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Witch Hunter: Grand Tome of Adversaries RPG Sourcebook Now Funding on Kickstarter!

Witch Hunter: Grand Tome of Adversaries RPG Sourcebook

A collection of villainous organizations, foul creatures and diabolical masterminds to pit against your Witch Hunters in the 1690's.

About this project

With each passing year, the great Seal of Solomon fades; it's power waning as the cracks engineered by the Adversary widen, letting more fouls creatures from the Invisible World to slip into ours. 

Tales whisper of a blood-red book, cracked with age and malignancy containing the words of the Grey Pilgrim, a mysterious figure which hunts Witch Hunters with deadly success. That book, the Incabulum Malificante, is said to be a catalog of beings, both vicious and malign, and their purported powers and weaknesses. But great care should be taken when using the cursed tome lest its malignant power turn a Witch Hunter into that which it most hates - a servant of the Adversary. 

The Second Edition of the Grand Tome of Adversaries is a 256 page full- color hard back which converts all of the original entries of the first edition to the new second edition rule set. Additionally, it adds several new entries of Villainous Organizations, (such as the Howling Teeth, the Revelers of the Wild Hunt and the Shango Lodge) and horrors (such as the Grim, the Mirrorlings, the Ravensmockers, and the Rakshasah). 

Written by fan-favorite horror writer, Rucht Lilavivat and heavily illustrated by the very talented Pat Loboyko. the Grand Tome of Adversaries is a wonderful addition to your gaming library and an invaluable resource for your Witch Hunter campaign. 



What is Witch Hunter: The Invisible World?

Witch Hunter: The Invisible World is a role playing game that is set in 1690 where the players take on the role of Heroes that have survived an encounter with the Supernatural and have been chosen to fight against these malevolent forces and protect an unsuspecting world. 

A cinematic role playing game, Witch Hunter: The Invisible World doesn't rely on miniatures or grid maps (although you can certainly use them if you wish) but pushes the mechanics in the background allowing the Grand Master (the GM) and the players to concentrate on the story and the fun, rather than the minutiae of game mechanics.

As for the feel of the game, Witch Hunter: The Invisible World is equal parts swashbuckling heroics and mind numbing horror, with a dash of investigating ancient prophecies and cryptic tomes. The game is also set in an alternate history due to the fact that magic is real and not a secret. All the Royal Courts of Europe have a Court Magi, sanctioned by the Catholic Church and purified so that he or she may practice magic without being tainted by the Adversary.

Secondly, we don’t want our female players from feeling disenfranchised, given that the 17th Century in our world treated women as little more than property, the Rosie the Riveter effect of the 1940’s takes place back in the 1300’s. As the Black Plague devastates Europe, it kills a disproportionate number of men to women, forcing the women to take up traditional “male” duties and roles, such as blacksmithing, hunting and even as soldiers to protect their land. It takes a couple of generations before the male population is back up to the pre-plague numbers and by then women are too entrenched in their new roles to turn back the clock.

Lastly, using their foul blood magic, the Aztec Empire has survived its encounter with Cortez and the Spanish Empire and has become a force to be reckoned with in the New World. With the clandestine support of the Chinese Empire, which made contact via their fabled Treasure Fleet during the 15th Century, the Aztecs now have access to gun powder and weapons equal to that of the Europeans. Denied colonies in Central America, the Spanish fortify their position in the Caribbean and the south-eastern portion of North America as they wait to see if the Pope will grant their request of launching a new Crusade against the bloody, heart-ripping savages.


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Codex Infernus: The Savage Guide to Hell Now Funding on Kickstarter!

Codex Infernus: The Savage Guide to Hell

About this project

A holy warrior fighting back infernal beasts on the precipice of a fiery pit. Cloaked figures chanting an incantation to bring forth a nameless beast. A man standing at a crossroads bartering with a demonic temptress for fame and fortune; the price of which is his very soul.

Advisers to kings and queens, dictators and presidents, whispering lies at the behest of their demon lords with the fate of nations resting on whether or not the advice is heeded. A scientist examining a strange artifact found on a distant planet that, unbeknownst to him, opens a mysterious gate to a nightmarish dimension when a button is pushed.

