! 

Notice:  This is an Expansion accessory enhancing the functionality of Blue Mosaic Dungeon tile sets with two square hallways.  To make full use of this product, it is recommended you have at least the basic set of this hallway width.

Delve into an exciting subterranean world of adventure in beautiful full color using these six-inch square tiles.  This mapping product gives you 30 tiles and 8 bonus tiles using the Blue Mosaic Dungeon pattern. 

This set includes nine hallway tiles, thirteen room corners, five room edges, one small room, and two stairways.  The eight bonus tiles include six hallway, one room corner, and one small room tiles.

This product line includes several additional useful features.

  • Labels – The tiles are arranged with a label on every other page.  When printed in duplex, every tile is automatically labeled with the set name, tile type, and number.  As you build your sets, this greatly helps you keep your sets organized and plan your maps in advance.
  • Thumbnail Index – Two pages display a thumbnail picture of each tile, along with its tile type and number, and a blank line.  Printing these pages gives you an easy visual index where you can write the number of tiles of each type you have printed.  This, combined with the back labels further enhances your organization and helps you know in advance what tiles you have or may need to print for an upcoming game session. 
  • Whitespace Grid – A faint 1-inch grid is printed in gray in the whitespace of each tile.  This helps with alignment of tiles and measuring across empty spaces.  It also comes in handy when creatures are outside the dungeon walls (phasing monsters, ghosts, massive worms, and so on) or magic allows transportation through a specific distance of rock. 

Additional Printing and Use Recommendations

  • Turn off Print to Fit Page and set Print Scaling to None; otherwise the grid squares will be slightly below 1 inch.
  • Laminate each tile before cutting it out.  The added durability saves you money in reprinting costs and gives the extra benefit of allowing wet and dry erase markers to both write on and off of your tiles. 
  • To minimize tiles sliding around during play, assemble tiles atop a non-slip rug pad. 
  • Printing two copies of a Basic Set gives you added versatility and the ability to make symmetrical designs.  It is recommended to print two copies, laminate, cut out, and then make several layouts at your regular gaming area.  Make note of any additional tiles you would find useful and print them as well. 

What are Bonus and Free-4-All Tiles?

Black Falcon Games tile sets are priced to be under $0.20/tile in groups of 10s (such as 10 tile sets, 20 tile sets, 40 tile sets, and so on).  However, sometimes a set needs a few tiles more to maximize utility!  These additional tiles are considered part of the set but are termed “bonus” tiles because they come at no additional charge.

Black Falcon Games tile sets have unique associated preview tiles available for separate download free of charge.  These are called Free-4-All tiles and are great for those curious about the product line to take a peek and for fans to get additional free material that works with their purchased sets. 

Look for additional Black Falcon Games products to enhance your gaming experience!

Price: $5.99
Categories: Company News

Blue Mosaic Dungeon: Angles (2 square Hallways) - Free-4-All Tile

RPGNow - Thu, 05/31/2012 - 11:31
 Angles (2 square Hallways) - Free-4-All TilePublisher: Black Falcon Games LLC

Welcome to the ModuMaps series, a line of sensational modular gaming tiles for tabletop and miniature gaming! 

This is a Free-4-All gaming tile, which means it is free to download and use in your games!  Each Free-4-All tile is associated with a full set of gaming tiles and serves as a free preview of what you can expect; however, the tile is unique and not a reprint of a tile found in the set itself.  Consider it a free bonus tile!

These tiles are great for those curious about the product line and wanting to take a peek at the tiles in more detail as well as for fans to get additional free material that works with their already purchased sets. 

This Free-4-All tile is associated with the Blue Mosaic Dungeon: Angles (2 square Hallways) product.

This product line includes several additional useful features.

  • Labels – The tiles are arranged with a label on every other page.  When printed in duplex, every tile is automatically labeled with the set name, tile type, and number.  As you build your sets, this greatly helps you keep your sets organized and plan your maps in advance.
  • Thumbnail Index – Two pages display a thumbnail picture of each tile, along with its tile type and number, and a blank line.  Printing these pages gives you an easy visual index where you can write the number of tiles of each type you have printed.  This, combined with the back labels further enhances your organization and helps you know in advance what tiles you have or may need to print for an upcoming game session. 
  • Whitespace Grid – A faint 1-inch grid is printed in gray in the whitespace of each tile.  This helps with alignment of tiles and measuring across empty spaces.  It also comes in handy when creatures are outside the dungeon walls (phasing monsters, ghosts, massive worms, and so on) or magic allows transportation through a specific distance of rock. 

Additional Printing and Use Recommendations

  • Turn off Print to Fit Page and set Print Scaling to None; otherwise the grid squares will be slightly below 1 inch.
  • Laminate each tile before cutting it out.  The added durability saves you money in reprinting costs and gives the extra benefit of allowing wet and dry erase markers to both write on and off of your tiles. 
  • To minimize tiles sliding around during play, assemble tiles atop a non-slip rug pad. 
  • Printing two copies of a Basic Set gives you added versatility and the ability to make symmetrical designs.  It is recommended to print two copies, laminate, cut out, and then make several layouts at your regular gaming area.  Make note of any additional tiles you would find useful and print them as well. 

