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Cinematic Unisystem Compiled Pdf

19.01.2020 
Cinematic Unisystem Compiled Pdf Rating: 8,5/10 805 reviews

I finally have a gaming group for 4E, and we're really enjoying it so far.That's fine for right now, but I'm looking for a system that will let me run other types of campaigns.The main campaign I want to create right now is in the spirit of Alternity, Traveller, and the video game Mass Effect. What I'm looking for is something sci-fi that is more 'hard science' than Star Wars, and a little less 'hard science' than Traveller. If you are familiar with the tech in Mass Effect, that's about what I have in mind.I have no idea what ruleset would be appropriate for this game.I don't even know one Traveller edition from another anymore.

I just didn't feel that Alternity's mechanics ran very smothly (plus the books are well OOP).I'm considering GURPS and True 20. I have had very limited exposure to GURPS, and I find the mounds of material to be a bit intimidating. I also see that the core rules are now divided into two different volumes.I have no exposure to True 20 at all, but I would be willing to give it a try if there are folks here who think it could give me what I'm seeking.I'm open to any suggestions you might have.

Plenty of folks'll tell you True20 will do what you want. It seems to currently be the standard answer to anyone that wants to do something but not use D&D rules. I liked Blue Rose, but True20 left me flat. Maybe it plays better than it reads, but reading it didn't excite me so I didn't bother doing anything else.I personally would go for Unisystem.

There's 2 different flavors of it. 'Classic' is what you'll get in the Witchcraft book. You can download it for free from here and see what you think of the system overall:There's also the 'Cinematic' version, which uses a slightly modified version of the same rules you find in Witchcraft. Cinematic Unisystem is what's used for the Buffy, Angel, and Army of Darkness games. If you're interested in it, I'd suggest getting the Angel book. Buffy is an earlier version, Angel is next, and then they used those rules to do the Revised version of Buffy.The Angel rules come with some nifty bits for creating organizations which aren't in the Buffy rules, and then there's always the monster building. You can use just about any of the Unisystem books together with very little work.So for the Sci-Fi thing, I'd go with Angel for the base rules, and pick up All Tomorrow's Zombies.

It's explicitly for doing Sci-Fi.The All Flesh Must be Eaten line is for horror/zombie stuff at it's base, but if you don't feel like doing zombies, you just don't do zombies. Pretty simple. Here's a link to All Tomorrow's Zombies in pdf form:Eden has done a little book/mag called 'Eden Studios Presents'. Volume 1 has a setting called, 'Spacefarers and Prairie folk' which basically will let you run a Firefly style game using Unisystem.Sidenote: If you really groove on Unisystem, you can turn around and use it for doing Fantasy games too. Thanks to Dungeons & Zombies:The Buffy/Angel books aren't in print any longer, but it's not particularly difficult to find them. The only really hard to find Unisystem books are The Magic Box (magic supplement for Buffy), Armageddon (standalone Unisystem game), and the Mystery Codex (Witchcraft magic supplement).

Here (on ENWorld), yes. On RPGnet, for example, it's staggering how many threads receive the 'Unisystem' answer, regardless. Sometimes GURPS too, maybe a bit of HERO, and one or two other things. True20, relatively rarely.ENWorld is still pretty d20-heavy of course, so it's hardly surprising that True20 is one of 'our' most popular generic RPGs, at least some of the time.And yeah, it can play better than it reads. Not for some folks, but for me and many others, yes. I actually prefer M&M, even for non-superhero campaigns, but still, True20 is likewise solid and easy to tailor.Anyway, forum tendencies and anecdotal evidence aside, you'll probably find any good generic system can do most of it for you, and you'll just have to inject some flavour and perhaps house rules or customisations as you see fit. Any well-done superhero game can be used to model just about any kind of genre setting because superheroic RPGs are designed to emulate superheroic comic books.which contain all kinds of heroic archetypes.Look at almost any comic book line, and you'll find mutants and wizards, knights and cybersoldiers.Thus, HERO and Mutants & Masterminds (my 2 favorite RPGs) would be my first choice.

GURPS, while I dislike it, is equally flexible, and may be more your taste. In any case, each gives you a single toolbox to model an infinite number of worlds. Very cost effective. In addition, both HERO and GURPS have dedicated sourcebooks for sci-fi roleplaying (GURPS has several different ones).However, like them though I do, sometimes, RPGs that are designed for a particular genre simply do it better than any toolbox RPG could. Conceits and tricks common to one genre might not be balanced against those in another, and a dedicated RPG doesn't have that balancing issue.Just a suggestion on the sci-fi front: Traveller is pretty much the king. Even if you don't like the mechanics, don't let that dissuade you if you like other aspects of the game because it exists in a number of incarnations.

