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A book of horror philosophy about the end of the world, the alt-right, and an AI from the future that wants to torture you. Yes, you.
The Driftwood Verses is a gloomy, nautical fantasy campaign setting for old-school tabletop role-playing games. It's directly compatible with Lamentations of the Flame Princess and more broadly compatible with a large selection of traditional systems. The setting was conceived as a Dark Sun-esque re-skinning of standard D&D tropes, starting with the conceit that "whales are dragons." It has since developed into something well beyond that original idea. The major inspirations include stuff like Moby Dick, Dishonored, Sunless Sea, Dune, The Scar, and the Monster Blood Tattoo series.The book focuses on a blighted maritime region called Walfismeer. It's an impressionistic fantasy setting, a collection of symbols and metaphors come to life. Anachronisms abound. Grizzled mariners pilot haunted, tentacle-powered iron ships across a sludge-poisoned sea. Sinister roachmen quad-wield black powder pistols in hungry cities ruled by vice and bloodsport. Secretly trained navigators employ esoteric disciplines to guide vessels across a mysterious psychic barrier called The Reef. Desperate meerfolk raise sonorous hymns to Leviathan in deep-sea, whale-corpse cathedrals.
This is NOT another rehash of the typical age of sail/talk-like-a-pirate setting. It's something slightly weirder. It's like Melville's Nantucket meets Leiber's Lankhmar with an oil-spill-chic soundtrack by Tom Waits and Bathory rattling in the background.The whole time I've been writing this book, I've been talking about it over on Google Plus. You can catch up and find tons of excerpts, concept art, play reports, and more by checking out the #driftwoodverses tag over there. Feel free to circle me while you're at it. https://plus.google.com/explore/driftwoodversesFAIR WARNING: The Driftwood Verses is being created with adults in mind. It contains adult language, violence, sexual references, and disturbing imagery. If it were a movie, it would be rated 'R'....Three new character classes for LotFP: The psychic Navigator who uses sigil foci to unleash mental powers, the quad-wielding Blattarian roachman, and the pitiable Vassal, a vat-grown albino slave species bred to take pleasure in servitude.
The Game:Murders & Acquisitions is a tabletop RPG of subterfuge, espionage, intrigue, theft, and murder in an absurd corporate world. Everything you need to play will be contained in a single game book. A variety of PDF support materials will also be provided.The players portray corporate go-getters who are willing to climb the corporate ladder by any means necessary. You might sabotage a rival’s pet project, steal his secrets, destroy him socially, or simply kill him and cover it up. Lie, kill, steal – it’s all fair game in a cut-throat corporate world. You can create a character in a matter of minutes. Resources in the book allow a GM to craft an adventure quickly and fill in the blanks as the group plays.Murders & Acquisitions utilizes a simple, dice-based system for task resolution. Skills are rated with a die type, from d4 to d12. You roll that skill die plus a d6, add the results, and compare the total to a target number. There are ways to bump the die types up or down based on circumstances, as well as ways to gain additional dice to roll. Each action is resolved with one die roll. Both success/failure as well as degree of success/failure are resolved with one roll.The core game is set in an alternate version of our own real world. Stretch goals will add a series of optional, modular add-on rules that bring a variety of fantastical elements to the game. These add-on rules can be mixed and matched to create a more complex, unique version of the Murders & Acquisitions game for everyone to enjoy. ...The Game BookEvery optional chapter made it into the book through stretch goals. Here’s a rundown of what will be in the game book.Introduction – The basics of the game and world setting.Chapter 1 – Character Creation – Complete rules for creating a Murders & Acquisitions character.Chapter 2 – Rule System – The core rule set for the game.Chapter 3 – Supervisor Guidelines – Advice and rules for GMs along with additional setting information.Chapter 4 – Friends & Enemies – Stat blocks for a wide variety of NPCs.Chapter 5 – Story Ideas – A guide for creating adventures in the world of Murders & Acquisitions.Chapter 6 - Magic & Spellcasting - Spellcasting rules and magic items. Also, some magical traps and a company that utilizes magic in its dealings.Chapter 7 - Monsters & Templates - Monster bloodline templates for characters. Also, a whole bunch of monsters and a company run by monsters.Chapter 8 - Future Tech - Rules for cybertech and nanotech. Additionally, some tech monsters and a company that wants to build a better you by sticking technology in your body.Chapter 9 - Cosmic Horror - Dark magic, some artifacts, and insanity. Also, some fell creatures from beyond the edges of our reality and a company that has made a pact with one such horror.Chapter 10 - Apocalypses & Mutations - Guidelines for different types of apocalypses as well as character (and monster) mutations. In addition, some apocalyptic monsters and dangerous wild animals.
Triumph & Technology Won by Mutants & MagicYou’re no zero. You’re a wasteland wanderer: a mutant, a seeker, a robot-killer, a stoic shaman guarding forgotten ancient sciences. You seek triumph and technology, winning it with mutations and magic, soaked in the radiation and quantum fields of the mutated, the savage, the semi-sentient, and the artificially intelligent. There are treasures to be won in the taboo lands and ruins, and you shall have them.Return to the glory days of science fiction gaming with the Mutant Crawl Classics Role Playing Game. Adventure like it’s 1978 again, with modern rules grounded in the origins of post-apocalyptic role playing. Fast play, a mysterious future, and 100% compatibility with the DCC RPG system await you — just activate your artifact...Mutant Crawl Classics (MCC RPG) is a stand-alone setting that applies the DCC RPG rules to a post-apocalyptic setting. You'll love MCC if you like Gamma World, Metamorphosis Alpha, or DCC RPG. You don't need to own DCC to play MCC.