A thousand cities with myriad customs fill the subcontinent of Bhurloka. Wandering ascetics practice austerities on mountaintops, seeking spiritual enlightenment and supernatural powers. Rajas stand before their palaces speaking to their peoples. Chariots roll and elephants march with armies to war.
But Bhurloka stands at the precipice of disaster. A sinister figure—the Dark Yogi—has risen to power. It is whispered that he has the ability to directly attack dharma, the very order of the universe, itself. Dharma, however, does not sit idly by. It has selected but a few to champion its cause. These Chosen of Dharma have the power to restore the balance of the world.
Tales of countless adventures in Bhurloka await the telling. Befriend the monkey-people, the vanaras. Face down the cruel rakshasa Ravema in his island fortress. Climb Mount Niru and visit the gods themselves. Treat with the naga tribes deep in the underworld, Patala. And much, much more!
Now is a time of legend!
Against the Dark Yogi is a complete roleplaying game set in a fantasy world inspired by Indian myths and legends. Its features include:
The world of Bhurloka is overflowing with the potential for epic deeds. All that needs to be done is for game masters and players to come together and tell these stories. Against the Dark Yogi: Campaign Options is here to help facilitate this, with new options, new systems and new complete campaign arcs, inspired by Indian myth!
Against the Dark Yogi: Campaign Options is a key supplement for Against the Dark Yogi. It's features include:
Want to run a quick adventure, but don't have the time to write and stat out a full party? Are you starting up a new campaign, but your players don't know what they want to play? Here are five pregenerated heroes ready for anything!
Against the Dark Yogi: Ready-Made Heroes is a supplement for Against the Dark Yogi. Its features include:
The village of Wershi has long been known for its legendary good luck. Tucked high up in the Fondhya Mountains, the village has resisted both famine and invasion.
But now disaster has struck! The village has been poisoned, and it up to the heroes to ferret out the sinister figure who seeks to claim the secret of the village as his own.
Against the Dark Yogi: The Amitra Gemstone is an adventure supplement for Against the Dark Yogi. It features an epic tale that will send the heroes out on a mission of mercy. In the process they will be pitted against a powerful brahmarakshasa and uncover an ancient secret!
For a cosmic age, Sahasrapara the great serpent, has slept. Now events are afoot in Ewanti Kingdom that could wake the ancient snake, bringing upon Bhurloka a time of untold destruction. Despite political deceptions and vengeful assassins, only the heroes can stand between the great serpent and its cataclysmic goal!
Against the Dark Yogi: The Serpent's Brood is an adventure supplement for Against the Dark Yogi. It features an epic tale that will send the heroes after the city of Neshimati’s stolen chidren, before a sinister mantri can use them to awaken the great snake.
These GM screen inserts are an invaluable tool for game masters looking to run Against the Dark Yogi: Mythic India Roleplaying. Presented in letter-sized landscape format, they are designed to fit most popular customizable GM Screen products.
Featured information includes:
A key component of the Against the Dark Yogi rules are for characters to take consequences - a mechanical representation of various penalties, boons or status effects influencing the character. Various mechanics within the game cause consequences, including special traits, critical successes and failures - or any situation where the GM thinks the consequence will heighten the action of the game!
Against the Dark Yogi: Consequence Cards are a quick and easy way to keep track of consequences in your game. Simply set them on the table in front of you as your hero takes consequences, or hand them out to other players when you cause them! Each of the 14 consequences listed in Against the Dark Yogi is featured here.
Introduced in Against the Dark Yogi: Campaign Options, zone consequences are effects that can be attached to regions of a battlefield to produce more dynamic and exciting battles. Various mechanics within the game can cause consequences, including special traits, critical successes and failures - or any situation where the GM thinks that consequence will heighten the action of the game!
Against the Dark Yogi: Zone Consequence Cards are a quick and easy way to keep track of zone consequences in your game. Simply set them on the table in the area drawn for the zone, and all of the effects are there and easy to reference! Each of the 21 zone consequences introduced in Against the Dark Yogi: Campaign Options are featured.
A thousand cities with myriad customs fill the subcontinent of Bhurloka. Wandering ascetics practice austerities on mountaintops, seeking spiritual enlightenment and supernatural powers. Rajas stand before their palaces speaking to their peoples. Chariots roll and elephants march with armies to war.
Now you can have your own 12" x 18" poster map of the Bhurloka subcontinent, a perfect companion to any Against the Dark Yogi: Mythic India Roleplaying campaign.
Features include:
Two hundred years from now what should be the shining beacon of the future is instead cloaked in conspiracy and horror. Humankind has expanded throughout the solar system, and there it has discovered mysteries older than humanity.
The culture has shattered into myriad subcultures; nation-states are the hollow shells of what they once were. Corporations and other groups wage small-scale wars in the streets or in space. Bioengineered horrors left over from these conflicts stalk the hulls of ruined stations and abandoned colonies.
But for an enterprising team willing to brave the horrors, there’s always a profit to be made.
Shadows Over Sol is a hard science fiction horror roleplaying game using the Saga Machine system. Its features include:
The ARC Project is humanity’s first ever attempt to build and launch an interstellar colony vessel. It is one of the most ambitious endeavors ever undertaken. If successful, it will transport some 10,000 colonists the 4.4 light years from Sol to the planet Siren, orbiting Alpha Centauri A.
The journey will take 400 years, with all passengers and crew in stasis. No one knows exactly what will be found on the other side—what challenges and horrors the colonists will face as they make a life on this new world.
Siren’s Call is a campaign and sourcebook for the Shadows Over Sol roleplaying game. Its features include:
Get the colony sheet
Get the form-fillable colony sheet
Get a team of pregenerated characters
On April 1, 2209, without warning, all four Jovian colonies went silent. Two days later, on April 3, a single message was broadcast: “The Jovian colonies and associated satellites are now the property of Jupiter Group. Do not approach Jupiter. Do not transmit to Jupiter. Failure to comply will be met with force.”