Besides the original (in multiple reprint versions, including Mongoose's 2008 release), there is a HERO version, a D20 version and 2 GURPS versions. There are a couple of approaches you can take. And which one you choose really depends on how you want to build your campaign. If you want to build everything from scratch (equipment, character archetypes, setting). I would go witha superhero game system. This will allow you to build anything you want.

Mutants and Masterminds would work well here or if you want a bit more detail and crunch then Hero would be a better fit.If you would rather put together things from a list of options then I think that GURPS is your best choice. That iswhy the books are so numerous. They basically are filled to the brim with lists of options. For a space campaign I would grab 3 books (GURPS:Characters, GURPS:Space, and GURPS:Ultratech).Characters gives all the rules you will need for creating any kind of character. It is a point based system that is designed in a similar fashion to the way feats work in d20.

You pick from a (large) list of advantages to add abilities to your character (but you're limited by their point costs). You can also add disadvantages to make you character more interesting and to get more points to use.Space is a world and alien building book. It is for creating the setting and will cover any option you can think of using a science based approach to constructing the planet(s). It includes two world building toolkits (basic and advanced), an alien design toolkit, advice on creating civilizations and governments, advice on how travel and technology affects your campaign, and 15 character templates that cover the most common sci-fi archetypes (from astronaught to a jedi-like space knight).Ultratech is a 256 page catalog of sci-fi gear. Everything you can think of from plain laser rifles to dissassembler nano. It also includes all kinds of vehicles, defensive gear, cyborg and robot templates for characters, and even some huge tech like dyson spheres and world ships.The difference between the two is whether you can make due with putting stuff together from catalogs of stuff (GURPS) or want to design the stuff from scratch so that it is exactly how you envision it (Hero,M&M).

Unisystem

(Although GURPS also has design rules for customizing powers like Hero does, that is just not its central focus like Hero). Thanks for the replies.I'm at work right now so I have to be brief until I can get home.I hadn't even considered Unisystem, just because it didn't cross my mind.

I'll have to look into it.Can somebody update me on the state of HERO system? When I played Champions back in the day we found the combat to be fun but slow. All those dice and knockback and such I guess.I have heard that GURPS has been streamlined a bit. Anybody familiar? I'm going to download the free lite rules tonight and look them over.About True 20.

I'm not really familiar with OGL Vs. D20 differences. Is True 20 like playing D&D in a different skin, or is it simply the D20 resolution system? I'm looking on the GR site for a sneak peek version to get a feel for it tonight.I'm confident that the generic systems can be made to do what I want, so I guess I'm trying to pick the best system for my gaming style. I know it's hard for you folks to make suggestions with as little info as I can give you about my style, but I'll do my best to elaborate tonight when I get home.Thanks again. For a new Hero GM combat will always be slow. Once you've got the system down - after a half dozen adventures - it'll really fall to your characters to determine 'slowness.'

I don't have problems with the game being slow - but I do have a few slow players who would rather talk about military tech than what they are going to do about the zombie horde.A sci-fi game should not have a kaboodle of Knockback. In fact, it should have no knock back and rarely will the dice pool get larger than 8-9 dice.I just ran a stargate mini-campaign and combat was quick - zat guns speed things up. You're welcome.True 20 is not much like D&D, at all. The main relationships are 'roll a d20, add stuff, compare to a Difficulty' is the core mechanic (and danged near the only mechanic), and a few tropes carried along for people looking for certain mechanics. There are some familiar elements, but mostly it has a completely different style, tone, and game pace. The characters feel more heroic, are much more flexible and customizable in both creation and play, and the action just seems smoother.Even better, it was designed generic, so it easily accommodates just about any setting or genre you want to run.Mutants & Masterminds is even more flexible and has even better options, but it is a lot more complicated to build characters in.

Despite, or because of, its superhero origins, the system actually covers every genre really, really well, making it one of my go-to systems. It does super-science better than any other system I'm aware of.

However, at least one person needs to know the rules pretty well to get the characters and the campaign to feel right in play. GURPS 4e basically took all of the material from 3e and boiled it down into two core books.

The system also went through some mechanical changes to fix some of the rough spots in 3e (supers, ultra high strength, cost of psionics). Then they added a Power system similar to Hero where you can build new advantages by adding modifiers to existing ones and get 'balanced' pricing on the result. Overall 4e is a smoother more capable system than 3e. And it is designed to not need expansion (you can play anything with only the core books everything else is optional). But of course the other source books are very high quality.Also, if you would rather go with a superhero system to build up your game I would start with M&M.

It is really a well designed system and has enough familiar elements that your players will probably find it easier to get into than Hero System. Hero is a good game and has pretty high quality supplements but it tends to be very crunchy and it can have a steep learning curve for new GMs. You folks have done your job too well.I have looked over the free/lite rules of True20, Savage Worlds, Gurps, and Unisystem.Now I really don't know which system to try.I like the look of Savage Worlds, but I am fairly familiar with Mutants and Masterminds so True20 looks pretty good to me. Gurps and Hero Sytem seem a bit more crunchy than I'm looking for.