These are just a sampling of the myriad images which come to mind when we think of Hell. Codex Infernus: The Savage Guide to Hell, brings those images to life and shows you how to plug them into your games, regardless of what genre you love to play!

The goal of Codex Infernus: The Savage Guide to Hell is not to produce a “One Size Fits All” book on Hell which pigeonholes you into a certain style of play. Concepts of Hell, Demons, Devils, etc. mean many things to many different people. While this book includes a built-in, ready to use Infernal Realm, it also gives you everything you need to design a Hellish dimension that caters to your specific group, because the concepts  and rules we introduce in this book transcend genre, encouraging you to explore new possibilities for your Savage Worlds game.

Want to play a game set in a distant future, where fringe science has ripped a hole in the fabric of reality, unleashing the hordes of Hell on earth?

How about a gritty, "Constantine-esque" type of setting where demons and angels fight a shadow war, with humanity caught in the middle?

Maybe an Over-the-top 70’s style super hero action game in the vein of the Nocturnals, Hellboy, Ghost Rider, Spawn, or Clive Barker’s Harrowers is more your style?

Perhaps you’re looking to run a fantasy game in the vein of Robert Jordan’s Wheel of Time epic, or the Diablo III and World of Warcraft franchises, where your heroes must confront the forces of darkness to save the world?

We’ve got you covered.

With this book, you can easily create your own unique, sinister realm, and memorable villains that compliment those types of games.


So, what’s in this 128 page full color  Graphic Novel-size book?

In a word: Potential.

Potential to create character concepts ranging from anti-heroes, champions of the light, tragic heroes cursed their own choices, and everything in between.

Potential to design new creatures, demon cults, and entire Hellscapes using advice from the best writers in the genre, specialized setting rules, and genre trappings! You’ll also find:

  • Ready-to-play character archetypes for a variety of genres
  • A ready-to-play setting where your players battle to escape a Hellish realm...or perhaps try to control it for themselves.
  • New Demonic races
  • New Edges and Arcane Backgrounds
  • New magic items and relics of power
  • Campaign models for a variety of genres
  • An optional "Vancian" spell system.
  • Rules for exorcism, demonic pacts, demonic possession, and an optional corruption system
  • Rules for playing immortal characters!
  • Rules for enchanting items, and much more!

 Oh... Didn't we mention monsters? Yeah, We got you covered there too...in spades.

The pledge levels on your right grant you access to Adventure Packs; short adventures that take up one or two game sessions each. Each adventure (or series of adventures, as you’ll see below) in these seven packs highlights a different type of genre of play, but they all have hellish themes, highlighting the utility of Codex Infernus: The Savage Guide to Hell! In total, there are 30 adventures from some of the best writers and game designers in the industry!

Adventure Pack 1: John Dunn: "Prisoner of Time" Teams of heroes confront the immortal demon Maltheus in different eras. Each attempts to recapture it and contain its militant and destructive tendencies.

Adventure Pack 2: Gareth Michael Skarka: "The Spectacular Supernaturals!" Gareth delivers some old-school comic action, writing five 70s-horror-hero-inspired Infernal superhero adventures in the vein of Marvel's GHOST RIDER, SON OF SATAN, and WEREWOLF BY NIGHT, and DC's DEADMAN and SWAMP THING!

Adventure Pack 3: Sean Patrick Fannon: "The Final Trumpet Pact" It began in Sarajevo in 1914, and it continues a century later in Sevastopol - a desperate cat-and-mouse game and running battle between those who've worn the pins of the Silver Blade and those who seek to hear the sound of the Final Trumpet. A secret order works behind the scenes of terrible strife and crisis, trying to stop demons and their cultists from sounding the call for Armageddon. Can the heroes stop them?

Adventure Pack 4: Monica Valentinelli: "The Abyssal Crusade" A five-part series of adventures taking the heroes through five different hell dimensions on a quest to return the "Codex Gigas," or, The Devil’s Bible, to its rightful place before all hell breaks loose on the earthly plane!

Adventure Pack 5: Eddy Webb: "The Spheres"  This Adventure pack is a set of 5 loosely connected adventures, all based around a collection of mysterious spheres, and the troubles they bring to anyone connected with them!