Look for additional Black Falcon Games products to enhance your gaming experience!

Price: $0.00
Categories: Company News

Ports of Call: The Frontier Zone

RPGNow - Thu, 05/31/2012 - 11:17
 The Frontier ZonePublisher: Galileo Games

One of the joys of Bulldogs! is the constant discovery of new places. Let’s face it – it's boring to spend every adventure flying back and forth between the same two points. Bulldogs! is about going to strange new places, meeting new people, turning a profit any way possible, and hoping you don’t get shot at in the process.

Ports of Call is a collection of new starports and planets from the Frontier Zone. Each location is sketched in, with the details that make it special – the general environment, port amenities, the local laws, what the native residents are like, what kind of jobs you’re likely to find, and what kinds of trouble you might get into. If a new alien species makes the planet their home, Ports of Call presents them as a new playable species.

This supplement contains basically everything a Class D Freight crewman needs when the airlock opens – all summed up in a few pages. Each entry has just enough information for a quick pick-up game setting, or for the GM to drop into an ongoing game however she chooses. Additionally, each entry will have a handful of story hooks and non-player characters to inspire single sessions or campaigns.

Ready? Check your blasters and vibro-knives. The airlock is opening. The next port of call awaits!

Price: $10.00
Categories: Company News

Battlemap : Mech Hangar

RPGNow - Thu, 05/31/2012 - 11:13
 Mech HangarPublisher: Christian Hollnbuchner

This full color battlemap is the eighty fifth of a series featuring various terrains. This installment features the interior of an underground mech hangar.

The map is 30 x 28 squares in size, with each 1 inch square scaled to represent 5 feet. It is provided in 12 segments, which need to be assembled, in a single PDF using the letter format.

Price: $1.38
Categories: Company News

The 3 Subsector Bundle [BUNDLE]

RPGNow - Thu, 05/31/2012 - 10:24
The 3 Subsector Bundle [BUNDLE]Publisher: Gypsy Knights Games
THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...



Subsector Sourcebook 1: Cascadia
Regular price: $19.99
Bundle price: $17.50

An entire subsector at your fingertips!

Subsector Sourcebook 1: Cascadia compiles our first 12 Quick Worlds sourcebooks AND adds 8 more unpublished worlds to challenge and entertain your characters.

Made with the busy Referee in mind, this book can provide the spark for multiple adventures.  Use Cascadia as a whole subsector to expand your existing campaign!  Or simply use this book as a handy central source for 20 Quick Worlds to use individually as you see fit!

"Traveller" and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used with permission.  The Traveller Main Rulebook is available from Mongoose Publishing.

 

 

...


Subsector Sourcebook 2: Franklin
Regular price: $19.99
Bundle price: $17.50

An entire subsector at your fingertips!

Subsector Sourcebook 2: Franklin compiles Quick Worlds 13-22 AND adds 11 more unpublished worlds to challenge and entertain your characters.

Franklin is a recently settled frontier area of scattered independent worlds.  Each world comes complete with detailed information concerning the system and the planet itself, yet leaves the Referee plenty of room to use these worlds as he/she sees fit.

Each world has a full color map of the world and its system.  In addition, the pdf comes with printer friendly system maps as well. 

Made with the busy Referee in mind, this book's adventure hooks can provide the spark for multiple adventures.  Use Franklin as a whole subsector to expand your existing campaig...


Subsector Sourcebook 3: Hub
Regular price: $14.99
Bundle price: $12.99

An entire subsector at your fingertips!

Subsector Sourcebook 3: Hub is meant to be a companion volume to The Hub Federation.  Subsector Sourcebook 3: Hub compiles Quick Worlds 23-25 AND adds 10 more unpublished worlds to challenge and entertain your characters.

The Hub subsector is a group of independent worlds which surround The Hub Federation. Each world comes complete with detailed information concerning the system and the planet itself, yet leaves the Referee plenty of room to use these worlds as he/she sees fit.

Each world has a full color map of the world and its system. 

Made with the busy Referee in mind, this book's adventure hooks can provide the spark for multiple adventures.  You can use Hub as an expansion of the history and se...


The Hub Federation
Regular price: $12.99
Bundle price: $10.99

Welcome to The Hub Federation!

The Hub Federation provides an interstellar nation full of adventure opportunities.  The six worlds of The Hub Federation are detailed, as is the government which holds them together.

The Hub Federation can be used in part or as a whole to add worlds to any existing Traveller setting.  In addition, information and history are provided to allow Referees to use The Hub Federation in concert with Subsector Sourcebook 1: Cascadia and Subsector Sourcebook 2: Franklin as an independent setting.

Each world comes complete with detailed information concerning the planet itself and the solar system in which it is located, yet leaves the Referee plenty of room to use these worlds as he/she sees fit.

Made with the busy Referee...


Total value:$67.96Special bundle price:$58.98Savings of:$8.98 (13%)Price: $67.96

Categories: Company News

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