I still don't have a good grasp on Unisystem. I sort of feel like I need a little 'more' rules direction in a game than Unisystem seems to have.Right now I'm close to choosing either True20 or Savage Worlds. I own M&M, and I like the game though I have only gotten to actually play it a couple of times. I know several people mentioned that M&M would make a good system for sci-fi type adventures, so I will have to go back over those rules with an eye toward using them in that genre. If it looks like what I need, I may just use those rules. It'll feel a little wierd using M&M for sci-fi, what with all that artwork of spandex clad superheroes.

Cinematic unisystem compiled pdf software

It does make it a little harder for me to get into the right frame of mind.Anybody have anything to say about Mongoose's version of Traveller? I'm intrigued by it, but I know nothing at all about the ruleset. Either of those is a good bet. They both have the rules you need without getting overly complicated and both are extensible with plenty of bolt-on goodness out there. I have no experience with True20 outside of reading the core rules, but it seems to me that it's in the same vein as SW.If you're looking at Savage Worlds, be sure to take a look at the toolkits that might suit your needs.specifically the Sci-Fi toolkits will give you that medium-to-hard sci-fi feel that you're going for.

Though, with the core rules and a handful of campaign-specific build-outs, you probably don't even need the toolkits.PEG's campaign settings tend to slant pulp and horror, so I don't know that any of them will suit the tone you're going for. Either of those is a good bet. They both have the rules you need without getting overly complicated and both are extensible with plenty of bolt-on goodness out there. I have no experience with True20 outside of reading the core rules, but it seems to me that it's in the same vein as SW.If you're looking at Savage Worlds, be sure to take a look at the toolkits that might suit your needs.specifically the Sci-Fi toolkits will give you that medium-to-hard sci-fi feel that you're going for.

Though, with the core rules and a handful of campaign-specific build-outs, you probably don't even need the toolkits.PEG's campaign settings tend to slant pulp and horror, so I don't know that any of them will suit the tone you're going for.

Cinematic Unisystem Compiled Pdf Format

With stiff competition from major games including 13th Age, Numenera and World War Cthulhu, Modiphius Entertainment scooped Best Roleplaying Game at the UK Games Expo Awards in the UK last week for We would like to say a huge thanks all the contributors including lead writer, editor and line manager Lynne Hardy, designer Michal E Cross, artist Dim Martin, writers Alex Bund, Dave Blewer, Bill Bodden, Adam Crossingham, Kenneth Hite, Sarah Newtonand Matthew Pook plus the legion of fans that made it possible and voted for us at UK Games Expo! You can purchase the! Modiphius Entertainment is proud to announce a licensing deal with ITV Studios Global Entertainment to develop a co-operative tabletop board game based on the classic 1960s’ television series Thunderbirds. Set in the year 2065, Thunderbirds follows the exploits of International Rescue: a secret organisation committed to saving human life, secretly founded and funded by the millionaire Tracy family.

International Rescue has a host of technologically advanced land-, sea-, air-, and space-rescue vehicles and equipment ready to launch at a moment’s notice. Stand by for action. 5!4!3!2!1!Thunderbirds Are Go! To bring the ultimate Thunderbirds experience to the tabletop, Modiphius has partnered with Matt “ Brains ” Leacock, designer of the hit games Pandemic, Forbidden Desert, and Forbidden Island.

“I’ve had a great time immersing myself in the world of Thunderbirds, learning all about the Tracy family, Lady Penelope, and all their wonderful gear. This game will give players the chance to see how they would perform in the role of the Tracys. Will they be able to anticipate global disasters and complete impossible rescue missions? This game will test each player’s nerve, logistical sense, and mettle,” said Matt Leacock. “It’ll tell you if you could be a Tracy!” Planned for release in Autumn / Fall 2015 and celebrating the 50th anniversary of the cult TV show, the game will feature the iconic Thunderbirds machines and a high octane world full of disasters for players to come to the rescue. The Thunderbirds co-operative game will have the usual high quality design and components that fans of games produced by Matt Leacock and Modiphius have come to expect. “ Thunderbirds has always been the geek dad brand of choice as people introduce models of Thunderbird 2 or the original TV show to their kids, ” said Chris Birch, Publishing Director of Modiphius.

“From collecting the models and avidly watching the shows as a kid, it has been a dream of mine to create an awesome game with Thunderbirds. With Matt Leacock on board, I know we’ll be able to create the ideal co-operative gaming experience for whole families to enjoy the Tracys’ world.

” Thunderbirds is a cult 1960s British science-fiction television series, created by Gerry and Sylvia Anderson. It was produced using a combination of marionette puppetry and scale-model special effects, which was dubbed “Supermarionation”. Two series, totaling thirty-two 50-minute episodes, were produced, along with a film using the same techniques. Racing to the rescue from a secret island base beneath the luxurious home of the Tracy family somewhere in the South Pacific Ocean, International Rescue defies government spies and criminals who want the secrets of their incredible machines for their own.

