Reality Deviant Publications to PublishLicensed True20 Cthulhu Products!

posted on Apr 30: 1 comment

The contracts are signed in blood, the sacrifices have been made, and mighty Cthulhu has bestowed his blessings. Reality Deviant Publications is happy to announce we are the newest Chaosium licensee! RDP will focus on support of the True20 game system by bringing fans of all things Cthulhu outstanding game supplements which bring H.P. Lovecraft’s deliciously maddening Mythos to life!

I am so excited about this agreement with the fine people at Chaosium,” said David Jarvis, president of RDP. “I’ve always wanted the chance to write and develop gaming material based on H.P. Lovecraft’s works. To be officially allowed to add our own pages to his legacy is a privilege, one which we don’t take lightly. Fans of True20 and Call of Cthulhu won’t be dissapointed.”

“We look forward to seeing what visions Reality Deviant Publications can share with the greater Call of Cthulhu gaming community. Their enthusiasm is certainly contagious! ”

-Dustin Wright, Chaosium games

Over the course of 2008, Reality Deviant Publications will produce a number of sourcebooks for the True20 game system. The first, “Shadows of Cthulhu” will introduce you to the True20 Cthulhu game and provide you with everything you need to get you started on your descent into madness! The only other book you’ll need is True20 Adventure Roleplaying, published by Green Ronin.

Shortly after the release of the Shadows of Cthulhu core book, Reality Deviant Publications plans to release three supplements describing specific Cthonic settings. RDP will release one new supplement approximately every 2 months.

SUPPLEMENT #1: ELIZABETHAN ENGLAND

Terrible things lurk at the edges of civilization in the age of Shakespeare and the rise of English Puritanism. While this book contains some new options and suggestions for hero creation, it is primarily a guidebook for understanding the role of the Cthulhu Mythos during this period. Did the Master of Revels close the playhouses because Kit Marlowe’s final play drove people mad? Is it really the Catholics that conspire to take over the crown, or are there more sinister forces involved? And what of the terrible rumors about the freak storms that drove the Spanish Armada into the sea? What really happened to the failed English colonies in the New World?

SUPPLEMENT #2: ANCIENT SUMERIA

The origins of much of mankind’s knowledge of the Cthulhu Mythos lies at the beginning of history, in the river valleys of Mesopotamia. This is a period when dreams mean something and demons openly walk the Earth. But this is also an age when many of the secrets known to man since the dawn of time are suppressed or transformed into man-made religions. It is the beginning of modern sanity. The people of this period still understand the power of the gods over them, but they have established a civilization and feel the first flush of power over nature and their oppressive deities. And they have Gilgamesh. This heroic figure, known as Sha nagba imuru, or the “one who saw all,” was proof that a man with enough knowledge could transcend the power of the gods.

SUPPLEMENT #3: ELDERS UNLEASHED!

When the stars are right, the earth will fall, but not without a fight! In an age when ancient secrets are no longer secret and gigantic elder beings have destroyed entire cities and killed millions on the evening news, mankind struggles to survive and stay sane. Civilization has completely collapsed in some parts of the world, and many major cities are deserted nuclear wastelands, testaments to how far leaders will go to stop the madness. But order still hangs by a thread in green zones patrolled by paranoid police forces. Special troops are equipped to identify and engage the unthinkable, then forget everything they did and saw. Scientists and scholars study the artifacts of the enemy in secret research facilities, always under the watchful eye of soldiers looking for any sign that they’re “crossing over.” Only the very brave or truly insane travel the world at large.

More previews for Interface Zero!

posted on Apr 23: No comments

Virtual Template
A virtual creature has no physical body and exists wholly in the MediaWeb. Only other virtual creatures (like avatars), virtual weapons, and powers can harm it. It is immune to all mundane real world attack forms.
Replace any natural armor, or equipment derived armor bonus with a virtual version of the same. Virtual creatures may pass through any unmapped real world media (physical objects, water, etc…) as easily as they do thin air. They can casually interact, lean on, or walk around, but not physically effect items that have been mapped by satellite (like buildings, registered vehicles, trees, fire hydrants and such). Likewise they cannot pass through objects specifically shielded against transmissions. For example, most buildings only allow virtual constructs in through the door. Virtual creatures cannot take any physical action that would directly move or manipulate any real world object. Virtual creatures have no weight in the real world and do not set off real world traps triggered by weight.
A virtual creature moves silently and cannot be heard if it doesn’t wish to be. Most non-visual senses, such as scent and blindsight, are ineffective with regard to virtual creatures. They can only be seen by hyper reality or VR gear, or within holographic projection fields that utilize such gear. Virtual creatures have an innate sense of direction and can move at full speed even when they cannot “see.”