No one knows the cause of this mysterious event, but somewhere in the dark and ruined colonies of Jupiter the Insurrection Virus uses its clanking machines to plot the downfall of all humanity...
Jovian Whispers is a campaign and sourcebook for the Shadows Over Sol roleplaying game. Its features include:
What would science fiction be without fantastic technologies or life-changing discoveries? What would it be without climactic spaceship battles or tense standoffs? Shadows Over Sol: Shiny New Toys is here to help tell these stories, with new weapons, new gear and rules for vehicular confrontation!
Shadows Over Sol: Shiny New Toys is a key supplement for Shadows Over Sol. Its features include:
How would society change if fully-sentient AI became possible, or even common? What challenges would an android player character face in society? What more radical genelines have been created? Ultimately science fiction is about social and technological change. Shadows Over Sol: Beyond Human is here to help facilitate these stories!
Shadows Over Sol: Beyond Human is a key supplement for Shadows Over Sol. Its features include:
Science fiction is about new discoveries and their resulting impacts, both wondrous and horrific. Shadows Over Sol: Fatal Frontier is brimming with a variety of these discoveries, just waiting to be uncovered. What happens when the ARC Project finally arrives at Alpha Centauri A? How would society react if first contact with intelligent life were made? What sorts of new fears, political infighting or new frontiers in scientific research would be touched off by such an event?
Shadows Over Sol: Fatal Frontier is a key supplement for Shadows Over Sol. Its features include:
Want to run a quick scenario, but don't have the time to write and stat out a full team? Are you starting up a new campaign, but your players don't know what they want to play? Here are nine pregenerated characters ready to experience the horrors of the Sol system!
Shadows Over Sol: Ready-Made Heroes is a supplement for Shadows Over Sol. Its features include:
Two hundred years from now what should be the shining beacon of the future is instead cloaked in conspiracy and horror.
Humankind has expanded throughout the solar system, and there discovered mysteries older than humanity. The culture has shattered into myriad subcultures; nation-states are the hollow shells of what they once were. Corporations and other groups wage small-scale wars in the streets or in space. Bioengineered horrors left over from these conflicts stalk the hulls of ruined stations and abandoned colonies.
But for an enterprising team willing to brave the horrors, there’s always a profit to be made.
The Shadows Over Sol: Quick-Start provides all the rules necessary for new players to dive into a science-fiction horror future. Features of the quick-start include:
This revised edition of the Shadows Over Sol: Quick-Start was funded as part of the Siren's Call Kickstarter campaign.
The ARC Project is humanity’s first ever attempt to build and launch an interstellar colony vessel. It is one of the most ambitious endeavors ever undertaken. If successful, it will transport some 10,000 colonists the 4.4 light years from Sol to the planet Siren, orbiting Alpha Centauri A.
The journey will take 400 years, with all passengers and crew in stasis. No one knows exactly what will be found on the other side—what challenges and horrors the colonists will face as they make a life on this new world.
Siren’s Call: Player’s Brief is a player’s companion to the Siren’s Call campaign and sourcebook. It contains all of the player-facing information necessary to participate in a Siren’s Call campaign.
From Venus to Saturn, humanity has taken up residence throughout the Sol system. Workers and gangsters, subcultural celebrities and corp executives, all are part of the ever-expanding masses that spread outward from Earth. Some will become contacts, a few will become friends and others will become potent enemies.
Shadows Over Sol: Contacts is a character supplement containing twenty-five NPCs, ready-made for easy use in a campaign. Also included is an optional system for handling important contacts made by the team.
Designed for use with Shadows Over Sol: Science Fiction Horror Roleplaying.
The scion of a wealth family is missing, and the team has been hired to bring him home. The trail of his disappearance will lead them across the Main Belt, and pit the team against corporate conspiracies, crazed cultists, trigger-happy mercenaries and bioengineered horrors.
But when the team finally tracks down the wayward son, will they be able to bring him back? Or will they let him disappear in the vastness of space? Just how far is the team willing to go to claim a paycheck? And what are they willing to become?
Shadows Over Sol: Small Mercy is an adventure supplement for Shadows Over Sol. It features a tense investigative horror scenario, and is designed to run anywhere between one and three gaming sessions.
On Mars, a small-time gang has taken up residence in the ruins of Vidhi Colony. The team has been called in to rid the ruins of this menace, but gangers won’t be the only threat awaiting them on the Red Planet.
This scenario will immerse the players in the seedy Martian underworld, introducing them to the feared Rakhimov Syndicate. It will send the team on a journey across the Martian outback, isolating them and pitting them against some of the most fearsome beasts that have ever been bioengineered. In the process, the scrappers will face off against a deadly gang and stumble upon a buried secret.
Shadows Over Sol: Eviction Notice is an adventure supplement for Shadows Over Sol. It features an exciting action horror scenario, and is designed to run anywhere between one and three gaming sessions.
The time has come for the Martian colony of Stillwater to build its own space elevator! This requires the construction of an equatorial outpost, and the team has been hired to lead the survey. But are the investors’ motives pure? Or will greed and pride devour the project—and the colony?
Shadows Over Sol: Dreams and Dust is an adventure supplement for Shadows Over Sol that lets the players build an outpost and attempt to save it from impending disaster, some of which might even be of their own making! It features an exciting investigative horror scenario, and is designed to run anywhere between two and five gaming sessions.
When the child heir to a powerful family has been "misplaced" and sold into indenture in the Belt, the team is hired to look into the whereabouts of the missing kid. But there is more in motion than meets the eye, as the team will soon to run afoul of corporate spies, bounty hunters and a bizarre cult.