To combat this threat, Lady Penelope, the Thunderbirds’ aristocratic English secret agent, and her chauffeur Parker lead a network of agents to uncover those behind the disasters caused by deliberate sabotage. A criminal mastermind known as “the Hood”, operating from a temple deep in the Malaysian jungle and in possession of strange powers, often engineers events to allow him to spy on the Thunderbird machines with the goal of selling their secrets to the highest bidder. The iconic Thunderbirds are designed by the Tracy family’s close friend “Brains” and are assigned to each of the five Tracy brothers:.

Thunderbird 1, piloted by Scott Tracy – a hypersonic rocket plane used for fast response and rescue-zone reconnaissance, and as a mobile control base. Thunderbird 2, piloted by Virgil Tracy – a supersonic, VTOL carrier which transports their major rescue equipment in detachable pods. Thunderbird 3, piloted by Alan Tracy – a single-stage, vertically launched spacecraft. Thunderbird 4, piloted by Gordon Tracy – a utility submersible for underwater rescue, launched from Thunderbird 2.

Thunderbird 5, manned by John Tracy – a space station in geostationary orbit that monitors calls for help from across Earth. Finally, Lady Penelope has the iconic FAB 1. FAB 1, driven by Parker – a pink, amphibious car For more information on the forthcoming release, contact Modiphius Entertainment or sign up at to be the first to hear of news of how you can join International Rescue! Modiphius’ Chris Birch and Music Biz Entrepreneur Jonathan Rowlands take over the “UK’s friendliest gaming event” This year, as Dragonmeet gears up to celebrate its 15th birthday on Saturday 13th December at Kensington Town Hall, a new management team has been announced. Chris Birch, the founder of Modiphius Entertainment and long time music business entrepreneur Jonathan Rowlands have acquired the much loved convention from previous owners Cubicle 7 Entertainment. “I love Dragonmeet,” said Dominic McDowall, CEO of Cubicle 7, “but making great games is what Cubicle 7 is about.

The success of our games, especially our Doctor Who and Lord of the Rings ranges, means that they need to be our focus and we can’t give Dragonmeet the attention it deserves. It’s been a difficult decision – we are all tremendously fond of the show – but it has made it a lot easier to be handing over to such a talented and experienced team. With Chris and Jonathan, Dragonmeet is in very safe hands, and I can’t wait to see what they have planned!” Together, Chris and Jonathan plan a revamp of the London based tabletop games convention promising ‘more exhibitors, more games, more tournaments and more entertainment’.

Expanding in to four new spaces in the Kensington Town Hall, and extending the opening hours till 11pm the team are specifically introducing more boardgames, tournaments, miniature wargames, cosplay and a programme of evening entertainment. Hotel deals and a lunchtime 'meet up' the next day will help entice those travelling to make a full day of the event, whilst a healthy wargames offering will provide plenty for the miniatures fans. “I’ve been a visitor to Dragonmeet for years,” said Chris Birch, the founder of Modiphius Entertainment, “and now I’m looking forward to bringing some of our Modiphius magic to the event.

London is right in the middle of a huge number of gamers so I’m really excited to build on Dragonmeet’s success and give everyone a world-class games convention in the heart of the Capital.” Chris Birch has 20 years experience in events, starting a series of youth events aged 16 in his home town of Leamington Spa, working in the music industry running music festivals before launching the Joystick Junkies video game parties and a series of costume balls. Chris launched Modiphius Entertainment in 2013 with the massive Achtung! Cthulhu and Mutant Chronicles Kickstarters and now plans to help Dragonmeet reach a much bigger gaming audience. Jonathan added, “I came to Dragonmeet last year met Chris and got caught up in the excitement and fun of the whole event” So when the opportunity came to get involved - I was in!' Jonathan Rowlands has been involved for the last 40 years in music, arts, shows, concerts and festivals, which along the way has included managing Jeff Beck, Rod Stewart, PR for Tom Jones, Nina Simone etc, working with Jeremy Lloyd (Allo Allo, Are You Being Served, Captain Beaky and His Band) and helping set up Dickensworld and Red Redemption (a video game developer with his son Gobion). Jonathan just sold the Bakewell Music Festival after having run it successfully for four years and is now looking forward to being “actively retired” managing the Dragonmeet convention with Chris.

The new Dragonmeet website will launch in June, with early bird tickets on sale until the end of the month. Plenty of announcements will be released over the coming weeks and months so keep an eye on For more information contact Chris and Jonathan or call 0207 460 1776. This Way Madness Lies.