Adventure Pack 6: Adventure Pack 6 is filled with all manner of hellish goodness from four celebrated authors and game designers.

  • Clint Black: Critically Acclaimed author of  Necessary Evil, Clint Black takes you on “The Road to Hell.” God is gone and no one in Heaven or Hell knows where, but a group of angels decides it's a sign to start the Apocalypse on Earth. Since the other angels won't act without God's Word and Hell can't act directly on the mortal world, the Lords call on those touched by Hell's power; the Infernals. These dark heroes must protect humanity...or there will be Hell to pay.
  • Shane Hensley: The creator of Savage Worlds himself brings you "Shrouded Turin" Some say the famous Piazza Statuto depicts an angel watching over the souls of fallen workers of the Frejus Tunnel--crushed to death in the dark bowels of the earth. Others say the figure atop this strange and macabre statue is no angel. They point to the inverted star above its head, the "blessing" cast with its left hand, and the horrible, pallid, crushed figures beneath as proof of a much more Hellish origin. Are the sewers below truly a doorway to Hell itself? What foul things may even now be slinking forth from the depraved depths to cast the city--perhaps even the world--in darkness?
  • John Wick: "Hell Hunters" The players take the roles of angels hunting down demons who have escaped the Pit. Their jobs are simple: get the demon, throw it back down. At least, the job sounds simple.
  • John Goff: "Good Intentions" The heroes respond to an urgent request to rescue a local noble and his household who are under attack by a band of brigands. Upon arrival, they find the raiders appear to have far darker goals than mere robbery or ransom, as the noble's residence sits atop an old Templar stronghold--one which legend claims guarded a gate to Hell itself.

Adventure Pack 7:Dead Planet” David Jarvis takes you to a distant future and crash lands you on a planet that isn’t supposed to exist; Nibiru. In this five-part series, you’ll struggle to survive and maintain your sanity as you contend with the hellish inhabitants of this planet.

Can you escape the Dead Planet?

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Westbound, Steampunk Wild West for Pathfinder Now Funding on Kickstarter!

 

Westbound, Steampunk Wild West for Pathfinder

About this project

Westbound is the second book from the makers of the Pure Steam Campaign Setting. Take your game westward with unique races, new classes, archetypes, gear, and western monsters, all perfect for a rootin’ tootin’ steampunk wild west adventure. The base funding will produce a premium quality, 230-page PDF and print version chock full of Steampunk Wild West goodness.   

Pure Steam:

Our previous Kickstarter campaign brought Pure Steam to life. Pure Steam is an alternate history campaign setting which takes place in the age of steam. It presented two new base classes, the Gearhead, a tech 'wizard' whose contraptions can bring the power of science to bear; and the Chaplain, whose force of charisma can bolster allies and stifle foes. 

Pure Steam presented new steam-themed equipment, weapons, vehicles, and monsters. It has truly become the definitive steampunk supplement for pathfinder. But it’s time to head west.

New Stuff:

In Westbound, you get everything you need to expand your game to the West.

New base classes like:

  • The Marshal, a lawkeeper whose jurisdiction grows with his renown.
  • The Savant, an intuitive contraption builder (think tech 'sorcerer')

Wild West archetypes such as:

  • The Wrangler, who can outrope, outride, and outgun her foes
  • The Gaucho, crazy enough to bring a knife to a gunfight
  • The Gun Devotee, a gun-slinging monk who uses ki for deeds

There is expanded support for the Chaplain and Gearhead, like:

  • New Chaplain organizations
  • New Gearhead archetypes like the Arsenalist
  • Clockwork schematics - expanding your contraption capabilities with options like delayed activation and self-propulsion.

A bevy of new monsters like the sand troll, the loch satyr, and the eternal soul, all with stunning art.

New vehicles to span the desert, like the skiff and the ornithopter.

We’ve got a new gameplay soundtrack, too, to evoke the feel of the Ulleran West!

Premium Quality

What really sets Pure Steam and Westbound apart as a third-party offering is the quality. We’ve got a great team, including dynamite designers and writers, as well as artists--even down to our printer. 

Just like it's predecessor, Westbound is fully compatible with Pathfinder RPG. The book has new races, classes, archetypes, equipment, monsters, factions, NPCs, and tons more!

