Flash forward far more years than I’d care to admit and I still firmly love RPGs as there are so many weird and wonderful game systems on the market, you’d be hard pressed to find any topic or genre which doesn’t have a correlating game available. Today, just the same as when I first entered the hobby, there are loads of “same old, same old” releases which get a ton of press they probably don’t truly deserve while more worthy releases get lost in the noise. There’s so much more out there beside the venerable Dungeons & Dragons or Pathfinder folks should check out so that’s why I thought I’d take a look at few roleplaying games which have recently been released, or are coming before the end of the year, which should be firmly on your radar.
Let me point out, I haven’t received payment nor review copies – not that I don’t love review copies and always welcome them – to share any of these titles with you; these are just some cool looking RPGs which have caught my eye and certainly not paid product placements. I also don’t claim the following are the only titles you should have on your radar but simply some which have really piqued my interest. If you feel I’ve left out a release that should be getting more love, by all means let me know in the comments section.
Adventures in Middle Earth – Cubicle 7 Entertainment (Fall 2016)
The PDF edition of the Player’s Guide will arrive in September with the print edition to follow this Fall. The Loremaster’s Guide in both PDF and print are also scheduled for an Autumn release.
From Cubicle 7:
In Adventures in Middle-earth the greatest fantasy setting of all time comes to the world’s favourite roleplaying game rules! Take your gaming group to Middle-earth with these thematic and atmospheric, OGL-compatible setting guides.
This bundle gets you both the Player’s Guide and the Loremaster’s Guide, with free PDFs of both on release.
Smaug has been defeated, the Battle of Five Armies has been won, and Bilbo has returned to the Shire. But much danger still remains, and from the Orc-holds of the mountains to the dark and corrupt depths of Mirkwood a darkness waits, recovering its strength, laying its plans, and slowly extending its shadow…
Adventurers come from all the Free Peoples of Wilderland and beyond, all heeding the call to adventure. Spurred on by diverse callings – whether it be the lure of the road, the hunger for ancient lore, or the simple urge to defend hearth and kin, adventurers from across Wilderland are preparing to explore Middle-earth and to battle the rising threat of The Shadow wherever it may be found.
The Player’s Guide
The Player’s Guide gives you the Middle-earth setting-specific rules and guidance to create your characters and adventure in the world of The Hobbit and The Lord of the Rings using the OGL 5e ruleset.
Character creation features Cultures and Classes designed for Middle-earth to help you get deep into the setting from the very start of your adventures. New rules add excitement to your journeys and encounters, and chart the corruption of the Shadow in the unwary or unwise.
The Quest begins with this lavishly illustrated, hardcover Adventures in Middle-earth Player’s Guide, followed by the equally beautiful and useful Adventures in Middle-earth Loremaster’s Guide. You can start playing right away with this Player’s Guide, and the latest edition of the world’s most popular roleplaying game rules.
Adventures in Middle-earth: Players Guide contains:
- 11 Middle-earth specific playable Cultures
- 6 New and unique Classes
- 13 New Backgrounds custom-made for Middle-earth
- Middle-earth appropriate arms and armour
- Unique Journey rules
- New rules for Corruption
- New Audience rules
- Rules for The Fellowship Phase
- Middle-earth maps (as the end papers) for Players and Loremasters
224 pages, hardcover, full colour
The Loremaster’s Guide
We’ll be releasing more detailed information on the Loremaster’s Guide in the coming weeks – this bundle is intended as a convenience for our customers who know they want both supplements.
Adventures in Middle-earth:The Loremaster’s Guide contains:
- Copious setting information for the Loremaster
- Advice on running Middle-earth games
- Rules for treasure
- Expanded Journey rules advice and options
- A Middle-earth bestiary
144 pages, hardcover, full colour
Blades in the Dark – One Seven Design (Early access currently)
I’ve heard talk the completed book should be available before the year is out (at least in PDF) but you can take a peek at the early access work in progress right now.
From One Seven Design:
THE CONCEPT
The streets of Duskwall are haunted. By vengeful ghosts and cruel demons. By the masked spirit wardens and their lightning-hooks. By sharp-eyed inspectors and their gossiping crows. By the alluring hawkers of vice and pleasure. By thieves and killers and scoundrels like you — the Blades in the Dark.