The latest in the Adventure Series for Achtung! Cthulhu - Kontamination just released on PDF from the and Kontamination is a standalone Call of Cthulhu & Savage Worlds adventure written by Sam Richards, Matthew Pook, Dave Blewer, Lynne Hardy and Bill Bodden. Designed for both hardened Achtung! Cthulhu veterans and newcomers alike, Kontamination is set in late 1944 as the Allies press their advantage and make for the German border. It is the second of our new standalone 'Adventure Series' for Achtung! Cthulhu that will be released as a print compilation in late 2014. Keeper advice includes how to set the adventure at different times and different fronts in the war to provide flexibility for including it in your ongoing campaigns.

Inside you will find everything that you need for hours of gripping roleplaying adventure including:. A standalone multi-part adventure for hours of spine-chilling play. Maps of key locations by Michal E Cross, including an overview of the frontline during the Battle of the Bulge.

Artwork by Dim Martin. Pre-generated investigator characters for both Call of Cthulhu & Savage Worlds to get you straight into the action. Rules for new tomes and equipment. Dual statted for for Call of Cthulhu & Savage Worlds Requires the Achtung!

Powerplay manager tools book pdf. Cthulhu Investigator's and Keeper's Guides, and either the Call of Cthulhu, Sixth Edition rulebook or the Savage Worlds Deluxe rules to play. You can pick up Achtung! Cthulhu: Kontamination for just $11.99 from the. As a special bonus, backers of the Achtung! Cthulhu Kickstarter will be receiving this for free - just log in to your Backerkit account to download! The much anticipated Mindjammer Roleplaying game goes on sale today in PDF from the and Grab your blaster, thoughtcast your orders to the starship sentience, and fire up the planing engines - come and defend the light of humanity's greatest civilisation as it spreads to the stars! The ENnie Award-winning transhuman science-fiction RPG setting returns, in a new edition updated and massively expanded for the Fate Core rules.

Mindjammer is an action-packed tabletop roleplaying game about heroic adventurers in the galaxy of the far future, filled with virtual realities, sentient starships, realistic aliens, and mysterious worlds. Using the popular and award-winning Fate Core rules, Mindjammer lets you play hardened mercs, cunning traders, steely-nerved pilots, intrigue-filled spies and culture agents, aliens, divergent hominids, artificial life forms, and even sentient starships. 500 pages containing all the rules needed to play, including:. Full rules for starships, organisations, and culture operations. Detailed character cultures, genotypes, and occupations - play a sentient starship!.

New and innovative rules for describing planets, star systems, and alien life. Deep background material on the New Commonality of Humankind. Rules for the Mindscape and virtual worlds. Starmaps and planet descriptions, histories and background. Hyper-advanced equipment, weaponry, enhancements, starships, and more. Mindjammer - The Roleplaying Game can be used to play in the New Commonality of Humankind, or as a complete and detailed transhuman space opera rules set for any science-fiction setting.

You can also get Sarah Newton's fantastic Mindjammer novel for just $3.99 at and. Modiphius have launched the first wave of Achtung!

Cthulhu products from last year's Kickstarter on their. This includes a wide range of books, accessories and miniatures for Mythos fans;.

($44.99) - Full colour hardcover 288 page with everything GM's and Keeper's need for late 30's and 40's wartime mythos adventure!. ($29.99) - Full colour hardcover 148 page with everything players need to create and run character's in the late 30's and 40's. ($40) - Allied Investigators, Nazi Villains and six different Mythos Creature sets, Deep One Commandoes (10 piece set $65) and Nazi Zombies (10 piece set $32). ($32) - A set of 16 heavy duty floor tiles with 1' square movement grid for 28mm figures featuring a Nazi base, Elder City ruins and snow covered outpost.

($100) - Final stocks of the high quality canvas & leather bag. ($32) - Three A1 posters of the Secret War map of Europe, the Cover art of the Keeper's Guide and the Join Cthulhu Now Propaganda poster.

($16) - Customised D10 with the Secret War Symbol. ($32) - Embroidered patches of the Black Sun, Nachtwolfe, Section M, Majestic, Secret War Symbol These are launching online in anticipation of the big rollout of the Achtung! Cthulhu Keeper's & Investigator's Guide in retail later this month and Modiphius plans a variety of promotions for launch to celebrate! Modiphius have also launched a series of PDF products in support of the range:. ($14.99) - PDF Version of the printed tiles.

($1.99) - 16 pages of mythos plot generators and a guide to using movies and television to creating your nefarious adventures. ($1.99) - Form-fillable PDF secret documents, orders and telegrams for both Allied and Axis forces. (FREE!) - Learn the story of the six Achtung! Cthulhu heroes.