In the process the team will be led on a race against time across the Main Belt, and will uncover a secret that some would kill to to see buried. In the end, the team may need to ensure that they are not the next targets.
Shadows Over Sol: Heir to Darkness is an adventure supplement for Shadows Over Sol. It can be ran as either a standalone scenario or as a direct follow-up to the Shadows Over Sol: Small Mercy adventure. It features a labyrinthine investigative horror scenario that is designed to run between one and three gaming sessions.
When the team is offered a unique opportunity to acquire their very own spaceship for essentially free, they must travel to an abandoned energy facility. This is the sort of windfall dreamed of by scrappers across the system, and one that few wouldn’t jump at given the chance.
But like many free things, it comes with a very dangerous catch. Not only does the group have to first secure the ship, fight off rival scrappers and make critical repairs, they will also have to face the sinister threat that eliminated the ship’s original crew.
Shadows Over Sol: Lethal Inheritance is an adventure supplement for Shadows Over Sol. It features an introductory survival horror scenario that is ideal for launching a new campaign or introducing players the dark future. This scenario is designed to last between one and three gaming sessions.
In 2189 the first manned mission to Saturn’s moon, Titan, ended when two of the crew mysteriously disappeared while exploring the surface. Aborting the mission early, the returning crew were quickly debriefed and the whole incident was hushed up.
Now a fledgling corp wants to return to the distant moon and discover the cause of that disappearance. The team has been chosen to crew that mission. In the process they may inadvertently discover the horror that lies in wait.
Shadows Over Sol: Return to Titan is an adventure supplement for Shadows Over Sol. It features a chilling investigative horror scenario and is designed to run between one and three gaming sessions.
Something unexplained is happening at the remote Martian Terraforming Station 7378. After the last ice shipment, the crew cut off communications with Oras colony, and have started modifying the parameters of their terraforming efforts. Something inhuman was brought in with the last ice shipment—something horrible.
The team must get to the bottom of this strange behavior before it endangers the entire terraforming project. They may not like what they find.
Shadows Over Sol: Thirst is an adventure supplement for Shadows Over Sol. It features a frightening investigative horror scenario and is designed to run between one and two gaming sessions.
When a colonist is found dead on the ARC Construction Platform, the team is called in to investigate. In the process, the scrappers will face off against Unitech saboteurs, factional intrigue, experimental horrors and stumble upon a secret that may best remain hidden.
Shadows Over Sol: The Nereus Incident is an investigative horror scenario for Shadows Over Sol. It is designed to run between one and three gaming sessions, and to either serve as a prelude to the Siren’s Call campaign or to stand on its own as an individual adventure.
Shadows Over Sol descends to Earth for the first time!
What once was the glittering jewel of Africa is now a shattered wasteland, ravaged by climate change and nuclear warheads. Corps and subcultures vie to rebuild Abuja in their own vision, waging constant proxy wars for control through gangs allied to their vision.
Vision is big but hope is distant in the Abuja Fallout Zone.
Abuja Fallout Zone is a sandbox adventure supplement for Shadows Over Sol. It features a tense action horror scenario, and is designed to run one or more gaming sessions
A rogue Jenseitech scientist has stolen several dangerous biological samples and accidentally unleashed them on Caikuang Station. These stolen samples include a deadly alien protein capable of using the station’s residents as building blocks for its own unknown purposes.
The team must track down the rogue scientist before everyone on the station suffers a fate far worse than death. But can the scrappers escape the station before they, too, are consumed by the horror?
Escape From Caikuang Station is an investigative and survival horror adventure supplement for Shadows Over Sol. It features a chilling outbreak scenario, and is designed to run from one to three gaming sessions
A strange earthquake rocks tectonically-dead Mars. Unscheduled impacts have been recorded striking outside the normal crash zone, and little of it is ice. The team has been hired to get to the bottom of this mystery. Will they solve it in time, or will the Mars Terraforming Project die in its cradle?
Crash Zone is an action horror adventure supplement for Shadows Over Sol. It features a thrilling exploration and assault scenario, and is designed to run from two to four gaming sessions.
When an unexpected stellar flare damages the team’s colony, they must race against time to save it from total annihilation. Along they way, they’ll encounter mysterious communications, confront shadowy saboteurs and trek across the planet to obtain a rare and critical resource.
Shadows Over Sol: Into the Flames is an adventure supplement that revisits the exoplanet Siren, and serves as a companion or follow-up to the Siren’s Call campaign. It features an investigative horror scenario and is designed to run between two to four gaming sessions
The workers on Mandala Station are being driven mad, and the team has been called in to investigate. Before they get to the bottom of things, the scrappers will be pitted against half-crazed pirates, devious smugglers, maddened workers and a dangerous new drug.
Visions is an action horror scenario for Shadows Over Sol. It is designed to run between one and three gaming sessions, and serves either as a prelude to the Jovian Whispers campaign or as a standalone adventure.
Designed for use with Shadows Over Sol: Science Fiction Horror Roleplaying.
Jovian Missions is a compilation of five short, one-shot scenarios for Shadows Over Sol. These missions may be played independently, but work best as companion scenarios to the Jovian Whispers campaign and sourcebook. Additionally, an epilogue covering the possible outcomes of that campaign is included in the back. The scenarios are:
Designed for use with Shadows Over Sol: Science Fiction Horror Roleplaying and the Jovian Whispers campaign and sourcebook.
On the trail of a runaway heir, the team is led to the terrestrial megalopolis of Superior, where they must brave the dangers of the mean streets, out of control riots and a fringe cult. In the end, they will run up against a sinister plot that threatens the global order. Will the scrappers stop the "Disjunction?" Or will they simply walk away in order to claim a paycheck?