Westbound will be at (and above) the same high quality mark we set with our first book, The Pure Steam Campaign Setting, which: 

-has 4.5 stars across virtually every rating site available. 
-is compared to Paizo-level quality in terms of content and production.
-is a SILVER best seller on DriveThruRPG!
-is THE definitive steampunk offering for Pathfinder RPG.

Why Back Westbound?

We have some great rewards for our backers, with benefits you won't get if you wait. For example, our PDF will launch at $20 retail, but backers can get a PDF for as low a pledge as $15, and that PDF will be delivered to backers well before it's commercially available. The same is true for the print copy, which you can snag for as low a pledge as $35 and ship to backers ahead of commercial release, and will retail for $40.

Of course, there are plenty of great rewards for folks who want to make an impression on the game. You can help design a faction in the game, or be made into a character or deity with artwork, stats, and story. Some reward levels can even get your character on the cover, AND have the potential of turning your character into a mini!

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Awaken Now Funding of Kickstarter!

Awaken

We are proud to present Awaken, a tabletop roleplaying game set in a dark, war-ravaged fantasy world, heavily influenced by Slavic and Mediterranean folklore, where the forgotten mythologies have resurfaced as Vasalli, powerful humans gifted with abilities capable of changing the course of history.

Dark times have arrived for the denizens of the Alliance. Their trusted Colossi, guardians of the Great Cities, are slowly dying out. The monstrous Vargans, who once caused a war that nearly devastated the continent, still hide in the shadows of the underground. At the same time, strange nations from the North continue their incursions at a faster clip, all while the lords and leaders of the Alliance bicker over petty politics.

In such desperate times, the only possible torchbearers are the Vasalli, gifted people spoken of by the old mythologies. But can they bear the burden of being the protectors of humanity, or will they succumb to the darkness that delves in every heart?

Experience a story-driven game that emphasizes player interaction, immersive mood, and narration.

Play as Vasalli, powerful beings destined for greatness, and discover the secrets of your lineage—and your fate.

Enjoy the intuitive and light rules, which help you tell a story rather than burden you down.

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Shadow of the Demon Lord Now Funding of Kickstarter!

Shadow of the Demon Lord is a roleplaying game of dark fantasy—a genre that weaves elements of horror into a fantasy world. In the game, you create and play characters struggling to survive in a land sliding toward oblivion, a place infested by demons, roaming mobs of undead, strange magic, unhinged cultists, and all in the ruins of the last great empire of mankind. If you love Warhammer Fantasy Roleplay, the Ravenloft and Midnight settings, Joe Abercrombie’s The First Law series, Glen Cook’s Black Company books, or heavy metal music, then this is the game is for you.

The game takes place in a world standing on the brink of the apocalypse.  What is the cause? Who is responsible? The Demon Lord, of course! This being of staggering power and boundless evil authors the catastrophes blighting the landscape. Each new horror released reflects the Demon Lord's approach, the touch of its shadow, and its growing hunger for not only the planet but the entirety of all things. Although near, the Demon Lord remains outside the cosmos, rattling the cage of its prison as it strains to escape the Void to visit catastrophic destruction to your world.

The apocalyptic tone is on a dial. If you don’t want to blow everything up right away, tune it down low and the game plays fine as a less perilous, dark fantasy roleplaying game. But if you are inclined to crank up the volume, the game provides several catastrophic templates you can use to model how the world is falling apart. These templates represent the Shadow of the Demon Lord; wherever the Shadow falls, chaos and upheaval are born. The Shadow might loose global pandemics, famines, droughts, earthquakes, demon princes to stomp across the countryside, the living dead, and other world-spanning disasters and threats.

The game system helps you tell interesting and exciting stories. To make this happen, the game system is easy to learn, plays fast, and requires little preparation to play. All these ensure both novice and veteran players can enjoy the game together. Here are a few ways the game met its goals:

Easy to Learn: The GM decides if a character’s action happens, doesn’t happen, or might happen. If it might happen, a roll of the die determines the outcome. You use the core mechanic to resolve any task, whether you're punching a demon in the face, trying to kick down a door to get away from that demon, or dodge the vomit it spews from its mouth.