(FREE!) - Download a range of artworks to uses as your screen wallpaper For more information please. THE DESIGN MECHANISM AND MINDJAMMER PRESS ANNOUNCE “THE CHRONICLES OF FUTURE EARTH” FOR RUNEQUEST 6TH EDITION “In the last centuries of the Fifth Cycliad, a great malaise began to descend on the lands of humankind. The great civilisations of Earth, which for aeons had seemed on the verge of slumber, now finally began to rot from within. From the edges of the world the ever-present enemies drew close, their hungry claws poised to tear apart the delicate flesh of a fruit a hundred millennia in the harvesting. And all around, a cry arose for heroes, to stand against the dying of the light and save the world from the sins of its past.' 'Some said that it was the end of days.

Some said that it was only the beginning. These pages tell the history of that time yet to come.

These are the Chronicles of Future Earth.” Mindjammer Press and The Design Mechanism are delighted to announce that The Chronicles of Future Earth science-fantasy roleplaying setting is back, in an all-new full-size hardback edition for the 6th edition of the RuneQuest game. The Earth we know is gone, forgotten in the depths of time. In its place is a world of mystery and danger, steeped in a thousand centuries of history and legend, where humankind brushes shoulders with beings and creatures strange and monstrous.

The Venerable Autocracy of Sakara, the greatest — and oldest — of the Springtide Civilisations, rules over half the world, led by an immortal God-Emperor whose very word is law. It’s a world of deep, dark forests, brooding mountains, timeworn ruins haunted with the ghosts of the past and the weird monsters of the future. Arcane sorcerers explore strange dimensions, terrible priests wield powers from godlike extradimensional intelligences, and mighty soldiers forge new histories from the ruins of the past. It’s a time of danger, reckoning, and adventure. Welcome to The Chronicles of Future Earth. The Chronicles of Future Earth is a 296-page hardback supplement for the RuneQuest 6th edition game, detailing the cultures, peoples, and creatures of the Venerable Autocracy of Sakara, the oldest of the Springtide Civilisations. With extensive histories, maps, and background, rules for ancient treasures and technologies dug from the depths of the earth, and much more, The Chronicles of Future Earth is the first in a new line of RuneQuest supplements produced by Mindjammer Press, providing everything you need to adventure amid exotic civilisations and the ruins of an ancient past in the unimaginably distant future.

“I’ve been waiting to produce a full-size sourcebook for The Chronicles of Future Earth for several years,” says ENnie Award-winning RPG author Sarah Newton ( Mindjammer, Monsters & Magic, Achtung! Cthulhu, Burn Shift, Legends of Anglerre), creator of the Chronicles. “ RuneQuest 6th edition represents the cutting edge of the d100 system, and is a perfect ruleset for this new expanded edition. I’m really excited to see what the combined forces of RuneQuest 6 and The Chronicles of Future Earth can produce!” Lawrence Whitaker, co-owner of The Design Mechanism, said: “We’re delighted that Mindjammer Press chose RuneQuest 6 as the engine for The Chronicles of Future Earth.

It’s a wonderful setting and fits perfectly with the RuneQuest ethos. We are very much looking forward to seeing how Sarah and the Mindjammer Press team use the RuneQuest rules for Chronicles and are very happy to be working with them at long last.” The Chronicles of Future Earth will be published by Mindjammer Press and distributed by Modiphius Entertainment Ltd. Scheduled for release Winter 2014/15. MINDJAMMER PRESS is a British games publisher founded by ENnie award-winning author Sarah Newton ( Mindjammer, Achtung!

Cthulhu, Monsters & Magic, Legends of Anglerre, Fate Core – Burn Shift, The Chronicles of Future Earth) and Chris McWilliam to produce roleplaying games and related fiction, including: the transhuman science-fiction roleplaying game Mindjammer for Fate Core, and its series of supplements and novels; The Chronicles of Future Earth; and Monsters & Magic. Find out more about Mindjammer Press at or follow them on Twitter @MindjammerPress or Facebook (www.facebook.com/MindjammerPress), or by email. THE DESIGN MECHANISM is the company founded by Lawrence Whitaker and ENnie award-winning author Pete Nash to produce the latest edition of RuneQuest.

Since its release in June 2012 RuneQuest 6 has gone from strength to strength winning critical acclaim from within the industry. Find out more about The Design Mechanism at, Facebook at, and on G+ (Communities: The Design Mechanism). Modiphius Entertainment has announced a surprise Savage Worlds conversion and Wayne Reynolds Cover for the Mutant Chronicles 3rd Edition RPG Core Book With the racing past £100,000 the team unveiled that British artist (Pathfinder, Dungeons & Dragons, Rogue Trader) is going to be painting the cover and a full Savage Worlds conversion of the Mutant Chronicles corebook which will be released in PDF with a later print run.