Disjunction features a tense action horror scenario for Shadows Over Sol. It is designed to run between two and five gaming sessions. Its features include:
Desperate and on the run, the team accepts a job working on a research station near the bottom of the Mariana Trench. There, cut off from the outside world, they meet a crew with few scruples and many secrets. As conman plays conman, a kilometer away, an abandoned trove of dangerous technology sits alone and unguarded—but not inactive—hiding a monstrosity no one could have ever expected.
Dark Abyss features a high-pressure survival horror scenario for Shadows Over Sol. It is designed to run between one and three gaming sessions. Its features include:
In 2202, an academic expedition detected tunnels of clearly unnatural origin beneath Maxwell Montes, the tallest mountain on Venus. Today, Professor Arthur Burgundy prepares for a follow-up expedition, and the team has been hired to provide security. Behind the scenes, shadowy corps muster their forces and prepare to control whatever the expedition unearths. Beneath it all, a slumbering evil stirs.
The Cytherean Malignancy features a heart-stopping action horror scenario for Shadows Over Sol. It is designed to run between one and three gaming sessions.
When a rich madman hires the team to locate valuable records hidden on a derelict space station, they find themselves caught in the middle of a family feud. In the process, they must face down bloodthirsty mercenaries, defeat an experimental cybernetic weapon and survive to collect their reward, all the while fending off a powerful a corp that wishes to silence all witnesses.
Mercurial Ruin features an ultraviolent action horror scenario for Shadows Over Sol. It is designed to run between one and three gaming sessions.
These GM screen inserts are an invaluable tool for game masters looking to run Shadows Over Sol: Science Fiction Horror Roleplaying. Presented in letter-sized landscape format, they are designed to fit most popular customizable GM Screen products.
Feature information includes:
A key component of the Shadows Over Sol rules are for characters to take consequences - the mechanical representation of various penalties, bonuses or status effects influencing the character. Different mechanics within the game can cause consequences, including special traits, critical successes and failures - or any situation where the GM thinks the consequence will heighten the tension in the game!
Shadows Over Sol: Consequence Cards are a quick and easy way to keep track of consequences in your game. Simply set them on the table in front of you as your character takes consequences, or hand them out to other players when you cause them! Each of the 14 consequences listed in Shadows Over Sol are featured here.
Two hundred years from now what should be the shining beacon of the future is instead cloaked in conspiracy and horror. Humankind has expanded throughout the solar system, and there it has discovered mysteries older than humanity.
Now you can have your own 12" x 18" poster map of the Martian colony of Stillwater, a perfect companion to any Shadows Over Sol campaign.
The ARC Project was one of the most ambitious endeavors ever undertaken, transporting some 10,000 colonists on a 400 year journey from Sol to the planet Siren, orbiting Alpha Centauri A.
No one knew exactly what would be found on the other side — what challenges and horrors the colonists would face as they made a life on this new world. Humanity's first step beyond the Sol system might be its last.
Now you can have your own 12" x 18" poster map of the planet Siren, a perfect companion to any Siren's Call campaign.
Designed for use with the Siren's Call: Interstellar Colonization Roleplaying campaign and sourcebook for Shadows Over Sol.
The ARC Project is one of the most ambitious endeavors ever undertaken. If successful, it will transport some 10,000 colonists on a 400 year journey from Sol to the planet Siren, orbiting Alpha Centauri A.
No one knows exactly what will be found on the other side — what challenges and horrors the colonists would face as they made a life on this new world. Humanity's first step beyond the Sol system might be its last.
Now you can have your own 12" x 18" deckplan poster of the ARC Colony Ship, a perfect companion to any Siren's Call campaign.
Designed for use with the Siren's Call: Interstellar Colonization Roleplaying campaign and sourcebook for Shadows Over Sol.
Two hundred years from now what should be the shining beacon of the future is instead cloaked in conspiracy and horror.
Humankind has expanded throughout the solar system, and there discovered mysteries older than humanity. The culture has shattered into myriad subcultures; nation-states are the hollow shells of what they once were. Corporations and other groups wage small-scale wars in the streets or in space. Bioengineered horrors left over from these conflicts stalk the hulls of ruined stations and abandoned colonies.
But for an enterprising team willing to brave the horrors, there’s always a profit to be made.
Now you can have your own 12" x 18" deckplan poster of UT-389 "The Metus", the same ship featured in the Shadows Over Sol: Quick-Start scenario.
Designed for use with Shadows Over Sol: Science Fiction Horror Roleplaying.
When the team is hired to storm the deck of a stolen spaceship, they encounter not only the terrorists who hijacked the vessel, but also a uniquely dangerous cargo their employer wishes to keep hidden.
Designed for use with Shadows Over Sol: Science Fiction Horror Roleplaying.
Note: This one-sheet scenario is also included in the Jovian Missions compilation.
When the team stumbles upon a trio of abandoned drop modules, they find a cryptic message, a lone survivor and a lurking death that comes with every footfall.
Not Another Step is a One-Sheet Scenario designed for use with Shadows Over Sol: Science Fiction Horror Roleplaying and the Siren's Call sourcebook.
Two hundred years from now what should be the shining beacon of the future is instead cloaked in conspiracy and horror. Humankind has expanded throughout the solar system, and there it has discovered mysteries older than humanity.
Now you can have your own 12" x 18" poster map of the Sol system, a perfect companion to any Shadows Over Sol campaign.
Designed for use with Shadows Over Sol and the Jovian Whispers campaign and sourcebook.
When Sovereign Liberation Front operatives awaken a powerful artificial intelligence, the team is caught between two opposing factions. The scrappers must decide whom to support and determine the fate of that powerful AI.
Trouble on Jackral V is a One-Sheet Scenario designed for use with Shadows Over Sol: Science Fiction Horror Roleplaying and the Jovian Whispers campaign and sourcebook.