 

Aspect Subtype

An aspect is a subsapient AI trained to mimic one or more skills or facets of a sentient being (usually the owner). For all their seeming intelligence an aspect’s reactions are the result of highly complex programming. Aspects are immune to mind-affecting or interaction effects, but might be programmed to respond to them. Aspects that encounter a situation completely foreign to their programming generally act confused or switch to standby mode.

 

GOBLYNN IMP

Type: VR humanoid warrior 1 (Aspect)

Size: Small

VR Speed: 30 ft.

VR Abilities: Pow +0, Fin +1, Rob +1, Int +0, Wis -1, Cha -2

VR Skills: Computer +4, Notice +5, Ride +9, Search +2, Stealth +9

Languages: GOBLYNN

VR Feats: Armor Training, Move-by Action, Talented (Notice & Search), Weapon Training

VR Powers: Darkvision 60 ft. GOBLYNN Virtual Virus

VR Combat: Attack +3, Defense +3, Initiative +1

VR Saves: Fortitude +3, Reflex +1, Will -1, Toughness +0 (-1 size, +1 Con, +1 armor)

VR Weapons: battleaxe (+3 damage/20 +4), or club (+2 damage), or handaxe (+1/20 +4), or light war pick (+1 damage/20 +5), or short sword (+2 damage/19-20 +3)

VR Equipment: Leather armor (+1 Toughness)

An unsubtle virus program originally created during the 2086 Blood Throne Flame War, it has since gone on to propagate across the net. GOBLYNN creates what almost seems like a never-ending army of hostile VR constructs that swamp HR domains with a multitude of little monstrous imps whose sole function is to derezz nearby avatars, and divert memory resources in hopes of crashing the local domain. Some versions of the program (of which there seems an endless variety) sport specific looks, colors, and designs including: Eastern tengu, garden gnomes, caricatures of famous people, or ex-romantic partners. Some versions also swap the typical medieval VR weaponry and armor for more interesting choices like brass knuckles, tasers, chainswords, laser pistols, or submachine guns.

GOBLYNN (Virtual Virus)

Any damaging hit on a system (including a personal avatar) from a GOBLYNN imp or its attached weapons has the potential to spread the GOBLYNN virus. The virus acts like a poison, requiring an system Robustness save to avoid the initial damage, followed a minute later by a second save to avoid the secondary damage. GOBLYNN cannot spawn more imps from a given system than that systems current Power score.

Type: virtual harm

Robustness save Difficulty: 11

Initial Damage: Generates a GOBLYNN Imp

Secondary Damage: -1 Power


 

NILE TECHNOLOGY SPHINX (military-grade encryption program)

Type: VR Supernatural Beast 8 (AI)

Size: Large

VR Speed: 40 ft., fly 60 ft. (poor)

VR Abilities: Pow +4, Fin +1, Rob +1, Int +5, Wis +4, Cha +4

VR Skills: Computers +16, Concentration +12, Craft (logic problem) +16, Diplomacy +15, Intimidate +15, Notice +15, Sense Motive +15

Languages: Native tongue and five additional languages

VR Feats: Double Strike, Improved Initiative, Iron Will, Night Vision, Power (3)

VR Powers: Darkvision 60 ft., Mind Touch (+15, save Difficulty 18), Rake, Scrying (+15, save Difficulty 18), Second Sight (+15, save Difficulty 18)

VR Combat: Attack +8 (+6/+6 rake), Defense +8, Initiative +5

VR Saves: Fortitude +7, Reflex +7, Will +8, Toughness +8 (+2 size, +1 Rob, +5 natural)

VR Weapons: Claws (+6 damage) or rake (+4 damage)

A Theban Sphinx is a high end AI defensive program that appears VR as a classic sphinx with the hindquarters and forelimbs of a lion, the wings of a falcon and the head and torso of a beautiful woman, the neon NILE Technological Enterprises logo and trademark revolving above their heads. A sphinx is typically attached as a guardian program to important files, or domains. Intruders are met with a logic problem that must be overcome in order to proceed. Such problems usually involve symbolic or abstract logic and might include complex dreamlike VR simulations. In direct VR combat, sphinxes use their powerful claws to flay the avatars of their enemies.