Backers choosing the Add On will also get a discount on the print run. Modiphius plans a big redesign of the original Mutant Chronicles RPG, one of the biggest gaming brands of the 90's created by Target Games (now Paradox Entertainment), with gorgeous full colour books, fresh new content and art to ensure Mutant Chronicles returns with a bang. Awesome new graphic art will reveal never before seen parts of the Mutant Chronicles universe alongside the existing fantastic images by Paul Bonner, Peter Bergting and Paolo Parente. There will be huge campaigns, high quality accessories and miniatures produced in conjunction with Prodos Games, (who re-launched the Warzone miniatures game) specifically for the roleplaying game. The Mutant Chronicles story took you on this full throttle dieselpunk sci-fi ride through a solar system beset by corporate intrigue and the invasion of a terrible dark alien force. With technology failing due to the insidious effects of the Dark Symmetry humankind must fight back against the Dark Legion hordes whilst dealing with in-fighting and conspiracy from within. The Solar System is a roaring mayhem of death and war.

The surfaces of the inner planets have been swept clean by the violent onslaught of the dark legions storming hordes of Nepharites, Razides, Pretorian Stalkers and Undead Legionaries. In the enormous cities of the far and distant future, heretics devoted to the destruction of humankind stalk the dark backstreets and gloomy alleys spreading their teachings of greed, jealously and war From the 2nd Edition Back Cover Modiphius filled in the gaps in the original storyline, expanded the backstory and plotted secret events that will carry your adventures through a 1000 years of future history. Now players can adventure during the early days of the Dark Symmetry with investigations of foul cults and technology turning on mankind, through to the brutal Corporate Wars and then fight the Dark Legion as they pour forth from their citadels across the colonies.

Find out more at the which closes on Sunday 8th March at 8pm GMT or visit. Before we launch the first of the Achtung!

Cthulhu releases at retail prices we're letting people get one last bite at some tasty print & PDF bundle deals. Using the Cthulhu fans can now help us unlock more Stretch Goals AND get their hands on the awesome Achtung! Cthulhu range of books, accessories and miniatures. Check out the Achtung!

Cthulhu Add On's now available in today's. All you need to do is pledge just £1, then increase your pledge based on what Achtung! Cthulhu products you want (assuming you don't want any Mutant Chronicles gear). Please help spread news of this on Facebook, Twitter and to friends who might have missed last year's fantastic Kickstarter! Modiphius Entertainment has scored a major coup by signing Star Wars Roleplay and Edge of the Empire Senior Game Designer Jay Little, along with developers John Dunn, Jason Marker and writers Dave Allen, Clive Oldfield and Sean Patrick Fannon to work on the Mutant Chronicles 3rd Edition Roleplaying Game. Modiphius introduced the world to the World War Two horror roleplaying gameworld Achtung! Cthulhu in 2013 and are now smashing Stretch Goals in their plan to re-boot the massive 90’s techno-fantasy RPG with the Mutant Chronicles 3rd Edition Kickstarter.

Having reached their first goal in just under 3 hours, Modiphius have already unlocked more than 900 pages of Mutant Chronicles content and $110,000 in funding in just 3 weeks. Jay Little brings a wealth of experience to the Mutant Chronicles team having designed the core system for the smash hit Star Wars roleplaying game line featuring Edge of Empire, Age of Rebellion and Force & Destiny. Jay has also designed the award-wining Star Wars: X-Wing Miniatures game, Bloodbowl: Team Manager card game and Warhammer Fantasy Roleplaying Game 3rd Edition, contributed to Rogue Trader, Death Watch, Dark Crusade and Only War. Jay is managing the development of the core system and is designing a system that allows players to experience cinematic, action packed adventures in the Mutant Chronicles setting. Players will have an opportunity to glimpse the new system in the upcoming Beta, available soon. “Working on the Mutant Chronicles 3rd Edition Roleplaying Game is really a dream come true,” says designer Jay Little. “I’ve played board games, card games, miniatures, and of course earlier versions of the roleplaying game based on Mutant Chronicles.

It’s exciting to work with a setting that played such a big part in getting me involved in hobby gaming. Chris Birch and Modiphius have a proven track record for delivering high quality products and have assembled an amazing team to ensure Mutant Chronicles continues to impress fans and players alike for years to come.” Several other big names join Jay on the project. John Dunn developer of the Skills & Talents on Star Wars: Edge of the Empire, Dark Heresy 2nd Edition (Skills & Talents) and Through the Breach (Combat & Fatemaster Advice) as well as a string of other games including Only War, Weird Wars Rome, Deathwatch, Rogue Trade, Black Crusade and Shadowrun will be overseeing the Skills, Talents and Powers system.

Jason Marker joins to head up the development of the guns, gear and spaceships. Jason previously oversaw the new Robotech RPG for Palladium, worked on Rogue Trader and expanding the Warhammer 40k RPG lines before taking over the development of the guns and gear for Star Wars: Edge of the Empire and Age of Rebellion. With his daughters named after female Russian WW2 fighter pilots it seems only apt that Jason is also going to be writing the core book content and Guide book for Whitestar — the brand new faction in the Mutant Chronicles universe. Dave Allen, writer of the Star Wars: Edge of the Empire core book scenario and co-author of the Enemy Within campaign for Warhammer Fantasy Roleplaying Game 3rd Edition will head up the first Dark Symmetry era campaign. Clive Oldfield who worked on numerous Warhammer Fantasy Roleplaying Game 3rd Edition adventures and supplements will join to work alongside Dave Allen on the campaign.