Note: This one-sheet scenario is also included in the Jovian Missions compilation.
When an eccentric construction magnate, hires the team to explore a derelict warship, the scrappers must overcome bio-engineered monsters and secret agendas. What they find will shake the Jovian system to its core—that is, if they survive to tell the tale!
Fate of the Calamitas is a One-Sheet Scenario designed for use with Shadows Over Sol: Science Fiction Horror Roleplaying and the Jovian Whispers campaign and sourcebook.
Note: This one-sheet scenario is also included in the Jovian Missions compilation.
While performing a search and rescue operation on the moon Adrastea, the team is faced with an outbreak of the Insurrection Virus that is cut off as desperate to spread.
Not Another Step is a One-Sheet Scenario designed for use with Shadows Over Sol: Science Fiction Horror Roleplaying and the Jovian Whispers campaign and sourcebook.
Note: This one-sheet scenario is also included in the Jovian Missions compilation.
While hacking into an Insurrection Virus-controlled node, the team discovers repeated references to a secret project. Following up on the project unveils the virus’ deadly contingency plan and pits the scrappers against a pair of unusual murder-drones.
Not Another Step is a One-Sheet Scenario designed for use with Shadows Over Sol: Science Fiction Horror Roleplaying and the Jovian Whispers campaign and sourcebook.
Note: This one-sheet scenario is also included in the Jovian Missions compilation.
A murder investigation in an isolated colonial outpost morphs into a creature feature, where the team must struggle to avoid infection by the deadly Violet Strain.
The Violet Strain is a One-Sheet Scenario designed for use with Shadows Over Sol: Science Fiction Horror Roleplaying and the Siren's Call sourcebook.
On the moon, Odysseus, a small archaeological expedition has gone silent. The team has been sent to investigate why they stopped sending reports and to determine their fate. What awaits them is enough to send a chill down the spine of even the most hardened explorer.
The Lotus-Eaters is a One-Sheet Scenario designed for use with Shadows Over Sol: Science Fiction Horror Roleplaying and the Siren's Call sourcebook.
Dinosaurs still roam forgotten corners of the land. Alien influences operate from the skies. Mystics wield ancient powers. Strange new sciences promise to change the world. The dead rise from the grave. All the while, modern movements sweep the globe, and bold explorers venture deep into the unknown or delve into forgotten ruins.
The world is ripe for adventure!
Dime Adventures is a pulp alternate history roleplaying game using the Saga Machine system. Its features include:
There is more to Arth than meets the eye. Just below the surface exists all manner of paranormal abilities, from psychic powers to a myriad sorcerous traditions. Dime Adventures: Mystic Secrets is here to help tell stories of heroes who wield these powers, using them in the name of good, progress or civilization.
Mystic Secrets is a key supplement for the Dime Adventures roleplaying game. Its features include:
The world is full of odd beasts and mysterious denizens. Monsters are stranger and far more common than most people imagine. Often these cryptids lurk at the edges of civilization, other times they walk among us. Dime Adventures: Cryptid Codex provides a wealth of new beasts to challenge even the bravest heroes!
Cryptid Codex is a key supplement for Dime Adventures: Pulp Alternate History Roleplaying. Its features include:
Dinosaurs still roam forgotten corners of the land. Alien influences operate from the skies. Mystics wield ancient powers, while strange new sciences promise to change the world. The dead rise from the grave. All the while, modern movements sweep the globe, and bold explorers venture deep into the unknown or delve into forgotten ruins.
The world is ripe for adventure!
Dime Adventures is a pulp alternate history roleplaying game using the Saga Machine system. This quick-start includes:
Want to run a quick scenario, but don't have the time to write and stat out a full band of heroes? Are you starting up a new campaign, but your players don't know what they want to play? Here are thirteen pregenerated heroes ready to have adventures around the globe!
Dime Adventures: Ready-Made Heroes is a supplement for Dime Adventures. Its features include:
The 1904 Saint Louis World’s Fair is to be a wonder of the modern age! People of all stripes are flocking to it from around the world, including the heroes. But where heroes go, villains tread as well. A sinister force is at work in the shadows, perverting the dream of the World’s Fair into a dream of world conquest, and only the heroes can stop it!
Dime Adventures: World’s Fair is an adventure supplement for Dime Adventures. It features a thrilling location-based scenario, and is designed to run anywhere between two and five gaming sessions.
The heroes are going to be among the very first to circumnavigate the globe by airship! This is an astonishing feat of the modern era, and along the way they will encounter ruined temples, airship pirates, sinister cults, border wars, mysterious curses and demanding expedition sponsors. But perhaps the biggest threat is what awaits them when they complete their journey.
Dime Adventures: Circles in the Sky is an adventure supplement for Dime Adventures. It features an exciting sightseeing scenario, and is designed to run anywhere between two and five gaming sessions. It is also designed to easily become the framework for an ongoing campaign.
Antarctica, the final continent, is the mother of all blank spots on the map. Its frozen reaches are largely unexplored, and most the land has yet to be seen by human eyes. The heroes are part of an expedition that seeks to travel to the interior of the continent. In this, they will face rival expeditions, plotting secret societies and the challenges of the frozen wastes. But nothing can prepare them for the shock of what awaits where no human has yet to tread.
Dime Adventures: Expedition Beyond Mount Terror is an adventure supplement for Dime Adventures. It features an astonishing expedition scenario, and is designed to run anywhere from three to five gaming sessions.
Something sinister stirs in the Horn of Africa. When the walking dead threaten settlements along the coast, the papacy cannot sit by and let its sole colony be overrun by shambling evil. Under highest secrecy, it sends a crack team to free the region from its arcane bonds. But first this team must infiltrate foreign lands, climb a mountain that has never been summited and conquer rampaging man-eaters. Will the heroes succeed in saving the land, or will they be be washed away by the Rains of Africa?