Your character develops with the story. Each time your group completes an adventure, the group's level increases. Each increase adds cool stuff to your character. You might learn spells, a trick with a weapon, or some thing else that might help you survive. All benefits you gain come from the paths your character follows. The first adventure you play through helps you decide the first path you will choose. If you spend a lot of time fighting, you might become a warrior. If you cast a spell from a tome bound in human skin and barbwire, you might become a magician. At higher group levels, you choose additional paths that might extend previous choices or take your character in all new directions. You can choose any path you like so you can play the character you want to play.

Plays Fast: Stories (adventures) are playable in one game session lasting from 3 to 5 hours. Stories are short, covering about one page per hour of expected play. You can also complete a typical campaign (a string of 11 connected adventures) in 11 game sessions. The core book has rules for playing characters up to level 10. This means that if you meet once a week for a 4-hour session each time, you can complete your campaign in about two months. That’s six campaigns a year!

The benefit of short campaigns is that the game lets you tell more stories, create more characters, and experience more of the game's options. As a player, you’re not locked into one character for one year or longer. You can have several. And, as a Game Master, it is possible to run a complete campaign in a compressed time span. Best of all, the campaign brevity gives other interested members of the group a chance to become the  Game Master.

Little Preparation: You can make a starting character in about 5 minutes. You make one big choice, note the information on your character sheet, and you’re ready to go. And a Game Master can prepare for a game in the time it takes to read a couple of pages of text. 

If you'd like more information about the game design, please visit schwalbentertainment.com. There, you’ll find news about the game, design diaries, and much more! 

The game’s complete and ready to move into production. I spent most of 2014 writing, designing, testing, developing, and putting the game in front of hundreds of people. Now I need your help getting Shadow of the Demon Lord into the hands of my editors and then into layout, through printing, and onto your gaming table. It’s ready, but I need your help to make it happen.

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Packs! for Savage Worlds Now Funding on Kickstarter!

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Welcome to the new site!

Thank you for visiting the new Studio 2 Publishing website.  If you had an account on the old site you will need to use the "Forgotten Password" option when logging into your account which will generate an email to you with a link to reset your password.  Once that is complete you should have access to your old orders and account information.  We apologize for this inconvenience but hope you will enjoy the new site.
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Paranoia RPG on Kickstarter!

 

Paranoia RPG on Kickstarter!

 

The classic RPG of a darkly humorous future; Rebooted by James Wallis to be faster and even easier to play!

Serve the Computer! The Computer is your friend!

Imagine a world designed by Kafka, Stalin, Orwell, Huxley, Sartre and the Marx Brothers. 

Paranoia is a roleplaying game set in a darkly humorous future. In Paranoia, a well-meaning but deranged computer desperately protects the citizens of an underground warren from all sorts of real and imagined enemies. You play one of The Computer's elite agents. Your job is to search out and destroy the enemies of The Computer. Your worst fear is that The Computer will discover that you are one of these enemies. 


Paranoia: A light-hearted game of terror, death, bureaucracies, mad scientists, mutants, dangerous weapons, and insane robots, which encourages players to lie, to cheat, and backstab each other at every turn. 

Is that fun? Trust us.

Paranoia Rebooted

The all new, rebooted Paranoia box set has been designed to be played almost immediately from opening the box. It offers fast, manic game play through the use of streamlined mechanics and substantial components including Computer Dice and high quality cards to represent equipment, mutations and much more!

Paranoia now offers a thoroughly modern roleplaying experience, allowing you to get into the game even quicker:

  • Streamlined, simple rules with new card play that allows maximum carnage while allowing you to concentrate on the action (and survival).
  • A 21st Century approach to Alpha Complex - Terrorists have taken their proper place as the greatest threat now but Commies are still lurking in the background, and the Computer's benevolent surveillance capabilities are as all-encompassing as they were envisioned in 1984 (Paranoia's original release!).
  • The principal designer is James Wallis (Baron Munchausen, Once Upon a Time), the most celebrated designer of story-telling games (the Computer says so), assisted by original designers Eric Goldberg and Greg Costikyan, and Violet-level High Programmers-to-be, Grant Howitt and Paul Dean.
  • Minimum effort, maximum fun - with the simplified game system and card decks, you will be able to get into Paranoia within 10-15 minutes.