The noble elite grow ever richer from the profits of their leviathan-hunting fleets and electroplasm refineries. The Bluecoats of the constabulary crack skulls and line their pockets with graft. The powerful crime syndicates leech coin from every business, brothel, drug den, and gambling house. And then there’s your crew of scoundrels: all the way down at the bottom rung. Can you make it to the top? What are you willing to do to get there? There’s only one way to find out…
THE GAME
Blades in the Dark is a tabletop role-playing game about a gang of criminals seeking their fortunes on the haunted streets of Duskwall. There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had if you’re bold enough.
Gameplay focuses on criminal endeavors called scores. A session of play usually consists of 1 or 2 scores, each followed by recovery, downtime projects, and advancement for the scoundrels and the crew.
In Blades in the Dark, your crew gets its own “character sheet” (chosen from different crew classes, like Cult, Thieves, or Smugglers), earns XP, and levels up alongside the characters. As you advance the crew, you unlock new options and abilities for the scoundrels and climb up the ladder of factions within the city.
The game features a robust core resolution mechanic which asks the group to characterize actions as desperate, risky, or dominant. Each choice provides a range of multiple outcomes, beyond simple success or failure. To highlight the roguish nature of the characters, players can accept a devil’s bargain (a bonus die with strings attached) to bolster their chances.
A good teamwork system is critical to making a game about a crew of scoundrels work. Blades in the Dark features a fun and intuitive teamwork mechanic that shifts the spotlight from one character to another as they go “on point” with their teammates backing them up.
Many RPG sessions grind to a halt when planning is required. The group ends up discussing options for hours — talking about the game rather than playing the game. Blades in the Darkcuts through all that with a lightning-fast planning technique that takes less than one minute. You make a few simple decisions and you’re off and running. In addition, the players can use flashback scenes to roll for a setup actions their characters performed in the past.
Blue Rose: The AGE Roleplaying Game of Romantic Fantasy – Green Ronin Publishing (Late 2016)
In 2015 Green Ronin Publishing launched a very successful $85k+ Kickstarter project to update Blue Rose to take advantage of the Adventure Game Engine, or “AGE”, System which powers the company’s Dragon Age and Titansgrave titles. The gameplan is to expand Blue Rose from what were essentially D20 sourcebooks to a full blown core system with a multitude of new micro settings and series frameworks.
While Blue Rose isn’t going to be everyone’s cup of tea but the ideas and core concepts behind the world of Aldea – and the game’s take on romantic fantasy – is certainly interesting and I’m eager to see how the designers build upon the foundation of the first edition. At this point an exact release date hasn’t been established (in fact the Kickstarter promised an August 2016 availability) but the word on the street is we should see the 300+ page core PDF sometime before the end of the year.
There isn’t any specific sell sheet info about the upcoming edition but here’s the write up for the first edition from Green Ronin:
Adventure & Romance Await!
- A streamlined game system, requiring only a single twenty-sided die to resolve any action your heroes may take.
- Fast and dramatic action resolution, with systems for everything from fighting to social repartee.
- Complete and flexible rules for hero creation, with options to play rhydan (intelligent psychic animals) as well as humans, sea-folk, the night people, or the mystical vata.
- A complete system of arcane and psychic powers, from empathy to the darkest depths of sorcery.
- A system for defining your hero’s light and shadow natures, and using the strength of your hero’s conviction to influence the flow of the game.
- Narrator advice, and the introductory adventure The Curse of Harmony, everything you need to begin telling your own stories in the magical world of Blue Rose.
The word has gone out, the land of Aldis needs heroes! Will you answer the call? Join the Sovereign’s Finest and the Knights of the Blue Rose in safeguarding the kingdom and its people. Swear your allegiance to the Light and to the rightful Sovereign…
For Aldis, and the Queen!
Cryptomancer – Land of NOP LLC (Available Now)
From Land of NOP:
Cryptomancer is a tabletop role-playing game made for hackers, by hackers. It features an original fantasy setting and gameplay informed by diverse security disciplines: information security, physical security, intelligence analysis, clandestine tradecraft, and risk management. Players assume the role of characters on the run from a shadowy organization that rules the world through mass surveillance, propaganda, and political coercion.
- Explore a rich fantasy setting connected by the Shardscape, the magical equivalent of the Internet
- Attack and defend fantasy networks built upon real networking and cryptography principles
- Build up your safehouse and manage covert cells of spies, scouts, political agitators, and assassins
- Customize your character with dozens of talents and spells emphasizing stealth, deception, and creative problem-solving
Kill all the orcs, hack all the things!