Dime Adventures: Rains of Africa is an adventure supplement for Dime Adventures. It features a thrilling secret mission scenario, and is designed to run anywhere from three to five gaming sessions.
Murcia, IL: Wanted: Farm hands to solve prairie dog infestation damaging crops. One week of work. Good pay. Travel, food and board provided. Write to John Mills, Mills Farm, Murcia, IL to apply.
A straight forward enough job posting. But there is always more to the story, and even easy jobs with good pay can be dangerous. Sometimes very dangerous.
Dime Adventures: Prairie Dogs Ripped My Flesh! is an adventure supplement for Dime Adventures. It features a death-defying scenario with a thrilling twist, and is designed to run anywhere from two to four gaming sessions.
What begins as a normal-seeming night at an aging hotel quickly turns into a race against time to stop a sorcerous cabal from altering the reality of everyone on the premises. Along the way the heroes will confront hidden villains, unexpected allies and fiendish plots.
But can the heroes stop this interdimensional menace, or will the cabal overwrite the heroes’ reality with their own?
Dime Adventures: Strange Night at the Creedmoor Hotel is an adventure supplement for Dime Adventures. It features a bizarre mystery scenario with a multitude of hidden motives. It is designed to run between one to three gaming sessions.
Designed for use with Dime Adventures: Pulp Alternate History Roleplaying.
The heroes have been captured by the nefarious Laird Dougal Colquhoun, a sinister villain who traces his lineage back to the ancient aos sìth of the Celtic Kingdoms. They have been disarmed, brought to his private island, fed and now they are to be hunted by the Laird as the most dangerous game.
But there is more to the island and its keeper than meets the eye. The heroes will have to improvise, adapt and defeat Laird Colquhoun on his own terms, all the while uncovering the secret of the island.
Wild Hunt is a thrilling adventure supplement for Dime Adventures. It is designed to run between one to three gaming sessions.
Designed for use with Dime Adventures: Pulp Alternate History Roleplaying.
These GM screen inserts are an invaluable tool for game masters looking to run Dime Adventures: Pulp Alternate History Roleplaying. Presented in letter-sized landscape format, they are designed to fit most popular customizable GM Screen products.
Featured information includes:
A key component of the Dime Adventures rules are for characters to take consequences - the mechanical representation of various penalties, bonuses or status effects influencing the character. Different mechanics within the game can cause consequences, including special traits, critical successes and failures - or any situation where the GM thinks the consequence will heighten the tension in the game!
Dime Adventures: Consequence Cards are a quick and easy way to keep track of consequences in your game! Simply set them on the table in front of you as your character takes consequences, or hand them out to other players when you cause them! Each of the 14 consequences listed in Dime Adventures are featured here.
Dinosaurs still roam forgotten corners of the land. Alien influences operate from the skies. Mystics wield ancient powers. Strange new sciences promise to change the world. The dead rise from the grave. All the while, modern movements sweep the globe, and bold explorers venture deep into the unknown or delve into forgotten ruins.
The world is ripe for adventure!
Now you can have your own 12" x 18" poster map of the World of Arth, a perfect companion to any Dime Adventures: Pulp Alternate History Roleplaying campaign.
Features include:
While traveling across the plains of Illinois (or other rural location of your choosing), the heroes come under attack from a strange extra-dimensional creature. Tracking it back to a lone farmhouse, they must confront a mad scientist who has just opened a gateway to yet another alternate universe.
Best Possible Life is a One-Sheet Scenario designed for use with Dime Adventures: Pulp Alternate History Roleplaying.
Archaeological revelations! Mythical amphibious monsters! Subtle intrigue! Travel through time! When the heroes investigate a set of mysterious underwater ruins in the Caspian Sea, they get more than they bargained for!
The Deadly Dive is a One-Sheet Scenario designed for use with Dime Adventures: Pulp Alternate History Roleplaying.
On a relief mission, bringing much-needed medicine to a settle- ment in the Amazon Territory, the heroes witness the crash of an alien vessel. This thrusts them into the middle of a conflict between competing powers, racing through the jungle, all seeking the perilous technology in the alien ship for their own.
Peril of the Amazon is a One-Sheet Scenario designed for use with Dime Adventures: Pulp Alternate History Roleplaying.
Brought to a diplomatic summit as professional ball players, the heroes are secretly tasked with rescuing a kidnapped spouse. The truth of their mission, however, is revealed once they arrive. Can the heroes escape with their lives intact? Will they choose to complete their mission? And how many nefarious enemies will they make along the way?
Ballgame Diplomacy is a One-Sheet Scenario designed for use with Dime Adventures: Pulp Alternate History Roleplaying.
Ganjifa cards have been around for centuries in India and Persia, but they are relatively new to the West. Ganjifa cards are round playing cards, numbered 1-10 with two face cards: the Raja (King) and the Vizier (Minister). There are 8 suits in the Mughal version which makes 96 cards in all.
Ganjifa cards are traditionally hand painted and the rules for games are passed down from one generation to the next. The sad part about Ganjifa is that it seems to be a dying art. There are fewer and fewer artists in India producing the cards and few in the West are even aware of Ganjifa. This is where we stepped in.
While we found bits and fragments of rules around the internet, we could only find individual hand painted cards for sale, and the cost was quite high. To breathe new life into this art form, and to make it available to everyone, we decided to print our own cards. We also compiled the rules we found to make the games complete. Instead of just making a few sets for ourselves, we thought it would be great to share Ganjifa with the rest of the world.
Age of Ambition is a fantasy roleplaying game set in a world rapidly leaving the traditional fantasy milieu behind, where magical and technological advancements are challenging the long-standing social order, and where the heroes help guide the world into a brave new era of promise or peril.