Reality Deviant Publications teams up with Rogue Games to convert Colonial Gothic to True20

posted on Apr 22: No comments

Reality Deviant Publications is pleased to announce plans to convert Rogue Games’ Colonial Gothic to the True20 game system!

From the product description:

“It is the dawn of the American Revolution. Forces are at work that will shake the very fabric of the fragile Colonies. While England deploys troops to the Colonies to put an end to the rebellion, darker forces are at work that are using these events to unleash their pent up rage. Plots are afoot, events are taking place behind the scenes, and agents with their own agenda are lurking in the shadows.”

Combining the real world history of the American Colonial Period, and adding in supernatural horror, Colonial Gothic is the world only a few know that exists. Magic is real; Agents of the Occult and Supernatural stalk the night. To make things even worse, the events of the revolution has engulfed the colonies making life even more unpredictable.

“I’ve always wanted to write speculative fiction and RPG supplements dealing with this exciting period in American History.” Said David Jarvis; “The War for Independence provides so many great opportunities for adventure. Throw in elements of the supernatural, and you add another exciting element to this tumultuous period. Rogue Games have done this fantastically with Colonial Gothic. I can’t wait to combine this dark setting with the outstanding True20 system.”

Colonial Gothic is a game that I have been playing and designing in one form or another for close to twenty years,” said Richard Iorio II, President and co-Owner of Rogue Games, Inc. “I am pleased beyond words that people have enjoyed my take on the period, as well as enjoyed learning about the secret history of the colonial period. I am excited that more people, who might not have known of the game, will have an opportunity to play it.”

Look for The True20 version of Colonial Gothic in PDF and Print format in July, 2008.

About Rogue Games

Based out of Chicago, Illinois and with an office in Toronto, Canada, Rogue Games is dedicated to creating games that make you think, laugh, and more importantly make you want to play. For as long as they can remember The Rogues (Richard Iorio II and James Maliszewski) have enjoyed not only playing, but designing games. The Rogues live by one simple motto: Games so good they sneak up on you.™

Contact the Rogues at info@rogue-games.net for more information.

About Reality Deviant Publications

Based in Dallas Texas, Reality Deviant Publications (RDP) is a small press publishing company focused on providing gamers with quality PDF and print products for the True20, Ogl Modern and 3.X game systems. Our flagship campaign setting, Blood Throne, was printed in Green Ronin’s True20 Worlds of Adventure in July of 2006. Since 2005, Reality Deviant Publications has produced over 40 products, largely in the PDF market at online retailers such as One bookshelf and Paizo. Our average customer rating is 4 out of 5 stars.

Posted in True20 (permalink)

Blight Elves: Architects of Despair is now available in Print!

posted on Apr 22: No comments

This book is now available in print!

You can grab it at our print affiliate Here!

Heroic Toolkits: Vehicles

posted on Apr 14: No comments

We are pleased to release Heroic Toolkits: Vehicles, a 61 Page sourcebook written by Stefan Happ!

“Vehicles make exciting props for a True20 story. They create instant images in the minds of players and represent mobility, travel, passion, conflict, intrigue and virtually any other emotion or concept that the Narrator wishes. When the Narrator describes the villain arriving in a pearl white Aston Martin or escaping in a sputtering Sopwith Camel World War I biplane, a scene is set in the minds of the players! Vehicles help set the scene and help create an image.

vehicles-thumb.jpgThe True20 rules provide basic statistics for a few common types of vehicles. This supplement provides the Narrator with more. More vehicles, more options, more feats and more suggestions on gameplay. Spice up your True20 story with True20 vehicles—up in space, below the waves, on the freeways or the muddy dirt track roads of some medieval kingdom. More action and excitement awaits!

The statistics in this book are based on the latest available True20 errata, which greatly modified the statistics of vehicles originally printed in the True20.”

This Product provides Players and narrators with an abundance of vehicles and vehicle weapons from a number of popular roleplaying game genres including Fantasy, modern, near future and far-flung sci-fi and space settings.

You can grab your copy at these fine e-retailers:
One Bookshelf

Your games now

and our Print publishing partner:
RPGObjects

It should be noted, that when buying any of our PDFs from RPG Objects, you will receive a special discount on the print version when it becomes available. Those who purchase the PDF from another seller need only provide proof of purchase to RPG Objects to qualify for the same discount.

Posted in True20 (permalink)