Sean Patrick Fannon, another member of the Star Wars writing team, all time champion of the roleplaying game industry and creator of the incredible Shaintar: Immortal Legends epic high fantasy setting for Savage Worlds is joining to write the Capitol content. Gunnar Roxen, sci-fi noir author and 15-year veteran of the videogames industry is managing the line. His recent novels include The Wyld Hunt, Dead Angels and The Firestorm Conspiracy as well as Broken Shield, the RPG based in the same universe.

Gunnar will be writing the Luna & Imperial content. He will also be working together with Dark Legion author Mischa Thomas, who wrote the recent Cold & Dark RPG, to ensure that the Brotherhood are ready for a re-match.

They join Modiphius’ existing writing team; Dave Blewer ( Deadlands, Savage Worlds, Achtung! Cthulhu, Sundered Skies, Daring Tales of Chivalry), Michal E. Cross ( Fantasy Craft, Brandon Sanderson’s Mistborn Adventure Game, Achtung! Cthulhu), Chris Birch ( Achtung! Cthulhu, Starblazer Adventures, Legends of Anglerre), Chris Lites ( Dust Adventures), Benn Beaton ( Dust Adventures), Benn Williams ( Achtung! Cthulhu) and Tom McGrenery ( Heavy Gear: Space Vehicles Compendium, Feng Shui: In Your Face Again, Core Command: Player’s Handbook).

For those who’ve missed the Kickstarter, Modiphius plans a big redesign with gorgeous full colour books, fresh new content & cinematic rules to ensure Mutant Chronicles returns with a bang. Fresh out of playtesting with over 400 groups of players, the new d20 based game system promises fantastic cinematic gameplay so people can re-live the larger than life adventures that the brand is so well known for. Awesome new art will reveal never before seen parts of the Mutant Chronicles universe alongside the existing fantastic images by Paul Bonner, Peter Bergting and Paolo Parente.

Cinematic Unisystem Compiled Pdf Online

There will be huge campaigns, high quality accessories and miniatures produced in conjunction with Prodos Games, (who re-launched the Warzone miniatures game) specifically for the roleplaying game. Fredrik Malmberg, President & CEO of Paradox Entertainment said, ' Mutant Chronicles was a big hit with gamers when it was introduced twenty years ago. That audience is still a strong fanbase interested in quality games and miniatures.

Chris Birch at Modiphius has revamped the RPG in a great way and he and the Prodos Games team add new players worldwide at a rapid pace. We have more plans and partners joining in the upcoming year.' For more information, previews and interviews please contact Chris Birch at Modiphius: About Mutant Chronicles The Mutant Chronicles story took you on this full throttle dieselpunk sci-fi ride through a solar system beset by corporate intrigue and the invasion of a terrible dark alien force. With technology failing due to the insidious effects of the Dark Symmetry humankind must fight back against the Dark Legion hordes whilst dealing with in-fighting and conspiracy from within.

The Solar System is a roaring mayhem of death and war. The surfaces of the inner planets have been swept clean by the violent onslaught of the dark legions storming hordes of Nepharites, Razides, Pretorian Stalkers and Undead Legionaries. In the enormous cities of the far and distant future, heretics devoted to the destruction of humankind stalk the dark backstreets and gloomy alleys spreading their teachings of greed, jealously and war From the 2nd Edition Back Cover In the late 21st century a growing madness of plagues, wars, terrorism and environmental collapse led to the rushed terraforming of the colonies by the major corporations, an exodus from Earth and the final cataclysmic nuclear war. It takes hundreds of years to re-establish life as we know it on the inner worlds of our solar system. Imperial, Capitol, Bauhaus and Mishima now rule from their homes in the steaming jungles of Venus, the caverns of Mercury, the deserts of Mars and the many orbitals and asteroid homes of the solar system.

Luna City is a vast neutral sprawl, many hundreds of years old, built up and over the first colony and mines. A fateful exploratory mission to Pluto unleashes an ancient evil force 'The Dark Symmetry' upon the thinking machines of man. As technology fails (and even fights back), mankind is beset with conspiracy and corporate intrigue from within. Dark things gather on the edges of the colonies and whilst corporate war consumes the greatest armies of man, the Dark Legion’s citadels rise up throughout the worlds of the solar system and terrifying armies march out to consume all. They were defeated long ago, they will not be defeated this time. As the Dark Symmetry's malign influence on humanity grows, the Brotherhood with their strange powers, arise to unite the corporate armies as one and fight back.