So strap on your breastplate and pick up your pistol. There are discoveries to make, wrongs to right, tyrants to overthrow and new social orders to trial.
Age of Ambition is a complete fantasy roleplaying game using the Saga Machine system. Its features include:
Follow a band of Legionnaires — elite guards of Melanoc — as they patrol the streets, navigate politics and discover an unknown subterranean civilization.
Along the way, they must face off against criminal organizations, explore prophetic dreams, navigate cultural differences, uncover corruption in the highest echelons of society and make a name for themselves as the defenders of the city.
What Lies Beneath is a campaign and sourcebook for the Age of Ambition roleplaying game. Its features include:
Age of Ambition is a fantasy roleplaying game set in a world rapidly leaving the traditional fantasy milieu behind. It’s the game of forward-facing fantasy! Where the heroes help guide the world into a brave new era of promise or peril.
So strap on your breastplate and pick up your pistol. There are discoveries to make, wrongs to right, tyrants to overthrow and new social orders to trial.
The Age of Ambition: Quick-Start provides all the rules necessary for new players to dive into a game of forward-facing fantasy. Features of the quick-start include:
The world of Trystell is home to many elusive creatures, both mundane and extraordinary, from ancient undead mummies to nigh extinct dragons, and from the formidable manticore to the common slime. Wherever the heroes may tread, fearsome foes and dangers await.
Age of Ambition: Bestiary contains a treasure trove of new creatures to challenge even the bravest heroes! It is a key supplement, and its features include:
Designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril.
The world of Trystell is overflowing with the potential for stories of change in a brave new age. All that needs to be done is for players and game masters to come together and tell these tales. Age of Ambition: Campaign Options is here to help facilitate this, with new systems for war, trade and perilous confrontation.
Age of Ambition: Campaign Options is a key supplement for Age of Ambition. Its features include:
Designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril.
Even though the Age of Ambition core rulebook comes jam-packed with lifepath and character options, not even it can contain all of the archetypes, concepts and abilities that Trystell has to offer.
Age of Ambition: Character Options contains a variety of new choices, both for players making a new character and for GMs looking to customize the lifepath system for their campaigns. Its features include:
Designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril.
The world of Trystell can be a daunting and dangerous place. This bestiary demonstrates just how deadly it can be, delving into a plethora of fearsome foes. From the greater elementals to cutting-edge lunar automatons, wherever the heroes may tread, adversaries and dangers await.
Age of Ambition: Expert Bestiary contains a treasure trove of new creatures to challenge even the mightiest heroes! It is a key supplement and its features include:
Designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril.
The world of Trystell is overflowing with the potential for stories of change in a brave new age. Now game masters have a variety of new options for telling these tales, challenging their parties and deepening the ongoing mysteries in their Age of Ambition campaigns.
The Game Master’s Toolkit is a key supplement for the Age of Ambition roleplaying game. Its features include:
The lifepath system presented in the Age of Ambition core rulebook is great for generating starting characters, but it is less apt at producing the most powerful of heroes—those with exceptional abilities and legendary skill. This book remedies that, providing a selection of options suitable for more experienced and renowned heroes!
Heights of Power is a key supplement for the Age of Ambition roleplaying game. Its features include:
When the heroes lead a rebellion on a slave ship they find themselves beset by challenges, from scheming ne’er-do-wells and ex-pirates, to the raw elements and other hazards of the sea. Even when the ship makes it to port, the heroes will discover just how unjust the institution of slavery can be.
Out of Shackles is a beginning adventure supplement for Age of Ambition. It features a slave rebellion scenario, and is designed to run between two and four gaming sessions.
When a dying man gives the party are given a mysterious urn, they are thrust into the conflict between an ancient secret society and an undead king. Can the heroes best their enigmatic assailants and unravel the mysteries of a lost empire, or will they too become a footnote in history?
Will to Power is an intermediate adventure supplement for Age of Ambition. It features an archeological expedition scenario, and is designed to run between two and four gaming sessions.
When the party joins a merchant company traveling to the remote island of Cebul, they get more than they bargained for. On the island they will encounter dinosaurs, fight bandits, meet tribes—both friendly and hostile—and uncover a relic that could rewrite their understanding of history.
Time Forgot is a beginning adventure supplement for Age of Ambition. It features a trading expedition scenario, and is designed to run between three and five gaming sessions.
When the heroes are invited to a fancy dinner party, they bare witness to a sinister murder. Identified as potential suspects, they must solve the mystery, track down the killer and link the incident to the strange happenings about town, all before they are charged with the crime.
A Little Murder is a beginner or intermediate adventure supplement for Age of Ambition. It features a murder mystery scenario, and is designed to run between two and four gaming sessions.
Designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril.
When the heroes find themselves exiled to a remote island prison, they must learn their way around, gather their resources and, eventually, discover a means of escape. Along the way they will fight bloodthirsty gangs, make strange allies, discover a long lost arcane laboratory and possibly become embroiled in a plot to take control of the island.
Escape From Prison Isle is a beginner or intermediate adventure supplement for Age of Ambition. It features a prison break scenario, and is designed to run between one and five gaming sessions.
Designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril.
When the party finds themselves in command of a sailing ship, they must voyage across the sea in an effort to stop a rogue admiral with dreams of conquest. Along the way they will fight pirates, hunt for mysterious arcane shards and assemble a military force to resist the admiral’s growing fleet.
The Butcher’s War is an intermediate or advanced adventure supplement for Age of Ambition. It features a naval wartime and treasure hunting scenario, and is designed to run between three and five gaming sessions.
Designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril.
When the party is hired by El Spark, a notorious ne’re-do-well, to oversee his expedition to the ruined city of Chegnish, not only must they brave the horrors of the Desolation, they must also keep their wits about them, lest they face betrayal at the hands of his many enemies.