And shipping is free, worldwide!

Paranoia is better. Other games are not better. Back Paranoia.

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Apocalypse Prevention, Inc. 2nd Ed (DGS and Savage Worlds) Now on Kickstarter

 

 

Apocalypse Prevention, Inc. 2nd Ed (DGS and Savage Worlds)

Join API and defend the world from annihilation between coffee breaks. Includes updated rules and more demons for DGS and Savage Worlds

Third Eye Games is launching a 2nd Edition of their iconic, flagship RPG, Apocalypse Prevention, Inc., rebuilt from the ground up and packed with more action, horror and fun! Also includes additional material for API Savage Worlds.

In API2E, players take the role of agents working for a shadowy corporation defending the Earth from the various beings who want to destroy it and the entire dimension. This includes monsters and demons from other worlds, as well as those of the domestic flavor. Those demons who choose to call Earth their home and live in (some) harmony with humanity have been invited to join API. The company takes in new agents and trains them in three key categories that help in this task:

  • Field Combat: Not only are the agents equipped with state-of-the-art and often futuristic weaponry, but many are masters of martial arts. 
  • Magic: Some are born with it, but most are taught how to wield magic. If the bad guys are using it, then there are no rules against it, right?
  • Cybernetics: When normal weaponry won't do (or someone's lost a body part in the line of duty), cybernetics are implemented to enhance the agent.

Once they have the tools they need to take on the night, they are thrust out into a world of mystery and danger, often on a shoe-string budget. Make no mistake, API is a for-profit company and it has a bottom line. Sure it'd be easier to take out the three-story gorilla monster with a sonic cannon, but you'll have to find another way to do it unless you convince HQ there is money to be made. Some agents spend more time on expense reports than fighting demons. 

At the end of the day, agents are no one. They have been plucked from their normal lives and recruited to serve in a fight no one knows about. The public is blissfully unaware of the existence of demons and magic, and the agents are cut off from their families, so there's no one to write home to. Everyone has their reason for joining, though, and these reasons are important to the overall job they have chosen to do. 

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The Last Parsec Now Funding on Kickstarter

The Last Parsec - Savage Worlds is now funding on Kickstarter.

The Last Parsec is a scifi setting of planetary exploration and adventure using the Savage Worlds system!

Faster-than-light travel has finally allowed humanity to spread beyond its lonely corner of the Milky Way. In the depths of space these explorers found millions of star systems, strange planets, and exotic alien races. Centuries later, they form the Known Worlds, a vital region of trade and technology where empires grow and business thrives.

It is an unparalleled age. Cutting edge science has opened limitless frontiers of space and consciousness, and has even begun to hint at the mysteries of the universe itself. But to find them, one must travel beyond the familiar, to the last parsecs of reality. 

The Last Parsec is a science fiction roleplaying game of exploration and adventure. It requires the Savage Worlds core rules and the Savage Worlds Science Fiction Companion to play.

 

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Check out the Kickstarter for Kromore now funding on Kickstarter!


Kromore is a multi era tabletop roleplaying setting that appeals to old and new RPG fans alike.

 OUR GOAL

Bringing Kromore to the RPG world has been a long 7 year process. With professional Indesign layout, artists, writers, and editors we are now very ready to present the game to the players of Earth. 

As a small company we don't have the capability of launching without the communities help. We want everyone to enjoy Kromore as much as we do and this Kickstarter allows us to print and ship texts where we otherwise would only be able to share the books in PDF format. Everything is printed in Color for all editions and rewards.

Kromore brings gamers a setting and system that opens the door for multi-era gameplay, time travel, expansive terrain exploration, political and social role play situations, and of course endless combat.

Our 350 page book gives players and GM's everything they need to run and play countless adventures in Kromore. We have already begun work on the next massive Kromore expansion Enemies & Engines to give gamers more monsters and vehicles along with several multi level campaign modules. We have also begun talks with the fine folks at Roll20 for custom Kromore campaign Modules. None of these additional works will be available if we don't raise enough for Kromore so please help us meet our goal and in exchange we'll give you some great rewards.

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