Cryptomancer takes place in a fantasy setting very similar to most fantasy settings you are accustomed to. This was by design. We kept things simple so gamers both seasoned and new can jump right in and start hacking things. We have made some subtle tweaks to fantasy norms, based on what we think fantasy races would look like in a connected fantasy world.
Same Roll, No Matter What
When a player has her character do something that is dramatic (that is, the outcome matters to the story), that player will probably have to chuck some dice, the results of which will determine the severity of that the character’s success or failure. We call this a skill-check. Of course, skill-checks manifest in many ways:
- Unopposed skill-check (Alice jumps over obstacle)
- Opposed skill-check (Alice hits Bob in the face)
- Opposed skill-check versus a group (Alice chucks a fireball at multiple orcs)
- Simultaneous opposed skill checks (Alice and Bob arm-wrestle)
- Simultaneous unopposed skill checks (Alice and Bob are in a race).
Luckily, we keep things simple… no matter the circumstances, an action is Trivial, Challenging, or Tough. That is all that matters.
The Dark Eye 5th Edition – Ulisses Spiele (Available Now)
This is another recent RPG which is practically a steal on DriveThruRPG; the 416 page PDF can be had for only $19.99. I can certainly say, from the snippets I’ve seen, the book and presentation look stunning.
From Ulisses Spiele:
The Dark Eye is a fantasy roleplaying game wherein you and your friends play the leading roles at the center of heroic action. Travel the land as a virtuous knight, elven ranger, or erudite mage. Rebuild the war weary Middenrealm, marvel at exotic wonders in the Lands of the Tulamydes, discover lost ruins in the steaming jungles of the South, or try to drive back the evil of the Shadowlands. Rescue innocent victims from the cult of the Nameless One, navigate labyrinthine plots and intrigues at the Court of the Empress, or stand shoulder-to-shoulder with the brave defenders of the border cities to repel the ever-growing Orc Storm. Experience the breadth of Aventuria, The Dark Eye’s immersive fantasy world crafted by those who grew up steeped in medieval lore amid ancient forests, forbidding mountains, and fairy-tale castles.
The Core Rules presents all of The Dark Eye’s refined, time-tested game system. Character experience earns additional skills, new spells, and special fighting styles to face ever greater challenges. To get started, all you need is pen and paper, dice, and this book. Build the characters you want to play, or choose from a large selection of customizable character archetypes.
Enter the classic, fantastic world of The Dark Eye. Glory and adventure await!
The Dark Eye is rich, complete, and incredibly real!
Aventuria is a vast and detailed continent and a world in need of heroes. The heart of Aventuria is the Middenrealm, an empire nominally ruled by the young Empress Rohaja but in reality controlled by powerful regional lords and ladies. It is a land where knights and daring heroes fight for the order of the gods and grim dwarves delve their mines and subterranean cities deep in the mountains.
The progressive Horasian Empire, home to artists and poets, lies south of the Middenrealm. The cities of this fertile land are ruled by patricians, nobles, and councilors who strive constantly to outdo or weaken their rivals via intrigue.
The orcs of Aventuria make their home in the Orclands, steppes that stretch along the northwestern border of the Middenrealm.
Thorwal lies west of the Orclands. The Thorwalers are brave seafarers who enjoy a reputation as feared pirates. Emboldened by their whale-god, Swafnir, the longboats of the Thorwalers threaten much of the western coast of Aventuria.
Further south lies the Empire of Al’Anfa. Its capital of the same name, called the Boil of the South by some, is a city of decadence and intrigue where a stranger’s life is worth only what it can fetch in the slave markets.
Novadi tribes rule the huge Khôm Desert that lies east of the Horasian Empire, beyond the mountains. Even further east, sultans and emirs rule over the Lands of the Tulamydes.
The northern forests and steppes surrounding the Salamander Stones are the traditional homelands of the elves. Beloved for their beauty and grace but feared for their sometimes cruel treatment of invaders, elves are magical beings who seem to be born from light.
The Dark Eye derives its name from the most intriguing magical artifacts in Aventuria—the Dark Eyes. These rare and powerful magical items allow users to view far away places and glimpse scenes from the distant past. Creating such an artifact calls for very powerful magic and a sizable quantity of raw meteoritic iron. Few spellcasters have ever mastered the necessary enchantments. When completed successfully, the iron assumes the form of an orb or an eye.