Tainted Gold is an intermediate adventure supplement for Age of Ambition. It features plenty of secret agendas and an expedition to a post-apocalyptic wasteland. The scenario is designed to run between two and four gaming sessions.
A young physician with ties to the royal family has gone missing in a remote mountain hamlet, and it is up to the party to find him! Over the course of their investigation, the heroes run up against tight-lipped locals, confront xenophobic agitators and uncover a conspiracy to foment discord across the kingdom.
The Forslin Job is an intermediate adventure supplement for Age of Ambition. It features plenty of action, intrigue and investigation in an isolated rural village. The scenario is designed to run between one and three gaming sessions.
Melanoc Adventures is a compilation of seven short, one-shot scenarios for Age of Ambition. These adventures may either be played independently or serve as companion scenarios to the What Lies Beneath campaign and sourcebook. The adventures are:
When a fabled Blaugh’ock doomsday device comes up for auction by a criminal syndicate, the heroes must infiltrate the event, navigating their way past numerous cut-throat schemes. There they must obtain the device and escape with their lives, all without letting it fall into the wrong hands.
The Black Auction is an intermediate adventure supplement for Age of Ambition. It contains enough plotting, double-crosses and explosive action to cover somewhere between one and three sessions of play.
A key component of the Age of Ambition rules are for characters to take consequences - the mechanical representation of various penalties, bonuses or status effects influencing the character. Different mechanics within the game can cause consequences, including special traits, critical successes and failures - or any situation where the GM thinks the consequence will heighten the tension in the game!
Age of Ambition: Consequence Cards are a quick and easy way to keep track of consequences in your game! Simply set them on the table in front of you as your character takes consequences, or hand them out to other players when you cause them! Each of the 14 consequences listed in Age of Ambition are featured here.
These GM screen inserts are an invaluable tool for game masters looking to run Age of Ambition. Presented in letter-sized landscape format, they are designed to fit most popular customizable GM Screen products.
Featured information includes:
Age of Ambition takes place on the world of Trystell, which is rapidly leaving the traditional fantasy milieu behind. It is the moon of a gas giant, with a hostile sister moon that once tried to colonize the world. Socially and culturally, Trystell is rapidly advancing from its equivalent of Earth’s Middle Ages, into what might be called the Early Modern era. This is giving rise to new ways of thinking, and to advances in both magic and technology.
So strap on your breastplate and pick up your pistol. There are discoveries to make, wrongs to right, tyrants to overthrow and new social orders to trial.
Now you can have your own 12" x 18" poster map of the World of Trystell, a perfect companion to any Age of Ambition campaign.
The party has been hired by a group of miners in the small, unincorporated community of Mining Town, located in the mountains west of Melanoc. Three workers have disappeared in the mines in the past month, and they believe that a snake-like beast called the Grootslang is to blame. Nothing, however, is as it seems.
Digging Deeper is a One-Sheet Scenario designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril.
When the party is hired to break into an unhinged engineer’s laboratory, they stumble upon a criminal undertaking, an arcane secret and the ire of an ambitious Thieves’ Guild lieutenant.
The Clockwork Plot is a One-Sheet Scenario designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril.
When the party is hired to capture and arrest a heretical priestess, they find themselves thrown into a political quagmire, caught between orthodoxy, heresy and the ambitions of two rival timber barons.
The Vasjan Heresy is a One-Sheet Scenario designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril.
When the party is charged with protecting a holy relic from a group of politically motivated thieves, the heroes must thwart the heist, follow a trail of clues and beat the thieves at their own game.
The Dreaming Day Heist is a One-Sheet Scenario designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril and the What Lies Beneath sourcebook.
When the heroes are called to prevent chaos from breaking out at the circus, they uncover a plot involving experimental alchemy, an extortion racket, a spurned lover and a kidnapped ringmaster.
A Night at the Circus is a One-Sheet Scenario designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril and the What Lies Beneath sourcebook.
What Lies Beneath follows a band of Legionnaires — elite guards of Melanoc — as they patrol the streets, navigate politics and discover an unknown civilization.
Along the way, the heroes must face off against criminal organizations, explore prophetic dreams, navigate cultural differences, uncover corruption in the highest echelons of society and make a name for themselves as the defenders of the city.
The What Lies Beneath: Player’s Brief is a companion to the What Lies Beneath campaign and sourcebook. It contains all of the player-facing information necessary to participate in the campaign.
Tasked with tracking down a family’s wayward son, the heroes stumble upon a Thieves’ Guild plot, an unscrupulous physician and a dangerous arcane relic. But even then, not all is as it seems.
Body Problems is a One-Sheet Scenario designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril and the What Lies Beneath sourcebook.
What Lies Beneath takes place in the city-state of Melanoc. It follows a band of Legionnaires — elite guards of Melanoc — as they patrol the streets, navigate politics and discover an unknown subterranean civilization.
So strap on your breastplate and pick up your pistol. There are discoveries to make, wrongs to right, crimes to stop and new social orders to trial.
Now you can have your own 12" x 18" poster map of the city-state of Melanoc, a perfect companion to any What Lies Beneath campaign.
Designed for use with the What Lies Beneath campaign and sourcebook for Age of Ambition.
When an anonymous tip warns of a plot to poison Melanoc’s outlying farms, the heroes must track down and stop the culprit, all the while uncovering evidence of further espionage.
The Chamist's Gambit is a One-Sheet Scenario designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril.
Pressure from a sitting member of Melanoc’s Ruling Council leads to an investigation of a radical political group and a plot to sway the balance of power in the city.
The Honey Trap is a One-Sheet Scenario designed for use with Age of Ambition: Fantasy Roleplaying in an Age of Promise or Peril.