The Extraordinary Adventures of Baron Munchausen Third Edition – Fantasy Flight Games (Late 2016)
From Fantasy Flight:
THE FIRST AND TRUEST PURSUIT of every man—aye, and every woman too—is to attain an undeniable nobility. For though some are cursed by the invisible hands of fate to lie outside the bounds of noble family and noble blood, they need not be forever doomed, for noble deeds and right action are available to everyone. And once those noble deeds have been accomplished, it is only right that others should hear of them, for the improvement of the masses!
Through the aid of my dear friend and scrivener James Wallis and the gentry at Fantasy Flight Games, you and your bosom friends can share the tales of your own noble deeds—I present to you the third edition of my game: The Extraordinary Adventures of Baron Munchausen, being told in a new style of game termed Rôle-Play.
AS I AM A MAN who is known as much for his scrupulous honesty in the retelling of his tales as for his amazing adventures around, across, and in some case through the circumference of the globe, I have been asked by my friends why I should wish to put my name—an old and most distinguished name: according to the family records, there was a Munchausen stowed away upon the Ark—to a game for the telling of extraordinary tales and unlikely anecdotes. My answer is—but, wait.
My oaf of an editor (a so-called Writer of Markets and undoubtedly Polish, by his unnatural thinness and small, malformed nose) is telling me that all of this is already included in my book, and I should simply focus on explaining the major “selling points” of my game. I, for one, refuse to sully my game with such notes of commerce, as despicable as the paper money that has begun to gain popularity in less civilized parts of the world. After all, sirrah, there may be ladies reading, and if you would have me impugn their honor with such crass talk, I’ll show you the skills of the man who successfully dueled the entire regiment of the King’s 12th Hussars, not once, but twice.
The play of my game is simple, and you need nothing more than three or four stout friends, preferably of noble or at least gentle birth; several chairs; a copious supply of drinks from the finest cellar; and some coins to serve as your stakes and to pay the reckoning when all is done. Simply told, you and your friends shall take it in turn to ask each other the story behind some of the most grand and thrilling of your adventures. For instance, the lovely Contessa currently sitting to my left may turn to me, and say, “Dear Baron, we all know of your great adventures, yet there is one of which the full story has always eluded me. Won’t you tell our company of how you righted the Leaning Tower of Pisa?”
To the gracious speech of my most beautiful companion, I immediately respond, “Yes, of course, it’s one of my most famous stories.” And, taking a long draught from my glass, solely to loosen my throat, you see, I immediately launch into the tale. Of course, throughout the story, my companions will interrupt me, each attempting to villainously introduce rogue elements to my story for me to accept or turn aside at my pleasure. But wait again; this d—ned Market Writer is telling me that I cannot simply lay everything out in clear and simple terms. Some things must be saved for what he terms “pre-views,” and he suggests that I save this business of Interruptions and Objections for a future date.
John Carter: The Roleplaying Game – Modiphius Entertainment (December 2016)
From Modiphius:
First brought to life by Tarzan author Edgar Rice Burroughs in 1912, John Carter is a Confederate officer who survives the American Civil War only to find himself transported to a fantastic version of Mars called Barsoom. The Mars stories spawned a generation of writers who went on to create such classic worlds as Dune, Star Wars, Superman, Avatar and Dungeons & Dragons. It is only fitting that John Carter is brought to life in the industry Burroughs’ ideas helped inspire. As with many other gamers, the John Carter books inspired a love for Barsoom in Chris Birch, founder of Modiphius, who nurtured a collection of gradually disintegrating novels:
Modiphius is committed to a faithful adaptation of Burroughs’ planetary romance and Edgar Rice Burroughs’ John Carter draws directly from Burroughs’ original texts.
Explore the wonders of Barsoom from the vast deserts to the ancient cities. Discover the forgotten secrets of a world that was old when life first spawned in the oceans of Earth. Play as pilots, warriors, scientists, or one of the terrifying green Tharks. Create you own Barsoom adventures or take on the great journeys as John Carter himself along side Dejah Thoris, Kantos Kan, Xodar, Tars Tarkas, Thuvia of Ptarth, Carthoris of Helium or any of the other major heroes and heroines of Barsoom.
The John Carter roleplaying game uses 2d20 LITE—a streamlined version of the 2d20 system featured in the Mutant Chronicles, INFINITY and Conan roleplaying games. Designed for fast flowing action accentuating the exuberant adventures of the original books, 2d20 LITE let’s you dive into the game immediately with a sleek, pulse-pounding system. Major industry artists will help bring Barsoom to life.
N.E.W. Science Fiction Roleplaying Game – EN Publishing (Available Now)
Plus, how can you argue with a ten dollar price tag for a 285 page PDF?
From EN Publishing:
VOYAGE INTO THE FAR FUTURE IN THIS VERSATILE TABLETOP GAME OF SCIENCE FICTION ADVENTURE
Bounty hunters track down outlaws hiding in trader towns on worlds at the fringe of the galaxy. Starships explore unknown worlds, going where nobody has gone before. Great generational arks seek somewhere to call home. Detectives investigate a murder on a trail which will take them from Mars to Jupiter’s moons. Agents infiltrate a criminal organization, going undercover to take down a galactic crime boss. A group of smugglers locates a new hyperdrive system to increase the speed of their freighter.
Play a brave starship captain, a reckless smuggler, a hardy marine, or a daredevil pilot. Are you a cunning bounty hunter, a clever engineer, or a charismatic trader? Over sixty science fiction careers await you!
This roleplaying game allows you to create and run adventures in any sci-fi setting!
- A range of alien species, and over 60 careers which allow you to generate any far-future character with a fun, intuitive life-path system.
- A wide array of science fiction equipment, including weapons, armor, drugs, cybernetics, vehicles, and more. Wield anything from a laser sword to a sonic pistol; use a gravbelt or a handheld scanner; wear a kevlar vest or a powered suit of armor.
- An array of optional psionic disciplines and powers, allowing you to play anything from a commercial telepath to a noble star knight.
- Full rules for running the game, including fast but tactical combat, environments, and extended scientific, medical and engineering tasks.
Starship combat rules, both using detailed hex-based miniatures and abstract theatre of the mind.- Rules for creating ship crews from which to form specialized Away Teams for specific missions.
- Astronomical information, space travel, and information on starship crews and operations.
- Extensive guidelines for building a far-future game setting, with detailed rules for creating star systems, planets, civilizations, races, careers, monsters, and more, along with discussion on genre, theme, and technology.
Whether you’re aboard a starship exploring new worlds, a bounty hunter tracking down outlaws on the fringes of civilisation, an agent infiltrating an intergalactic criminal organization, an intrepid hunter of exotic alien species, fighting a galactic civil war, or just a trader trying to make your way in an uncaring universe, N.E.W. has you covered!
This is a What’s O.L.D. is N.E.W. core rulebook.
This hardcover book includes the existing WOIN rulebooks Future Careers, Future Equipment, Future Core, Space, and Building a Universe.
Also included separately are a PDF character sheet and a bonus EONS article entitled Resolve: Horror, Sanity, & Social Combat, providing an entirely optional rule straight from EONS, the official magazine of the WOIN roleplaying game system.
Robert E. Howard’s Conan: Adventures In An Age Undreamed Of – Modiphius Entertainment (Late 2016)
I’m pumped about this one and sure we’ll see the same quality as we’ve come to expect from Chris Birch and his team at Modiphius.
From Modiphius Entertainment:
In 1932 Robert E. Howard created CONAN, the greatest character in pulp adventure, changing fantasy fiction forever.
The first Conan story was “The Phoenix on the Sword”, and in it he leapt to savage life. Many stories followed quickly after, mere glimpses into a saga like no other hero had lived. Barbarian and thief, pirate and brigand, mercenary and scout… Conan was all of these things.
He crossed the whole of his world, saw the distant kingdoms to the east and to the south, fought monsters, slew countless foes, braved unimaginable danger, and encountered strange and terrible magic beyond sanity.
Eventually… he became a KING.
Robert E. Howard’s Conan Roleplaying Game: Adventures In An Age Undreamed Of is a brand new roleplaying game based on this incredible character and world. The team includes industry veterans as well as newcomers, with acclaimed Conan artists such as Brom, Tim Truman, Estaban Maroto, Mark Schultz, Tomas Giorello, Sanjulian, and others…
Featuring Modiphius’ 2d20 game system, also seen in the Mutant Chronicles,Infinity, and John Carter RPGs, the Conan core rulebook will contain everything you need to play original characters in the Hyborian Age.
Subsequent books will describe the world in additional detail, presenting different styles of play from the phases of Conan’s saga… Thief, Barbarian, Mercenary, Pirate, the Unknown East, Brigand, Kingdoms of the South, Scout… and King.
Other books will explore sorcery, monsters and demons, nameless cults, secret societies and fighting orders, distant lands, ancient ruins, and lost cities. The game line will be supported with a wide range of ready-to-play adventures and campaigns spanning the breadth of Conan’s world.
The core rulebook for Robert E. Howard’s Conan: Adventures in an Age Undreamed Of contains everything you’ll need to adventure in the world of Robert E. Howard’s hero, Conan. It is based entirely on the canonical Conan stories, and uses the 2D20 system developed by Modiphius and used in Mutant Chronicles 3rd Edition, Infinity, John Carter, and other fine games. This tome presents character generation, the game’s rules, and a wealth of source material, including cultures, geography, religions, magic, gods, monsters, gamemastering advice, adventure seeds, and much more. This work has been developed by an all-star writing team, with close involvement by respected Robert E. Howard authorities, and is illustrated by world-renowned Conan artists.
Full-color hardcover, 368 pages.
Savage Rifts – Pinnacle Entertainment Group (Available Now)
With Savage Worlds, from Pinnacle Entertainment Group, one of the hottest generic core RPG systems on the market fans had been clammoring for Rifts to be ported over. This summer fans got their wish as new Rifts books started to arrive by way of Pinnacle. If you aren’t familiar with Rifts, the game takes place in a post-apocalypic future but it doesn’t stop there as the setting is a wild mash up of SF, cyberpunk, wild west, horror, and more. You’d maybe think all of this would make the game a mess but, in truth, all those ingredients add up to a recipe for awesome.
Currently, you’ll want to start with the The Tomorrow Legion Player’s Guide and Gamemaster’s Handbook to get your juices flowing!
From Pinnacle:
The Tomorrow Legion Player’s Hand Book
A MEGAVERSE GONE MAD!
Prepare yourself for a railgun-shredding, mega-powered magic flinging journey into a post-post-apocalyptic world where supernatural horrors vie with technological empires for mastery of the world.
THIS IS THE WORLD OF RIFTS
Unpredictable holes in the very fabric of space and time open the way to countless creatures, beings, and dangers. Whatever you imagine—whatever you fear—it’s somewhere on this war-and-chaos ravaged world.
THE TOMORROW LEGION IS READY
In the battle for survival the Tomorrow Legion brings together the greatest, the bravest, and the craziest to stand against an infinity of threats. They stand for a better future than the past they’ve known.
The Rifts Tomorrow Legion Player’s Guide contains everything you need to make and equip mega-powered characters for the Rifts Earth setting. Iconic Frameworks load you up with options for well-known concepts (Glitter Boys, Juicers, Ley Line Walkers, Mind Melters), as well as the capacity to craft your own custom ideas. New Setting Rules bring home the gonzo, cranked-to-eleven nature of Rifts, and the gear lists include everything from incredibly powerful weapons and armor to cybernetics to arcana-fueled Techno-Wizard items. New rules for Mega Powers bring magic and psionics to super-powered levels, and Hero’s Journey tables flesh out your characters in exciting and fun ways.
The Game Master’s Handbook
WELL, THAT ESCALATED QUICKLY!
Running Savage Rifts is unlike any game you’ve ever run before: everything is bigger, faster, and over-the-top, with more adventure and threats thanks to the gaping holes in space-time that define the setting. The heroes of the setting are powered up and equipped with the kind of gear you need to fight inter-dimensional wars.
WE’VE GOT YOUR BACK
The Rifts Game Master’s Handbook is packed cover-to-cover with everything you need to master a setting with decades of history and a Megaverse of possibilities. A thorough yet concise overview of the world, with a focus on the North American continent where the Tomorrow Legion is based, adds to information about all the factions and other major known threats the heroes are likely to encounter. All you need to know about the ley lines, the Rifts, how they work, and how to on-the-fly generate them at need is included. You also get a powerful Adventure Generator tailored to the unique qualities of Rifts North America and the foes that plague the Tomorrow Legion, powerful and useful advice on running a Savage Rifts campaign; and much, much more!
This book requires the Savage Worlds core rules and the Rifts: The Tomorrow Legion Player’s Guide to play.
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